In Glory this is handled via an optional rule for Commitment. Each AM has a commitment range printed on it. Any unit activated by that AM which wishes to enter an enemy ZOC or which starts the activation adjacent to an enemy unit and wants to charge must roll within the range in order to succeed. The commitment rule adds both playing time and dierolling to the game, still, I highly recommend it. For the most part, extremely well.
Glory is filled with tension, excitement and, often, frustration.
On three consecutive turns Forrest's division of cavalry was posed to surround, and quite possibly annihilate, McCook's brigade of the Union Reserve Corps. All three times the first Reserve Corps AM was drawn immediately before Forrest's first chit, allowing McCook to escape the trap. Even moves that are taken for granted in most games, like marching two divisions down the same road or shifting several formations a hex or two to cover a hole in the line, can be fraught with peril. The real surprise, though is how good a simulation Glory is. Part of this is because of the randomness of the AM system.