Sgt. Cortez wrote:At least 8th needs more tactics than the last two editions and is better balanced than prior editions have ever been. It really depends on what you make out of it, but that's the case with most games, really.
It's a game about war... with soldiers that simulate a battle. Therefor it's a wargame, no?

I think you meant to type "has more tactics" but if that is the case then I strongly disagree. 6/7th was a game with elements that placed value on angle of attack, placement of critical models with a unit, intervening terrain, spacing, proximity of units around other units, firing arcs and facings on vehicles, etc which had a major outcome on results. The risk/reward of reserves, deep striking (and more importantly how close and thus how risky the deep strike would be to get that ideal shot off), using cover (it slows you down but also gives protection), using reactive abilities like going to ground or jinking, etc gave more decision making and risk management to your actions. 6/7th had a lot of tactical depth that came from the core rules of the game unlike 8th where most of your depth really comes from stratagems which feel A LOT more
CCG or MOBA like (the closest parallel is probably the munition system in Company of Heroes).
The game (8th) is better balanced sure but it was at the cost of most of the meat and fat of 7th which left a very bland rule set with far less depth. Also by your description you could say Risk is a Wargame which isn't exactly scratching that strategic, let alone any sort of tactical, itch.