I am also not going to spend a lot of time digging in to each post in this thread, but a lot of these suggestions seem to take away some of the things that make Runewars unique.
If you come up short on a charge, you should have the consequences (especially since you can measure!). You'll know if it's definitely in, definitely out, or too close to tell. If it's too close to tell, you either decide to do it knowing you might fail, or do something else.
If you dial in a charge but get charged first, then your opponent outplayed you. You can see the board state, reference the dials for their units, and know it's a possibility when you set your dials. You have all the information you need to make a decision. If you don't think your opponent will do it and they surprise you, then nicely played on their part.
If you hit some terrain, that's on you as well. It doesn't move -- you know where it is, what your units can do and how big they are. Like charging -- if you think it's too close to tell, either accept that you might hit it or don't do that move. This can also be solved with some maneuvering practice and play experience.
These are core design elements of the game that make it what it is. Take those away, and it's a different game.
As far as the rock-paper-scissors discussions -- yes, there are turns and activations where it feels like you have a guessing game against your opponent. It's not fun to guess wrong, and feels great when you guess right. Two points about this:
1. You are guessing with full information when you set your dials. You know the initiative, the runes and what all the units on the board can do and when.
2. The guessing game situations are arrived at through prior decisions -- so they are a direct result of strategy.
This imaginary game state, which does now have elements of a guessing game, was arrived at through strategy decisions. From the point of view of the Latari player, let's consider the prior turn. Spearmen are somewhere in front of me. I know a certain range of where they can end up. They could move one forward or sideways, or two through four forward. What do I think they will do? And if that's what I think they'll do, how do I put my Darnati in a position where I have the advantage? If my goal is to fight the Spearmen next turn, and they'll have initiative, maybe I want to be at range one so I win the charge on initiative three. But if I am at range one, and they know I can win the charge, they could dial in the initiative seven attack with hit mod -- do I want that to happen? Or they could rally and defense up to soften my charge. Maybe instead of trying to close to range one, I actually dial in a late march plus shift, hoping to catch them off-guard by just colliding so I can swing with a modded attack next turn. But then I know that they have options -- they can swing earlier (and can knock my threat down with a decent roll), rally and defense up to absorb some of my hit if they just want to hold me up, or take the losses from my swing and attack on seven, but likely with only one tray left. In some of these scenarios, the Darnati can probably gain the upper hand, but they would have had to take a different approach to the turn you are illustrating. All these decisions are informed by the rest of the game as well, and both players' overall plan of how to win.
Of course, maybe I don't want my Darnati going head-to-head with the Spearmen anyway, so maybe I should have done things on prior turns that allowed me to try to outmaneuver them.
I know you were just trying to illustrate a point with a visual representation of what you mean, and I am not trying to pick apart your setup -- I know it's not meant to represent a real game state. My point is that when the game gets to a point of guessing, you can't separate that from strategy because that's how you got there. In your example, my response would be that the Daqan player made the better decisions leading up to this turn, and the Latari player made decisions that got them to a spot they don't want to be in, so that's why the Darnati ended up on the bad end of a guessing game.