Fatigue is so important, that I find even computer games that have no stat or way to measure it nerfed. Every tactical decision is influence by one's energy reserves. It is a grave miscalculation to be fatigued too badly that you can't shoot, think, or talk straight when performing an action. In the case of commanders, soldiers will often say yes even when they can't perform the action. The spirit may be willing but the flesh is weak, when commanders ignore obvious signs of fatigue when leading troops, this can easily lead to disaster.
Skirmishes are very fatiguing, even in GURPS stats there are many factors the game system has left OPTIONAL but GMs can put back on the table if they want players to really appreciate the Fitness and Difficulty the tasks their Heroic characters are performing. In the end all these feats are appreciated Relatively to what the GM and the Players can communicate.
Bad Terrain:
Soft Foliage can hamper movement. These long grasses pull at limbs and any piece of equipment that can be snagged. Sometimes these plants, combined, can be as tough as rope requiring blades to clear a path.
Ruling. The GM can just add encumbrance or FP cost to movement.
Uneven ground and Encumbrance can break the smaller bones in the ankles or trip and fall to sharp rocks that can wound or worse: break equipment.
Ruling. Jumping may be necessary to overcome this quickly, at least at 3/4ths max speed. Thats a DX check or a Per Check, also apply the Enc penalty. Its worth a PC's while to invest 2cp for a +1 to Jumping in this case. This counts as Sprinting and fatigues just as much.
Visual Obstruction. Grass hides dangers, from growing over small pits or sharp rocks, to traps.
Ruling. No Per check or Dex Save, when on a Run. Half of Full move, -2 to -4 Per or Dex depending on conditions. Characters may want to Jump to avoid places all together, go back to ruling above.
Footing and Inclines. The steeper the incline the more difficult the footing. Loose dirt or grass can make things slippery.
Ruling. This requires extra effort to plow upward, +1FP cost, or Dex Checks affected by Incline penalty and Equipment. -5 is hard, anything that in the GM's call would give anyone a hard time, -2 for difficult, same call. This is better to rule on experience. Failed Dex requires 1d more seconds.
Skirmishes without the use of hex Grids.
I think skirmishes or combat engagements need more context and ways to resolve without girds or miniatures. Narrative and descriptive methods are difficult because it needs a set of assumptions.
Roles and Assumptions:
- Blockers and Tanks are Fron-tline and Clustered together. Medium Infantry are Loose formation, Heavy infantry are tight formation. Heavy infantry have special bonuses vs Shock and Ranged attacks because of discipline and large shields.
- Flankers are detached and take 1FP to join the Main Body, or 1 less FP to flank or Circle. They require a separate perception check. Higher Mobility and Stealthier can be placed farther. Flankers must dictate where they are relative to the main force: Forward or Advanced, or Very Advanced, or Far forward (double or tipple the FP costs to respectively) Wing/Flank or Rear guard,
- Ranged Support or Light Infantry are behind the Blockers. They gain +1DB from Heavy Infantry. In Close engagement they are far enough to use their Ranged weapons effectively. Engaging them requires a successful Opposed Tactics Roll, note that the amount of Blockers and Flank guards affect the Circumstantial Modifier (use Mass TS Combat Ratio