Logistics Command is interesting.
If you want to practice/study/learn Integrated Logistics Support Planning, then it is solid gold; it's a tight and very well thought through design.
If you want a good game... it's about 80-90% establishing your ILS plan, and maybe 10-20% dealing with events as they transpire. The two-players-per-side variant has the upper end of reacting since the spare budget is bigger.
It is, in a lot of ways, competitive solitaire; you can drop the other side and you only lose your competitor on points; there is no interaction between the two sides.
As a game, despite *really dry* subject matter, it is decently compelling. I played significantly beyond the point that I was required to. (I was playing it in order to learn it so that I could teach it. That took around 3 turns. I then played another 5 or 6 just to see what would happen, and before most of those I'd decided I would only play "just one more turn" and then played another and another....)
However, if it were to be a commercial, for-fun, game, I think I would try to inject more decisions during play and a bit more interaction between the two sides, though I am not sure how I would do that.