@Netace, I completely disagree with almost your entire stance on dice; though not, necessarily, the statements you made.
Your descriptions is exactly why I never cared for 40k, the game of: "let's just dice off and see who wins!"
I've always preferred Fantasy due to the movement phase and positioning being more important than dice: Armada very much mirrors fantasy over 40k, and X-Wing vice versa.
You state that you can't not take hits if you can shoot in Armada. That's very misleading imo. Sure, but you can also get two shots off when they get one; you can trade a 5black3red for a 2red1blue attack; etc.
X-Wing's movement phase is gorgeous; but the core of the game is about dice-offs and there is simply no side-stepping that case. I roll around with 8health 1agility ships due to this factor, and I can still just melt if they roll well regardless.
In Armada, you can always respond. You can always plan. You can mitigate damage reliably (If you consider their armaments that might limit you: XI-7s for instance).
What's more, there are many more ways to curb random chance in Armada. I have seen my "devastating" victory front arc shot bounce off and do nothing...hence I have loaded her to the nines with rerolls, extra dice, and a turbo to mitigate enemy tokens when dice don't go my way and give accuracies I might need.
So yes, dice are important, that much is obvious. However, Armada is, in my estimation, the absolutely best disigned dice game to reward good play and mitigate the kinds of absurd events that can stem from 40k or X-Wing dice-offs.