Boardgames are awesome, but they're not always competitive.
I've played a lot of online competitve Dominion, and got to C tier on a community ladder. Dominion is highly modular, ten of the cards you can buy are selected entirely at random to be available to both players, and act like a stage in that sense. In spite of that modularity randomly testing different skills, and that being stacked on top of the game having random mechanics involved, the best player win very consistently.. at least in Bo7 sets, which take a long time but were pretty standard. Bo5 sometimes, but never Bo3. Basically they don't sacrifice any variety for additional competitivity, they just go to a really large sample size.
Before I found out about Dominion, I played Puzzle Strike, which is Sirlin's "competitive version" of Dominion. His online tournaments ran Bo3 sets and a counterpick system that massively centralized game 1 (you could pick cards into play that benefited your character but would have no impact on your foe whenever you lose a game), so I quit Puzzle Strike for Dominion's better balance and more competitve tournament standard.
I've played competitive MtG, which is only modular in ways specific to the players own respective decks. They centralize game 1 a good deal, but they kind of have to, counterpicking cards from sideboard keeps decks that only lose to very specific things in check. But since there's lots of land screw and players winning game 1 and winning the set because time runs out during game 2, that's the least of anyone's worries. The swiss format, constant play, and everyone having a setup keeps people happy with MtG, and people are paying way more $ to play that than they are to play smash.. but dominion might be more relevant to the comparison you're looking for since there's "neutral" modular elements that affect both players.
Smallworld doesn't have a competitive scene but has a more competitive feel than most games I've played. It's mainly about drafting races/power combinations from a list of 6. On turn one, it's often simple and overly straightforward to pick the strongest one. But every time one is taken, the others get 1 point placed on them to incentivize you to take them. By the time you get to the middle of the game, the weak combos have lots of points on them, the strong ones have few, and it's a really tough skill intensive choice to pick the right thing. This mechanic is coupled with the games almost total lack of RNG to make it feel really competitive, and even not so bad in free for alls (though 1v1 is ideal). The funny thing about it is that it's like tier listing: the game, since ranking the options and figuring the number of pts of difference between them is the key.
Warhammer has a pretty competitive scene and I think they have maps so it might be a good choice for inspiration, I don't know much about tabletop games. Dominion's competitive scene barely exists and MTG kinda sucks every competitive minded board gamer in to where most board games don't have a competitive scene because those kinds of people head towards MTG's already existing scene.