To build on what others have said, IMO it also depends upon the scale of the game. For skirmish level games where the player takes on the role of individuals, guessing / fog of war etc is part of the experience. At the army level, where the player is taking on the role of a 'general', the experience is one of developing and applying strategy and tactics while local decisions about targets and just when to fire or charge are all abstracted by the game (so IMHO pre-measuring is totally appropriate at this level). In that sense, people are correct that E:A more resembles chess, being a "strategic" game between two kingdoms where the outcomes of individual actions are more predictable.
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E:A 'Chess'If people dislike the predicatability of chess so much, you could always introduce E:A style shooting and assault resolution mechanisms to the game which would work something like this (I am sure this has already been done) :-
Shooting:-
when you move a piece, if it ends up where it can take an enemy piece in it's next move, it may 'shoot' at that enemy piece. On a '6', the enemy piece must retreat one square, being destroyed if it cannot retreat.
Assault:-
When a piece 'takes' an opposing piece, each player throws a a pair of D6 using the higher score modified as follows:-
+1 if it is a pawn
+2 if it is 'bigger 'piece'
+3 if it is the king that is being attacked
+1 for each friendly piece in support (that can also move to the square)
Assault resolution
- If the attacker wins by double the attacking total, the opposing piece is removed.
- If the attacker wins by less than double the defenders score, the defending piece must retreat one square, being removed if it cannot.
- on a draw, the attacking piece retreats one square.
- If the defender wins by less than double the attackers score, the attacking piece returns to the square it started on.
- If the defender wins by double the attacking total, the attacking piece is removed.
'Check' and 'Checkmate:- When the opposing king is shot at without effect, it may elect to stay in place and ignores "check". However, the game is lost if the King is forced to move and has no legitimate place to go, or if the King is successfully assaulted.