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don't move forward at the start, let the enemy come to you while you shoot them.
don't block lines of fire. Each missile unit should have a wide clear arc in front of them that you force the enemy to move into (the terrain usually gives you the channels that the enemy must move down).
don't present charge targets. Don't let your troops into charge range of the enemy until the missile units have softened them up.
don't let your missile units get charged. Shoot your missiles, then if the enemy looks like they can charge next turn, move your melee units to intercept the charge (and counter-charge if possible). You can then move your missile unit to shoot at another target, or worst case, move to charge the flank in melee.
If you can get a couple of decent missile units focused on a melee unit for a couple of turns, you can often kill it, or at least damage it to the point of not being a threat.
Yes, i am terribly sorry, rereading my original post, it sounds unnecessarily harsh, especially since the blame is on my side : actually, i have probably misread the manual, and i was thinking the green arc you have when i was selecting the unit was the max range for ranged weapons... And thus, stupid me trying to get enemies in this range only to be, of course, charged.
After re-reading the manual, especially the range of the various missile weapons, i said to myself : "strange, even if i am not good with inches, feet and all those albionic metrics, those units should be able to shoot farther than how far they walk". And indeed, after that, i tried on farther enemy units in the arc of view, and this time i was able to see the button to fire when pointing at a unit.
So, as the game is less punishing than WH(trademark yada yada) and you can not shoot units outside your max range, maybe it should be an idea to make a the fire range more visible. Something like a transparent yellow, as an example ?
I present my apologies again for the irrespectuous tone of my first post.
Have a nice day.