Crossfire. Each move action stops upon encountering a piece of terrain and is subject to reactive fire, if the unit remains in good order, the player retains the initiative and can initiate another move action. It works very well, the density of the terrain regulates the pace of both movement and combat.
An interesting variation and be found in Fireball Forward which limits the number of terrain crossings an element can make within a given turn, but movement is otherwise unlimited within a certain radius.
I did an operational game a few years ago which was based on area movement, more dense terrain had smaller areas and iirc some boardgames use similar concepts (Fire Over Arnhem etc).