Are you correct. Warfare is often deeply unfair, plodding, and exceedingly dull. Sitting around, waiting to for hours, days or months in a position the enemy may never actually attack, all to prevent the worst should the enemy attempt to do so.
But why would we seek to replicate that in a game?
Even the most fastidious mil sims currently on the market will still cut out the parts of real warfare that are simply not enjoyable on any level. War Thunder is already a very long way down that road. No mechanical breakdowns, no catching one team out by ambush, no outnumbering the enemy on spawn, no limiting CAS to only the team that was arbitrarily assigned air superiority, etc.
To be clear, interesting = spawncamping?
Because that’s all a player can achieve from these positions. The entire goal is to get behind enemy lines (For free, unless the enemy somehow decides to post a guard and/or has a spawncamper of their own), and gank players coming out of spawn, who, unless they’re constantly scanning the horizon like an owl on meth, obviously won’t react to your presence.
That’s not skillful gameplay. That’s cheap. It’s the logical equivalent of shooting fish in a barrel.
What’s worse is that, from sufficiently powerful positions (Like the one in the OP), even knowing that the enemy is there isn’t a solution. A player who gets into that position and plays correctly can derail the entire game and hand their team the win, with very little the enemy team can do about it.
Again, that’s not fun gameplay. That’s “Whoops, you didn’t sit out the game to prevent me from doing this, time to freefarm and win the game for my team without really trying”.
Slippery slope fallacy. No-one here is advocating for anything more than addressing this very real problem.
And as long as those “tactical possibilities” amount to “I should be able to drive around an unpopulated corridor of the map and get free kills”, I will speak out against that.