Highguard involves an awful lot of dice rolls. The board game combat matix generates a number of hits based on total attack factor vs defence and one roll of the dice.
There is a way to convert this to a certain number of critical. heavy and light hits...
You're making a wild over-generalization there.
Many wargames do have extensive tables and multiple rolls to resolve - but it's scale dependent.
For a wargame of its scale, HG is NOT an overly high number ... Tactical scale... it compares to Star Fleet Battles, Renegade Legion: Interceptor, Battlespace/Aerotech, Battlewagon, Starfire. All of which are individual ship scale, damage to specific systems, and 10's to dozens of rolls per turn.
The next scale up, often called supertactical, isn't well represented. It has individual ships or vehicles, and squads or platoons of Infantry, and generally Full/dead or full/damaged/dead level based damage systems; maneuver matters, facing usually doesn't. Ogre rides the border... Ogres are treated like tactical, but everything else is classic supertactical. Boots & saddles, GEV, Striker, Battleforce, Battleforce 2. Usually, these play tactically, but with few rolls per turn.
Then we get to Operational - where most games reduce combat to a roll or two, ounters generally are 1-3 ships, and platoon, company or regiment, and a single combat round is an engagement; the main board is days to weeks, and supply rules typically show up.
Then to strategy. Turns in months, engagements aren't ranged, couters range from ship/regiment to fleet/army. Combats range from comparable to supertactical (Imperium 3rd edition), to one roll for a month or more of combat.
One can create whole taxonomies in each category...