I think Wizkids tried something like what you suggested for artillery, but they added the need to place an Order token to the artillery unit on the turn it fires, and then another when it resolved that order, thus Pushing the unit to complete one attack. If I remember correctly, the tokens were removed separately.
1. Give Fire Order, add Token.
2. Resolve Attack, add Token, apply Pushing damage, remove one Token for "Resting the unit".
3. Give new Fire Order, add Token, Push unit damage.
4. Resolve Attack, remove a Token, add a Token, Pushed again.
5. Rinse and Repeat until dead.
We called it the 'Token Tango' and even those of us that didn't like Artillery, thought it went too far. Then a Sword Sworn Arrow IV tank got seriously nerfed by published errata that converted its Armor Piercing SE to 'single use'. Auctions on eBay were dominated by players bidding hundreds of dollars for a single unit.
I personally preferred to fight Artillery Turtles with fast moving mechs tanks and infantry that could run through the rain without blowing up. A Saxon/Hoverbike Drop can be very annoying by basing units in Deployment Zone on Turn 2, adding VC3 for each H-bike in the DZ.
Being able to "beat" artillery is about lucky dice rolls, not skill or tactics. The artillery owner needs to miss every pog, while the opposing player needs to pass every heat roll or use figures like the Ghost Bears who can still really fight and pack a punch in their last 5 clicks of life once they have overheated crossing the field to fight the full health units just standing guard around the artillery
I disagree, if luck was the only variable, then flip a coin and declare a winner. Artillery can be defeated with skill and tactics that don't depend on "bring artillery to fight artillery". There's a lot more to the metagame than just luck or dice. And it's not 'always win' or 'always lose', that's why it IS a game.
There is no "super magic handwavium" that guarantees total victory and world domination every time you use it.
GC