
Containing the attack is the problem
When I have designed wargames around a NATO-Russia conflict, I often left out cyberattacks for a simple reason: it was just too complicated. Too many unknowns make an accurate simulation impossible.
The number of targets, scale of the attack, damage done, how the attack could be carried out and its ramifications were beyond calculation for a mere simulation on the scale I was running using just consumer-based computer technology.
Honestly, nuclear war seemed easier to think about, and that says a lot.
