I will say that getting good at guess ranges was definitely a skill, and it could turn the tide of a game. Not only did it determine your ability to charge successfully, but a Dwarf or Empire player who was good at guessing could pick your powerful models apart. I dropped my stone thrower shots right on target more often than not.
And I'm in agreement about adding more randomness to the game. It makes the game more about luck over skill, which I'm not a fan of. Fitzy and I still talk about the 'Arboyz tourney game where he needed three 4+ charge rolls, and failed two of them (leaving a unit of Skavenslaves to fight a unit of Ironbreakers). He maneuvered perfectly, and in a previous edition would have left himself out of my charge range but well within his, but the dice completely screwed him.
Honestly, my two biggest gripes against the new rules are the lack of any balancing factor and the death of the most tactical element - movement. There are no flanks, no arcs of sight, no wheeling, no fleeing from a charge or standing and shooting, no rank bonuses, and so on. The movement style is very 40k - just charge your melee units forward as fast as you can and get into combat. Don't worry about outmaneuvering or actually thinking about movement, just go forward.
This just goes to show: No matter how stupid and useless a weapon may look to you, some guy in Asia with too much time on his hands has figured out how to use it to kill five ninjas.
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