As someone who has witnessed the transition between not allowing pre measuring then allowing it, it warps the game in a manner that for Infinity, would not be healthy. Warmachine was that game going from limited pre measuring of caster zones of control in Mk1 and Mk2, to allowing full on pre measuring in Mk3. The biggest single negative that came with the introduction of pre measuring was that players when armed with the information of perfect knowledge, would go about bogging the game down by searching for the perfect turn sequence. By that I mean that they would lay down literally dozens of widgets and proxy bases trying to figure out the optimal sequence of moves for a turn. Many players would literally map out multiple possibilities of their entire turn before committing to what was a checkmate maneuver. This became such a problem that Privateer Press literally banned placing more than a couple of widgets on the table at a time in an attempt to curb the behaviour. It didn't really work players just didn't clutter the table as much but they kept doing the same thing. If pre measuring was a thing in Infinity I would for example, find myself compelled to do things like map out optimal smoke placements to just see if the possibility existed that I could chain 4 Cautious Move orders together hopping from smoke cloud to smoke cloud to facilitate assassinating a Lieutenant in exactly 5 orders to a Su Jian to cripple my opponent in the following turn. This became a big problem with Warmachine was that one player would essentially get in a position and "solve" the game in their turn, not necessarily end the game but solve it. Because they could map out their entire turn, then map out exactly where their opponent could be, they can and would essentially figure out exactly how the game was going to go and end before their opponent even had a turn, and in their turn they would move exactly as had been foretold, because it was the best series of moves because their opponent had placed their army assuming that they were going to make the optimal moves against them. If you think this was kinda like one player playing the game, yeah, it kinda really was. The actual models and dice rolling became largely for show, hell in many games the second player was often just for show and wouldn't actually get to do much. I would know, having seen this first hand frequently. The no.2 ranked player in the world plays at my LGS and this kind of thing is common place, shit like his 9 Slayers list's effectiveness works heavily off the fact that he can position the 9 warjacks perfectly everytime to bully things out of zones or to make sure they can always trade or threaten zones. Disagree all you want, but I do not find that a healthy or good thing for the game. Uncertainty is a good thing in Infinity. Things like Holoprojectors, Private Information. They all contribute to part of a guessing game about feeling your opponent out and discovering things during the game, not having it all spelled out in front of you from the get go. Just to show the other side of the coin a game that did pre measuring right was Guild Ball. The main reason it works well for Guild Ball and doesn't fuck the game up and slow everything down is that players don't feel compelled to need to pre measure a tonne of shit. This is due to players taking turns as the active player after each model activates so it heavily limits the amount of pre planning you can do. There's no point planning out the movements of 12 models when as soon as you move 1, your opponent has a turn to move 1 of his and changes the board state.