Hi Robert. I've been running a small GURPS campaign in Roll20. We've played about 6 or 7 sessions and in my experience it's been running very quickly. The key is the same as it is on tabletop: know the combat rules really well yourself, keep options as simple as you need to, and if something oddball happens that you know there's a fiddly rule for in one of your books but you have to go look it up, just wing it. Magery makes things more annoying. I recommend making cheat sheets for yourself and your players so you don't have the same questions pop up every time someone wants to take an action. This also works for normal combat maneuvers. I'd played around with making combat cards for maneuvers and customizing them for each character, but it hasn't been necessary. If your players are too lazy to read about how spells work and you're okay with that as a GM, then they need cheat sheets. If they're too lazy to read a cheat sheet you've written up and given them, then implement the 10 second rule and watch them stand around doing nothing for a few turns. Timewise, I do remember I had a combat on a similar scale in MapTool: 3 player characters, 2 allied NPCs, 10 enemies, at night (which slows things down), including melee combat, bows, muskets, martial arts, and psi powers, without using any mook rules (NPCs used intelligent maneuvers and defended). 41 turns took about 4 hours; I'd guesstimate based on my experience in Roll20 it might take under 3 hours here, but 41 turns is almost unthinkably long for a GURPS fight. It's usually more like 10. More recent combat encounters have been around 40 minutes or so for about 15 turns with 3 players and around 6-10 total NPCs. It might take you a little bit longer with a boss and with a bunch of spells to keep track of, but since you can get just as fiddly with maneuvers and techniques I wouldn't think it would take much longer. Presumably your guys will be concentrating and casting spells without switching to defensive grips and grappling at the same time.