qaccy
Emperor
You're...really not seeing it, are you? Any difference in battle outcome between Wardens v Sentinels and Hikers v Gliders is going to come down to just unit stats and probably Keen Eye RNG, although I'm curious how Hikers supposedly do worse against Gliders than Wardens do against Sentinels, given that the stat disparity is much more in favor of Hikers. Maybe the Keen Eye is the deciding factor here? Regardless, the difference in attack range between Wardens and Hikers is not a deciding factor in the outcome of either battle. To really drive the point home, I'm fortunate enough to have an available opponent in the PvP Arena with a full defense of 8 Abyssal Gliders, and I use Steel Fists against them. The Gliders all attack first, and by the time my Steel Fists are able to move, every single Glider is in attacking range of every single one of my Steel Fists. There is no disadvantage here caused by their attack range of 2. Giving them more range is not going to help them in this battle (or against fast units in general), because, once again, the fast units are always close enough after attacking that the heavy units are able to reach them. And in my case, I'm not even using units that have Force Field (I personally consider Reactive Armor 4 to be worse than Force Field, but they're probably pretty close in terms of defensive benefit).Steel wardens are vastly superior compared to glacial hikers. Steel wardens are bullet sponges when attacked by sentinels. The larger range of steel wardens aids greatly to counter their limited mobility. They have 10 range while the glaciers have 2. Like @xivarmy mentioned with teaming up against a unit. This is all in practice what makes steel warden's performance better: their large range allow them to fight more effectively against sentinels. Where the hikers struggle to pulling off attacks on abyssal gliders. Even though they've came "close" to them. The good steel wardens counters where artillery cause they could shut them down from a distance and space marines with dragon breath taking on multiples at once. In practice when 8 glaciers fight against 8 abyssal gliders, losses on glaciers are often 2-3. While steel wardens vs 8 sentinels had usually 0-2 losses. The letter when very unlucky.
On closer inspection, though, I realize that heavies actually could benefit from larger range when battling ranged units. They generally have a range of 10 spaces now, while heavies can generally only cover up to 8 spaces in one turn (6 from movement, 2 from attacking). This is the instance where Steel Wardens actually are superior - their matchup against Tesla Walkers is far more favorable than Hikers vs Harpoons, even if it were possible to ignore the Contact! damage. Harpoons are safely able to attack Hikers twice before being in danger, while Teslas only get one hit in before the Wardens are coming down upon them. This is similar to the typical artillery matchup, but the difference here is that heavies are supposed to be 'good' against ranged units, and unlike in the fast unit matchup, that's kinda faded away ever since heavies lost most of their attack range.