thank You for kind words. I just tested my idea, and it is more harmful than beneficial.
[+] *the game "feels" little faster and less wearing. Because you roll less. *when you have hero in unit, you can add both attacks. Or when Knights are attacking you can add impact together.
[-] *it scrap the current gamerules (there is massive amount of small rules that modify the hit chance) *it dont "feels" right. You except to hit and wound on separate rolls. Quality stats feels oddly less significant. *its too deterministic. like chess. I calculate in my head outcome of charge before it happen ("i should inflict 2 wounds"), and any deviation feel very punishing that wreck my plan ("WHAT only 2?! it need to be 3 hits"). The expected outcomes are 1,2 or 3. All this math in memory, is more load on the brain, than this extra roll. With randomise amount of hits, the battle are much more uncertain.
------------ i think now there are better places to search for rule improvement than removing attack rolls.
Epic 40K did this. You looked up your total firepower on rows on a table, with columns being various fractions of the total firepower, depending on cover and similar. Then you roll that number dice vs armor of defending units.
I often tried to switch back to dice, but not all the columns were multiples of 1/6. It didn't seem elegant to me, but it worked.