Handling movement/LOS on a very large map

Hi,
I know movement is via zones, but on a very large (4x8) piece of terrain, is there an easier way to decide how fast figures move across the terrain? What they might see and how close they have to be to make something out with any clarity?

I picture having my players start on one end of the map and traverse across it on their way to a much larger off map objective, but I want them to explore a bit along the way as well. I also have several encounters that will take place at key location too. This, as a very first game session, will allow everyone to get used to the rules before we move on to more complicated scenarios.

Thanks,
JSM

Well the zones concept is abstract, so it is hard to equate it to actual distances. What I would do for the terrain outdoors in two different ways. One would be a movement zone, the other a zone to cover ranges for shooting. This allows a bit more “realistic” view. Perhaps break up the range zone into 3 other zones for movement. That way in order to get from your starting point to something at long range will take significantly longer helping preserve a sense of verisimilitude. Of course this also means that once you are in close range, it may take two more turns to get to reach. When you get indoors or in an area with a ton of line of sight issues, then go back to the BtB rules.

I am planning on making a couple of boards, well probably a double sided pink insulation foam sheet, with the range bands on it, then just place terrain set pieces on that to make it easy. Basically just a generic sand/gray with green range bands, on the side with the larger scale a dark green for the range, and a lighter green for the movement band. The terrain set pieces will be scaled down, and if I have some good STL’s for the PCs and opponents, I’ll scale those down as well, but not as much. For interior or crowded locales, it will just be the standard bands.

I like it. Thanks. It’s a good starting point for me to iron this out.
JSM