I wanted to share some ideas my group has as an alternative to abstract range and combat. Let me first state that I like the narrative approach, but many situations, especially during combat, slowed the game down rather than speeding it up, especially when faced with multiple enemies, or in a dungeon type of terrain. Since my group also plays Warhammer Fantasy battle, we thought why not try to combine a few ideas, but focus on keeping it simple and as much compatible with the RAW as possible.
In order to use grid maps, we had to define a movement speed to characters. Lets take 4 squares movement as 1 maneuver. It doesn't matter if this is done diagonally or straight (keep it simple, and this is not D&D)
Any enemy within 4 squares of you is close range. You can engage such a character as normal. characters further than 4 but within 12 squares are at medium range, further than 12 but within 24 long, and further than 24 is extreme range.
0-4 : Close
5-12: Medium
13-24: Long
>24: extreme
Just count the amount of squares between characters to see the distance of each other.
Now for the terrain ideas. These have been heavily borrowed from warhammer fantasy battle in order to simplify the simulated combat. Let's start with each terrain type and what rules or effects they might give;
Forests: +1 challenge die to attacks at range vs creatures that are in a forest (light cover). Movement is also reduced while in a forest, creatures move 1 square less unless they are beastmen or woodelves.
Light cover : light cover is standing behind a low fence, in undergrowth, graveyard stone etc. Like forests, these give a +1 challenge die to attacks at range vs the creature in light cover.
Heavy cover: heavy cover is peaking around a corner, hiding behind a low stone wall or crenallations etc. These give +2 challenge die to attacks at range vs the creature in heavy cover. In addition, trying to pass over heavy cover requires 2 squares of movement unless the creature succeeds on a athletics check.
The location cards can still be used on the map, just draw the number of squares that location is in size, and place the location card in to remind players what it is and what extra rules apply. You can use height of terrain etc too with this. I have loads of ideas too for additions to this setup, but I wanted to share the basics first with you guys.