126997
Post by: Doohicky
BaconCatBug wrote: Platuan4th wrote: Latro_ wrote:lol so the terrain rules dont help CC they nerf it more. Now your shooty boys hug heavy cover and get a nice +1 save against my orks charging in.
ofc i dont get this.
clap clap clap
Heavy cover explicitly says it's ignored by charging units though?
That means the Boyz who charge in won't get the save, but the unit hunkered down will, not that if I charge your unit it loses Heavy cover
Wrong. Read it again
You add 1 to the saving throw unless the attacking model charged
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Post by: Platuan4th
BaconCatBug wrote: Platuan4th wrote: Latro_ wrote:lol so the terrain rules dont help CC they nerf it more. Now your shooty boys hug heavy cover and get a nice +1 save against my orks charging in.
ofc i dont get this.
clap clap clap
Heavy cover explicitly says it's ignored by charging units though?
That means the Boyz who charge in won't get the save bonus, but the unit hunkered down will, not that if I charge your unit it loses Heavy cover
It's worded to work the other way around, actually.
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Post by: IanVanCheese
Latro_ wrote:lol so the terrain rules dont help CC they nerf it more. Now your shooty boys hug heavy cover and get a nice +1 save against my orks charging in.
ofc i dont get this.
clap clap clap
The shooty boys would not get the bonus, since the models making the attack charged that turn. It actually benefits the charging unit more than the charged, since the charging unit will gain +1 save while the defending unit will not.
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Post by: Kanluwen
Sasori wrote:I have to admit, I'm really not seeing where the melee boost is supposed to be coming in yet. The smaller table size will help this, but it remains to be seen how much.
Are we going to pretend that being unable to shoot through a terrain feature that has the Obscured trait isn't a boost?
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Post by: BaconCatBug
Huh, you're right, it's the model MAKING the attack, not taking the attack. Weird. That's dumb. But... it does buff melee units, which isn't.
86262
Post by: MaxT
BaconCatBug wrote:You do against AP0 weapons? You know you can choose to use their normal save, right?
Also is it just me or does Heavy Cover not give a bonus against shooting?
Light and heavy cover is not either/or. A terrain piece can provide both.
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Post by: JNAProductions
Yeah-the way it's worded (god knows what the intent is) is that you get +1 to your saves in melee from Heavy Cover, but if you're being attacked by a charging unit, it's denied.
So if my Plaguebearers charge your Marines in Heavy Cover, you only get a 3+, not a 2+.
95639
Post by: Nah Man Pichu
Platuan4th wrote: BaconCatBug wrote: Platuan4th wrote: Latro_ wrote:lol so the terrain rules dont help CC they nerf it more. Now your shooty boys hug heavy cover and get a nice +1 save against my orks charging in.
ofc i dont get this.
clap clap clap
Heavy cover explicitly says it's ignored by charging units though?
That means the Boyz who charge in won't get the save bonus, but the unit hunkered down will, not that if I charge your unit it loses Heavy cover
It's worded to work the other way around, actually.
Yeah it just means no one will get a save improvement that turn
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Post by: Galas
So ... heavy cover is actually a negative. You DON'T want to be on heavy cover, because it would benefit wichever charges you (They would benefit from the heavy cover) but not you?
81759
Post by: BaconCatBug
Galas wrote:So ... heavy cover is actually a negative. You DON'T want to be on heavy cover, because it would benefit wichever charges you (They would benefit from the heavy cover) but not you?
It's a buff to melee armies!
126997
Post by: Doohicky
removing my post as you've edited yours now
81759
Post by: BaconCatBug
Yes, you're right, I misread making as taking for whatever reason. So Heavy Cover actually benefits the opponent since the charging unit will benefit from Heavy Cover and the charged unit wont. While dumb, it buffs melee armies! Unless it's a GW mistake as usual
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Post by: Red Corsair
Nah Man Pichu wrote: Therion wrote: Nah Man Pichu wrote: Therion wrote:Obscuring changes basically nothing for tournament players who are used to playing on tables with 4+ large L-shape ruins often tall enough to hide a Knight. Now some GW chapel plays as ”windows closed” which was a common tournament rule already.
Infantry and especially hordes are still screwed.
And 5G causes corona virus.
Oh sorry I thought we were spouting off theories based on an abject lack of information.
So, are we or are we not allowed to voice our displeasure at the design direction? Because certainly it looks like some people can’t shut up about how hyped they are, despite likewise really not having any clue if 9th is good or not.
Some of the changes that I know of are good, some are terrible. Obscuring doesn’t change anything in competitive play. Can you handle this or do you need to white knight about the tone of my voice?
You can Chicken Little all you want so long as you're fine with others pointing out the sky isn't actually falling.
No it actually seems as though you have a problem with other peoples opinion. The sky can be falling in his opinion while it's the greatest news ever in yours. It isn't either or despite your attempts to make it that way through hyperbole.
If you don't want other opinions that oppose your own I have great advice for you. You can stop using a public forum lol.
BTW I'd stop moralizing and making personal attacks, when apparently your ducking an obligation you have to some meeting in order to  post on the internet.
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Post by: Sasori
Kanluwen wrote: Sasori wrote:I have to admit, I'm really not seeing where the melee boost is supposed to be coming in yet. The smaller table size will help this, but it remains to be seen how much.
Are we going to pretend that being unable to shoot through a terrain feature that has the Obscured trait isn't a boost?
Depends if you played ITC rules or not. As Therion already pointed out, this has pretty much already been the case so far.
81759
Post by: BaconCatBug
Sasori wrote: Kanluwen wrote: Sasori wrote:I have to admit, I'm really not seeing where the melee boost is supposed to be coming in yet. The smaller table size will help this, but it remains to be seen how much.
Are we going to pretend that being unable to shoot through a terrain feature that has the Obscured trait isn't a boost?
Depends if you played ITC rules or not. As Therion already pointed out, this has pretty much already been the case so far.
But now it's an actual rule, not a house rule.
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Post by: the_scotsman
Platuan4th wrote: Latro_ wrote:lol so the terrain rules dont help CC they nerf it more. Now your shooty boys hug heavy cover and get a nice +1 save against my orks charging in.
ofc i dont get this.
clap clap clap
Heavy cover explicitly says it's ignored by charging units though?
Yeah, honestly if you charge a unit into heavy cover, that's an advantage to the unit making the charge, not the unit defending.
83742
Post by: gungo
KurtAngle2 wrote:Hordes are definitely fethed considering that they are keeping the +1 to saving throws
To be fair a substantial change happened it’s based on per model NO longer requiring the entire unit to be on or wholly within.
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Post by: H.B.M.C.
So units that get charged have no bonus. Then the unit attacks back, and the unit that charged them gets the bonus? And then next round (assuming the unit that got charged hasn't just waltzed away leaving the enemy charging unit to be annihilated by ubiquitous over-powered mid-power multi-shot mid-damage weapons), they both gain the benefits of Heavy Cover as neither charged? Right?
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Post by: Nah Man Pichu
Galas wrote:So ... heavy cover is actually a negative. You DON'T want to be on heavy cover, because it would benefit wichever charges you (They would benefit from the heavy cover) but not you?
I wouldn't say that, seems to be a kind of no winners situation. Neither the charging unit or the unit being charged benefit in the first round of combat.
Could definitely be argued it's a boost if the charged unit sticks around another turn, as the charging unit probably inflicted more damage AND now benefits from cover.
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Post by: Sasori
BaconCatBug wrote: Sasori wrote: Kanluwen wrote: Sasori wrote:I have to admit, I'm really not seeing where the melee boost is supposed to be coming in yet. The smaller table size will help this, but it remains to be seen how much.
Are we going to pretend that being unable to shoot through a terrain feature that has the Obscured trait isn't a boost?
Depends if you played ITC rules or not. As Therion already pointed out, this has pretty much already been the case so far.
But now it's an actual rule, not a house rule.
That's not the point though. The point was Kan is trying to say, well, this is a huge boost. I pointed out that people that have already been playing with this terrain ruleset all edition already know it's not that huge of a boost.
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Post by: Abadabadoobaddon
So I can shoot Magnus the Red, but he can't shoot me back because Obscuring.
And how does cover give you a bonus in close combat? Like the Khorne Berzerker is chasing you around and around the crate or something? Or maybe you start using random bits of scenery to block incoming attacks, Jackie Chan style?
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Post by: Red Corsair
Eldarsif wrote:Regarding horde rules I do expect that the bravery rule from AoS will show up. There the unit gains +1 bravery(leadership) for every 10 models in the unit at the time of test.
But it only impacts large units lol. I'd rather be a marine and have LD8-9 with a reroll on 5-10 models then LD6, no reroll and be in a unit of 30. They had better of reworked the system from the bottom up.
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Post by: Doohicky
I wonder what defensible will mean...
That could possibly be a bonus save to units being charged or better overwatch.
Scalable I assume means being able to go up floors
Breachable I would assume means walls etc can be moved through
Exposed position I have no idea as is it more exposed than being in the middle of a street?
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Post by: Platuan4th
H.B.M.C. wrote:So units that get charged have no bonus. Then the unit attacks back, and the unit that charged them gets the bonus?
And then next round (assuming the unit that got charged hasn't just waltzed away leaving the enemy charging unit to be annihilated by ubiquitous over-powered mid-power multi-shot mid-damage weapons), they both gain the benefits of Heavy Cover as neither charged?
Right?
Correct.
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Post by: H.B.M.C.
Correct. Smaller things can hide from bigger things. I actually don't see a problem with this. You can "ambush" units natively within the rules without the need for an "ambush" special rule.
Abadabadoobaddon wrote:And how does cover give you a bonus in close combat? Like the Khorne Berzerker is chasing you around and around the crate or something? Or maybe you start using random bits of scenery to block incoming attacks, Jackie Chan style?
Remember when being in cover made you less vulnerable to charges? And then everyone got Frag Grenades that basically negated that. This is here to show that fighting HTH in heavy cover is difficult.
Really though this should have been the "dense cover", but whatever...
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Post by: Eldarsif
Red Corsair wrote: Eldarsif wrote:Regarding horde rules I do expect that the bravery rule from AoS will show up. There the unit gains +1 bravery(leadership) for every 10 models in the unit at the time of test.
But it only impacts large units lol. I'd rather be a marine and have LD8-9 with a reroll on 5-10 models then LD6, no reroll and be in a unit of 30. They had better of reworked the system from the bottom up.
Not saying it would be the exactly same system, but that it could give us a hint what we could see.
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Post by: Nah Man Pichu
Red Corsair wrote: Eldarsif wrote:Regarding horde rules I do expect that the bravery rule from AoS will show up. There the unit gains +1 bravery(leadership) for every 10 models in the unit at the time of test.
But it only impacts large units lol. I'd rather be a marine and have LD8-9 with a reroll on 5-10 models then LD6, no reroll and be in a unit of 30. They had better of reworked the system from the bottom up.
I'm really hoping we see the whole "buying more models for this unit is less points than another equivalent sized unit" thing people have been talking about.
It was one of my favorite parts of 30k and I think could help mitigate some of the horde concerns if it's more efficient to run big hordes. Especially since Obscured should help make things less targetable
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Post by: the_scotsman
So, so far, our keywords are:
Light Cover - +1 sv vs shooting
Heavy Cover - +1sv vs non-charging melee
Obscuring - Blocks LOS if 5" or taller and not for Flyers or 18W+
Fairly obvious:
Unstable - Probably the dangerous terrain rule mentioned on stream
Scalable - Pretty clearly means you can climb it. It would be super cool IMO if climbing was given some better clearer rules than the current "you can just move up it" system.
Exposed Position - Probably a codification of the recent rule where if you're on top of a thing with no protection you don't get cover from it, given it's on an Armored Container
Breachable - I would guess that Breachable is a codification of the "infantry swarms and beasts can go through this" rule
Non-obvious:
"Dense Cover" - This was described on-stream as "Terrain where the terrain itself is blocking the bullets vs terrain that just makes it harder to see you like a forest which would be light cover." TBH I would LOVE to see the return of the 4+ cover save thru this rule, that would help out light infantry a ton.
"Defensible" - no clue.Could be Apoc-style ruin embarkation. Could be some kind of bonus vs chargers or something. Could be units inside it can shoot out of it?
They also mentioned terrain that slows down movement on stream, so I would expect some kind of "Impeding" keyword for area terrain.
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Post by: Nah Man Pichu
H.B.M.C. wrote:Correct. Smaller things can hide from bigger things. I actually don't see a problem with this. You can "ambush" units natively within the rules without the need for an "ambush" special rule.
Abadabadoobaddon wrote:And how does cover give you a bonus in close combat? Like the Khorne Berzerker is chasing you around and around the crate or something? Or maybe you start using random bits of scenery to block incoming attacks, Jackie Chan style?
Remember when being in cover made you less vulnerable to charges? And then everyone got Frag Grenades that basically negated that. This is here to show that fighting HTH in heavy cover is difficult.
Really though this should have been the "dense cover", but whatever...
Only applies to terrain pieces that weigh over a certain amount. Marketing 101
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Post by: BrotherGecko
Gadzilla666 wrote:KurtAngle2 wrote:Hordes are definitely fethed considering that they are keeping the +1 to saving throws
Yup, cover will continue to benefit power armour more than geq or weaker saves. Hordes are going to have it bad.
.
7 editions of people complaining cover saves unfairly benefited low armor save units. 7 editions of people saying a marine in cover should be harder to kill than a guardsmen in cover.
...now we are here.
lol
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Post by: KurtAngle2
gungo wrote:KurtAngle2 wrote:Hordes are definitely fethed considering that they are keeping the +1 to saving throws
To be fair a substantial change happened it’s based on per model NO longer requiring the entire unit to be on or wholly within.
That's true, but the bonus itself had to change to something that could equally benefit every army, instead we still have Daemons just searching for no LoS whilst disregarding any bonus save
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Post by: Doohicky
H.B.M.C. wrote:
Really though this should have been the "dense cover", but whatever...
I think you've nailed it here. The rules make it sound more like dense cover. Heavy to me implies a defensive position, whereas they are descriping it as terrain where it's tough to move/fight
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Post by: Nah Man Pichu
the_scotsman wrote:So, so far, our keywords are:
Light Cover - +1 sv vs shooting
Heavy Cover - +1sv vs non-charging melee
Obscuring - Blocks LOS if 5" or taller and not for Flyers or 18W+
Fairly obvious:
Unstable - Probably the dangerous terrain rule mentioned on stream
Scalable - Pretty clearly means you can climb it. It would be super cool IMO if climbing was given some better clearer rules than the current "you can just move up it" system.
Exposed Position - Probably a codification of the recent rule where if you're on top of a thing with no protection you don't get cover from it, given it's on an Armored Container
Breachable - I would guess that Breachable is a codification of the "infantry swarms and beasts can go through this" rule
Non-obvious:
"Dense Cover" - This was described on-stream as "Terrain where the terrain itself is blocking the bullets vs terrain that just makes it harder to see you like a forest which would be light cover." TBH I would LOVE to see the return of the 4+ cover save thru this rule, that would help out light infantry a ton.
"Defensible" - no clue.Could be Apoc-style ruin embarkation. Could be some kind of bonus vs chargers or something. Could be units inside it can shoot out of it?
They also mentioned terrain that slows down movement on stream, so I would expect some kind of "Impeding" keyword for area terrain.
I'd also be fine with Dense cover providing a -1 To Hit modifier against anything targeting the unit ala Killteam.
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Post by: Latro_
Doohicky wrote: Latro_ wrote:lol so the terrain rules dont help CC they nerf it more. Now your shooty boys hug heavy cover and get a nice +1 save against my orks charging in.
ofc i dont get this.
clap clap clap
Did you even read the rules or just decide they were bad without doing so?
It specifically says the +1 save does not apply if the attacking unit charged.
In fact the charging orks WILL get cover save and the ones being charged won't which is a benefit to the chargers
I stand corrected.
It's still a buff to shooting armies that they did not have before  , in other rounds marines will have a 2+ save. You can argue its a bonus all round but it's kinda not because you want your CC units killing stuff in CC, if it is drawn out longer then its a win for shooty lists
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Post by: the_scotsman
Doohicky wrote:I wonder what defensible will mean...
That could possibly be a bonus save to units being charged or better overwatch.
Scalable I assume means being able to go up floors
Breachable I would assume means walls etc can be moved through
Exposed position I have no idea as is it more exposed than being in the middle of a street?
I would love Defensible to be the rule from apocalypse where if you get close enough with all the models in your unit you can pick them up off the board, place them in the area terrain feature, and not have to worry about their individual model placement within that terrain piece for the purposes of LOS or enemies charging you.
The amount of time I've spent fiddling around trying to get all my models to be able to see out of windows or trying to place close combat models on upper floors I could probably have gotten a masters degree with.
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Post by: KurtAngle2
BrotherGecko wrote: Gadzilla666 wrote:KurtAngle2 wrote:Hordes are definitely fethed considering that they are keeping the +1 to saving throws
Yup, cover will continue to benefit power armour more than geq or weaker saves. Hordes are going to have it bad.
.
7 editions of people complaining cover saves unfairly benefited low armor save units. 7 editions of people saying a marine in cover should be harder to kill than a guardsmen in cover.
...now we are here.
lol
The most elegant solution would be a 5++ Cover save that gives +1 to Saving Throws if the model already has an equal save (Demons would be getting a 4++ without paying for the stratagem that is already capped at 4++, Marines would still be getting a 2+ and IG a 4+ in best case scenario)
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Post by: H.B.M.C.
Overall I like the sound of what they've done with terrain (especially now that we have some more detail from the WarCom article). It doesn't solve the issues with TLOS, but I feel much better about terrain having a codified set of Universal Special Rules (y'know, like everything should have) rather than worthless "bespoke" rules and special cases/exceptions. Means you can take anything (official GW kit or scratch built) and apply a simple set of universal rules to them. This gives you a great deal of flexibility for changing the way games are played even over the same terrain. For example, you're playing a campaign and want to represent a once-robust city slowly being turned to ash as the fighting wears off, defensible heavy/light dense terrain can slowly just turn to light, or even unstable over time (or both!) and it means that you can apply them easily to new terrain pieces (and introduce new ones that can be used on existing pieces of terrain). Imagine expanding this out to the way CityFight used to have tokens for different types of building (ammo dump, medical supplies, comm tower, etc.) and melding those into this system. Scalable, expandable, flexible. Very good GW. Now fix Tyranids.
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Post by: the_scotsman
Latro_ wrote:Doohicky wrote: Latro_ wrote:lol so the terrain rules dont help CC they nerf it more. Now your shooty boys hug heavy cover and get a nice +1 save against my orks charging in.
ofc i dont get this.
clap clap clap
Did you even read the rules or just decide they were bad without doing so?
It specifically says the +1 save does not apply if the attacking unit charged.
In fact the charging orks WILL get cover save and the ones being charged won't which is a benefit to the chargers
I stand corrected.
It's still a buff to shooting armies that they did not have before  , in other rounds marines will have a 2+ save. You can argue its a bonus all round but it's kinda not because you want your CC units killing stuff in CC, if it is drawn out longer then its a win for shooty lists
I mean, it's kinda not though. It's much more likely to be a buff that the CHARGING army did not have before, especially fighting armies like space marines who get super duper taekwondo powers that make them punch more than fething eldar aspect warriors.
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Post by: Abadabadoobaddon
H.B.M.C. wrote:Correct. Smaller things can hide from bigger things. I actually don't see a problem with this. You can "ambush" units natively within the rules without the need for an "ambush" special rule.
Abadabadoobaddon wrote:And how does cover give you a bonus in close combat? Like the Khorne Berzerker is chasing you around and around the crate or something? Or maybe you start using random bits of scenery to block incoming attacks, Jackie Chan style?
Remember when being in cover made you less vulnerable to charges? And then everyone got Frag Grenades that basically negated that. This is here to show that fighting HTH in heavy cover is difficult.
Really though this should have been the "dense cover", but whatever...
Not everyone got frag grenades. Some super shooty units didn't. Like daemonettes.
95639
Post by: Nah Man Pichu
the_scotsman wrote: Latro_ wrote:Doohicky wrote: Latro_ wrote:lol so the terrain rules dont help CC they nerf it more. Now your shooty boys hug heavy cover and get a nice +1 save against my orks charging in.
ofc i dont get this.
clap clap clap
Did you even read the rules or just decide they were bad without doing so?
It specifically says the +1 save does not apply if the attacking unit charged.
In fact the charging orks WILL get cover save and the ones being charged won't which is a benefit to the chargers
I stand corrected.
It's still a buff to shooting armies that they did not have before  , in other rounds marines will have a 2+ save. You can argue its a bonus all round but it's kinda not because you want your CC units killing stuff in CC, if it is drawn out longer then its a win for shooty lists
I mean, it's kinda not though. It's much more likely to be a buff that the CHARGING army did not have before, especially fighting armies like space marines who get super duper taekwondo powers that make them punch more than fething eldar aspect warriors.
I'm actually struggling to think of a scenario where putting a unit I'm trying to protect from CC into a terrain piece that's "Heavy" versus terrain that isn't really makes any sense. I'm scared of that initial charge, not a drawn out combat usually. Like if I expect them to survive the first round then want them to hold on while reinforcements come, yeah I guess I could see that. But a glass cannon shooting unit or something that will crumble in the first round, idk I don't see the draw.
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Post by: JNAProductions
the_scotsman wrote: Latro_ wrote:Doohicky wrote: Latro_ wrote:lol so the terrain rules dont help CC they nerf it more. Now your shooty boys hug heavy cover and get a nice +1 save against my orks charging in.
ofc i dont get this.
clap clap clap
Did you even read the rules or just decide they were bad without doing so?
It specifically says the +1 save does not apply if the attacking unit charged.
In fact the charging orks WILL get cover save and the ones being charged won't which is a benefit to the chargers
I stand corrected.
It's still a buff to shooting armies that they did not have before  , in other rounds marines will have a 2+ save. You can argue its a bonus all round but it's kinda not because you want your CC units killing stuff in CC, if it is drawn out longer then its a win for shooty lists
I mean, it's kinda not though. It's much more likely to be a buff that the CHARGING army did not have before, especially fighting armies like space marines who get super duper taekwondo powers that make them punch more than fething eldar aspect warriors.
Except it doesn't solve melee's issues. It's a buff, but not where it's needed.
Melee units generally are not killed when their target punches back-their target is probably crippled, dead, and/or weak in melee. It's when the remnants Fall Back and they get blasted to smithereens from the rest of the army that they die.
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Post by: Sersi
BaconCatBug wrote: JNAProductions wrote: BaconCatBug wrote:You do against AP0 weapons? You know you can choose to use their normal save, right?
Also is it just me or does Heavy Cover not give a bonus against shooting?
6+ armor. 5++ Invuln.
Oh, the "line troops". Well, think of it as you've always got cover even in the open?  Things like Bloodcrushers still benefit.
Depends of the Daemon really. If your running Slaanesh your nips out, everything from other than the chariots is 6+ save, even the Keeper. That I expected though daemons haven't benefited from cover the last 5 editions? Anyway, the heavy cover penalty is worse, than blast. I'm used to picking up handfuls of models to get stuck in. Being even worse in melee after after completing the charge, well.... Hopefully, there's something, anything to make melee...better.
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Post by: H.B.M.C.
Ok, and? Not all units are created equal. In any case, I don't think Daemons as an army concept even made sense back then. All in reserve, then half on one turn and the rest on another. Why was the opposing army there? Did they know the Daemons were coming? Hoping they'd show up? But I digress, I don't see an issue with either of the two rules you've raised.
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Post by: yukishiro1
I am having trouble understanding what this even means:
Another important point to note is that, even though Obscuring terrain blocks line of sight from one side to the other, a unit that’s INSIDE the terrain can still be freely targeted (though they will receive the benefit of cover if the terrain also has the Light Cover trait) and can give fire in return. However, the days of drawing line of sight through a gap in the wall and three consecutive windows to a unit on the opposite side of a huge building are over!
This seems to be saying that if you're in the middle of the ruined cathedral, the enemy can fire at you, but if you're on the far side of the ruined cathedral, it can't? In other words, people can see through one set of walls, but not two?
If so, this is a dramatic change from the ITC rules, that, far from increasing LOS blocking, dramatically reduces LOS blocking.
How does this interact with L-shaped terrain? If you are right behind the wall, are you now visible? Or are you invisible because there's only one set of walls and therefore you're not in the terrain any more, but behind it? How do we determine the footprint of three-walled terrain - is it square, or is it triangular, or is it just the shape of the three walls and standing inside the three walls isn't actually standing inside the three walls?
Another really unclearly worded rule for people to fight over. Yay.
Also, why oh why did they have to set it so you can still shoot at the Triumph even on the far side of a cathedral, even though it's just a bunch of infantry models carrying banners?
Finally, it seems bizarre that all these rules are just based on the principle of "agree with your opponent" with no framework for resolving any disagreements. Ultimately, any rule is "agree with your opponent," but we don't say "agree with your opponent on how many CP you start with," or "agree with your opponent on who goes first," or "agree with your opponent on what your model's armor save is." Why not provide some base rule to use when you and your opponent have trouble agreeing because he has a shooty army and wants an empty table and you don't think that's reasonable?
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Post by: lord_blackfang
So at the end of the day the big hoopla about terrain being important boils down to the +1 save bonus sometimes, very rarely, also applies in melee.
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Post by: Latro_
does the obscured thing really do a number on knights?
as i understand it a 5" block say can be infront of a knight e.g. the knight is directly behind it and its as wide as its base but if can see over, it matters not.
If a marine is inline with that block on the other side of the board so long as the knight cant see draw los around (because it cant over) it cant shoot that marine. Even though it can see it
e.g.
k = knight, b= block, .... is the entire open board, m= marine
................................
KB...........................M
.................................
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Post by: gungo
Doohicky wrote:I wonder what defensible will mean...
That could possibly be a bonus save to units being charged or better overwatch.
Scalable I assume means being able to go up floors
Breachable I would assume means walls etc can be moved through
Exposed position I have no idea as is it more exposed than being in the middle of a street?
The preview said terrain will affect to hit
My guess is defensible is -1 to hit from shooting?
Also my guess is all dense cover will also be light cover so while the unit receives a bonus to sv from shooting it won’t receive the bonus to melee from a charging unit? Also I’m wondering if the intention was niether the attacker nor defender should receive a bonus in melee when charged?
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Post by: H.B.M.C.
lord_blackfang wrote:So at the end of the day the big hoopla about terrain being important boils down to the +1 save bonus sometimes, very rarely, also applies in melee.
You're being stridently unfair here blackfang.
You know I'll be first inline for an earned crack at GW. They haven't earned that here.
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Post by: addnid
lord_blackfang wrote:So at the end of the day the big hoopla about terrain being important boils down to the +1 save bonus sometimes, very rarely, also applies in melee.
It seems that way, but perhaps more cover rules are kept hidden away ATM (i doubt that though...). Kinda of a big letdown isn't it ?
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Post by: the_scotsman
Nah Man Pichu wrote:the_scotsman wrote: Latro_ wrote:Doohicky wrote: Latro_ wrote:lol so the terrain rules dont help CC they nerf it more. Now your shooty boys hug heavy cover and get a nice +1 save against my orks charging in.
ofc i dont get this.
clap clap clap
Did you even read the rules or just decide they were bad without doing so?
It specifically says the +1 save does not apply if the attacking unit charged.
In fact the charging orks WILL get cover save and the ones being charged won't which is a benefit to the chargers
I stand corrected.
It's still a buff to shooting armies that they did not have before  , in other rounds marines will have a 2+ save. You can argue its a bonus all round but it's kinda not because you want your CC units killing stuff in CC, if it is drawn out longer then its a win for shooty lists
I mean, it's kinda not though. It's much more likely to be a buff that the CHARGING army did not have before, especially fighting armies like space marines who get super duper taekwondo powers that make them punch more than fething eldar aspect warriors.
I'm actually struggling to think of a scenario where putting a unit I'm trying to protect from CC into a terrain piece that's "Heavy" versus terrain that isn't really makes any sense. I'm scared of that initial charge, not a drawn out combat usually. Like if I expect them to survive the first round then want them to hold on while reinforcements come, yeah I guess I could see that. But a glass cannon shooting unit or something that will crumble in the first round, idk I don't see the draw.
I feel like typically if I'm defending a terrain piece, the opposing models dont get to get into it until they've killed some of my guys. Automatically Appended Next Post: addnid wrote: lord_blackfang wrote:So at the end of the day the big hoopla about terrain being important boils down to the +1 save bonus sometimes, very rarely, also applies in melee.
It seems that way, but perhaps more cover rules are kept hidden away ATM (i doubt that though...). Kinda of a big letdown isn't it ?
Well, and it does seem that you don't need to be right next to Obstacle terrain to get the bonus, though that wasn't explicitly stated.
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Post by: JNAProductions
addnid wrote: lord_blackfang wrote:So at the end of the day the big hoopla about terrain being important boils down to the +1 save bonus sometimes, very rarely, also applies in melee.
It seems that way, but perhaps more cover rules are kept hidden away ATM (i doubt that though...). Kinda of a big letdown isn't it ?
Yes. Yes it is.
So how are hordes gonna be competing now, when cover favors MSU Elites?
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Post by: addnid
the_scotsman wrote: Nah Man Pichu wrote:the_scotsman wrote: Latro_ wrote:Doohicky wrote: Latro_ wrote:lol so the terrain rules dont help CC they nerf it more. Now your shooty boys hug heavy cover and get a nice +1 save against my orks charging in.
ofc i dont get this.
clap clap clap
Did you even read the rules or just decide they were bad without doing so?
It specifically says the +1 save does not apply if the attacking unit charged.
In fact the charging orks WILL get cover save and the ones being charged won't which is a benefit to the chargers
I stand corrected.
It's still a buff to shooting armies that they did not have before  , in other rounds marines will have a 2+ save. You can argue its a bonus all round but it's kinda not because you want your CC units killing stuff in CC, if it is drawn out longer then its a win for shooty lists
I mean, it's kinda not though. It's much more likely to be a buff that the CHARGING army did not have before, especially fighting armies like space marines who get super duper taekwondo powers that make them punch more than fething eldar aspect warriors.
I'm actually struggling to think of a scenario where putting a unit I'm trying to protect from CC into a terrain piece that's "Heavy" versus terrain that isn't really makes any sense. I'm scared of that initial charge, not a drawn out combat usually. Like if I expect them to survive the first round then want them to hold on while reinforcements come, yeah I guess I could see that. But a glass cannon shooting unit or something that will crumble in the first round, idk I don't see the draw.
I feel like typically if I'm defending a terrain piece, the opposing models dont get to get into it until they've killed some of my guys.
- - - - - - - -
That is my biggest hope ATM, and that you can place an objective there, can't be taken as you say "until they've killed some of my guys."
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Post by: Platuan4th
addnid wrote: lord_blackfang wrote:So at the end of the day the big hoopla about terrain being important boils down to the +1 save bonus sometimes, very rarely, also applies in melee.
It seems that way, but perhaps more cover rules are kept hidden away ATM (i doubt that though...). Kinda of a big letdown isn't it ?
Considering the example terrain in the article have at least 4-5 rules not detailed in the article, why are you doubting we haven't seen all the rules?
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Post by: the_scotsman
gungo wrote:Doohicky wrote:I wonder what defensible will mean...
That could possibly be a bonus save to units being charged or better overwatch.
Scalable I assume means being able to go up floors
Breachable I would assume means walls etc can be moved through
Exposed position I have no idea as is it more exposed than being in the middle of a street?
The preview said terrain will affect to hit
My guess is defensible is -1 to hit from shooting?
Could be, true.
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Post by: addnid
Platuan4th wrote: addnid wrote: lord_blackfang wrote:So at the end of the day the big hoopla about terrain being important boils down to the +1 save bonus sometimes, very rarely, also applies in melee.
It seems that way, but perhaps more cover rules are kept hidden away ATM (i doubt that though...). Kinda of a big letdown isn't it ?
Considering the example terrain in the article have at least 4-5 rules not detailed in the article, why are you doubting we haven't seen all the rules?
Ah ok, good then. Still hope. -1 to get hit is still possible then (not stackable as we know)
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Post by: the_scotsman
addnid wrote:the_scotsman wrote: Nah Man Pichu wrote:the_scotsman wrote: Latro_ wrote:Doohicky wrote: Latro_ wrote:lol so the terrain rules dont help CC they nerf it more. Now your shooty boys hug heavy cover and get a nice +1 save against my orks charging in.
ofc i dont get this.
clap clap clap
Did you even read the rules or just decide they were bad without doing so?
It specifically says the +1 save does not apply if the attacking unit charged.
In fact the charging orks WILL get cover save and the ones being charged won't which is a benefit to the chargers
I stand corrected.
It's still a buff to shooting armies that they did not have before  , in other rounds marines will have a 2+ save. You can argue its a bonus all round but it's kinda not because you want your CC units killing stuff in CC, if it is drawn out longer then its a win for shooty lists
I mean, it's kinda not though. It's much more likely to be a buff that the CHARGING army did not have before, especially fighting armies like space marines who get super duper taekwondo powers that make them punch more than fething eldar aspect warriors.
I'm actually struggling to think of a scenario where putting a unit I'm trying to protect from CC into a terrain piece that's "Heavy" versus terrain that isn't really makes any sense. I'm scared of that initial charge, not a drawn out combat usually. Like if I expect them to survive the first round then want them to hold on while reinforcements come, yeah I guess I could see that. But a glass cannon shooting unit or something that will crumble in the first round, idk I don't see the draw.
I feel like typically if I'm defending a terrain piece, the opposing models dont get to get into it until they've killed some of my guys.
- - - - - - - -
That is my biggest hope ATM, and that you can place an objective there, can't be taken as you say "until they've killed some of my guys."
Well I mean think about it, you don't even need to know the full rule here. We're assuming, I hope, that "Area terrain " means yu dont' get cover until you're in the area. You put your unit in some heavy cover terrain, you place them so that enemy chargers can't get into the area until they've killed some troops. So that way, he can't enter into the terrain piece with all the models from his unit, and he doesn't get the cover bonus.
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Post by: gungo
the_scotsman wrote:gungo wrote:Doohicky wrote:I wonder what defensible will mean...
That could possibly be a bonus save to units being charged or better overwatch.
Scalable I assume means being able to go up floors
Breachable I would assume means walls etc can be moved through
Exposed position I have no idea as is it more exposed than being in the middle of a street?
The preview said terrain will affect to hit
My guess is defensible is -1 to hit from shooting?
Could be, true.
Also my guess defensible will only be player point paid buildings such as wall of martyrs, aegis defense line, bastion etc...
giving a reason to pay for buildings but no one will do unless the aegis Is dirt cheap
Which means we might see aegis defense line spam again :p
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Post by: the_scotsman
gungo wrote:the_scotsman wrote:gungo wrote:Doohicky wrote:I wonder what defensible will mean...
That could possibly be a bonus save to units being charged or better overwatch.
Scalable I assume means being able to go up floors
Breachable I would assume means walls etc can be moved through
Exposed position I have no idea as is it more exposed than being in the middle of a street?
The preview said terrain will affect to hit
My guess is defensible is -1 to hit from shooting?
Could be, true.
Also my guess defensible will only be player point paid buildings such as wall of martyrs, aegis defense line, bastion etc...
giving a reason to pay for buildings but no one will do unless the aegis Is dirt cheap
Ruins are Defensible. Whatever it is, it's free.
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Post by: addnid
Perhaps a reason for taking "large units" will be that they cover enough of a terrain piece/area so as to block move any enemy units trying to enter ? But then several small units will achieve the same result (unless a rule appears like "only one unit can enter")
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Post by: Red Corsair
the_scotsman wrote:So, so far, our keywords are:
Light Cover - +1 sv vs shooting
Heavy Cover - +1sv vs non-charging melee
Obscuring - Blocks LOS if 5" or taller and not for Flyers or 18W+
Fairly obvious:
Unstable - Probably the dangerous terrain rule mentioned on stream
Scalable - Pretty clearly means you can climb it. It would be super cool IMO if climbing was given some better clearer rules than the current "you can just move up it" system.
Exposed Position - Probably a codification of the recent rule where if you're on top of a thing with no protection you don't get cover from it, given it's on an Armored Container
Breachable - I would guess that Breachable is a codification of the "infantry swarms and beasts can go through this" rule
Non-obvious:
"Dense Cover" - This was described on-stream as "Terrain where the terrain itself is blocking the bullets vs terrain that just makes it harder to see you like a forest which would be light cover." TBH I would LOVE to see the return of the 4+ cover save thru this rule, that would help out light infantry a ton.
"Defensible" - no clue.Could be Apoc-style ruin embarkation. Could be some kind of bonus vs chargers or something. Could be units inside it can shoot out of it?
They also mentioned terrain that slows down movement on stream, so I would expect some kind of "Impeding" keyword for area terrain.
For some reason defensible makes me think of the bunker scene in Starship Troops, it makes me think of units behind barricades still being able to fire into the attacker in melee.
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Post by: gungo
the_scotsman wrote:gungo wrote:the_scotsman wrote:gungo wrote:Doohicky wrote:I wonder what defensible will mean...
That could possibly be a bonus save to units being charged or better overwatch.
Scalable I assume means being able to go up floors
Breachable I would assume means walls etc can be moved through
Exposed position I have no idea as is it more exposed than being in the middle of a street?
The preview said terrain will affect to hit
My guess is defensible is -1 to hit from shooting?
Could be, true.
Also my guess defensible will only be player point paid buildings such as wall of martyrs, aegis defense line, bastion etc...
giving a reason to pay for buildings but no one will do unless the aegis Is dirt cheap
Ruins are Defensible. Whatever it is, it's free.
Well that’s Dumb... there needs to be a reason to buy buildings or people just won’t do it.
We don’t know the rules but I would think something as strong as -1 to hit vs shooting should be mainly attached to defensible terrains like wall of Martyrs and less ruin like
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Post by: Gadzilla666
BrotherGecko wrote: Gadzilla666 wrote:KurtAngle2 wrote:Hordes are definitely fethed considering that they are keeping the +1 to saving throws
Yup, cover will continue to benefit power armour more than geq or weaker saves. Hordes are going to have it bad.
.
7 editions of people complaining cover saves unfairly benefited low armor save units. 7 editions of people saying a marine in cover should be harder to kill than a guardsmen in cover.
...now we are here.
lol
Well I wasn't one of them, and I play csm. I liked how the old system made marines want to move until the big stuff came out. Marines shouldn't hide from things like lasguns. That's the entire point of power armour.
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Post by: Nah Man Pichu
addnid wrote:Perhaps a reason for taking "large units" will be that they cover enough of a terrain piece/area so as to block move any enemy units trying to enter ? But then several small units will achieve the same result (unless a rule appears like "only one unit can enter")
Not if they do the whole "unit of 30 guys costs less than 3 units of 10" gimmick we've seen in a few other systems. That's my hope anyway.
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Post by: addnid
Can monsters and vehicules go through terrain, or not at all, and if they can, under chat conditions ? On a dense table, will it be very hard to reach an objective your opponent will have purposefully placed in the middle of terrain bits so as only infantry can get there ? Quite a few questions about movement + terrain
Shooting we see better now.
For assault, can't remember if they said something like bases can be further appart and still fight one another
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Post by: the_scotsman
addnid wrote:Perhaps a reason for taking "large units" will be that they cover enough of a terrain piece/area so as to block move any enemy units trying to enter ? But then several small units will achieve the same result (unless a rule appears like "only one unit can enter")
Yeah, hard to say. They have already done one big thing I wanted - basically, to boil all terrain into two categories that seemingly dictate how you claim cover from the piece (Obstacle and Area). Now, the best thing they can do in my eyes is to make it much more permissive, and to put some kind of rule in place that causes terrain to be beneficial to light troops rather than elites as it currently does.
Cityfight rules in 8th were...decent, but the big issue with them was that elite MSU was even MORE disprorportionately great with cover than it is now. a dev squad on an upper level got +2sv, -1 to hit them, +1AP on all their guns vs everything below them. Bonkers. The universal "Obscured" rule where you basically got intervening cover back was a huge improvement, but I really hated the light/heavy system that gave you even more rewards for being a high- sv unit.want to reduce a marine to a 3+, better have -2AP... Honestly, I'm hugely relieved to see Heavy Cover is not that.
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Post by: Crablezworth
So their attempt at terrain rules are worse somehow than the fairly decent terrain rules from 5th? If tank shock ain't back I can't do it, even command and conquer lets tanks run over infantry... rather than a single grot stopping a baneblade. The pseudo abstract terrain rules interacting with total line of sight just seems silly, I don't love flyers hiding behind los blocking terrain but then again why put them in the game then?
There's a certain principle skinner nature to the terrain rules. We can't let poorly designed/conceived/constructed terrain full of keyholes affect los, no, it's the los that's wrong! This just screams problem. Like sorry, we all bought the cool sector mechanicum refinery terrain only to realize as cool as it looks on the board it really doesn't do much past that for the game save maybe offer a few infantry some cover if you still play a game where terrain matters like 30k. The joke too is given how 5 inch terrain works, the high benefit may be totally gone because they monkeyed too much with los in the abstract direction.
As cool as this thing is, its issues with line of sight are readily apparent by looking at it. GW's route is to re-write los to be subjective as the worse possible way of dealing with objective problems. The answer to bad terrain is having some good terrain too, not have us pretend everything is good los blocking terrain. I mean this terrain piece looks awesome, it should be on a board, just maybe on in the center, get some shipping crates.
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Post by: the_scotsman
addnid wrote:Can monsters and vehicules go through terrain, or not at all, and if they can, under chat conditions ?
dunno. All we know is that they seemingly can't (normally) gain cover from Obstacle terrain.
Since area terrain seemingly includes swamps, craters and the like, if you had me guess I"d say vehicles can enter Area by default, and maybe "Breachible' trait is applied to put the usual "Infantry can go thru, tanks cannot" restriction on stuff like ruins.
I would also presume that "impassable' terrain is achieved by making it an obstacle without the scalable trait.
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Post by: Gadzilla666
gungo wrote:the_scotsman wrote:gungo wrote:the_scotsman wrote:gungo wrote:Doohicky wrote:I wonder what defensible will mean...
That could possibly be a bonus save to units being charged or better overwatch.
Scalable I assume means being able to go up floors
Breachable I would assume means walls etc can be moved through
Exposed position I have no idea as is it more exposed than being in the middle of a street?
The preview said terrain will affect to hit
My guess is defensible is -1 to hit from shooting?
Could be, true.
Also my guess defensible will only be player point paid buildings such as wall of martyrs, aegis defense line, bastion etc...
giving a reason to pay for buildings but no one will do unless the aegis Is dirt cheap
Ruins are Defensible. Whatever it is, it's free.
Well that’s Dumb... there needs to be a reason to buy buildings or people just won’t do it.
We don’t know the rules but I would think something as strong as -1 to hit vs shooting should be mainly attached to defensible terrains like wall of Martyrs and less ruin like
Didn't they say something about buildings giving you bonuses? Like Imperial statuary helping with morale or a skull alter helping khorne units somehow.
35310
Post by: the_scotsman
Gadzilla666 wrote:gungo wrote:the_scotsman wrote:gungo wrote:the_scotsman wrote:gungo wrote:Doohicky wrote:I wonder what defensible will mean...
That could possibly be a bonus save to units being charged or better overwatch.
Scalable I assume means being able to go up floors
Breachable I would assume means walls etc can be moved through
Exposed position I have no idea as is it more exposed than being in the middle of a street?
The preview said terrain will affect to hit
My guess is defensible is -1 to hit from shooting?
Could be, true.
Also my guess defensible will only be player point paid buildings such as wall of martyrs, aegis defense line, bastion etc...
giving a reason to pay for buildings but no one will do unless the aegis Is dirt cheap
Ruins are Defensible. Whatever it is, it's free.
Well that’s Dumb... there needs to be a reason to buy buildings or people just won’t do it.
We don’t know the rules but I would think something as strong as -1 to hit vs shooting should be mainly attached to defensible terrains like wall of Martyrs and less ruin like
Didn't they say something about buildings giving you bonuses? Like Imperial statuary helping with morale or a skull alter helping khorne units somehow.
Yeah. No clue how that works into any of this.
122127
Post by: addnid
the_scotsman wrote: addnid wrote:Can monsters and vehicules go through terrain, or not at all, and if they can, under chat conditions ?
dunno. All we know is that they seemingly can't (normally) gain cover from Obstacle terrain.
Since area terrain seemingly includes swamps, craters and the like, if you had me guess I"d say vehicles can enter Area by default, and maybe "Breachible' trait is applied to put the usual "Infantry can go thru, tanks cannot" restriction on stuff like ruins.
I would also presume that "impassable' terrain is achieved by making it an obstacle without the scalable trait.
Ah yes, I have high hopes that much stuff will be breachable (if your hunch turns out good). I mean I am afraid of vehicle & MC dominance this edition, but I'd rather we move from 8th ED "flying stuff goes everywhere, non flying stuff gets blocked by a brick on the ground". Else it will will be flying vehicle and MC dominance, which is even worse for diversity
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Post by: Therion
Does anyone actually understand the line of sight rules?
I mean, does true line of sight exist at all?
The obscured section would certainly imply that Aircraft and models with 18W and up can be seen even through walls and other obscuring terrain, no matter how high the actual terrain piece is. So, even if you don't see the Knight, you can still always shoot it.
What kind of hybrid LOS are we dealing with? Does everyone else still follow true LOS?
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Post by: Crablezworth
It works well in 30k, provided one uses some los blocking terrain. I mean, I had a bunch of gw ruins with keyholes, I blocked them, instead of trying to write rules around having to model something effectively.
8th being but hurt about los was because 8th lost any sort of wound pool or limitation, you know, only being able to kill what you can see. And gw's been chasing its tail on that one ever since. 30k, if I only see 5 out 30 dudes, I'm only killing 5. Sometimes terrain isn't the only problem, bad rules don't help.
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Post by: Abadabadoobaddon
No matter how large your terrain feature, you can't hide a knight. Unless you can somehow get a large enough terrain feature that doesn't have the Obscuring rule? If such things still exist?
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Post by: SirGrotzalot
I’m starting to notice a pattern of +1-1 on everything. I’m reserving judgment tell I get the full book but it feels like going to need a piece of paper to keep track of all the up down on these 1. What’s the point though if it’s ultimately capt at +-1.
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Post by: Crablezworth
SirGrotzalot wrote:I’m starting to notice a pattern of +1-1 on everything. I’m reserving judgment tell I get the full book but it feels like going to need a piece of paper to keep track of all the up down on these 1. What’s the point though if it’s ultimately capt at +-1.
Maybe they'll lovingly sell us terrain cards
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Post by: Kanluwen
SirGrotzalot wrote:I’m starting to notice a pattern of +1-1 on everything. I’m reserving judgment tell I get the full book but it feels like going to need a piece of paper to keep track of all the up down on these 1. What’s the point though if it’s ultimately capt at +-1.
As has been explained multiple times and explicitly called out early on by GW themselves: Rolls are capped at +/- 1. That does not mean that you cannot cancel out the modifiers however. They also specifically called out that the "+/- 1" cap does not apply to stat blocks. Just to modifiers on rolls. They specifically used Alaitoc Flyers as an example, citing the -2 to hit from Supersonic and Alaitoc stacking...and then a +1 to hit vs Fly cancelling one of them out, still letting you get a -1 to be hit.
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Post by: IanVanCheese
Abadabadoobaddon wrote:No matter how large your terrain feature, you can't hide a knight. Unless you can somehow get a large enough terrain feature that doesn't have the Obscuring rule? If such things still exist?
From my understanding, you can still hide models behind cover even if they're over 18 wounds, you just need to be 100% hidden.
So an enormous solid building with no gaps would block the Knight, because even though the obscured rule doesn't work for it, you literally can't draw LOS to it.
Might be wrong though.
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Post by: ClockworkZion
Kanluwen wrote:SirGrotzalot wrote:I’m starting to notice a pattern of +1-1 on everything. I’m reserving judgment tell I get the full book but it feels like going to need a piece of paper to keep track of all the up down on these 1. What’s the point though if it’s ultimately capt at +-1.
As has been explained multiple times and explicitly called out early on by GW themselves:
Rolls are capped at +/- 1. That does not mean that you cannot cancel out the modifiers however. They also specifically called out that the "+/- 1" cap does not apply to stat blocks. Just to modifiers on rolls.
They specifically used Alaitoc Flyers as an example, citing the -2 to hit from Supersonic and Alaitoc stacking...and then a +1 to hit vs Fly cancelling one of them out, still letting you get a -1 to be hit.
That was regarding to-hit rolls.
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Post by: Vaktathi
While I like the "Obscuring" terrain to get more straight LoS blocking in there, the rest of it just seems like more rules details, rather than anything that will particularly meaningfully impact many of the game's more pressing issues with lethality and alpha strikes, or taking shots as silly things like banners or sword tips. Hopefully we'll see more detail on that front, and wound allocation.
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Post by: p5freak
So, now you have to debate with your opponent about every piece of terrain, which type of cover it gets, and what trait(s) it gets ?? There are two cover types, and at least four traits
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Post by: Sasori
Vaktathi wrote:While I like the "Obscuring" terrain to get more straight LoS blocking in there, the rest of it just seems like more rules details, rather than anything that will particularly meaningfully impact many of the game's more pressing issues with lethality and alpha strikes, or taking shots as silly things like banners or sword tips. Hopefully we'll see more detail on that front, and wound allocation.
I think there may be more detail about LoS stuff to come later. I want to say I remember something in one of the streams where "Winged Carnifexes" were called out about the wings.
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Post by: Leth
Mad Doc Grotsnik wrote:As others have said, just being present on the board has an intrinsic value, regardless of Stats and relative ability.
Cultists, even at 6 points are pretty cheap, especially in their wider army setting (another factor). They’re pretty much ideal for holding backfield objectives, and deflecting charges. That in turn affects what I can do with the rest of my force.
It’ll also factor in to how terrain works in the new rules, which I believe is today’s topic?
Consider the humble Gobbo in WHFB. Traditionally they were dirt cheap, because you needed a lot of them. They largely relied on static combat res bonuses, and their Fanatics. But, they were also for a long time highly vulnerable to Routs.
See, it used to be in WHFB that if your General snuffed it, your whole army had to take a panic test. Every unit not immune to breaking had to test. When you had maybe Ld6 at most, that was a real problem for Gobbos.
Then....the death of the general was toned down. And as a result, Gobbos went up in points, because without that interaction, they were a slightly nastier prospect to fit, as I couldn’t ripple panic most of their army off the board.
I am reminded of that battle report where one gobbo fanatic killed over 1000 points.
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Post by: Slayer-Fan123
Kanluwen wrote:SirGrotzalot wrote:I’m starting to notice a pattern of +1-1 on everything. I’m reserving judgment tell I get the full book but it feels like going to need a piece of paper to keep track of all the up down on these 1. What’s the point though if it’s ultimately capt at +-1.
As has been explained multiple times and explicitly called out early on by GW themselves:
Rolls are capped at +/- 1. That does not mean that you cannot cancel out the modifiers however. They also specifically called out that the "+/- 1" cap does not apply to stat blocks. Just to modifiers on rolls.
They specifically used Alaitoc Flyers as an example, citing the -2 to hit from Supersonic and Alaitoc stacking...and then a +1 to hit vs Fly cancelling one of them out, still letting you get a -1 to be hit.
Even if you didn't have the bonus to hit though it's still capped at a -1.
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Post by: Matt.Kingsley
Slayer-Fan123 wrote: Kanluwen wrote:SirGrotzalot wrote:I’m starting to notice a pattern of +1-1 on everything. I’m reserving judgment tell I get the full book but it feels like going to need a piece of paper to keep track of all the up down on these 1. What’s the point though if it’s ultimately capt at +-1.
As has been explained multiple times and explicitly called out early on by GW themselves:
Rolls are capped at +/- 1. That does not mean that you cannot cancel out the modifiers however. They also specifically called out that the "+/- 1" cap does not apply to stat blocks. Just to modifiers on rolls.
They specifically used Alaitoc Flyers as an example, citing the -2 to hit from Supersonic and Alaitoc stacking...and then a +1 to hit vs Fly cancelling one of them out, still letting you get a -1 to be hit.
Even if you didn't have the bonus to hit though it's still capped at a -1.
But if it wasn't an Alaitoc flyer, you'd be rolling To Hit as normal.
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Post by: Asmodai
GW terrain will have that all spelled out in the book. Tournaments that use non- GW terrain will have it all spelled out in the tournament pack.
If I'm having a friendly home game, I'm probably not playing against someone I have to debate about that sort of thing anyway.
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Post by: Galas
So by the new obscuration rules this two miniatures can't see each other?
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Post by: the_scotsman
Anyone else notice that Obscuring also turns ruins into big pillars of nope?
That's a fairly solid solution to the wings n' banners problem.Saves you having to specifically call out 'wings and sails and spikes and antennas and sloths and fruit bats and bananas and pool noodles that extend over a model cannot be drawn LOS to"
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Post by: Crablezworth
Imagine just using terrain that obscures los instead of having to write that it does somewhere. I mean why use your eyes when you can argue over whether you guys defined terrain piece x as having obscure rule during y our lengthy pre game discussion of terrain. Automatically Appended Next Post: Galas wrote:So by the new obscuration rules this two miniatures can't see each other?
That's my reading of it as well ya.
125976
Post by: yukishiro1
Galas wrote:So by the new obscuration rules this two miniatures can't see each other?
Correct, assuming that middle thing has "obscuring" and is over 5" high.
7463
Post by: Crablezworth
the_scotsman wrote:Anyone else notice that Obscuring also turns ruins into big pillars of nope?
That's a fairly solid solution to the wings n' banners problem.Saves you having to specifically call out 'wings and sails and spikes and antennas and sloths and fruit bats and bananas and pool noodles that extend over a model cannot be drawn LOS to"
I feel that's extra less necessary when it comes to at least the new gw ruin models. even a two level one is massively tall compared to the old gw ruins. If anything this seems to mean making one more than one level isn't very useful.
125976
Post by: yukishiro1
the_scotsman wrote:Anyone else notice that Obscuring also turns ruins into big pillars of nope?
That's a fairly solid solution to the wings n' banners problem.Saves you having to specifically call out 'wings and sails and spikes and antennas and sloths and fruit bats and bananas and pool noodles that extend over a model cannot be drawn LOS to"
Only if the wings etc are vertical rather than horizontal. If your wing tip is hanging off the ruin horizontally, you can still be shot to oblivion even if it has obscuring. It's only if the wing tip is vertical that you're safe.
7463
Post by: Crablezworth
yukishiro1 wrote: Galas wrote:So by the new obscuration rules this two miniatures can't see each other?
Correct, assuming that middle thing has "obscuring" and is over 5" high.
True, which 5 inches isn't much in terms of a lot of terrain thats out there.
722
Post by: Kanluwen
Clearly, the best example of obscuring vs non-obscuring.
7463
Post by: Crablezworth
yukishiro1 wrote:the_scotsman wrote:Anyone else notice that Obscuring also turns ruins into big pillars of nope?
That's a fairly solid solution to the wings n' banners problem.Saves you having to specifically call out 'wings and sails and spikes and antennas and sloths and fruit bats and bananas and pool noodles that extend over a model cannot be drawn LOS to"
Only if the wings etc are vertical rather than horizontal. If your wing tip is hanging off the ruin horizontally, you can still be shot to oblivion even if it has obscuring. It's only if the wing tip is vertical that you're safe.
Ya true. So tall slender models get more help than the larger wider ones.
71077
Post by: Eldarsif
Ultimately the reveals have been very small and not very revealing. More like appetizers if anything. Problem is that I am hungry and these meager reveals are not enough.
125976
Post by: yukishiro1
This also means that, for example, a land raider will be able to sit on one side of a ruin and fire all its weapons at a knight, which is unable to shoot back. For the first time ever in 40k to my knowledge, we have non-reciprocal LOS.
It also that RAW a flyer can always be shot at because it's up in the air and can be seen...but it can't shoot back at the land raider on the other side of the building, because even though it's up in the air way above the building, it's a flyer and is therefore blind.
I.e. take that guy's picture from a few posts back with two infantry models standing on buildings on either side of a low wall. If they're both infantry, neither can see the other. If one is a flyer, the infantry model can see it, but the flyer can't see the infantry model.
7463
Post by: Crablezworth
yukishiro1 wrote:This also means that, for example, a land raider will be able to sit on one side of a ruin and fire all its weapons at a knight, which is unable to shoot back. For the first time ever in 40k to my knowledge, we have non-reciprocal LOS.
It also that RAW a flyer can always be shot at because it's up in the air and can be seen...but it can't shoot back at the land raider on the other side of the building, because even though it's up in the air way above the building, it's a flyer and is therefore blind.
I.e. take that guy's picture from a few posts back with two infantry models standing on buildings on either side of a low wall. If they're both infantry, neither can see the other. If one is a flyer, the infantry model can see it, but the flyer can't see the infantry model.
Why even have flyers if we're all gonna be asked to pretend that they're somewhere they're not at all times. The old rules worked well enough back in 6-7th, you actually had to care about arc of fire and angle of attack.
111146
Post by: p5freak
yukishiro1 wrote:This also means that, for example, a land raider will be able to sit on one side of a ruin and fire all its weapons at a knight, which is unable to shoot back. For the first time ever in 40k to my knowledge, we have non-reciprocal LOS.
Not true, if the land raider is in obscuring terrain. It cant be seen, but it can still be targeted
8520
Post by: Leth
I like it, less punishment for people modeling things to look cool is a bonus IMO.
People were trying to do this with how they made the terrain anyway, it’s nice that they saved us time and made it the rules.
Also limits fliers and super heavies a bit more which is nice. Especially since I expect the super heavy rule will become they are allowed to shoot out of combat,
111146
Post by: p5freak
Asmodai wrote:
GW terrain will have that all spelled out in the book. Tournaments that use non- GW terrain will have it all spelled out in the tournament pack.
If I'm having a friendly home game, I'm probably not playing against someone I have to debate about that sort of thing anyway.
But thats what you have to do. When setting up a battlefield, you and your opponent(s) decide which terrain traits will be applied to each piece of scenery. And there are at least 7 traits shown, there may be more.
124882
Post by: Gadzilla666
Leth wrote:I like it, less punishment for people modeling things to look cool is a bonus IMO.
People were trying to do this with how they made the terrain anyway, it’s nice that they saved us time and made it the rules.
Also limits fliers and super heavies a bit more which is nice. Especially since I expect the super heavy rule will become they are allowed to shoot out of combat,
Um, that's already what most super heavys do. At least the tanks.
30490
Post by: Mr Morden
Now that vehicles can fire ranged weapons into combat I assume if you are behind an obsticle you would still get the bonus to saves?
8520
Post by: Leth
Pretty sure most people will go “this is hill, this is ruins, this is forest, sound good? Okay cool”
111146
Post by: p5freak
Leth wrote:Pretty sure most people will go “this is hill, this is ruins, this is forest, sound good? Okay cool”
And what if my melee army opponent wants only light cover for everything, and i with my shooting army want light and heavy cover for every 10-15 terrain pieces ? And thats just two traits. We dont know what scalable, breachable, defensible, exposed position is, yet. There could be even more traits.
Now i know why points are going up, and the battlefield size is reduced, to give you time to debate about terrain traits.
100848
Post by: tneva82
So. No help to hordes in terrain. As is it became easier to get los compared to 8th ed past couple years(actually from the start. The 1st floor blocks los was used here from the get-go).
30490
Post by: Mr Morden
Very dull "update" for Sisters of Silence....
35310
Post by: the_scotsman
p5freak wrote: Leth wrote:Pretty sure most people will go “this is hill, this is ruins, this is forest, sound good? Okay cool”
And what if my melee army opponent wants only light cover for everything, and i with my shooting army want light and heavy cover for every 10-15 terrain pieces ? And thats just two traits. We dont know what scalable, breachable, defensible, exposed position is, yet. There could be even more traits.
Now i know why points are going up, and the battlefield size is reduced, to give you time to debate about terrain traits.
I mean what if your opponent currently wants zero terrain on the table?
Personally, my solution to this person would be the same as what I assume is probably yours: Don't play that guy.
76825
Post by: NinthMusketeer
I think we need to see the full terrain rules before compliments or criticism, as this is not enough to really assess the situation. I could definitely see there being rules to address models on top of terrain seeing one another, for example. I could also see GW overlooking something like that. All it would take is a single sentence somewhere to dramatically change how a given terrain rules works or interacts. Automatically Appended Next Post: Not Online!!! wrote: NinthMusketeer wrote:I like that cultists don't get the benefit. It is very fluffy and underlines their role as expendable scrubs. Plus, if it would not benefit them much anyway it is also not much of a loss. If it would benefit them significantly... well, there's the reason for them not to have it.
I could see a strategem for 'veteran cultists' that lets a unit get included though, maybe with some other benefit to represent CSM-aspirants.
Fluffy he says:
Alpha legion, and IW would disagree.
As should you know, the bile ones because bile would make them into new man, respectively should make them into new man.
That you described those as exceptions already proves my point. And is a bit willfully obtuse to pretend factions could not simply be given a rule that includes cultists in their benefits.
1478
Post by: warboss
Galas wrote:So by the new obscuration rules this two miniatures can't see each other? I anxiously await the new "I'm not touching you!!!" exception to the rule for determining who is in range for close combat.
98904
Post by: Imateria
p5freak wrote: Leth wrote:Pretty sure most people will go “this is hill, this is ruins, this is forest, sound good? Okay cool”
And what if my melee army opponent wants only light cover for everything, and i with my shooting army want light and heavy cover for every 10-15 terrain pieces ? And thats just two traits. We dont know what scalable, breachable, defensible, exposed position is, yet. There could be even more traits.
Now i know why points are going up, and the battlefield size is reduced, to give you time to debate about terrain traits.
Well if you actually read the article you'd know that GW has included a series of presets in the rulebook for things like Ruins and Armoured Containers that give designated terrain a set of the traits, it really shouldn't be hard to decide on whats a ruin, whats a forrest and whats a barricade. As for your example, the two people in it are acting like a pair of pig headed jerks that no one else in their right mind would want to play against, so they deserve each other.
35310
Post by: the_scotsman
Maybe to solve this kind of immersion issue, you could just...not give the tiny little block the "Ruins" trait, therefore not giving it the "Obscuring" trait because clearly, it's not a thing you could normally see through, so why would you need to use the abstracted obscuring rule for it...? Automatically Appended Next Post: Is this just like gunline players who don't want to give up their "I can see you through a tiny window/hole in that ruin so I can shoot with all my guns" thing? Like, I don't get it. I do not get the complaint with including an OPTIONAL abstracted LOS blocking trait that you CAN apply to your terrain if it doesn't satisfactorily block TLOS.
111146
Post by: p5freak
Imateria wrote:
Well if you actually read the article you'd know that GW has included a series of presets in the rulebook for things like Ruins and Armoured Containers that give designated terrain a set of the traits, it really shouldn't be hard to decide on whats a ruin, whats a forrest and whats a barricade. As for your example, the two people in it are acting like a pair of pig headed jerks that no one else in their right mind would want to play against, so they deserve each other.
You didnt read the article. It says
When setting up a battlefield, you and your opponent(s) decide which terrain traits will be applied to each piece of scenery.
What you see later are guidelines, those arent mandatory.
To make life easy, the Warhammer 40,000 Core Book includes some handy guidelines for which terrain traits to apply to the most common pieces of terrain.
98904
Post by: Imateria
Honestly I quite like what I've seen from todays article, it seems there's going to be a lot more nuance in terrain than we currently have.
It seems that most of the criticisms are coming from people that either haven't read properly or think that ITC's magic boxes plus massed giant L shapes cancer is a good thing. Sure, I don't think it's going to be perfect, GW seems to struggle to get near ideal at the best of times, but it's defintiely a step up.
100848
Post by: tneva82
Well 8th already needed tons of los blocking to work. 9th is just increasing so actually reducing it feels weird. Well would except since gw wants to kill light infantry from game makes sense
125976
Post by: yukishiro1
p5freak wrote:yukishiro1 wrote:This also means that, for example, a land raider will be able to sit on one side of a ruin and fire all its weapons at a knight, which is unable to shoot back. For the first time ever in 40k to my knowledge, we have non-reciprocal LOS.
Not true, if the land raider is in obscuring terrain. It cant be seen, but it can still be targeted
Not if it's inside the ruin. But if it's on the other side, it can shoot away to its hearts content at the knight, which cannot shoot back.
I.e. this photo, replace the big mek with a land raider. Land raider can shoot wazbom, wazbom cannot shoot back at landraider.
Non-reciprocal LOS is a big can of worms they are opening here that is very unlikely to lead to good places.
Add to that that melee is getting a further nerf compared to the current ITC rules - to the point that you basically never actually want to be inside a ruin instead of on the other side of it - and this is really looking like the tank edition.
98904
Post by: Imateria
p5freak wrote: Imateria wrote:
Well if you actually read the article you'd know that GW has included a series of presets in the rulebook for things like Ruins and Armoured Containers that give designated terrain a set of the traits, it really shouldn't be hard to decide on whats a ruin, whats a forrest and whats a barricade. As for your example, the two people in it are acting like a pair of pig headed jerks that no one else in their right mind would want to play against, so they deserve each other.
You didnt read the article. It says
When setting up a battlefield, you and your opponent(s) decide which terrain traits will be applied to each piece of scenery.
What you see later are guidelines, those arent mandatory.
To make life easy, the Warhammer 40,000 Core Book includes some handy guidelines for which terrain traits to apply to the most common pieces of terrain.
It's almost like you don't understand that is a thing already. I haven't had a tournament game where I didn't have a quick conversation with my opponent (usually lasting seconds) about what does and does not count as ruins. As long as you are not playing against a complete jackass then this is never a problem and generally follows common sense, and if your opponent is a jackass then the problem generally isn't the rules to start with.
115943
Post by: Darsath
Mr Morden wrote:Now that vehicles can fire ranged weapons into combat I assume if you are behind an obsticle you would still get the bonus to saves?
This is probably a fair question. I'm going to assume that the answer is yes until we see an exception saying otherwise.
118746
Post by: Ice_can
I must admit the no-reciprocal LoS thing is nondoubt going to cause issues.
I'm sure as I have seen some of the playtesters think this way before with Magic Boxes being described as "great for the game". They weren't this feels like more of that faulty logic, aslong as it's been considered and such models have seen smaller point increases fine, otherwise they are going to be heavily overcosted I suspect.
111146
Post by: p5freak
Imateria wrote:
It's almost like you don't understand that is a thing already. I haven't had a tournament game where I didn't have a quick conversation with my opponent (usually lasting seconds) about what does and does not count as ruins. As long as you are not playing against a complete jackass then this is never a problem and generally follows common sense, and if your opponent is a jackass then the problem generally isn't the rules to start with.
Its very simple now. Ruin yes, or no. What a ruin does is clearly defined. Now you, and your opponent have to decide which from at least 7 traits you assign to that ruin.
125976
Post by: yukishiro1
Imateria wrote: p5freak wrote: Imateria wrote:
Well if you actually read the article you'd know that GW has included a series of presets in the rulebook for things like Ruins and Armoured Containers that give designated terrain a set of the traits, it really shouldn't be hard to decide on whats a ruin, whats a forrest and whats a barricade. As for your example, the two people in it are acting like a pair of pig headed jerks that no one else in their right mind would want to play against, so they deserve each other.
You didnt read the article. It says
When setting up a battlefield, you and your opponent(s) decide which terrain traits will be applied to each piece of scenery.
What you see later are guidelines, those arent mandatory.
To make life easy, the Warhammer 40,000 Core Book includes some handy guidelines for which terrain traits to apply to the most common pieces of terrain.
It's almost like you don't understand that is a thing already. I haven't had a tournament game where I didn't have a quick conversation with my opponent (usually lasting seconds) about what does and does not count as ruins. As long as you are not playing against a complete jackass then this is never a problem and generally follows common sense, and if your opponent is a jackass then the problem generally isn't the rules to start with.
I have to say, I don't understand this point at all. Why not also leave it up to the players to determine who goes first? Why not let the players decide what that model's armor save is? Players can come to an agreement about what the result of the D6 roll was. Why do we need these silly rules things, everything should just be based on player agreement!
Including terrain rule with only guidelines and no actual rules for how to resolve disputes isn't going to minimize disputes. It's always the rule in 40k that you can decide whatever you want. That's not a rationale for not providing a balanced framework for how to set up tables when the players have trouble agreeing because one person has a shooty army and the other has a melee army. "You have to bank on terrain doing nothing when building your list unless your opponent agrees otherwise" is not going to promote predictable and balanced list construction.
Basically it just means that TOs have to come up with rules for how to do terrain because GW didn't bother to do it themselves. And while that's ok...it's completely at odds with the rest of the philosophy of 9th about spelling things out and unifying the game.
It also naturally creates a potential flashpoint at the start of every single game. Most people won't argue because most 40k players are gentlemen. But why create that potential for argument when you could have resolved it by just having a base set of rules to apply in the absence of agreement, like they have for literally every other part of the game?
30490
Post by: Mr Morden
Surely a tournament would define the rules for particular terrain on a table?
50012
Post by: Crimson
There are bunch of pre-written terrain categories. The agreeing thing is for when you have some custom build terrain and doesn't neatly fir into any of those categories.
Anyway the terrain rules seem good, the edition continues to look promising.
365
Post by: Abadabadoobaddon
IanVanCheese wrote: Abadabadoobaddon wrote:No matter how large your terrain feature, you can't hide a knight. Unless you can somehow get a large enough terrain feature that doesn't have the Obscuring rule? If such things still exist?
From my understanding, you can still hide models behind cover even if they're over 18 wounds, you just need to be 100% hidden.
So an enormous solid building with no gaps would block the Knight, because even though the obscured rule doesn't work for it, you literally can't draw LOS to it.
Might be wrong though.
"Models that are on or within this terrain feature can be seen and targeted normally. Aircraft models, and models with a Wounds (W) characteristic of 18 or more, are visible and can be targeted even if this terrain feature is in-between it and the firing model (note that the reverse is not true)."
It doesn't say aircraft and models with 18 wounds can be targeted normally if the terrain feature is in-between. It says they are visible and can be targeted if the terrain feature is in-between. So if you're shooting at an 18 wound model, any Obscuring terrain is treated as if it weren't there.
123891
Post by: Aash
Abadabadoobaddon wrote:IanVanCheese wrote: Abadabadoobaddon wrote:No matter how large your terrain feature, you can't hide a knight. Unless you can somehow get a large enough terrain feature that doesn't have the Obscuring rule? If such things still exist?
From my understanding, you can still hide models behind cover even if they're over 18 wounds, you just need to be 100% hidden.
So an enormous solid building with no gaps would block the Knight, because even though the obscured rule doesn't work for it, you literally can't draw LOS to it.
Might be wrong though.
"Models that are on or within this terrain feature can be seen and targeted normally. Aircraft models, and models with a Wounds (W) characteristic of 18 or more, are visible and can be targeted even if this terrain feature is in-between it and the firing model (note that the reverse is not true)."
It doesn't say aircraft and models with 18 wounds can be targeted normally if the terrain feature is in-between. It says they are visible and can be targeted if the terrain feature is in-between. So if you're shooting at an 18 wound model, any Obscuring terrain is treated as if it weren't there.
That’s my reading of it too. But I think it could do with being clarified.
19754
Post by: puma713
Its sounds like 9th has no definition of LOS at all, but is instead defined by the terrain placed on the board. If you remove all terrain from the board, all models are visible and in LOS. it is when you start placing "Obscuring" terrain on the table that you start creating firing lanes. If the Obscuring object is between you and my army, my army cannot fire at it, unless it is a Flyer or has 18+ Wounds.
Just some thoughts. Obviously, we haven't seen 9th's LOS rules or targeting rules, so hopefully there are more rules that make these distinctions come more into focus.
113031
Post by: Voss
Ok, so the brand new 'immersive' terrain rules are...
Hills... do nothing.
Obstacles... +1 save vs ranged
Area terrain and buildings (I guess) are whatever their many possible traits say they are.
Being in 'heavy cover' protects against melee, except against chargers... which actually hurts my brain a little. Sheltering behind spiked battlements doesn't protect you against charging loonies, but does protect you when they carefully consolidate past the spikes. Ok then.
Obscuring is... a function of terrain height, not density. OK... so if I have a unit of 1.5" tall models behind a group of three 4.5" trees, they can be seen, but if they're behind three 5.4" trees, they're completely hidden. >.>
Similarly, if I've got a 10" tall model with 16 Wounds on its profile, it can't be seen behind 5" trees, but if it has 18 wounds but is only 4" tall, it can be seen. Right.
I get that this is for gameplay, not tabletop appearance, but this is absurdly gamey nonsense.
And of course, if a model's base slightly overlaps with the terrain feature, it can be seen. Of course it can.
Bonus points for traits not appearing in the same order in the example ruins and armored containers.
If you're going to have that many traits, alphabetize them, or order them somehow. 'Scaleable, Breachable, Light Cover etc' and 'Light Cover, Scaleable, Exposed Position' makes my teeth ache.
19754
Post by: puma713
Voss wrote:
Obscuring is... a function of terrain height, not density. OK... so if I have a unit of 1.5" tall models behind a group of three 4.5" trees, they can be seen, but if they're behind three 5.4" trees, they're completely hidden. >.>
Similarly, if I've got a 10" tall model with 16 Wounds on its profile, it can't be seen behind 5" trees, but if it has 18 wounds but is only 4" tall, it can be seen. Right.
Didn't they say something about terrain having footprints?
113031
Post by: Voss
puma713 wrote:Voss wrote:
Obscuring is... a function of terrain height, not density. OK... so if I have a unit of 1.5" tall models behind a group of three 4.5" trees, they can be seen, but if they're behind three 5.4" trees, they're completely hidden. >.>
Similarly, if I've got a 10" tall model with 16 Wounds on its profile, it can't be seen behind 5" trees, but if it has 18 wounds but is only 4" tall, it can be seen. Right.
Didn't they say something about terrain having footprints?
They didn't use that term specifically in the article, but I assume so. Why?
19754
Post by: puma713
It does make me wonder though, couldn't TFG just argue that none of this terrain is "Obscuring" and therefore, his flyers and/or knights can't be targeted by the rules now?
113031
Post by: Voss
puma713 wrote:It does make me wonder though, couldn't TFG just argue that none of this terrain is "Obscuring" and therefore, his flyers and/or knights can't be targeted by the rules now?
No, because non-Obscuring terrain doesn't block line of sight. All that would mean is his entire army can be targeted.
If, for example, your ruins aren't 5" tall (which includes a lot of ruins from older starter sets, which you'll find in store terrain collections), they don't block LOS.
19754
Post by: puma713
Voss wrote: puma713 wrote:Voss wrote:
Obscuring is... a function of terrain height, not density. OK... so if I have a unit of 1.5" tall models behind a group of three 4.5" trees, they can be seen, but if they're behind three 5.4" trees, they're completely hidden. >.>
Similarly, if I've got a 10" tall model with 16 Wounds on its profile, it can't be seen behind 5" trees, but if it has 18 wounds but is only 4" tall, it can be seen. Right.
Didn't they say something about terrain having footprints?
They didn't use that term specifically in the article, but I assume so. Why?
Your examples made it seem that you thought it was silly that a forest (footprint) of shorter trees couldn't obscure something, but a forest of taller trees could. Also, you and your opponent could easily say that a forest isn't obscuring and just forego these details.
35310
Post by: the_scotsman
p5freak wrote: Imateria wrote:
It's almost like you don't understand that is a thing already. I haven't had a tournament game where I didn't have a quick conversation with my opponent (usually lasting seconds) about what does and does not count as ruins. As long as you are not playing against a complete jackass then this is never a problem and generally follows common sense, and if your opponent is a jackass then the problem generally isn't the rules to start with.
Its very simple now. Ruin yes, or no. What a ruin does is clearly defined. Now you, and your opponent have to decide which from at least 7 traits you assign to that ruin.
I'm sorry, but not. You currently play only with ruins? that's because you're ignoring the bespoke rules for:
Statuary
Barricades
Craters
Forests
Tank Traps
Sector Mechanicus Terrain
Promethium Pipes
Haemotrope Reactors
And I'm sure several more. All of them have slightly different ways that units can claim cover from them.
113031
Post by: Voss
puma713 wrote:Voss wrote: puma713 wrote:Voss wrote:
Obscuring is... a function of terrain height, not density. OK... so if I have a unit of 1.5" tall models behind a group of three 4.5" trees, they can be seen, but if they're behind three 5.4" trees, they're completely hidden. >.>
Similarly, if I've got a 10" tall model with 16 Wounds on its profile, it can't be seen behind 5" trees, but if it has 18 wounds but is only 4" tall, it can be seen. Right.
Didn't they say something about terrain having footprints?
They didn't use that term specifically in the article, but I assume so. Why?
Your examples made it seem that you thought it was silly that a forest (footprint) of shorter trees couldn't obscure something, but a forest of taller trees could. Also, you and your opponent could easily say that a forest isn't obscuring and just forego these details.
Yeah. It was an example. Pick any terrain that IS obscuring. The Ruins for example. The two story ones from the third? (fourth?) edition box set do block LOS, but the one story ones don't. Even though most infantry models are shorter than both.
They happily make this declaration:
However, the days of drawing line of sight through a gap in the wall and three consecutive windows to a unit on the opposite side of a huge building are over!
But if the 'obscuring' terrain is 4.9999" tall, you can still do exactly that.
I just find the combination they picked out for how the rules interact to be really bizarre. For the terrain, its height, for models, its wounds and or a specific type (aircraft, though that seems reasonable enough to give a pass). The mismatch makes for weird situations, and the minimum height requirement for terrain is so much bigger than the average infantry model that I don't know why they settled on it.
35310
Post by: the_scotsman
Voss wrote:Ok, so the brand new 'immersive' terrain rules are...
Hills... do nothing.
Obstacles... +1 save vs ranged
Area terrain and buildings (I guess) are whatever their many possible traits say they are.
Being in 'heavy cover' protects against melee, except against chargers... which actually hurts my brain a little. Sheltering behind spiked battlements doesn't protect you against charging loonies, but does protect you when they carefully consolidate past the spikes. Ok then.
Obscuring is... a function of terrain height, not density. OK... so if I have a unit of 1.5" tall models behind a group of three 4.5" trees, they can be seen, but if they're behind three 5.4" trees, they're completely hidden. >.>
Similarly, if I've got a 10" tall model with 16 Wounds on its profile, it can't be seen behind 5" trees, but if it has 18 wounds but is only 4" tall, it can be seen. Right.
I get that this is for gameplay, not tabletop appearance, but this is absurdly gamey nonsense.
And of course, if a model's base slightly overlaps with the terrain feature, it can be seen. Of course it can.
Bonus points for traits not appearing in the same order in the example ruins and armored containers.
If you're going to have that many traits, alphabetize them, or order them somehow. 'Scaleable, Breachable, Light Cover etc' and 'Light Cover, Scaleable, Exposed Position' makes my teeth ache.
I mean, you do have that wrong. You have no idea whether a Forest would have the Obscuring keyword or not.
Obstacle and Area appear to be ways in which units claim cover from terrain. Given the way they've worded it (not the actual rule, but from their description) you claim cover from an Obstacle type of terrain by an enemy targeting you and the terrain being between you and the enemy.
Once you've claimed cover from the terrain, you can then claim all the benefits of whatever rules that terrain type offers. If you had an Obstacle that had the Light Cover trait, you'd get +1 to save. If you had an Obstacle that had the Obscuring trait, you could not be targeted if the obstacle was over 5" tall.
There are also several benefits that they mentioned, such as to-hit roll penalties and "Terrain that blocks bullets rather than making you harder to hit" that we don't know, probably hidden in the traits like Defensible and Dense Cover that have not been revealed yet. So, you may have an Obstacle that grants -1 to hit but not +1 to save, like a forest. Or an Obstacle that provides +1 to save but not -1 to hit...like I don't know, a forcefield or some gak, forge the narrative.
Obscuring is a trait that SOME TERRAIN HAS, NOT ALL TERRAIN. Not every piece of 5" tall terrain is an infinitely tall cone of nope. All the pictures people post saying "This doesn't make sense lolololololololololol" are missing the fact that a little object like a perfectly square, LOS blocking tin DOES NOT NEED TO HAVE THE OBSCURING TRAIT. There's no point it already blocks LOS just fine. The obscuring trait is there to fix the issue of GW terrain (or other terrain) that has tiny little window holes in it that you can *technically* see through.
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Post by: Emicrania
yukishiro1 wrote: p5freak wrote:yukishiro1 wrote:This also means that, for example, a land raider will be able to sit on one side of a ruin and fire all its weapons at a knight, which is unable to shoot back. For the first time ever in 40k to my knowledge, we have non-reciprocal LOS.
Not true, if the land raider is in obscuring terrain. It cant be seen, but it can still be targeted
Not if it's inside the ruin. But if it's on the other side, it can shoot away to its hearts content at the knight, which cannot shoot back.
I.e. this photo, replace the big mek with a land raider. Land raider can shoot wazbom, wazbom cannot shoot back at landraider.
Non-reciprocal LOS is a big can of worms they are opening here that is very unlikely to lead to good places.
Add to that that melee is getting a further nerf compared to the current ITC rules - to the point that you basically never actually want to be inside a ruin instead of on the other side of it - and this is really looking like the tank edition.
Altought I share your worry, I want to point out 2 fundamental thigs:
- We don´t know how flyer works yet.
- The object in the middle must be 5" tall at least, do try to take a picture with an object 5" tall and see how much more intuitive it is.
Still we need more boost to infantry to not cancel blobs from 40k. I get it playing 180+ models is torture for both players, but this is supposed to be a game where all aspects of warfare are rapresented and 99% of the lore talks about swarms of infatry vs Power armour, or heroes in the middle of the battlefield, or courageous guardsmen taking a last stand. I like the boost to tanks and monsters, I do not like a game of big robots vs big tanks.
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Post by: bullyboy
The non reciprocal issue only targets fliers and 18W or more models (so knights etc), so not completely terrible (especially for air who can basically move around it). It does seem odd with knights though as you could get a situation that a vehicle is hidden behind an "Obscured" piece of terrain, freely firing at a knight and that knight cannot touch it, at all. That does seem rather ganky for knight players.
Overall though, this terrain identification really helps my new Maiden World table as it has large "tree" like structures that have a lot of gaps, but are well over 5" tall. Now I don't have to buy a whole bunch of foliage to fill these gaps.
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Post by: Voss
the_scotsman wrote:Voss wrote:
Obscuring is... a function of terrain height, not density. OK... so if I have a unit of 1.5" tall models behind a group of three 4.5" trees, they can be seen, but if they're behind three 5.4" trees, they're completely hidden. >.>
I mean, you do have that wrong. You have no idea whether a Forest would have the Obscuring keyword or not.
... give me an ounce of credit and read it as an example of obscuring terrain. Change 'forest' for the example 'ruins' listed, if you can't grasp that.
Once you've claimed cover from the terrain, you can then claim all the benefits of whatever rules that terrain type offers. If you had an Obstacle that had the Light Cover trait, you'd get +1 to save. If you had an Obstacle that had the Obscuring trait, you could not be targeted if the obstacle was over 5" tall.
Well, no. If you're claiming cover from it, you'd be on or within the terrain feature, so can be seen and targeted normally, per the first sentence of the second paragraph of obscuring.
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Post by: the_scotsman
Reading the goonhammer article, I must have misheard during the stream - apparently Dense Terrain is supposedly terrain that blocks sight, rather than stopping bullets.
That is extremely unfortunate because it means that Dense Terrain is then almost certainly -1 to hit.
That means we'll have two possible Cover effects that both disproprotionately benefit Elites over Hordes.
-1 to hit penalizes you more the worse your Ballistic Skill is (units with 5+ BS lose 50% of their effectiveness, units with 2+BS lose 17%) and +1sv benefits you more the better your base Sv is (starting from a 3+ going to a 2+ gives you a 50% durability boost, vs starting from nothing oing to a 6+ gives you a 17% boost).
Unless "Defensible" is where the rule that benefits hordes is hiding, that does not bode well for light infantry in this edition either.
But if you made me guess, Defensible is a trait that means units on or within the terrain piece can freely fire out of that terrain piece as if it's not there, and Breachible is a trait that applies to area terrain that allows Infantry Swarms and Beasts to move thru it freely while other unit types cannot.
Since for example Swamps and Craters are area terrain, I would assume area terrain does not by default prevent vehicles from entering
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Post by: tneva82
bullyboy wrote:The non reciprocal issue only targets fliers and 18W or more models (so knights etc), so not completely terrible (especially for air who can basically move around it). It does seem odd with knights though as you could get a situation that a vehicle is hidden behind an "Obscured" piece of terrain, freely firing at a knight and that knight cannot touch it, at all. That does seem rather ganky for knight players.
Overall though, this terrain identification really helps my new Maiden World table as it has large "tree" like structures that have a lot of gaps, but are well over 5" tall. Now I don't have to buy a whole bunch of foliage to fill these gaps.
It also encourages staying away from terrain as if you even touch it you are seen freely regardless can you physically see enemy or not.
And i'm just almost done painting triumph and it got hit with nerf bat. Lol. It's not even competive option as it was
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Post by: yukishiro1
Emicrania wrote:
- The object in the middle must be 5" tall at least, do try to take a picture with an object 5" tall and see how much more intuitive it is.
The object in the middle is 5" tall. That's why I used it. Do try not to assume the person you're talking to doesn't know what they're doing.
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Post by: Therion
Voss wrote:Ok, so the brand new 'immersive' terrain rules are...
Hills... do nothing.
Obstacles... +1 save vs ranged
Area terrain and buildings (I guess) are whatever their many possible traits say they are.
Being in 'heavy cover' protects against melee, except against chargers... which actually hurts my brain a little. Sheltering behind spiked battlements doesn't protect you against charging loonies, but does protect you when they carefully consolidate past the spikes. Ok then.
Obscuring is... a function of terrain height, not density. OK... so if I have a unit of 1.5" tall models behind a group of three 4.5" trees, they can be seen, but if they're behind three 5.4" trees, they're completely hidden. >.>
Similarly, if I've got a 10" tall model with 16 Wounds on its profile, it can't be seen behind 5" trees, but if it has 18 wounds but is only 4" tall, it can be seen. Right.
I get that this is for gameplay, not tabletop appearance, but this is absurdly gamey nonsense.
And of course, if a model's base slightly overlaps with the terrain feature, it can be seen. Of course it can.
Bonus points for traits not appearing in the same order in the example ruins and armored containers.
If you're going to have that many traits, alphabetize them, or order them somehow. 'Scaleable, Breachable, Light Cover etc' and 'Light Cover, Scaleable, Exposed Position' makes my teeth ache.
Pretty good way to sum it up. But these are the most playtested terrain rules ever in any GW game, and everyone (on GW's payroll or in business with them) is saying this is the best edition ever and everything is awesome and works. So we shouldn't be critical.
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Post by: yukishiro1
the_scotsman wrote:
Obscuring is a trait that SOME TERRAIN HAS, NOT ALL TERRAIN. Not every piece of 5" tall terrain is an infinitely tall cone of nope. All the pictures people post saying "This doesn't make sense lolololololololololol" are missing the fact that a little object like a perfectly square, LOS blocking tin DOES NOT NEED TO HAVE THE OBSCURING TRAIT. There's no point it already blocks LOS just fine. The obscuring trait is there to fix the issue of GW terrain (or other terrain) that has tiny little window holes in it that you can *technically* see through.
But this leads to even more absurd results.
Take my picture:
So you're saying that we shouldn't give these obscuring, which means that the flyer could shoot the big mek - but if we cut some holes in those boxes for windows, then we'd need to give it obscuring, and then the flyer COULDN'T shoot the big mek because we cut some holes and that means the flyer sees worse than if we hadn't cut holes?
No matter how you cut it, these rules lead to some really strange, nonsensical interactions - very similar to the grot on the crate being immune to melee from the carnifex.
Now that's not necessarily the end of the world to have interactions in game that defy our normal intuitions about what makes sense. But it's wrong to try to argue that isn't a nonsensical interaction, because it obviously is.
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Post by: bullyboy
Therion wrote:Voss wrote:Ok, so the brand new 'immersive' terrain rules are...
Hills... do nothing.
Obstacles... +1 save vs ranged
Area terrain and buildings (I guess) are whatever their many possible traits say they are.
Being in 'heavy cover' protects against melee, except against chargers... which actually hurts my brain a little. Sheltering behind spiked battlements doesn't protect you against charging loonies, but does protect you when they carefully consolidate past the spikes. Ok then.
Obscuring is... a function of terrain height, not density. OK... so if I have a unit of 1.5" tall models behind a group of three 4.5" trees, they can be seen, but if they're behind three 5.4" trees, they're completely hidden. >.>
Similarly, if I've got a 10" tall model with 16 Wounds on its profile, it can't be seen behind 5" trees, but if it has 18 wounds but is only 4" tall, it can be seen. Right.
I get that this is for gameplay, not tabletop appearance, but this is absurdly gamey nonsense.
And of course, if a model's base slightly overlaps with the terrain feature, it can be seen. Of course it can.
Bonus points for traits not appearing in the same order in the example ruins and armored containers.
If you're going to have that many traits, alphabetize them, or order them somehow. 'Scaleable, Breachable, Light Cover etc' and 'Light Cover, Scaleable, Exposed Position' makes my teeth ache.
Pretty good way to sum it up. But these are the most playtested terrain rules ever in any GW game, and everyone (on GW's payroll or in business with them) is saying this is the best edition ever and everything is awesome and works. So we shouldn't be critical.
Why am I just seeing Emilia Clark over and over "Best season ever!" Automatically Appended Next Post: yukishiro1 wrote:the_scotsman wrote:
Obscuring is a trait that SOME TERRAIN HAS, NOT ALL TERRAIN. Not every piece of 5" tall terrain is an infinitely tall cone of nope. All the pictures people post saying "This doesn't make sense lolololololololololol" are missing the fact that a little object like a perfectly square, LOS blocking tin DOES NOT NEED TO HAVE THE OBSCURING TRAIT. There's no point it already blocks LOS just fine. The obscuring trait is there to fix the issue of GW terrain (or other terrain) that has tiny little window holes in it that you can *technically* see through.
But this leads to even more absurd results.
Take my picture:
So you're saying that we shouldn't give these obscuring, which means that the flyer could shoot the big mek - but if we cut some holes in those boxes for windows, then we'd need to give it obscuring, and then the flyer COULDN'T shoot the big mek because we cut some holes and that means the flyer sees worse than if we hadn't cut holes?
No matter how you cut it, these rules lead to some really strange, nonsensical interactions - very similar to the grot on the crate being immune to melee from the carnifex.
Now that's not necessarily the end of the world to have interactions in game that defy our normal intuitions about what makes sense. But it's wrong to try to argue that isn't a nonsensical interaction, because it obviously is.
I guess part of me is saying "why is the flyer on a large piece of terrain like that?" why even have it there, juts place it on the ground for the representation.
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Post by: yukishiro1
Because that way we don't get into arguments about what TLOS shows. I wanted to create a situation where something is targetable via TLOS - here, the big mek can see part of the flyer and the flyer can see part of the big mek - but not if the piece has the obscured trait.
If I had had a box with holes in it it that you can see through it would replicate the same thing, but I am too lazy to cut holes in the boxes just to make a point on the internet.
I also could have put the flyer closer to the piece and the big mek further back, but that would have required taking a much wider photo and would have made it harder to see what was going on.
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Post by: Therion
Regarding vehicles vs. infantry... did you guys notice all the 50% hidden rules are gone, so if a tank is behind an obstacle, it's getting cover, no matter what's the size of the tank or the obstacle.
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Post by: Crablezworth
bullyboy wrote: Therion wrote:Voss wrote:Ok, so the brand new 'immersive' terrain rules are...
Hills... do nothing.
Obstacles... +1 save vs ranged
Area terrain and buildings (I guess) are whatever their many possible traits say they are.
Being in 'heavy cover' protects against melee, except against chargers... which actually hurts my brain a little. Sheltering behind spiked battlements doesn't protect you against charging loonies, but does protect you when they carefully consolidate past the spikes. Ok then.
Obscuring is... a function of terrain height, not density. OK... so if I have a unit of 1.5" tall models behind a group of three 4.5" trees, they can be seen, but if they're behind three 5.4" trees, they're completely hidden. >.>
Similarly, if I've got a 10" tall model with 16 Wounds on its profile, it can't be seen behind 5" trees, but if it has 18 wounds but is only 4" tall, it can be seen. Right.
I get that this is for gameplay, not tabletop appearance, but this is absurdly gamey nonsense.
And of course, if a model's base slightly overlaps with the terrain feature, it can be seen. Of course it can.
Bonus points for traits not appearing in the same order in the example ruins and armored containers.
If you're going to have that many traits, alphabetize them, or order them somehow. 'Scaleable, Breachable, Light Cover etc' and 'Light Cover, Scaleable, Exposed Position' makes my teeth ache.
Pretty good way to sum it up. But these are the most playtested terrain rules ever in any GW game, and everyone (on GW's payroll or in business with them) is saying this is the best edition ever and everything is awesome and works. So we shouldn't be critical.
Why am I just seeing Emilia Clark over and over "Best season ever!"
Automatically Appended Next Post:
yukishiro1 wrote:the_scotsman wrote:
Obscuring is a trait that SOME TERRAIN HAS, NOT ALL TERRAIN. Not every piece of 5" tall terrain is an infinitely tall cone of nope. All the pictures people post saying "This doesn't make sense lolololololololololol" are missing the fact that a little object like a perfectly square, LOS blocking tin DOES NOT NEED TO HAVE THE OBSCURING TRAIT. There's no point it already blocks LOS just fine. The obscuring trait is there to fix the issue of GW terrain (or other terrain) that has tiny little window holes in it that you can *technically* see through.
But this leads to even more absurd results.
Take my picture:
So you're saying that we shouldn't give these obscuring, which means that the flyer could shoot the big mek - but if we cut some holes in those boxes for windows, then we'd need to give it obscuring, and then the flyer COULDN'T shoot the big mek because we cut some holes and that means the flyer sees worse than if we hadn't cut holes?
No matter how you cut it, these rules lead to some really strange, nonsensical interactions - very similar to the grot on the crate being immune to melee from the carnifex.
Now that's not necessarily the end of the world to have interactions in game that defy our normal intuitions about what makes sense. But it's wrong to try to argue that isn't a nonsensical interaction, because it obviously is.
I guess part of me is saying "why is the flyer on a large piece of terrain like that?" why even have it there, juts place it on the ground for the representation.
Because hills exist?
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Post by: Gnarlly
Therion wrote:Voss wrote:Ok, so the brand new 'immersive' terrain rules are...
Hills... do nothing.
Obstacles... +1 save vs ranged
Area terrain and buildings (I guess) are whatever their many possible traits say they are.
Being in 'heavy cover' protects against melee, except against chargers... which actually hurts my brain a little. Sheltering behind spiked battlements doesn't protect you against charging loonies, but does protect you when they carefully consolidate past the spikes. Ok then.
Obscuring is... a function of terrain height, not density. OK... so if I have a unit of 1.5" tall models behind a group of three 4.5" trees, they can be seen, but if they're behind three 5.4" trees, they're completely hidden. >.>
Similarly, if I've got a 10" tall model with 16 Wounds on its profile, it can't be seen behind 5" trees, but if it has 18 wounds but is only 4" tall, it can be seen. Right.
I get that this is for gameplay, not tabletop appearance, but this is absurdly gamey nonsense.
And of course, if a model's base slightly overlaps with the terrain feature, it can be seen. Of course it can.
Bonus points for traits not appearing in the same order in the example ruins and armored containers.
If you're going to have that many traits, alphabetize them, or order them somehow. 'Scaleable, Breachable, Light Cover etc' and 'Light Cover, Scaleable, Exposed Position' makes my teeth ache.
Pretty good way to sum it up. But these are the most playtested terrain rules ever in any GW game, and everyone (on GW's payroll or in business with them) is saying this is the best edition ever and everything is awesome and works. So we shouldn't be critical.
+1
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Post by: Kanluwen
the_scotsman wrote:Reading the goonhammer article, I must have misheard during the stream - apparently Dense Terrain is supposedly terrain that blocks sight, rather than stopping bullets.
That is extremely unfortunate because it means that Dense Terrain is then almost certainly -1 to hit.
Unless "Defensible" is where the rule that benefits hordes is hiding, that does not bode well for light infantry in this edition either.
I genuinely don't recall "Dense" being addressed at all, but I might have missed it when my phone rang.
But if you made me guess, Defensible is a trait that means units on or within the terrain piece can freely fire out of that terrain piece as if it's not there, and Breachible is a trait that applies to area terrain that allows Infantry Swarms and Beasts to move thru it freely while other unit types cannot.
Since for example Swamps and Craters are area terrain, I would assume area terrain does not by default prevent vehicles from entering
I'm actually wondering if "Breachable" is going to be with regards to vehicles being able to enter the terrain.
I wouldn't be shocked, personally, if Defensible is going to be a trait where any infantry units on/within can act as though it's not there.
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Post by: Gadzilla666
Therion wrote:Regarding vehicles vs. infantry... did you guys notice all the 50% hidden rules are gone, so if a tank is behind an obstacle, it's getting cover, no matter what's the size of the tank or the obstacle.
The rule said obstacles only give cover to beasts, infantry, and swarms. So vehicles can't get cover from them.
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Post by: Therion
Gadzilla666 wrote: Therion wrote:Regarding vehicles vs. infantry... did you guys notice all the 50% hidden rules are gone, so if a tank is behind an obstacle, it's getting cover, no matter what's the size of the tank or the obstacle.
The rule said obstacles only give cover to beasts, infantry, and swarms. So vehicles can't get cover from them.
My bad. I didn't actually mean obstacles at all. My point was regarding terrain that does give cover to vehicles, whatever that is, the size is irrelevant, since we don't play with line of sight anymore. I think the best way to understand terrain is like a poster above described: Everyone can always see everything, unless an exception comes into play. You get cover saves if some gak is on the way. It's essentially 2D.
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Post by: yukishiro1
I don't see that TLOS is no longer a thing. Just that we have this additional thing in addition to TLOS that is the obscuring keyword.
In fact in the rules for hills they specifically say that TLOS is still a thing.
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Post by: Emicrania
yukishiro1 wrote: Emicrania wrote:
- The object in the middle must be 5" tall at least, do try to take a picture with an object 5" tall and see how much more intuitive it is.
The object in the middle is 5" tall. That's why I used it. Do try not to assume the person you're talking to doesn't know what they're doing.
Mine was a suggestion not an assumption but, given how much you seems on the defensive about 20 lines of preview, I don't see much room for discussion and I will leave it at that.
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Post by: Ice_can
Therion wrote: Gadzilla666 wrote: Therion wrote:Regarding vehicles vs. infantry... did you guys notice all the 50% hidden rules are gone, so if a tank is behind an obstacle, it's getting cover, no matter what's the size of the tank or the obstacle.
The rule said obstacles only give cover to beasts, infantry, and swarms. So vehicles can't get cover from them.
My bad. I didn't actually mean obstacles at all. My point was regarding terrain that does give cover to vehicles, whatever that is, the size is irrelevant, since we don't play with line of sight anymore. I think the best way to understand terrain is like a poster above described: Everyone can always see everything, unless an exception comes into play. You get cover saves if some gak is on the way. It's essentially 2D.
Unless your a LoW at which point it just screws you seven ways from Sunday with invisible incoming fire etc while doing diddly for you but stop you moving.
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Post by: Dudeface
yukishiro1 wrote: Emicrania wrote:
- The object in the middle must be 5" tall at least, do try to take a picture with an object 5" tall and see how much more intuitive it is.
The object in the middle is 5" tall. That's why I used it. Do try not to assume the person you're talking to doesn't know what they're doing.
Am I missing something here, if both items have obscured keywords then the mek not the plane can see each other as the intervening terrain blocks it? If you don't then true los kicks in and they can see each other.
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Post by: yukishiro1
Emicrania wrote:yukishiro1 wrote: Emicrania wrote:
- The object in the middle must be 5" tall at least, do try to take a picture with an object 5" tall and see how much more intuitive it is.
The object in the middle is 5" tall. That's why I used it. Do try not to assume the person you're talking to doesn't know what they're doing.
Mine was a suggestion not an assumption but, given how much you seems on the defensive about 20 lines of preview, I don't see much room for discussion and I will leave it at that.
I wasn't being defensive. Just tongue-in-cheek returning your "do try" language. You can't really protest that I'm being defensive when I'm literally using the same words you did.
So, thank you for your kind suggestion, but the picture had already incorporated it.
Automatically Appended Next Post:
Dudeface wrote:yukishiro1 wrote: Emicrania wrote:
- The object in the middle must be 5" tall at least, do try to take a picture with an object 5" tall and see how much more intuitive it is.
The object in the middle is 5" tall. That's why I used it. Do try not to assume the person you're talking to doesn't know what they're doing.
Am I missing something here, if both items have obscured keywords then the mek not the plane can see each other as the intervening terrain blocks it? If you don't then true los kicks in and they can see each other.
What you're missing is the exclusions of flyers (along with 18W+ models) from the obscured keyword.
In other words, obscured blocks the big mek, but it doesn't block the plane. So the big mek can shoot the plane, while the plane can't shoot the big mek.
I.e. if it has obscured, the big mek gets to draw TLOS to the plane because obscured doesn't protect the plane, but the plane doesn't get to draw TLOS to the big mek because the big mek gets the protection of obscured.
(In fact, RAW, the Big Mek can shoot at the plane even if it can't draw TLOS, because RAW the big mek can ignore the terrain piece with obscure entirely if the target is a flyer or 18W+ - but that seems like the sort of thing that probably isn't intended and will be getting FAQ'd, so I deliberately created the photo in such a way that this was not an issue)
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Post by: Red Corsair
I have to say the more I think about these, the more I feel they over thought this a lot. They should have dropped TLOS and abstracted the whole process for either side. On the terrains foot print you can shoot out and be shot, behind it and neither is allowed can see past it like previous editions.
Now If I have two two ruins loaded with doors and windows with obscure, one 4.5" tall and one 5" tall because of the way I modeled them (maybe a manufactorum chimney on one) but otherwise identical. A model can be shot through the 4.5" tall ruin, but can't behind the 5" even if he's visible via TLOS.
It's as if the height restriction tied to wounds is some veiled way of clipping certain models like knights, but they should have just called them out as an exception. I mean, I thought bespoke rules only benefit was just that. You can specifically target certain models with rules. Instead they tried to be very none specific and we get absurd situations. Automatically Appended Next Post: How on earth did that survive play testing?
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Post by: yukishiro1
Red Corsair wrote:I have to say the more I think about these, the more I feel they over thought this a lot. They should have dropped TLOS and abstracted the whole process for either side. On the terrains foot print you can shoot out and be shot, behind it and neither is allowed can see past it like previous editions.
Now If I have two two ruins loaded with doors and windows with obscure, one 4.5" tall and one 5" tall because of the way I modeled them (maybe a manufactorum chimney on one) but otherwise identical. A model can be shot through the 4.5" tall ruin, but can't behind the 5" even if he's visible via TLOS.
It's as if the height restriction tied to wounds is some veiled way of clipping certain models like knights, but they should have just called them out as an exception. I mean, I thought bespoke rules only benefit was just that. You can specifically target certain models with rules. Instead they tried to be very none specific and we get absurd situations.
Automatically Appended Next Post:
How on earth did that survive play testing?
Yes, it's a bit of a conceptual mess. TLOS for horizontal shooting in all cases, TLOS for vertical shooting in some cases, non- TLOS for vertical shooting in other cases - unless it actually is TLOS for vertical shooting in this case because your target is 18W+ or aircraft and then you get TLOS to them but they get non- TLOS to you...
What a headache. This is arguably worse than the old TLOS "I can see his ribbon! he's so dead!" That was stupid, but at least it was straightforward and the rule applied the same in every circumstance. Now we have to consult a flow chart to figure out whether we're using TLOS or not for this precise interaction, and even whether we're using TLOS for the horizontal part but not the vertical part. So it's "I can see his ribbon! he's so dead" if you can see the ribbon horizontally, but it's "I gotta pretend I can't see his whole upper torso!" if it's vertical - unless of course he has a hair ribbon that happens to far enough horizontally to take him outside the shadow, in which case, he's so dead again.
Also, what does taller than 5" mean? What if you have a terrain piece of variable heights - some of it is over 5", but some isn't. Can you draw TLOS vertically over a part of it that is less than 5", or does it block completely for the whole piece - so the little .5 inch tall bit of rubble on the side blocks a land raider? If not, and it's only pieces of the terrain model that are over 5" that you can't draw TLOS vertically over - we're going to need to be measuring every mm of the terrain piece to decide which bits are over 5" and which aren't?
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Post by: Dudeface
yukishiro1 wrote: Emicrania wrote:yukishiro1 wrote: Emicrania wrote:
- The object in the middle must be 5" tall at least, do try to take a picture with an object 5" tall and see how much more intuitive it is.
The object in the middle is 5" tall. That's why I used it. Do try not to assume the person you're talking to doesn't know what they're doing.
Mine was a suggestion not an assumption but, given how much you seems on the defensive about 20 lines of preview, I don't see much room for discussion and I will leave it at that.
I wasn't being defensive. Just tongue-in-cheek returning your "do try" language. You can't really protest that I'm being defensive when I'm literally using the same words you did.
So, thank you for your kind suggestion, but the picture had already incorporated it.
Automatically Appended Next Post:
Dudeface wrote:yukishiro1 wrote: Emicrania wrote:
- The object in the middle must be 5" tall at least, do try to take a picture with an object 5" tall and see how much more intuitive it is.
The object in the middle is 5" tall. That's why I used it. Do try not to assume the person you're talking to doesn't know what they're doing.
Am I missing something here, if both items have obscured keywords then the mek not the plane can see each other as the intervening terrain blocks it? If you don't then true los kicks in and they can see each other.
What you're missing is the exclusions of flyers (along with 18W+ models) from the obscured keyword.
In other words, obscured blocks the big mek, but it doesn't block the plane. So the big mek can shoot the plane, while the plane can't shoot the big mek.
I.e. if it has obscured, the big mek gets to draw TLOS to the plane because obscured doesn't protect the plane, but the plane doesn't get to draw TLOS to the big mek because the big mek gets the protection of obscured.
(In fact, RAW, the Big Mek can shoot at the plane even if it can't draw TLOS, because RAW the big mek can ignore the terrain piece with obscure entirely if the target is a flyer or 18W+ - but that seems like the sort of thing that probably isn't intended and will be getting FAQ'd, so I deliberately created the photo in such a way that this was not an issue)
Yep missed flyers sorry, I'm actually ok with that though, it would be a bit weird to have to sit in the open on order to shoot a plane, firing a shot through the smoke of a collapsed building via heatseeking scope or w/e fits
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Post by: yukishiro1
The issue is that it isn't reciprocal. The big mek can target the flyer, but the flyer can't target the big mek. It's hard to make sense of that. The point is that the flyer is up in the air, so you can see it no matter how tall the building is, right? But why is it up in the air when the big mek wants to fire at it but not when it wants to fire at the big mek?
Non-reciprocal LOS - where one model can shoot another model but that model can't shoot back - is a massive can of worms to be opening. The very limited non-reciprocal LOS we have in 8th - pretty much all from stratagems - is so powerful that whole lists are built around it.
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Post by: Dudeface
yukishiro1 wrote:The issue is that it isn't reciprocal. The big mek can target the flyer, but the flyer can't target the big mek. It's hard to make sense of that. The point is that the flyer is up in the air, so you can see it no matter how tall the building is, right? But why is it up in the air when the big mek wants to fire at it but not when it wants to fire at the big mek?
Non-reciprocal LOS - where one model can shoot another model but that model can't shoot back - is a massive can of worms to be opening.
Ork gunner hundreds of meters in the air won't spot a single fella hiding in rubble through a cloud of smoke dust and fire, the ork has an easier tim looking up and seeing a plane. The imagery makes sense in a cinematic way.
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Post by: yukishiro1
Dudeface wrote:yukishiro1 wrote:The issue is that it isn't reciprocal. The big mek can target the flyer, but the flyer can't target the big mek. It's hard to make sense of that. The point is that the flyer is up in the air, so you can see it no matter how tall the building is, right? But why is it up in the air when the big mek wants to fire at it but not when it wants to fire at the big mek?
Non-reciprocal LOS - where one model can shoot another model but that model can't shoot back - is a massive can of worms to be opening.
Ork gunner hundreds of meters in the air won't spot a single fella hiding in rubble through a cloud of smoke dust and fire, the ork has an easier tim looking up and seeing a plane. The imagery makes sense in a cinematic way.
Ok, but why does the big mek suddenly become targetable if he's in the rubble instead of behind it? Because that's what the rule says. Move that big mek 1mm inside the ruin, and now the plane can shoot him. Move him back 1mm outside the ruin, and now he's invisible. Why does being outside a ruin provide better LOS blocking than being inside it?
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Post by: puma713
I think at this point I might have to stop reading the previews as I seem to come away with more anxiety than excitement, even understanding that I haven't seen the 9th rulebook in its entirety. Previewing rules piecemeal is not really an effective marketing strategy, imo. I would, instead, have liked to see one entire part of the rules previewed (like the entire shooting phase) and then someone said, "and there are more changes like this coming soon!"
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Post by: Not Online!!!
Well i guess the cover rules will be the nail for my cultists.
Time to perma shelf my R&H infantry Part and buy more tanks i guess....
Rip light infantry , you'll be missed.
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Post by: Trimarius
yukishiro1 wrote: Red Corsair wrote:I have to say the more I think about these, the more I feel they over thought this a lot. They should have dropped TLOS and abstracted the whole process for either side. On the terrains foot print you can shoot out and be shot, behind it and neither is allowed can see past it like previous editions.
Now If I have two two ruins loaded with doors and windows with obscure, one 4.5" tall and one 5" tall because of the way I modeled them (maybe a manufactorum chimney on one) but otherwise identical. A model can be shot through the 4.5" tall ruin, but can't behind the 5" even if he's visible via TLOS.
It's as if the height restriction tied to wounds is some veiled way of clipping certain models like knights, but they should have just called them out as an exception. I mean, I thought bespoke rules only benefit was just that. You can specifically target certain models with rules. Instead they tried to be very none specific and we get absurd situations.
Automatically Appended Next Post:
How on earth did that survive play testing?
Yes, it's a bit of a conceptual mess. TLOS for horizontal shooting in all cases, TLOS for vertical shooting in some cases, non- TLOS for vertical shooting in other cases - unless it actually is TLOS for vertical shooting in this case because your target is 18W+ or aircraft and then you get TLOS to them but they get non- TLOS to you...
What a headache. This is arguably worse than the old TLOS "I can see his ribbon! he's so dead!" That was stupid, but at least it was straightforward and the rule applied the same in every circumstance. Now we have to consult a flow chart to figure out whether we're using TLOS or not for this precise interaction, and even whether we're using TLOS for the horizontal part but not the vertical part. So it's "I can see his ribbon! he's so dead" if you can see the ribbon horizontally, but it's "I gotta pretend I can't see his whole upper torso!" if it's vertical - unless of course he has a hair ribbon that happens to far enough horizontally to take him outside the shadow, in which case, he's so dead again.
Also, what does taller than 5" mean? What if you have a terrain piece of variable heights - some of it is over 5", but some isn't. Can you draw TLOS vertically over a part of it that is less than 5", or does it block completely for the whole piece - so the little .5 inch tall bit of rubble on the side blocks a land raider? If not, and it's only pieces of the terrain model that are over 5" that you can't draw TLOS vertically over - we're going to need to be measuring every mm of the terrain piece to decide which bits are over 5" and which aren't?
The rule clearly specifies that you measure the volume of a piece of terrain from its highest point, so you don't need to measure individual sections.
The gist of things here is that they wanted to make a distinction between larger pieces that would likely block los to most common models and smaller pieces that wouldn't. They decided this arbitrary point might as well match the terrain they're currently putting out, which makes as much sense as any number and prevents clashes between "official" terrain and the rules. Likewise, the 18W cutoff is what they're defining as a "large" model that they felt was big enough to not benefit from that abstraction (titans and aircraft are going to have a harder time crouching behind 40k scale rubble, after all).
We'll have to see what the rest of the los rules are, as for all we know they've switched that to btb measures (hulls for things without) with "banner-targeting tlos" being left behind. I wouldn't count on its total demise, though, as people seem quite attached to the "idea" of tlos rather than a more abstract system, regardless of the messy consequences.
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Post by: Doohicky
There has to be a break point somewhere, and the edge of the building is where they put it.
To be honest for flyers it's going to almost never be an issue, they have such great movement that the reciprocal firing really isn't an issue is it?
If you have placed your flyer in a spot that it can't shoot something, but it can be shot you have really messed up
I really like the cinematic of it. I'm imagining like in films etc where ground troops are hiding from the big nasty and taking pot shots at it.
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Post by: Voss
yukishiro1 wrote:Dudeface wrote:yukishiro1 wrote:The issue is that it isn't reciprocal. The big mek can target the flyer, but the flyer can't target the big mek. It's hard to make sense of that. The point is that the flyer is up in the air, so you can see it no matter how tall the building is, right? But why is it up in the air when the big mek wants to fire at it but not when it wants to fire at the big mek?
Non-reciprocal LOS - where one model can shoot another model but that model can't shoot back - is a massive can of worms to be opening.
Ork gunner hundreds of meters in the air won't spot a single fella hiding in rubble through a cloud of smoke dust and fire, the ork has an easier tim looking up and seeing a plane. The imagery makes sense in a cinematic way.
Ok, but why does the big mek suddenly become targetable if he's in the rubble instead of behind it? Because that's what the rule says. Move that big mek 1mm inside the ruin, and now the plane can shoot him. Move him back 1mm outside the ruin, and now he's invisible. Why does being outside a ruin provide better LOS blocking than being inside it?
Because its the most common flaw in area terrain rules, regardless of game system and company. GW has done it before, Privateer Press has done it, as have others.
A lot of game designers are absolutely convinced that allowing attacks against units 'touching' terrain blocks some sort of super-sneaky exploit.
In this particular case, a non-reciprocal nerf against aircraft and effectively titans, superheavies and lords of war (of 18+ W) is the least egregious corner case they could have ended up with. (For flyers, I largely agree with Doohicky- if its an issue at all, its because the player made a poor move). But then I also don't think aircraft and the big stuff has any business being in 40k in the first place. The can redo Epic and bring AI and Titanicus into a more appropriate scale game.
I think its weirder that they used 5" high terrain and 18 W as the limiters for the clauses of obscured. They feel plucked out of a hat.
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Post by: Ice_can
Dudeface wrote:yukishiro1 wrote:The issue is that it isn't reciprocal. The big mek can target the flyer, but the flyer can't target the big mek. It's hard to make sense of that. The point is that the flyer is up in the air, so you can see it no matter how tall the building is, right? But why is it up in the air when the big mek wants to fire at it but not when it wants to fire at the big mek?
Non-reciprocal LOS - where one model can shoot another model but that model can't shoot back - is a massive can of worms to be opening.
Ork gunner hundreds of meters in the air won't spot a single fella hiding in rubble through a cloud of smoke dust and fire, the ork has an easier tim looking up and seeing a plane. The imagery makes sense in a cinematic way.
Okay a more dumb version of the issue of having a get out clause based on wounds.
A Repulsor can shoot a sparton through said 5 inch high obsuring terrain (even if it can not actually see the sparton) but the spartan can't shoot the Repulsor (even if it could actually see the Repulsor).
An Armiger Knight can shoot a Baneblade through said 5 inch high obsuring terrain (even if it can not actually see the Baneblade) but the Vaneblade can't shoot the Armiger (even if it could actually see the Armiger).
GW done goofed unless they have dropped a huge part of the rules to fix the above absurdity out of the preview.
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Post by: yukishiro1
puma713 wrote:I think at this point I might have to stop reading the previews as I seem to come away with more anxiety than excitement, even understanding that I haven't seen the 9th rulebook in its entirety. Previewing rules piecemeal is not really an effective marketing strategy, imo. I would, instead, have liked to see one entire part of the rules previewed (like the entire shooting phase) and then someone said, "and there are more changes like this coming soon!"
The 2020 marketing playbook says that all attention is good attention, and that the object of marketing is to generate "interactions" on social media that raise the profile of what you're trying to market, whether those interactions are positive or not.
I agree it's terrible for actually giving people a good idea of what the rules will be, but that's not the point, the point is to generate responses.
I'm totally self-aware that I'm feeding into this, btw, before anyone calls me on it. Automatically Appended Next Post: Trimarius wrote:
The rule clearly specifies that you measure the volume of a piece of terrain from its highest point, so you don't need to measure individual sections.
Good catch. So we do have the situation where a .5 inch pile of rubble on the side of a ruin blocks LOS to a land raider, because a part of the ruin 10 inches to the right of that is taller than 5" (or you say it doesn't have obscuring, and then the bit that is 5" tall doesn't block anything if it has a tiny window).
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Post by: Tyel
Ice_can wrote:Okay a more dumb version of the issue of having a get out clause based on wounds.
A Repulsor can shoot a sparton through said 5 inch high obsuring terrain (even if it can not actually see the sparton) but the spartan can't shoot the Repulsor (even if it could actually see the Repulsor).
An Armiger Knight can shoot a Baneblade through said 5 inch high obsuring terrain (even if it can not actually see the Baneblade) but the Vaneblade can't shoot the Armiger (even if it could actually see the Armiger).
GW done goofed unless they have dropped a huge part of the rules to fix the above absurdity out of the preview.
What's absurd about it? The abstraction?
I can maybe see the argument that it should be tied to a codeword (say... titantic) rather than a specific number of wounds but by and large it works the same.
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Post by: yukishiro1
Voss wrote:yukishiro1 wrote:
Ok, but why does the big mek suddenly become targetable if he's in the rubble instead of behind it? Because that's what the rule says. Move that big mek 1mm inside the ruin, and now the plane can shoot him. Move him back 1mm outside the ruin, and now he's invisible. Why does being outside a ruin provide better LOS blocking than being inside it?
Because its the most common flaw in area terrain rules, regardless of game system and company. GW has done it before, Privateer Press has done it, as have others.
A lot of game designers are absolutely convinced that allowing attacks against units 'touching' terrain blocks some sort of super-sneaky exploit.
But the perplexing thing here is that ITC did this right, and they proved it doesn't create any sort of exploit or game problem. ITC's "first floor blocks LOS" rule works great. Nobody has issues with it. It creates good gameplay, and it's easy to apply. They proved there is no reason to be afraid about this. GW clearly paid a lot of attention to ITC in crafting 9th - the missions are clearly copied - so why do you think they decided they needed this particular piece of nonsense, when it so obviously contradicts basic intuitions about how physical space works, and when it also has such negative gameplay results?
I'm starting to think that maybe the developers really do think that the problem with 8th as it was played competitively at tournaments was that melee was too strong and stuff needed to die faster to shooting, which is an incredible take on how competitive 8th edition actually worked.
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Post by: Crimson
yukishiro1 wrote:But the perplexing thing here is that ITC did this right, and they proved it doesn't create any sort of exploit or game problem. ITC's "first floor blocks LOS" rule works great. Nobody has issues with it.
A lot of people had a problem with it. ITC houserules mean that a soldier peeking out of first floor window cannot shoot at the enemy nor can be shot at. This doesn't make sense. Furthermore, it turned many ruins into bizarre unassaultable bunkers. GW rule is way more sensible.
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Post by: Canadian 5th
yukishiro1 wrote:But the perplexing thing here is that ITC did this right, and they proved it doesn't create any sort of exploit or game problem. ITC's "first floor blocks LOS" rule works great. Nobody has issues with it. It creates good gameplay, and it's easy to apply. They proved there is no reason to be afraid about this. GW clearly paid a lot of attention to ITC in crafting 9th - the missions are clearly copied - so why do you think they decided they needed this particular piece of nonsense, when it so obviously contradicts basic intuitions about how physical space works?
The magic black box never made any sense. There's no reason why a 40k army wouldn't just bring the ruins down on top of whoever's hiding in them and call it a day.
Honestly, cover should degrade rapidly the moment shooting starts given the sheer power of 40k weaponry. That ruin seems safe now, but once an assault cannon tears into it you should be looking for new cover asap. The whole hide in the big obvious piece of terrain goes against established military thinking where they advise you to avoid sheltering in an obvious and isolated area such as a stand of trees. They advise you to hide in a small depression in the ground, along the tall grass growing next to a fence, etc. once the engagement starts then you move into suppress and flank and only hug hard cover if you've messed something up.
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Post by: kodos
Voss wrote:
Because its the most common flaw in area terrain rules, regardless of game system and company .
not really
LOS rules are always a tricky thing but I have rarily seen something similar like that outside of a GW game
From what we have seen now there are either some important parts of the rules missing, or those will make more trouble during games than all the house rules used during 8th
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Post by: Darsath
puma713 wrote:I think at this point I might have to stop reading the previews as I seem to come away with more anxiety than excitement, even understanding that I haven't seen the 9th rulebook in its entirety. Previewing rules piecemeal is not really an effective marketing strategy, imo. I would, instead, have liked to see one entire part of the rules previewed (like the entire shooting phase) and then someone said, "and there are more changes like this coming soon!"
I might just do the same. A lot of my anxiety is coming from the lack of context and information to correlate what we're being shown. I'll check back either when they start doing major previews, for the box set preview on Saturday, and I'll probably wait until the contents are leaked before I make any judgement. Seems the most fair way to asses it.
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Post by: yukishiro1
Crimson wrote:yukishiro1 wrote:But the perplexing thing here is that ITC did this right, and they proved it doesn't create any sort of exploit or game problem. ITC's "first floor blocks LOS" rule works great. Nobody has issues with it.
A lot of people had a problem with it. ITC houserules mean that a soldier peeking out of first floor window cannot shoot at the enemy nor can be shot at. This doesn't make sense. Furthermore, it turned many ruins into bizarre unassaultable bunkers. GW rule is way more sensible.
But yet if he's standing at the corner, and there are two big windows for him to see through, he can't see through them, and that makes more sense? Step into the ruin - anybody can see you. Step out of the ruin - nobody can see you? You think this does make sense?
I don't see how the LOS has any impact on whether something is assaultable or not, either. It is completely irrelevant.
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Post by: Canadian 5th
yukishiro1 wrote:But yet if he's standing at the corner, and there are two big windows for him to see through, he can't see through them, and that makes more sense? Step into the ruin - anybody can see you. Step out of the ruin - nobody can see you? You think this does make sense?
I don't see how the LOS has any impact on whether something is assaultable or not, either. It is completely irrelevant.
How often can you see clear through one window of a house and out another when you're out and about in your neighborhood? There's almost always going to be curtains or blinds in the way or even something like a wall or bookcase in the way that doesn't prevent people inside from seeing out or you from seeing them but does stop somebody from seeing through. Ruins in 40k aren't just solid walls and empty window frames, they'd be smoking, filled with dust blacken shards of lingering glass, and you'd need to keep your head on a swivel so you can't just linger on any window you see to make sure there isn't an enemy there.
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Post by: Crimson
yukishiro1 wrote:
But yet if he's standing at the corner, and there are two big windows for him to see through, he can't see through them, and that makes more sense? Step into the ruin - anybody can see you. Step out of the ruin - nobody can see you? You think this does make sense?
Yes, it makes sense that if you you're standing near a window you can shoot from it and be shot at return. It makes way less snese that you could shoot and be shot at through several windows and an entire building!
I don't see how the LOS has any impact on whether something is assaultable or not, either. It is completely irrelevant.
ITC houserules in combination with the box terrain their tournaments often use creates a situation where unit in a ruin can neither be shot or assaulted, being pretty much invulnerable. This is utterly terrible game design and should have been blatantly obvious to them.
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Post by: addnid
yukishiro1 wrote: puma713 wrote:I think at this point I might have to stop reading the previews as I seem to come away with more anxiety than excitement, even understanding that I haven't seen the 9th rulebook in its entirety. Previewing rules piecemeal is not really an effective marketing strategy, imo. I would, instead, have liked to see one entire part of the rules previewed (like the entire shooting phase) and then someone said, "and there are more changes like this coming soon!"
The 2020 marketing playbook says that all attention is good attention, and that the object of marketing is to generate "interactions" on social media that raise the profile of what you're trying to market, whether those interactions are positive or not.
I agree it's terrible for actually giving people a good idea of what the rules will be, but that's not the point, the point is to generate responses.
I'm totally self-aware that I'm feeding into this, btw, before anyone calls me on it.
Automatically Appended Next Post:
Trimarius wrote:
The rule clearly specifies that you measure the volume of a piece of terrain from its highest point, so you don't need to measure individual sections.
Good catch. So we do have the situation where a .5 inch pile of rubble on the side of a ruin blocks LOS to a land raider, because a part of the ruin 10 inches to the right of that is taller than 5" (or you say it doesn't have obscuring, and then the bit that is 5" tall doesn't block anything if it has a tiny window).
Feeding into this would be if you didn’t represent 30% of the posts in some (most ?) pages of this thread. I would say you are shovelling metric tons into it
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Post by: RedNoak
yukishiro1 wrote:But yet if he's standing at the corner, and there are two big windows for him to see through, he can't see through them, and that makes more sense? Step into the ruin - anybody can see you. Step out of the ruin - nobody can see you? You think this does make sense?
I don't see how the LOS has any impact on whether something is assaultable or not, either. It is completely irrelevant.
yeah but in the ruin you'll get cover, outside you wont.
still those rules are fethin idiotic and convoluted as hell... just say obscure trait means you cant see through (but you can still see above and around ....and for god sake forget the 5" crap) plus titanic models and flyers can always be seen.
BTW... yes i never understood why a terminator would want to hug every wall and bush it sees, where my orkboyz treat terrain as it would be filled with angry bees.......
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Post by: Latro_
Galas wrote:So by the new obscuration rules this two miniatures can't see each other?
The single best post in all 146 pages of this thread
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Post by: Voss
kodos wrote:Voss wrote:
Because its the most common flaw in area terrain rules, regardless of game system and company .
not really
LOS rules are always a tricky thing but I have rarily seen something similar like that outside of a GW game
Ok, but see Warmachine Mk3, page 79
When a model outside a forest attempts to draw line of sight to another point also outside that forest, the forest blocks line of sight to anything beyond it. Thus, a model can see 3˝ into or out of a forest but not completely through one regardless of how thick it is.
Forests do not block line of sight to huge-based models.
So, now you have. Even to the point of clear LOS to huge models (but not from)
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Post by: Hankovitch
Sticking to "cover as a bonus to saves," instead of going back to cover as its own form of save, is one of the biggest missteps of 8th and 9th.
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Post by: DanielFM
Hankovitch wrote:Sticking to "cover as a bonus to saves," instead of going back to cover as its own form of save, is one of the biggest missteps of 8th and 9th.
Yeah, cover being useless for high save models was soooo nice.
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Post by: yukishiro1
Crimson wrote:
ITC houserules in combination with the box terrain their tournaments often use creates a situation where unit in a ruin can neither be shot or assaulted, being pretty much invulnerable. This is utterly terrible game design and should have been blatantly obvious to them.
This has nothing to do with LOS, though. This is just as true or not true under GW's 9th edition LOS rule. It makes no difference.
I mean if you want to modify your statement like that and say "this gives you the option to shoot them, even if you can't assault them" - fine, but that's just tilting the balance of the game against melee in favor of shooting. It's not a solution to the issue of not being able to assault into a ruin.
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Post by: BrotherGecko
GW has seemed to have taken some cues from other game's terrain. I'm pretty used to infinite height LoS blocking features from Infinity. Takes a second to get used to but improves the effectiveness of close range units.
Also I wouldn't be even a little surprised by and advanced terrain rule page that takes in account relative heights. Like Cityfight rules for when buildings are taller than each other but also obscuring.
I will wait and see. It doesn't bother me either way.
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Post by: OrlandotheTechnicoloured
puma713 wrote:I think at this point I might have to stop reading the previews as I seem to come away with more anxiety than excitement, even understanding that I haven't seen the 9th rulebook in its entirety. Previewing rules piecemeal is not really an effective marketing strategy, imo. I would, instead, have liked to see one entire part of the rules previewed (like the entire shooting phase) and then someone said, "and there are more changes like this coming soon!"
I don't think that would really help, you'll still get a load of people pointing out problems (justified or not), 9th will only settle into a better/worse/different game in the gaming publics mind once it's been played for a few months by the masses.
If it's better most of the grumbling will settle,
if it's worse there will be lots of grumbling as GWs sales will start to slip back as at least some of the players stop (or reduce) their involvement
if it's just different (which is where I think we'll end up) people will begin to get their heads round the new meta, rebuild their lists with a new balance of minis (and maybe abandon their previous faction if winning was more important than lore to them)
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Post by: yukishiro1
addnid wrote:
Feeding into this would be if you didn’t represent 30% of the posts in some (most ?) pages of this thread. I would say you are shovelling metric tons into it
This is a message board. Who comes to a message board not to post?
Seems like a really weird reason to attack someone - for discussing things too much on a discussion board?
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Post by: Hankovitch
DanielFM wrote:
Yeah, cover being useless for high save models was soooo nice.
By comparison, it absolutely was.
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Post by: Gadzilla666
Ice_can wrote:Dudeface wrote:yukishiro1 wrote:The issue is that it isn't reciprocal. The big mek can target the flyer, but the flyer can't target the big mek. It's hard to make sense of that. The point is that the flyer is up in the air, so you can see it no matter how tall the building is, right? But why is it up in the air when the big mek wants to fire at it but not when it wants to fire at the big mek?
Non-reciprocal LOS - where one model can shoot another model but that model can't shoot back - is a massive can of worms to be opening.
Ork gunner hundreds of meters in the air won't spot a single fella hiding in rubble through a cloud of smoke dust and fire, the ork has an easier tim looking up and seeing a plane. The imagery makes sense in a cinematic way.
Okay a more dumb version of the issue of having a get out clause based on wounds.
A Repulsor can shoot a sparton through said 5 inch high obsuring terrain (even if it can not actually see the sparton) but the spartan can't shoot the Repulsor (even if it could actually see the Repulsor).
An Armiger Knight can shoot a Baneblade through said 5 inch high obsuring terrain (even if it can not actually see the Baneblade) but the Vaneblade can't shoot the Armiger (even if it could actually see the Armiger).
GW done goofed unless they have dropped a huge part of the rules to fix the above absurdity out of the preview.
That's one thing I don't like. If 5 inches is the break point then models shorter than 5 inches should be obscured. A quick check shows both my Cerberus and Fellblade under 4.
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Post by: the_scotsman
Kanluwen wrote:the_scotsman wrote:Reading the goonhammer article, I must have misheard during the stream - apparently Dense Terrain is supposedly terrain that blocks sight, rather than stopping bullets.
That is extremely unfortunate because it means that Dense Terrain is then almost certainly -1 to hit.
Unless "Defensible" is where the rule that benefits hordes is hiding, that does not bode well for light infantry in this edition either.
I genuinely don't recall "Dense" being addressed at all, but I might have missed it when my phone rang.
But if you made me guess, Defensible is a trait that means units on or within the terrain piece can freely fire out of that terrain piece as if it's not there, and Breachible is a trait that applies to area terrain that allows Infantry Swarms and Beasts to move thru it freely while other unit types cannot.
Since for example Swamps and Craters are area terrain, I would assume area terrain does not by default prevent vehicles from entering
I'm actually wondering if "Breachable" is going to be with regards to vehicles being able to enter the terrain.
I wouldn't be shocked, personally, if Defensible is going to be a trait where any infantry units on/within can act as though it's not there.
I thought that too about defensible but thats already within the text of obscuring.
Dont know at this point. Probably something thst screws melee like full bs overwatch.
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Post by: yukishiro1
DanielFM wrote:Hankovitch wrote:Sticking to "cover as a bonus to saves," instead of going back to cover as its own form of save, is one of the biggest missteps of 8th and 9th.
Yeah, cover being useless for high save models was soooo nice.
It doesn't have to be either. There's an easy solution here: after hitting but before wounding, if a model is in cover, roll a dice for each hit; on a 6, the hit is absorbed by the cover and the attack sequence ends. Then go on to wound with the rest of your hits.
This means that cover gives equal benefit to everyone. It involves very slightly more dice rolling, but it's not as much as you'd think, because for each 6 you roll, you avoid the need to roll to wound, to save, and to FNP for that hit, and you don't have to calculate what cover does to the armor save either, so the total time spent is actually about the same.
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Post by: bullyboy
I think at some point you have to take a step back, realize you don't have all the information with how 9th works as a whole, and think maybe this will actually work. I can't imagine the playtesters playing all of their games, and not returning to GW saying that the terrain rules are really janky, confusing and don't help at all. So at some point, in gameplay, this must all come together and work reasonably well. Anything else currently here is pure speculation, and not well informed as it stands.
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Post by: Slayer-Fan123
GW writes janky rules all the time so this isn't exactly new.
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Post by: Crimson
yukishiro1 wrote:
This has nothing to do with LOS, though. This is just as true or not true under GW's 9th edition LOS rule. It makes no difference.
I mean if you want to modify your statement like that and say "this gives you the option to shoot them, even if you can't assault them" - fine, but that's just tilting the balance of the game against melee in favor of shooting. It's not a solution to the issue of not being able to assault into a ruin.
That you can shoot them indeed means that the unit is not completely invulnerable, which is important. It also means that you can make room for your assaulters to get into base to base by first killing some enemies via shooting. GW rules are massively more functional than ITC ones. It is not even a close contest.
Granted, I wish they have streamlined and cleared rules about assaults and close combat in terrain. The 8th edition rules for those are unnecessarily fiddly and sometimes lead to unintuitive results. And I think they said that at least some changes have been made.
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Post by: yukishiro1
bullyboy wrote:I think at some point you have to take a step back, realize you don't have all the information with how 9th works as a whole, and think maybe this will actually work. I can't imagine the playtesters playing all of their games, and not returning to GW saying that the terrain rules are really janky, confusing and don't help at all. So at some point, in gameplay, this must all come together and work reasonably well. Anything else currently here is pure speculation, and not well informed as it stands.
I very much hope your optimism is justified.
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Post by: Either/Or
What makes some of these changes difficult for some folks I think is that rules that previously were ostensibly more “realistic” ie true line of sight, are now explicitly abstracted. This can be distracting in some respects as it can seem to break immersion, it can make things much clearer in playing the game. If some of these idiosyncrasies remain unresolved in the full rules, such as standing on a hill vs infinitely tall terrain, I think they would easily be resolved by either TOs in that setting or simply having a discussion with your opponent. If your opponent is not someone you can have a reasonable discussion regarding terrain and come to a reasonable agreement on how to play, perhaps that isn’t someone that it’s worth playing with?
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Post by: Latro_
bullyboy wrote:I think at some point you have to take a step back, realize you don't have all the information with how 9th works as a whole, and think maybe this will actually work. I can't imagine the playtesters playing all of their games, and not returning to GW saying that the terrain rules are really janky, confusing and don't help at all. So at some point, in gameplay, this must all come together and work reasonably well. Anything else currently here is pure speculation, and not well informed as it stands.
Neither can i, I can imagine them doing all of that and GW just doing what they want regardless though XD
The obscured rule previewed today is pretty clear cut, not sure what extra gubbins can remove the mental examples the fine members of dakka came up with in 3 hours.
50012
Post by: Crimson
Either/Or wrote:What makes some of these changes difficult for some folks I think is that rules that previously were ostensibly more “realistic” ie true line of sight, are now explicitly abstracted. This can be distracting in some respects as it can seem to break immersion, it can make things much clearer in playing the game. If some of these idiosyncrasies remain unresolved in the full rules, such as standing on a hill vs infinitely tall terrain, I think they would easily be resolved by either TOs in that setting or simply having a discussion with your opponent. If your opponent is not someone you can have a reasonable discussion regarding terrain and come to a reasonable agreement on how to play, perhaps that isn’t someone that it’s worth playing with?
I find it immensely more realistic that you no longer can shoot someone through four tiny gaps in two separate buildings.
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Post by: yukishiro1
One interesting thing about having all these playtesters come out and tell everybody it's the best edition ever is that they are putting their reputations on the line. Previously, when GW said "this will be the best edition ever! everything is totally perfect!" it didn't really matter because it was GW, and nobody trusts them to be impartial.
Now, we have a bunch of respected people in the community telling us this really is great in every way and there are no downsides at all, it's better than 8th in every way. If that doesn't turn out to be the case, their credibility will suffer. The optimist in me says this means it actually is a lot better in practice than this piece-meal rule revealing has made it look. The pessimist says maybe they just got paid.
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Post by: Slayer-Fan123
yukishiro1 wrote:One interesting thing about having all these playtesters come out and tell everybody it's the best edition ever is that they are putting their reputations on the line. Previously, when GW said "this will be the best edition ever! everything is totally perfect!" it didn't really matter because it was GW, and nobody trusts them to be impartial.
Now, we have a bunch of respected people in the community telling us this really is great in every way and there are no downsides at all, it's better than 8th in every way. If that doesn't turn out to be the case, their credibility will suffer. The optimist in me says this means it actually is a lot better in practice than this piece-meal rule revealing has made it look. The pessimist says maybe they just got paid.
You'd think that their reputation would be on the line, except that Reece is still being defended for his crap statements about 8th still.
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Post by: Latro_
yukishiro1 wrote:One interesting thing about having all these playtesters come out and tell everybody it's the best edition ever is that they are putting their reputations on the line. Previously, when GW said "this will be the best edition ever! everything is totally perfect!" it didn't really matter because it was GW, and nobody trusts them to be impartial.
Now, we have a bunch of respected people in the community telling us this really is great in every way and there are no downsides at all, it's better than 8th in every way. If that doesn't turn out to be the case, their credibility will suffer. The optimist in me says this means it actually is a lot better in practice than this piece-meal rule revealing has made it look. The pessimist says maybe they just got paid.
These are the same guys that get free books from GW every month and make a living from their product being popular. I love table top tactics etc, but they are never that critical of GW.
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Post by: H.B.M.C.
So obscuring terrain is an infinitely high and complete LOS blocking, even if there are things on either side that are far beyond the height of the intervening terrain?
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Post by: Latro_
H.B.M.C. wrote:So obscuring terrain is an infinitely high and complete LOS blocking, even if there are things on either side that are far beyond the height of the intervening terrain?
yep, appears that way for now if the terrain has the obscured rule. I'm gonna re-quote galas because of his epic example
Galas wrote:So by the new obscuration rules this two miniatures can't see each other?
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Post by: Nevelon
In fairness, I think GW assumes “hills” are and inch or two of insulation foam. We also don’t know scaleable. It might allow units on top to see over intervening terrain.
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Post by: Latro_
someone posted this on the WH40k facebook thread for the preview, another legend.
bloodletter is safe
1
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Post by: yukishiro1
Latro_ wrote:yukishiro1 wrote:One interesting thing about having all these playtesters come out and tell everybody it's the best edition ever is that they are putting their reputations on the line. Previously, when GW said "this will be the best edition ever! everything is totally perfect!" it didn't really matter because it was GW, and nobody trusts them to be impartial.
Now, we have a bunch of respected people in the community telling us this really is great in every way and there are no downsides at all, it's better than 8th in every way. If that doesn't turn out to be the case, their credibility will suffer. The optimist in me says this means it actually is a lot better in practice than this piece-meal rule revealing has made it look. The pessimist says maybe they just got paid.
These are the same guys that get free books from GW every month and make a living from their product being popular. I love table top tactics etc, but they are never that critical of GW.
Well, sort-of. They were quite critical of some of the PA releases (the GSC one, for example). They don't say "OMG GW you suck @#%@%@#%@" but they have been pretty upfront in the past about rules they think miss the mark.
In contrast, Lawrence actually said in a video the other day that there is not a single downside to 9th edition, that it is better in literally every single way. That's going far further into hype territory than you could reasonably say they are obligated to do in order to continue their cushy relationship with GW. It honestly surprised me, because it was going so far that it seems almost certain to come back to bite him at least a little bit.
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Post by: Voss
Crimson wrote:Either/Or wrote:What makes some of these changes difficult for some folks I think is that rules that previously were ostensibly more “realistic” ie true line of sight, are now explicitly abstracted. This can be distracting in some respects as it can seem to break immersion, it can make things much clearer in playing the game. If some of these idiosyncrasies remain unresolved in the full rules, such as standing on a hill vs infinitely tall terrain, I think they would easily be resolved by either TOs in that setting or simply having a discussion with your opponent. If your opponent is not someone you can have a reasonable discussion regarding terrain and come to a reasonable agreement on how to play, perhaps that isn’t someone that it’s worth playing with?
I find it immensely more realistic that you no longer can shoot someone through four tiny gaps in two separate buildings.
But you still can. You only can't if one or more of the buildings is 5" tall AND classified as obscuring terrain. Obscuring terrain does nothing unless specifically built to be tall.
If you've got a collection of GW Ruins from old starter sets? Obscuring rarely kicks in.
Either/Or wrote:What makes some of these changes difficult for some folks I think is that rules that previously were ostensibly more “realistic” ie true line of sight, are now explicitly abstracted.
Well some of them are, which is the real problem. They've gone 'either/or' in multiple cases- some are 'true line of sight,' some are abstracted, and in some cases its bafflingly both.
And in a couple, like heavy cover, you get a situation where a defended position doesn't protect against charges, which is simply wrong whether you're going for abstracted OR realistic. It's like having pikes be bad against cavalry charges and good against infantry.
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Post by: yukishiro1
Yep. It's the height of one of those buildings that matters now, not how many are in the way.
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Post by: dhallnet
Ice_can wrote:
A Repulsor can shoot a sparton through said 5 inch high obsuring terrain (even if it can not actually see the sparton) but the spartan can't shoot the Repulsor (even if it could actually see the Repulsor).
Would you mind quoting anything from the preview allowing a model to target another model it can't see to clear up the bolded part ? The only thing they say is that even if an "obscuring" terrain piece is between a repulsor and a spartan, the repulsor can ignore the obscuring rule if the spartan is its target. Not that it can ignore the terrain all together.
You guys are filling pages and pages about this stuff but... we don't have the targeting rule. We just know part of its interaction with "obscuring" and i'm pretty sure TLOS is still in effect and if you can't see something, you can't shoot it.
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Post by: Hybrid Son Of Oxayotl
Latro_ wrote:someone posted this on the WH40k facebook thread for the preview, another legend.
bloodletter is safe
The bloodletter is clearly not safe. If the Knight moves to the right or the left, it will be able to shoot the bloodletter. If the knight goes to the front, it will be able to charge and kill the boodletter.
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Post by: dhallnet
If the forest is "obscuring" yes.
This is supposed to be bad ?
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Post by: Ice_can
Hybrid Son Of Oxayotl wrote: Latro_ wrote:someone posted this on the WH40k facebook thread for the preview, another legend.
bloodletter is safe
The bloodletter is clearly not safe. If the Knight moves to the right or the left, it will be able to shoot the bloodletter. If the knight goes to the front, it will be able to charge and kill the boodletter.
You realise that's a Warlord Titan Not a Knight right? Like the thing is like 4ft tall and still can shoot what it can clealry see.
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Post by: yukishiro1
Hybrid Son Of Oxayotl wrote: Latro_ wrote:someone posted this on the WH40k facebook thread for the preview, another legend.
bloodletter is safe
The bloodletter is clearly not safe. If the Knight moves to the right or the left, it will be able to shoot the bloodletter. If the knight goes to the front, it will be able to charge and kill the boodletter.
Yep. And who knows, maybe three turns from now a model you can't even see in the photo could get him too.
I mean, in the grim-dark world of the 41st millenium, nobody is ever really safe!!! Am I right or am I right, guys???
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Post by: Ice_can
dhallnet wrote:Ice_can wrote:
A Repulsor can shoot a sparton through said 5 inch high obsuring terrain (even if it can not actually see the sparton) but the spartan can't shoot the Repulsor (even if it could actually see the Repulsor).
Would you mind quoting anything from the preview allowing a model to target another model it can't see to clear up the bolded part ? The only thing they say is that even if an "obscuring" terrain piece is between a repulsor and a spartan, the repulsor can ignore the obscuring rule if the spartan is its target. Not that it can ignore the terrain all together.
You guys are filling pages and pages about this stuff but... we don't have the targeting rule. We just know part of its interaction with "obscuring" and i'm pretty sure TLOS is still in effect and if you can't see something, you can't shoot it.
Its in the obscured rule if you havd 18W+ or aircraft your visible even if the terrain is between the units.
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Post by: H.B.M.C.
dhallnet wrote:If the forest is "obscuring" yes.This is supposed to be bad ?
The implication is that the forest is obscuring.
And now imagine it was 10 Bloodletters and not just one. Does it make sense that the titan that towers over the terrain cannot shoot them?
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Post by: dhallnet
Wait so yesterday we were unhappy that 11+ models could potentially get blasted of the board and today we are unhappy that these models can freely hide from this threat ?
Or should the titan fire his blast freely because it's not practical to build at scale los blocking terrain ?
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Post by: Crimson
Voss wrote:
But you still can. You only can't if one or more of the buildings is 5" tall AND classified as obscuring terrain. Obscuring terrain does nothing unless specifically built to be tall.
If you've got a collection of GW Ruins from old starter sets? Obscuring rarely kicks in.
I grant you that tying the obscuring to a specific height like that is not the best possible idea, and might require houseruling depending on your terrain collection. It is probably five inches because that is the floor height in the Sector Imperialis and Sector Mechanicus terrain.
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Post by: dhallnet
Ice_can wrote:dhallnet wrote:Ice_can wrote:
A Repulsor can shoot a sparton through said 5 inch high obsuring terrain (even if it can not actually see the sparton) but the spartan can't shoot the Repulsor (even if it could actually see the Repulsor).
Would you mind quoting anything from the preview allowing a model to target another model it can't see to clear up the bolded part ? The only thing they say is that even if an "obscuring" terrain piece is between a repulsor and a spartan, the repulsor can ignore the obscuring rule if the spartan is its target. Not that it can ignore the terrain all together.
You guys are filling pages and pages about this stuff but... we don't have the targeting rule. We just know part of its interaction with "obscuring" and i'm pretty sure TLOS is still in effect and if you can't see something, you can't shoot it.
Its in the obscured rule if you havd 18W+ or aircraft your visible even if the terrain is between the units.
It doesn't say you don't need LOS. It says you can ignore obscuring.
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Post by: yukishiro1
dhallnet wrote:Ice_can wrote:dhallnet wrote:Ice_can wrote:
A Repulsor can shoot a sparton through said 5 inch high obsuring terrain (even if it can not actually see the sparton) but the spartan can't shoot the Repulsor (even if it could actually see the Repulsor).
Would you mind quoting anything from the preview allowing a model to target another model it can't see to clear up the bolded part ? The only thing they say is that even if an "obscuring" terrain piece is between a repulsor and a spartan, the repulsor can ignore the obscuring rule if the spartan is its target. Not that it can ignore the terrain all together.
You guys are filling pages and pages about this stuff but... we don't have the targeting rule. We just know part of its interaction with "obscuring" and i'm pretty sure TLOS is still in effect and if you can't see something, you can't shoot it.
Its in the obscured rule if you havd 18W+ or aircraft your visible even if the terrain is between the units.
It doesn't say you don't need LOS. It says you can ignore obscuring.
No, it actually does say that the terrain piece in question can't block LOS against those targets, even TLOS, if it has the obscure keyword. It says you can ignore the terrain piece that has obscuring, not that you can ignore the obscuring keyword. Read the rule carefully.
Aircraft models, and models with a Wounds (W) characteristic of 18 or more, are visible and can be targeted even if this terrain feature is in-between it and the firing model (note that the reverse is not true).
It probably isn't intended, but that's what it says RAW.
On the other hand, if it isn't intended, what does it say about their playtesting program? The internet spotted this in 5 minutes. Surely playtesters would have spotted it as well, and told GW?
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Post by: Ice_can
dhallnet wrote:Ice_can wrote:dhallnet wrote:Ice_can wrote:
A Repulsor can shoot a sparton through said 5 inch high obsuring terrain (even if it can not actually see the sparton) but the spartan can't shoot the Repulsor (even if it could actually see the Repulsor).
Would you mind quoting anything from the preview allowing a model to target another model it can't see to clear up the bolded part ? The only thing they say is that even if an "obscuring" terrain piece is between a repulsor and a spartan, the repulsor can ignore the obscuring rule if the spartan is its target. Not that it can ignore the terrain all together.
You guys are filling pages and pages about this stuff but... we don't have the targeting rule. We just know part of its interaction with "obscuring" and i'm pretty sure TLOS is still in effect and if you can't see something, you can't shoot it.
Its in the obscured rule if you havd 18W+ or aircraft your visible even if the terrain is between the units.
It doesn't say you don't need LOS. It says you can ignore obscuring.
It specifically states your visable even if the terrain is intervening.
That's what the rule as posted on Warhammer comunity says.
The terrain turns into a one way mirror.
It might not be what GW intended also without some rule to make it LoS blocking no GW terrain exsists that gives anything bigger than an infantry model the ability be out of los behind it.
Even thise giant solid L's if given the obscured rule can not stop someone shooting at LOW now.
25992
Post by: dhallnet
yukishiro1 wrote:dhallnet wrote:Ice_can wrote:dhallnet wrote:Ice_can wrote:
A Repulsor can shoot a sparton through said 5 inch high obsuring terrain (even if it can not actually see the sparton) but the spartan can't shoot the Repulsor (even if it could actually see the Repulsor).
Would you mind quoting anything from the preview allowing a model to target another model it can't see to clear up the bolded part ? The only thing they say is that even if an "obscuring" terrain piece is between a repulsor and a spartan, the repulsor can ignore the obscuring rule if the spartan is its target. Not that it can ignore the terrain all together.
You guys are filling pages and pages about this stuff but... we don't have the targeting rule. We just know part of its interaction with "obscuring" and i'm pretty sure TLOS is still in effect and if you can't see something, you can't shoot it.
Its in the obscured rule if you havd 18W+ or aircraft your visible even if the terrain is between the units.
It doesn't say you don't need LOS. It says you can ignore obscuring.
No, it actually does that the terrain piece in question can't block LOS against those targets, even TLOS. It says you can ignore the terrain piece that has obscuring, not that you can ignore the obscuring keyword. Read the rule carefully.
Aircraft models, and models with a Wounds (W) characteristic of 18 or more, are visible and can be targeted even if this terrain feature is in-between it and the firing model (note that the reverse is not true).
It probably isn't intended, but that's what it says RAW.
Ah it's another non sense "i can't read properly" stuff.
They are talking about "obscured". The terrain feature in between is obscuring. What you can ignore is that the terrain doesn't allow you to shoot stuff behind it EVEN IF YOU CAN SEE IT. Not that the terrain is there. There is nothing about circumventing targeting rules, just the interaction with the terrain trait.
edit : This will answers Ice_Can response too.
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Post by: yukishiro1
It literally says that aircraft models are visible and can be targeted even if this terrain feature is in-between it and the firing model.
If you want to say that what is literally written is not what it means, feel free. But please don't tell people that they can't read properly because they are reading what is actually written.
You are simply wrong here on an objective level as to what is written. Feel free to argue RAI, but the RAW is clear.
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Post by: Ice_can
dhallnet wrote:yukishiro1 wrote:dhallnet wrote:Ice_can wrote:dhallnet wrote:Ice_can wrote:
A Repulsor can shoot a sparton through said 5 inch high obsuring terrain (even if it can not actually see the sparton) but the spartan can't shoot the Repulsor (even if it could actually see the Repulsor).
Would you mind quoting anything from the preview allowing a model to target another model it can't see to clear up the bolded part ? The only thing they say is that even if an "obscuring" terrain piece is between a repulsor and a spartan, the repulsor can ignore the obscuring rule if the spartan is its target. Not that it can ignore the terrain all together.
You guys are filling pages and pages about this stuff but... we don't have the targeting rule. We just know part of its interaction with "obscuring" and i'm pretty sure TLOS is still in effect and if you can't see something, you can't shoot it.
Its in the obscured rule if you havd 18W+ or aircraft your visible even if the terrain is between the units.
It doesn't say you don't need LOS. It says you can ignore obscuring.
No, it actually does that the terrain piece in question can't block LOS against those targets, even TLOS. It says you can ignore the terrain piece that has obscuring, not that you can ignore the obscuring keyword. Read the rule carefully.
Aircraft models, and models with a Wounds (W) characteristic of 18 or more, are visible and can be targeted even if this terrain feature is in-between it and the firing model (note that the reverse is not true).
It probably isn't intended, but that's what it says RAW.
Ah it's another non sense "i can't read properly" stuff.
They are talking about "obscured". The terrain feature in between is obscuring. What you can ignore is that the terrain doesn't allow you to shoot stuff behind it EVEN IF YOU CAN SEE IT. Not that the terrain is there. There is nothing about circumventing targeting rules, just the interaction with the terrain trait.
edit : This will answers Ice_Can response too.
Except that's not how english works for it to work the way your interpretating it would have to say May be visible the fact they use is visible, as a statement means you have LOS by virtue of the statement.
25992
Post by: dhallnet
yukishiro1 wrote:It literally says that aircraft models are visible and can be targeted even if this terrain feature is in-between it and the firing model.
If you want to say that what is literally written is not what it means, feel free. But please don't tell people that they can't read properly because they are reading what is actually written.
A text has a meaning as a whole. You can't take the sentence you want and say "hey you see ! It means what I think since the beginning !"
If they were discussing terrain or titanic units or aircrafts, yes ok. But they aren't, they are discussing obscuring.
Anyway, you'll see when the rules are out and this will be over, just like I am about this right now. It's "it's written i can chose to fight two times so i can forget all the rules about combat" all over again and the usual non sense that make sure we need dozens of pages of faqs.
Automatically Appended Next Post:
Ice_can wrote:
Except that's not how english works for it to work the way your interpretating it would have to say May be visible the fact they use is visible, as a statement means you have LOS by virtue of the statement.
YES because the rule "obscured" make the other side "invisible". This isn't the targeting rules, this is how obscured works. They don't tell you to ignore all rules about targeting either, are they ?
But whatever.
And that's how any language works, with context.
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Post by: yukishiro1
If you don't understand the difference between RAW and RAI that's fine, but again, please don't tell other people they can't read properly because you don't understand what's being discussed. We are discussing what is written RAW, and there is a clear, objective answer to that question.
The rule is 100% clear that RAW a terrain piece with obscuring never blocks LOS to an aircraft or 18W+ model. That may be unintended, but it is what it says.
Your argument is "that's not what they meant to say." And that's a fine argument to make. But it is not ok to say "that's what they meant to say so that's what they actually did say, and if you insist otherwise, you don't know how to read properly."
If someone types: "This guy is so incredibly smart. One of the smartest people I've ever met. He's definitely stupid, only a crazy person would say that." It's pretty fair to assume they left off a "not" by mistake, because otherwise what they wrote wouldn't make much sense. But that doesn't mean that is what they actually wrote.
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Post by: Voss
H.B.M.C. wrote:dhallnet wrote:If the forest is "obscuring" yes.This is supposed to be bad ?
The implication is that the forest is obscuring.
And now imagine it was 10 Bloodletters and not just one. Does it make sense that the titan that towers over the terrain cannot shoot them?
That unit of 10 is actually harder to hide. Obscuring works on a model-to-model basis and only if you _cannot_ draw a straight line without touching the terrain.* (I've seen other cover systems that grant benefits if you _can_ draw a line that passes through the cover, and its a huge difference)
So unless the terrain piece is really big and wide (which the forest in the knight vs bloodletter picture isn't), targeting isn't that hard.
*Though of course, this partly depends on where you draw LOS from on a model. If its from any point on the base, its easy, if its from 'the eyes,' well, it goes back to silly.
But it needs to be spelled out, since currently cover in 8th works on a unit basis, not a model basis.
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Post by: dhallnet
yukishiro1 wrote:If you don't understand the difference between RAW and RAI that's fine, but again, please don't tell other people they can't read properly because you don't understand what's being discussed. We are discussing what is written RAW, and there is a clear, objective answer to that question.
The rule is 100% clear that RAW a terrain piece with obscuring never blocks LOS to an aircraft or 18W+ model. That may be unintended, but it is what it says.
I can perfectly read thanks. You're just ignoring the first paragraph for the second paragraph to be dumb. Sure, if I just read the part "you can ignore this feature", then, hey, I can ignore this feature right.
Just as when I'm reading about controlled environments and setting stuff on fire, I just read the part about setting stuff on fire, it makes more sense. I like to see stuff burn.
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Post by: Voss
dhallnet wrote:yukishiro1 wrote:If you don't understand the difference between RAW and RAI that's fine, but again, please don't tell other people they can't read properly because you don't understand what's being discussed. We are discussing what is written RAW, and there is a clear, objective answer to that question.
The rule is 100% clear that RAW a terrain piece with obscuring never blocks LOS to an aircraft or 18W+ model. That may be unintended, but it is what it says.
I can perfectly read thanks. You're just ignoring the first paragraph for the second paragraph to be dumb. Sure, if I just read the part "you can ignore this feature", then, hey, I can ignore this feature right.
Just as when I'm reading about controlled environments and setting stuff on fire, I just read the part about setting stuff on fire, it makes more sense. I like to see stuff burn.
What are you talking about? The first paragraph establishes how obscuring works.
The second paragraph has two cases.
Case 1- models are on or within the terrain feature- they can be seen and targeted normally (ie, ignore obscuring)
Case 2- models are aircraft or 18+ wounds. They are explicitly visible and can be targeted even if the obscuring terrain is in the way (ie, ignore obscuring).
The only thing the second paragraph does at all is tell you when 'obscuring' doesn't apply.
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Post by: H.B.M.C.
Voss wrote:That unit of 10 is actually harder to hide. Obscuring works on a model-to-model basis and only if you _cannot_ draw a straight line without touching the terrain.* (I've seen other cover systems that grant benefits if you _can_ draw a line that passes through the cover, and its a huge difference) So unless the terrain piece is really big and wide (which the forest in the knight vs bloodletter picture isn't), targeting isn't that hard. *Though of course, this partly depends on where you draw LOS from on a model. If its from any point on the base, its easy, if its from 'the eyes,' well, it goes back to silly. But it needs to be spelled out, since currently cover in 8th works on a unit basis, not a model basis.
But right now the interpretation of GW's Obscured trait is that the terrain is infinity inches high, so it wouldn't matter whether it was 1 or 10 Bloodletters as long as they were behind the terrain (vertically) in relation to the titan. As soon as 1mm of one of their bases, or swords, or horns or whatever sticks out to the side of that infinitely high terrain piece, then they're all dead.
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Post by: dhallnet
Voss wrote:dhallnet wrote:yukishiro1 wrote:If you don't understand the difference between RAW and RAI that's fine, but again, please don't tell other people they can't read properly because you don't understand what's being discussed. We are discussing what is written RAW, and there is a clear, objective answer to that question.
The rule is 100% clear that RAW a terrain piece with obscuring never blocks LOS to an aircraft or 18W+ model. That may be unintended, but it is what it says.
I can perfectly read thanks. You're just ignoring the first paragraph for the second paragraph to be dumb. Sure, if I just read the part "you can ignore this feature", then, hey, I can ignore this feature right.
Just as when I'm reading about controlled environments and setting stuff on fire, I just read the part about setting stuff on fire, it makes more sense. I like to see stuff burn.
What are you talking about? The first paragraph establishes how obscuring works.
The second paragraph has two cases.
Case 1- models are on or within the terrain feature- they can be seen and targeted normally (ie, ignore obscuring)
Case 2- models are aircraft or 18+ wounds. They are explicitly visible and can be targeted even if the obscuring terrain is in the way (ie, ignore obscuring).
The only thing the second paragraph does at all is tell you when 'obscuring' doesn't apply.
Thanks, it's exactly what I've been saying for a few post (that you must haven't read).
And I'm the guy that can't read
Edit : To make it short for the guys that were arguing with me and as my last try :
If you couldn't draw LOS in the first place, there is no reason for you to even apply "obscured", thus you don't get to ignore the terrain feature.
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Post by: Voss
H.B.M.C. wrote:Voss wrote:That unit of 10 is actually harder to hide. Obscuring works on a model-to-model basis and only if you _cannot_ draw a straight line without touching the terrain.* (I've seen other cover systems that grant benefits if you _can_ draw a line that passes through the cover, and its a huge difference)
So unless the terrain piece is really big and wide (which the forest in the knight vs bloodletter picture isn't), targeting isn't that hard.
*Though of course, this partly depends on where you draw LOS from on a model. If its from any point on the base, its easy, if its from 'the eyes,' well, it goes back to silly.
But it needs to be spelled out, since currently cover in 8th works on a unit basis, not a model basis.
But right now the interpretation of GW's Obscured trait is that the terrain is infinity inches high, so it wouldn't matter whether it was 1 or 10 Bloodletters as long as they were behind the terrain (vertically) in relation to the titan. As soon as 1mm of one of their bases, or swords, or horns or whatever sticks out to the side of that infinitely high terrain piece, then they're all dead.
The height doesn't matter for this, how LOS is drawn does.
If you can place your 1mm line with the far edge of the base, you can probably hit bloodletter 8, 9 or 10 with a line that doesn't cross the forest. So yes, there is an infinitely tall dead spot, but if you can draw LOS from the knights base (or foot, or barrel), you've got a different LOS cone that could intersect with a model further back.
If its from the 'eyes' of the firing model, then yes, you're right... up until the knight moves 6" to the right, which shifts the lines you can draw without contacting the terrain.
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Post by: H.B.M.C.
So you're ok with an infinitely high blind spot?
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Post by: Voss
dhallnet wrote:Voss wrote:dhallnet wrote:yukishiro1 wrote:If you don't understand the difference between RAW and RAI that's fine, but again, please don't tell other people they can't read properly because you don't understand what's being discussed. We are discussing what is written RAW, and there is a clear, objective answer to that question.
The rule is 100% clear that RAW a terrain piece with obscuring never blocks LOS to an aircraft or 18W+ model. That may be unintended, but it is what it says.
I can perfectly read thanks. You're just ignoring the first paragraph for the second paragraph to be dumb. Sure, if I just read the part "you can ignore this feature", then, hey, I can ignore this feature right.
Just as when I'm reading about controlled environments and setting stuff on fire, I just read the part about setting stuff on fire, it makes more sense. I like to see stuff burn.
What are you talking about? The first paragraph establishes how obscuring works.
The second paragraph has two cases.
Case 1- models are on or within the terrain feature- they can be seen and targeted normally (ie, ignore obscuring)
Case 2- models are aircraft or 18+ wounds. They are explicitly visible and can be targeted even if the obscuring terrain is in the way (ie, ignore obscuring).
The only thing the second paragraph does at all is tell you when 'obscuring' doesn't apply.
Thanks, it's exactly what I've been saying for a few post (that you must haven't read).
And I'm the guy that can't read 
Then... you're agreeing with yukishiro as far as I can tell.
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Post by: dhallnet
Voss wrote:
Then... you're agreeing with yukishiro as far as I can tell.
No, his stance is that you ignore the terrain all together as long as you are shooting an aircraft or a 18+ wounds model.
Which isn't the same as not applying "obscured". Automatically Appended Next Post:
It's the cleanest solution unless you want to build enormous terrain pieces. Or unless you're fine with the bigger models being able to shoot everywhere.
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Post by: yukishiro1
dhallnet wrote:yukishiro1 wrote:If you don't understand the difference between RAW and RAI that's fine, but again, please don't tell other people they can't read properly because you don't understand what's being discussed. We are discussing what is written RAW, and there is a clear, objective answer to that question.
The rule is 100% clear that RAW a terrain piece with obscuring never blocks LOS to an aircraft or 18W+ model. That may be unintended, but it is what it says.
I can perfectly read thanks. You're just ignoring the first paragraph for the second paragraph to be dumb. Sure, if I just read the part "you can ignore this feature", then, hey, I can ignore this feature right.
Just as when I'm reading about controlled environments and setting stuff on fire, I just read the part about setting stuff on fire, it makes more sense. I like to see stuff burn.
You're the one who said I couldn't read properly. I never said you couldn't read properly. Please don't accuse others of what you said yourself.
I'm not ignoring anything. I'm reading what the sentence actually says, and it's very clear. It says " ignore this terrain feature," not "ignore the obscuring keyword on this terrain feature." It is certainly possible that what they wrote doesn't reflect their intent, like in my analogy to the guy who wrote "stupid" instead of "not stupid." But you can't argue that what they wrote doesn't say what it says because you think they didn't mean to say what they said. That doesn't make sense.
The rule says you ignore the entire terrain feature when targeting if the target is aircraft or 18W+. That's just what it says. What you think they meant is a different question.
This isn't a question of context. There was a very simple way to say what you think they meant to say - "ignore the obscuring keyword on this terrain feature" - and they explicitly did not say it. That may be their error, but you can't argue about what the text actually says on a semantic level.
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Post by: dhallnet
You said I might not understand which to me is quite essential to reading. But my bad.
Won't engage in this anymore though.
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Post by: Voss
I'm not sure what you mean. I find the 4.9" vs 5" divide rather silly, personally.
But the question wasn't whether I was OK with it, it was how the rule works- whether the bloodletter was 'safe' or not, and more bloodletters are less safe, because there are more lines that can be drawn without crossing the terrain, no matter how you arrange them.
In a completely abstracted system, infinite height doesn't particularly bother me. In this weird hybrid system (abstracted...sometimes) it produces a lot of 'wait, what?' results. But since the models aren't infinitely high (and in fact the vast majority of models are far shorter than 5", its a fact that doesn't matter)
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Post by: H.B.M.C.
dhallnet wrote:Or unless you're fine with the bigger models being able to shoot everywhere.
Why is that a bad thing?
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Post by: Voss
Well, in theory, if you're a game designer trying to limit the power of shooting by breaking up line of sight... Letting big stuff (with more guns) shoot whatever they want just might be counter to the design decision.
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Post by: Tiberius501
Btw, they’re talking about flyers tonight, I reckon when they’re in super sonic mode they’ll ignore obscuring, but when in hover model they won’t.
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Post by: dhallnet
It's a bad thing to me, it doesn't have to be a bad thing for you.
And I asked first.
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Post by: H.B.M.C.
Voss wrote:Well, in theory, if you're a game designer trying to limit the power of shooting by breaking up line of sight... Letting big stuff (with more guns) shoot whatever they want just might be counter to the design decision.
Firstly that implies that they're trying to limit the power of shooting. The new blast rules say otherwise. But even putting that aside, why shouldn't a towering engine of destruction that can see over buildings be allowed to, y'know, see over buildings?
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Post by: Eyjio
I don't mean to sound overly rude, but the examples attempting to show the terrain rules are ridiculous are absolutely terribly thought out and ignore that both players must agree the traits of each terrain piece before the battle begins. For the 2 models on top of a box with an opaque lump in the middle, why would anyone ever agree before the game that a block which completely blocks line of sight should also be granted the obscuring rule to make it infinitely tall? There's already the rules for armoured containers which are in a similar position to that block, and unsurprisingly, they don't have the "obscuring" trait. Likewise, why would you ever agree that 2 trees stuck on a base is obscuring? You could make an equally ridiculous situation by shoving a 6" flagpole in the middle of a 2' x 2' board and then saying "look how ridiculous it is that this flagpole blocks line of sight over the whole area"; the issue is you've given it the trait obscuring despite it visually clearly not doing anything of the sort, the rule is functioning as intended.
I can see there might be issues with these new rules, but let's not mistake user error for a genuine flaw in the rule.
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Post by: dhallnet
H.B.M.C. wrote:Voss wrote:Well, in theory, if you're a game designer trying to limit the power of shooting by breaking up line of sight... Letting big stuff (with more guns) shoot whatever they want just might be counter to the design decision.
Firstly that implies that they're trying to limit the power of shooting. The new blast rules say otherwise. But even putting that aside, why shouldn't a towering engine of destruction that can see over buildings be allowed to, y'know, see over buildings?
Warcom says that's because their weapons can't shoot at the right angle to ignore the intervening buildings, even if they can see above it.
That's an answer like another. The thing is, it's obvious the designers wanted stuff to be able to break LOS for these.
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Post by: yukishiro1
Eyjio wrote:I don't mean to sound overly rude, but the examples attempting to show the terrain rules are ridiculous are absolutely terribly thought out and ignore that both players must agree the traits of each terrain piece before the battle begins. For the 2 models on top of a box with an opaque lump in the middle, why would anyone ever agree before the game that a block which completely blocks line of sight should also be granted the obscuring rule to make it infinitely tall? There's already the rules for armoured containers which are in a similar position to that block, and unsurprisingly, they don't have the "obscuring" trait. Likewise, why would you ever agree that 2 trees stuck on a base is obscuring? You could make an equally ridiculous situation by shoving a 6" flagpole in the middle of a 2' x 2' board and then saying "look how ridiculous it is that this flagpole blocks line of sight over the whole area"; the issue is you've given it the trait obscuring despite it visually clearly not doing anything of the sort, the rule is functioning as intended.
I can see there might be issues with these new rules, but let's not mistake user error for a genuine flaw in the rule.
So you're saying that obscuring should only be put on things that aren't actually obscuring, and not on things that really are obscuring? With the result that terrain with a bunch of windows in it, as long as part of it is 5" or higher, will block LOS even over the bits that are only .5 inches high...but the solid ruin that is 5" tall in some places but .5 inches tall in others will not block LOS for those .5 inch parts?
Doesn't that just introduce another silly inconsistency into the game? Does making terrain with holes in it better at blocking LOS than solid terrain of the same height really make any sort of sense at all?
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Post by: dhallnet
Is there really such a small amount of people that had played with abstracted terrain rules before ?
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Post by: yukishiro1
It's not the abstract that's the issue, at least not for me. I already laid out a while back that I'd prefer a fully abstracted terrain system where you draw LOS from base to base then apply rules to terrain that tell you what it blocks LOS for based on the keyword of the model. I.e. this wall blocks LOS for infantry, but not for vehicles, if you cannot draw a line from base to base without passing over it. Then you either base everything (the good solution, but the costly one) or come up with some approximation for models without bases (the bad but cheap solution).
But if I have to choose between the TLOS of 8th, or the weird hybrid in 9th that is mostly TLOS but partially non-true LOS in some situations for some models but not for all, I'd rather just keep it simple with TLOS for everything. Taking a little bit from the TLOS side and a little bit form the non-true LOS side is the worst of both worlds in my opinion.
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Post by: armisael
yukishiro1 wrote:dhallnet wrote:yukishiro1 wrote:If you don't understand the difference between RAW and RAI that's fine, but again, please don't tell other people they can't read properly because you don't understand what's being discussed. We are discussing what is written RAW, and there is a clear, objective answer to that question.
The rule is 100% clear that RAW a terrain piece with obscuring never blocks LOS to an aircraft or 18W+ model. That may be unintended, but it is what it says.
I can perfectly read thanks. You're just ignoring the first paragraph for the second paragraph to be dumb. Sure, if I just read the part "you can ignore this feature", then, hey, I can ignore this feature right.
Just as when I'm reading about controlled environments and setting stuff on fire, I just read the part about setting stuff on fire, it makes more sense. I like to see stuff burn.
You're the one who said I couldn't read properly. I never said you couldn't read properly. Please don't accuse others of what you said yourself.
I'm not ignoring anything. I'm reading what the sentence actually says, and it's very clear. It says " ignore this terrain feature," not "ignore the obscuring keyword on this terrain feature." It is certainly possible that what they wrote doesn't reflect their intent, like in my analogy to the guy who wrote "stupid" instead of "not stupid." But you can't argue that what they wrote doesn't say what it says because you think they didn't mean to say what they said. That doesn't make sense.
The rule says you ignore the entire terrain feature when targeting if the target is aircraft or 18W+. That's just what it says. What you think they meant is a different question.
This isn't a question of context. There was a very simple way to say what you think they meant to say - "ignore the obscuring keyword on this terrain feature" - and they explicitly did not say it. That may be their error, but you can't argue about what the text actually says on a semantic level.
I think It doesn’t say that you can “ignore this terrain feature”. It say that that model can be targeted even the obscuring terrain is in between.
However, LoS is another rule which you also can’t ignore it.
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Post by: yukishiro1
armisael wrote:
I think It doesn’t say that you can “ignore this terrain feature”. It say that that model can be targeted even the obscuring terrain is in between.
However, LoS is another rule which you also can’t ignore it.
That's the same thing.
"are visible and can be targeted even if this terrain feature is in-between it and the firing model."
The point is that it says that you can target it regardless of the piece of terrain being in the way, not regardless of the obscured keyword being on the piece of terrain.
I think it's very possible this is just badly written, and they are trying to say what you are saying - that for aircraft and 18W+, pretend this terrain doesn't have obscuring, but still check LOS normally. But what it says is that you just pretend like the terrain piece isn't there at all.
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Post by: Crablezworth
Imagine just keeping total line of site and not making up for bad terrain with convoluted abstract rules.
Line of sight cuts both ways and its fair, a lot of what made it unfair in 8th was the idea that seeing and being in range of 1 out of 30 models meant it was ok to kill 30 models instead of 1. Bring back common sense line of sight, make better terrain. Consider patching keyholes with broken up popsicle sticks. Weight los blocking to the center and the cooler "scenery" to the periphery of the board.
GW shipping crates, done. Just't don't glue both sides open then complain about los.
Sometimes you break out the less pretty but more functional terrain for balanced play:
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Post by: Eyjio
yukishiro1 wrote:Eyjio wrote:I don't mean to sound overly rude, but the examples attempting to show the terrain rules are ridiculous are absolutely terribly thought out and ignore that both players must agree the traits of each terrain piece before the battle begins. For the 2 models on top of a box with an opaque lump in the middle, why would anyone ever agree before the game that a block which completely blocks line of sight should also be granted the obscuring rule to make it infinitely tall? There's already the rules for armoured containers which are in a similar position to that block, and unsurprisingly, they don't have the "obscuring" trait. Likewise, why would you ever agree that 2 trees stuck on a base is obscuring? You could make an equally ridiculous situation by shoving a 6" flagpole in the middle of a 2' x 2' board and then saying "look how ridiculous it is that this flagpole blocks line of sight over the whole area"; the issue is you've given it the trait obscuring despite it visually clearly not doing anything of the sort, the rule is functioning as intended.
I can see there might be issues with these new rules, but let's not mistake user error for a genuine flaw in the rule.
So you're saying that obscuring should only be put on things that aren't actually obscuring, and not on things that really are obscuring? With the result that terrain with a bunch of windows in it, as long as part of it is 5" or higher, will block LOS even over the bits that are only .5 inches high...but the solid ruin that is 5" tall in some places but .5 inches tall in others will not block LOS for those .5 inch parts?
Doesn't that just introduce another silly inconsistency into the game? Does making terrain with holes in it better at blocking LOS than solid terrain of the same height really make any sort of sense at all?
Is this a serious question? I'm genuinely trying to wrap my head around the people complaining about this rule. I honestly cannot understand how you can read a rule which gives an infinite LOS blocking ability to terrain, read that people have to agree if a trait belongs on a certain piece of scenery - and then make examples where the models aren't obscured at all, the scenery between them clearly shouldn't be blocking line of sight at all, and then argue that it's actually the rules themselves which are at fault.
The terrain with holes in isn't better at blocking line of sight. You can't be "better" at blocking line of sight - the idea doesn't even make any sense, it either blocks line of sight or it doesn't. The designers are adding a trait to let you model scenery with holes in without completely destroying the balance of shooting by giving it LOS across the table. Just because they called it obscured doesn't mean you should slap it on everything which might literally obscure a model, especially when you're going to make examples where the terrain gives a clear LOS.
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Post by: Voss
dhallnet wrote:Is there really such a small amount of people that had played with abstracted terrain rules before ?
Abstracted terrain rules are fine... but only if they're consistently abstracted. These are a weird mix, and a lot of them are counter intuitive and break past precedent (back before TLOS, GW did a lot of abstract terrain rules, and they largely didn't work like these).
Functionally buildings only have a real height if they're less than 5" tall (otherwise they're infinitely tall) and models never have a real height- at least not when interacting with terrain.
Plus some folks here have only dealt with GW's take on true line of sight. Which while largely functional and straightforward, collapses into dark matter when asked to deal with abstractions.
--
Also, some of the rules snippets read like the tournament play testers were relating some of the Privateer Press terrain rules to the GW designers, but bits got lost in a very silly game of Telephone, where they were trying to relate the PP rules to old GW rules (that inspired the PP versions in the first place) and important concepts got left out of the final translation.
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Post by: yukishiro1
Eyjio wrote:
The terrain with holes in isn't better at blocking line of sight. You can't be "better" at blocking line of sight - the idea doesn't even make any sense, it either blocks line of sight or it doesn't. The designers are adding a trait to let you model scenery with holes in without completely destroying the balance of shooting by giving it LOS across the table. Just because they called it obscured doesn't mean you should slap it on everything which might literally obscure a model, especially when you're going to make examples where the terrain gives a clear LOS.
It is better, in your example. The piece with holes in it, that you give the obscuring keyword, now obscures infinitely in the vertical direction. Meanwhile, the solid piece, which you say it would be stupid to give the obscuring keyword, only obscures to its actual height.
If you are just making a semantic argument, we can say that the terrain with holes and "obscuring" blocks more line of sight than the solid terrain without obscuring. Presumably you agree with this statement? Why would this make any sense? Why should the 5" ruin with windows block a 6" KoS behind it, but a solid 5" tall ruin should not? Yet that is the result of your recommendation only to put "obscuring" on stuff with holes in it, and leave it off stuff that is already solid.
This is the fundamental problem with a system that is TLOS for some purposes and not true LOS for other purposes: you end up with these weird interactions that don't make sense no mater what approach you take. Either you give obscuring to everything 5" and higher, and that leads to weird things, or you give it only to stuff 5" or higher with holes in it, and then that leads to other weird things like the hole-filled terrain blocking more LOS than the solid terrain.
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Post by: armisael
yukishiro1 wrote:armisael wrote:
I think It doesn’t say that you can “ignore this terrain feature”. It say that that model can be targeted even the obscuring terrain is in between.
However, LoS is another rule which you also can’t ignore it.
That's the same thing.
"are visible and can be targeted even if this terrain feature is in-between it and the firing model."
The point is that it says that you can target it regardless of the piece of terrain being in the way, not regardless of the obscured keyword being on the piece of terrain.
I think it's very possible this is just badly written, and they are trying to say what you are saying - that for aircraft and 18W+, pretend this terrain doesn't have obscuring, but still check LOS normally. But what it says is that you just pretend like the terrain piece isn't there at all.
Maybe you are right and I’m wrong. But this is what my entire gaming group understand when reading the rule.
However, I don’t know why GW need to write the wording so complicated. Can’t it be more simplified?
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Post by: Crablezworth
yukishiro1 wrote:Eyjio wrote:
The terrain with holes in isn't better at blocking line of sight. You can't be "better" at blocking line of sight - the idea doesn't even make any sense, it either blocks line of sight or it doesn't. The designers are adding a trait to let you model scenery with holes in without completely destroying the balance of shooting by giving it LOS across the table. Just because they called it obscured doesn't mean you should slap it on everything which might literally obscure a model, especially when you're going to make examples where the terrain gives a clear LOS.
It is better, in your example. The piece with holes in it, that you give the obscuring keyword, now obscures infinitely in the vertical direction. Meanwhile, the solid piece, which you say it would be stupid to give the obscuring keyword, only obscures to its actual height.
If you are just making a semantic argument, we can say that the terrain with holes and "obscuring" blocks more line of sight than the solid terrain without obscuring. Presumably you agree with this statement? Why would this make any sense? Why should the 5" ruin with windows block a 6" KoS behind it, but a solid 5" tall ruin should not? Yet that is the result of your recommendation only to put "obscuring" on stuff with holes in it, and leave it off stuff that is already solid.
Very true, it just seems simpler to block a few holes than re-arrange physics. One is infinitely more intuitive and comprehensible than the other.
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Post by: dhallnet
yukishiro1 wrote:It's not the abstract that's the issue, at least not for me. I already laid out a while back that I'd prefer a fully abstracted terrain system where you draw LOS from base to base then apply rules to terrain that tell you what it blocks LOS for based on the keyword of the model. I.e. this wall blocks LOS for infantry, but not for vehicles, if you cannot draw a line from base to base without passing over it. Then you either base everything (the good solution, but the costly one) or come up with some approximation for models without bases (the bad but cheap solution).
But if I have to choose between the TLOS of 8th, or the weird hybrid in 9th that is mostly TLOS but partially non-true LOS in some situations for some models but not for all, I'd rather just keep it simple with TLOS for everything. Taking a little bit from the TLOS side and a little bit form the non-true LOS side is the worst of both worlds in my opinion.
The wall breaks los for certain units and not others based on what ? The wall height ? An arbitrary rule ?
It's just faster to say the wall or terrain feature breaks los to everything, even though there might be holes in it and be done with it.
It's like when you couldn't shoot through forests even though it was 3 trees on a plate. You could see your target but rules wise you couldn't and the targeting rules still asked you to see your target to be able to shoot.
I might be missing it but I don't see how it's a mix of TLOS and abstracted that they are proposing, they ask you to target stuff you can see (which seems fair) and some terrain is abstracted because it isn't always practical to have terrain that is useful (forest or hills at scale, features that are high enough to break los for the biggest models, etc). You don't have to abstract everything, a container is a container for example, you don't need rules to tell you if you can see or not through it, but if you think the piece of terrain you have doesn't represent adequately a container, you can abstract it. Or not. Your choice. They can't control every groups' terrain collection.
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Post by: yukishiro1
dhallnet wrote:yukishiro1 wrote:It's not the abstract that's the issue, at least not for me. I already laid out a while back that I'd prefer a fully abstracted terrain system where you draw LOS from base to base then apply rules to terrain that tell you what it blocks LOS for based on the keyword of the model. I.e. this wall blocks LOS for infantry, but not for vehicles, if you cannot draw a line from base to base without passing over it. Then you either base everything (the good solution, but the costly one) or come up with some approximation for models without bases (the bad but cheap solution).
But if I have to choose between the TLOS of 8th, or the weird hybrid in 9th that is mostly TLOS but partially non-true LOS in some situations for some models but not for all, I'd rather just keep it simple with TLOS for everything. Taking a little bit from the TLOS side and a little bit form the non-true LOS side is the worst of both worlds in my opinion.
The wall breaks los for certain units and not others based on what ? The wall height ? An arbitrary rule ?
It's just faster to say the wall or terrain feature breaks los to everything, even though there might be holes in it and be done with it.
If you wanted to adopt base-to-base LOS with only one LOS height, so that a wall blocked LOS for everything or nothing, that would be fine too. It would be even more abstract, though, and I don't think a lot of people would like the idea that a 2" high wall blocks a titan from shooting over it at another titan. Hence the suggestion of a few levels of LOS blocking - so that 2" wall can block LOS for infantry while still letting a land raider shoot over it at another land raider. But I don't really care personally. If for simplicity you wanted to say that 2" wall blocks infantry and warlord titans alike go for it; it wouldn't bother me at all, though I think it would bother a lot of other people.
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Post by: Eyjio
yukishiro1 wrote:It is better, in your example. The piece with holes in it, that you give the obscuring keyword, now obscures infinitely in the vertical direction. Meanwhile, the solid piece, which you say it would be stupid to give the obscuring keyword, only obscures to its actual height.
If you are just making a semantic argument, we can say that the terrain with holes and "obscuring" blocks more line of sight than the solid terrain without obscuring. Presumably you agree with this statement? Why would this make any sense? Why should the 5" ruin with windows block a 6" KoS behind it, but a solid 5" tall ruin should not? Yet that is the result of your recommendation only to put "obscuring" on stuff with holes in it, and leave it off stuff that is already solid.
This is the fundamental problem with a system that is TLOS for some purposes and not true LOS for other purposes: you end up with these weird interactions that don't make sense no mater what approach you take. Either you give obscuring to everything 5" and higher, and that leads to weird things, or you give it only to stuff 5" or higher with holes in it, and then that leads to other weird things like the hole-filled terrain blocking more LOS than the solid terrain.
No, again, it's not better - both block line of sight. The argument that it blocks "more" is only relevant if the piece of terrain is physically larger or there are ways to see over it, and even then, it's already agreed at the start with your opponent. I see absolutely no reason why, if both players have agreed something should block line of sight before the game begins, that the terrain piece shouldn't have rules to support that.
As for ridiculous rules interactions, of course there are issues where it's not perfect because models could be seen over/under things. By the same merit, it's also ridiculous in a TLOS system that because I can see the tip of your tank's tread through a pinhole, tracing a line via an intervening forest, under someones leg, and through a building, that I should be able to fire a 120mm tank shell at you with impunity. Some abstractions have to be made; I'm broadly about as fine with LOS blocking being generous to models with scenic bases or pointy bits as I am with the older system where munition size, arcs of fire and frankly sheer plausibility of any degree of accuracy are all ignored. I don't see what all the fuss is about, and I don't understand why people are making examples where the rule shouldn't clearly apply as if it's some incredible discovery that badly applied rules work badly.
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Post by: Crablezworth
5th basically said a balanced game had 25% coverage, a mix of large terrain pieces that block los entirely, smaller piece that block partially, barricades for infantry and basically a healthy mix weighted towards large los blocking terrain. Too little it's a shooting gallery, too much it's a cc fest. The warlord titan example is extreme but still relevant. I don't think people will like some of the absurdities that come with abstraction. There's certainly a scale to how much any one thing may break someone's immersion.
Using this example, you either weight the los blocking the way it is because the inverse doesn't help the game very much. I don't know how you look at the inverse and go, well lets just make that incredibility spindly tall refinery platform magically block los. (I can just put it behind the wall, the game will be better for it) Granted not everyone has their now terrain and may only have what their club has available. Either way, total los works well because its objective. I don't see why you start with abstract rules and not like limiting wound pools to whats in los for example. No shortage of good and compact los blocking terrain from gw, the necromunda walls are great example.
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Post by: dhallnet
yukishiro1 wrote:
If you wanted to adopt base-to-base LOS with only one LOS height, so that a wall blocked LOS for everything or nothing, that would be fine too. It would be even more abstract, though, and I don't think a lot of people would like the idea that a 2" high wall blocks a titan from shooting over it at another titan. Hence the suggestion of a few levels of LOS blocking - so that 2" wall can block LOS for infantry while still letting a land raider shoot over it at another land raider. But I don't really care personally. If for simplicity you wanted to say that 2" wall blocks infantry and warlord titans alike go for it; it wouldn't bother me at all, though I think it would bother a lot of other people.
Is the issue the arbitrary number they have chosen ?
They've chosen 5", it allows a decent amount of existing terrain (custom or not, every two story building made by anyone should be fine and it's the scale of GW's terrain) to work.
If the issue is that it's not "realistic" enough, what is your option as a designer if you want to be able to have features that allows to break loss to your biggest models, ask every player to suck it up and make/buy new cumbersome terrain able to truly block LOS for aircrafts, knights and titans ?
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Post by: megatrons2nd
yukishiro1 wrote: addnid wrote:
Feeding into this would be if you didn’t represent 30% of the posts in some (most ?) pages of this thread. I would say you are shovelling metric tons into it
This is a message board. Who comes to a message board not to post?
Seems like a really weird reason to attack someone - for discussing things too much on a discussion board?
Me.
Crap
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Post by: Crablezworth
dhallnet wrote:yukishiro1 wrote:
If you wanted to adopt base-to-base LOS with only one LOS height, so that a wall blocked LOS for everything or nothing, that would be fine too. It would be even more abstract, though, and I don't think a lot of people would like the idea that a 2" high wall blocks a titan from shooting over it at another titan. Hence the suggestion of a few levels of LOS blocking - so that 2" wall can block LOS for infantry while still letting a land raider shoot over it at another land raider. But I don't really care personally. If for simplicity you wanted to say that 2" wall blocks infantry and warlord titans alike go for it; it wouldn't bother me at all, though I think it would bother a lot of other people.
Is the issue the arbitrary number they have chosen ?
They've chosen 5", it allows a decent amount of existing terrain (custom or not, every two story building made by anyone should be fine and it's the scale of GW's terrain) to work.
If the issue is that it's not "realistic" enough, what is your option as a designer if you want to be able to have features that allows to break loss to your biggest models, ask every player to suck it up and make/buy new cumbersome terrain able to truly block LOS for aircrafts, knights and titans ?
The new ruins are pretty tall if you try and build one with an upper floor so the 5 inches does seem like an arbitrary number given the old ones were a lot smaller.
Can't see 5 inches being comforting for someone who just built this as two levels high:
Automatically Appended Next Post:
megatrons2nd wrote:yukishiro1 wrote: addnid wrote:
Feeding into this would be if you didn’t represent 30% of the posts in some (most ?) pages of this thread. I would say you are shovelling metric tons into it
This is a message board. Who comes to a message board not to post?
Seems like a really weird reason to attack someone - for discussing things too much on a discussion board?
Me.
Crap
lol
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Post by: yukishiro1
dhallnet wrote:yukishiro1 wrote:
If you wanted to adopt base-to-base LOS with only one LOS height, so that a wall blocked LOS for everything or nothing, that would be fine too. It would be even more abstract, though, and I don't think a lot of people would like the idea that a 2" high wall blocks a titan from shooting over it at another titan. Hence the suggestion of a few levels of LOS blocking - so that 2" wall can block LOS for infantry while still letting a land raider shoot over it at another land raider. But I don't really care personally. If for simplicity you wanted to say that 2" wall blocks infantry and warlord titans alike go for it; it wouldn't bother me at all, though I think it would bother a lot of other people.
Is the issue the arbitrary number they have chosen ?
They've chosen 5", it allows a decent amount of existing terrain (custom or not, every two story building made by anyone should be fine and it's the scale of GW's terrain) to work.
If the issue is that it's not "realistic" enough, what is your option as a designer if you want to be able to have features that allows to break loss to your biggest models, ask every player to suck it up and make/buy new cumbersome terrain able to truly block LOS for aircrafts, knights and titans ?
No. The issue isn't the number they chose at all. It could be 2". It could be 10".
The issue is that they have a system that is mostly TLOS but then has this feature stuck into it that doesn't operate based on TLOS.
Any time you start mixing TLOS with non-true LOS you will get strange edge cases where the rules behave in very odd ways.
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Post by: dhallnet
Crablezworth wrote:
The new ruins are pretty tall if you try and build one with an upper floor so the 5 inches does seem like an arbitrary number.
It is the height of the first floor of their ruins I think ? And again it's kinda small enough that even older terrain can work with it, and high enough that it isn't completely dumb (like 2").
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Post by: Crablezworth
yukishiro1 wrote:dhallnet wrote:yukishiro1 wrote:
If you wanted to adopt base-to-base LOS with only one LOS height, so that a wall blocked LOS for everything or nothing, that would be fine too. It would be even more abstract, though, and I don't think a lot of people would like the idea that a 2" high wall blocks a titan from shooting over it at another titan. Hence the suggestion of a few levels of LOS blocking - so that 2" wall can block LOS for infantry while still letting a land raider shoot over it at another land raider. But I don't really care personally. If for simplicity you wanted to say that 2" wall blocks infantry and warlord titans alike go for it; it wouldn't bother me at all, though I think it would bother a lot of other people.
Is the issue the arbitrary number they have chosen ?
They've chosen 5", it allows a decent amount of existing terrain (custom or not, every two story building made by anyone should be fine and it's the scale of GW's terrain) to work.
If the issue is that it's not "realistic" enough, what is your option as a designer if you want to be able to have features that allows to break loss to your biggest models, ask every player to suck it up and make/buy new cumbersome terrain able to truly block LOS for aircrafts, knights and titans ?
No. The issue isn't the number they chose at all. It could be 2". It could be 10".
The issue is that they have a system that is mostly TLOS but then has this feature stuck into it that doesn't operate based on TLOS.
Any time you start mixing TLOS with non-true LOS you will get strange edge cases where the rules behave in very odd ways.
Yup, messing with TLOS seems weird too given how crazy permissive vehicle shooting is for example in 8th vs prior editions, flyers included. Automatically Appended Next Post: dhallnet wrote: Crablezworth wrote:
The new ruins are pretty tall if you try and build one with an upper floor so the 5 inches does seem like an arbitrary number.
It is the height of the first floor of their ruins I think ? And again it's kinda small enough that even older terrain can work with it, and high enough that it isn't completely dumb (like 2").
Can we agree the infinite pillar would have been perhaps at least better off divorced from the primary obscuring rule? Like make it its own thing, call it "piller of smoke" the terrain is partially aflame making a sky high black cloud that blocks los bla bla bla.
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Post by: Voss
dhallnet wrote:yukishiro1 wrote:
If you wanted to adopt base-to-base LOS with only one LOS height, so that a wall blocked LOS for everything or nothing, that would be fine too. It would be even more abstract, though, and I don't think a lot of people would like the idea that a 2" high wall blocks a titan from shooting over it at another titan. Hence the suggestion of a few levels of LOS blocking - so that 2" wall can block LOS for infantry while still letting a land raider shoot over it at another land raider. But I don't really care personally. If for simplicity you wanted to say that 2" wall blocks infantry and warlord titans alike go for it; it wouldn't bother me at all, though I think it would bother a lot of other people.
Is the issue the arbitrary number they have chosen ?
They've chosen 5", it allows a decent amount of existing terrain (custom or not, every two story building made by anyone should be fine and it's the scale of GW's terrain) to work.
Actually... the latter does strike me as a drive to buy their current terrain. Most of their old terrain wasn't 5" tall. Even some of the newer stuff (Ryza pattern ruins and Sector Imperialis Ruins in the webstore) don't look like they are- especially the Ryza stuff, and those are pictured with Primaris and Death Guard.
Now granted you can glue an extended antenna mast to the side of old ruins and they now qualify as 5" tall and so matter for obscuring terrain, but I rather suspect the height was specifically chosen to sell the more expensive terrain kits.
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Post by: dhallnet
yukishiro1 wrote:
No. The issue isn't the number they chose at all. It could be 2". It could be 10".
The issue is that they have a system that is mostly TLOS but then has this feature stuck into it that doesn't operate based on TLOS.
Any time you start mixing TLOS with non-true LOS you will get strange edge cases where the rules behave in very odd ways.
I really don't get this thing of mixed TLOS & abstracted (unless you're talking about being able to target any part of a model in which case I understand and tend to agree it isn't great). I have an issue with hills being treated like open terrain (which you could treat as obscured if you had 5" tall hills, which I doubt is common thing though) but otherwise i don't have examples were the terrain won't be blocking by default (because of how it's made), obscuring or an obstacle.
Automatically Appended Next Post:
Voss wrote:
Actually... the latter does strike me as a drive to buy their current terrain. Most of their old terrain wasn't 5" tall. Even some of the newer stuff (Ryza pattern ruins and Sector Imperialis Ruins in the webstore) don't look like they are- especially the Ryza stuff, and those are pictured with Primaris and Death Guard.
Now granted you can glue an extended antenna mast to the side of old ruins and they now qualify as 5" tall and so matter for obscuring terrain, but I rather suspect the height was specifically chosen to sell the more expensive terrain kits.
The old imperialis stuff had 3" stories so every building (all of them as far as i remember) with an upper floor should work. But 5" is for sure at least partially chosen because it meshes with the newer stuff.
Automatically Appended Next Post:
Crablezworth wrote:Can we agree the infinite pillar would have been perhaps at least better off divorced from the primary obscuring rule? Like make it its own thing, call it "piller of smoke" the terrain is partially aflame making a sky high black cloud that blocks los bla bla bla.
Why not, it would allow obscuring lower levels for infantry/vehicles without also having infinite height but it doesn't bother me much. It's not super hard to patch these to be blocking if i want to. As far as I'm concerned it would impact small walls sections with holes in them, any piece of carboard can temporarily or definitely solve the issue. Maybe forests could use this too if there is nothing for them but I don't have an issue with making them obscuring.
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Post by: BrianDavion
H.B.M.C. wrote:Voss wrote:Well, in theory, if you're a game designer trying to limit the power of shooting by breaking up line of sight... Letting big stuff (with more guns) shoot whatever they want just might be counter to the design decision.
Firstly that implies that they're trying to limit the power of shooting. The new blast rules say otherwise. But even putting that aside, why shouldn't a towering engine of destruction that can see over buildings be allowed to, y'know, see over buildings?
reaching over super tall terrain to move minis can sometimes be awkard so it might be that they wrote these rules so as to not require 6 foot tall skyscrapers on maps where someone hauls out the titans.
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Post by: NinthMusketeer
It may very well be that obscuring terrain still functions normally for knights/flyers, as in line of sight must be drawn the same way it is now.
It is also not unlikely that flyers have their own rules in regards to sight and targeting which we have not seen yet.
Or those things could not be true, and the rules could be as poorly designed as feared. That is certainly not unlikely, given GWs track record.
But we don't know yet.
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Post by: Eldenfirefly
I am ok with these terrain rules. Except for one big cavaet. Did they consider how weapons like thunderfires and basilisks basically ignore all LOS and obscuring rules ?
Imperium has a lot of weapons that can ignore LOS. Not all xenos factions have much of those. In fact, Chaos doesn't either unless we are going into forgeworld.
We don't know if melee blocking is going to be a thing. But if it isn't, Basically, if I am playing a knight army, my knights will still be easily stopped from moving up the table by sacrificial small units of infantry halting my movement, while basilisks out of LOS rain fire on me, while I cannot shoot them at all. So, knight armies are going to be auto lose against imperium now? :X
I think either weapons that fire out of LOS need to be costed a lot more, or they need to ensure that all factions have access to such weapons. (which may kinda render terrain irrelevant if people start to focus on only the units that have such weapons).
Leaving aside weapons that can fire out of LOS, I think we might be able to say this is a buff for melee. Because now, obscuring terrain is infinitely tall. If we have enough intervening, obscuring terrain, then footslogging armies can literally advance up half of the table without being shot at.
Like if there is a big centrepiece ruin, with side ruins and such. You can advance up to the centre while staying behind that centerpiece ruin, and your opponent would need to be very far up the table to be able to claim LOS to you. Even snipers and squads parked three stories high up will not be able to claim LOS on you.
So, my main issue is for knight armies movement being blocked by small models. And weapons that can fire out of LOS (which are definitely not evenly distributed amongst all the various factions). Otherwise, I can see this as a buff to melee armies.
Another thing I want to add. If your ranged unit cannot shoot out of LOS. Then based on these terrain rules, if you want to shoot something, you likely have to position yourself such that you may get shot back as well. So, you can either place yourself behind ruins, which means nobody can shoot you, but you can't shoot anything except flyers and superheavies either. Or you put yourself in a ruin, in which case, you can claim the cover save +1, and shoot freely, but everyone can see and shoot you too.
From what I understand, if you are in a ruin, LOS doesn't matter. doesn't matter there is a wall between you or not. everyone can shoot you and you can shoot everyone else.
So in conclusion, I definitely see this as a buff for melee. But, a big but! have they considered weapons that fire out of LOS. I can easily visualise an army focusing on melee units, along with selected artillery style weapons like basilisks or thunderfires, and it forgoes all normal shooting altogether. So, such an army's shooting basically ignores all terrain, while its melee half focuses on making its way up the board staying behind obscured cover until it is ready to charge. It not a bad concept really, except that not all armies can pull that off well. Imperium is probably the one that benefits the most in this case.
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Post by: ClockworkZion
So while I'm sure it won't calm anyone down about anything, GW did mention back when they did the initial announcement (and maybe again during the Q&A) that the updated rules will have pictures to show how certain mechanics work, as well as appendix stuff to handle edge cases (which likely came up during playtesting but didn't justify an overhaul of the rules).
Chances are a lot of the questions regarding terrain people currently have will be resolved in those parts of the rulebook.
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Post by: yukishiro1
It's a nice theory, and I hope it turns out to be right.
FWIW, Reece (yes, yes, I know) also said today that when they said on the stream "there are no rules for placing terrain and assigning traits, you just agree on what's fair with your opponent and that's it" that wasn't really accurate, either, and that more info would be revealed at some point to give people the full picture of how terrain placement works.
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Post by: ClockworkZion
yukishiro1 wrote: Hybrid Son Of Oxayotl wrote: Latro_ wrote:someone posted this on the WH40k facebook thread for the preview, another legend.
bloodletter is safe
The bloodletter is clearly not safe. If the Knight moves to the right or the left, it will be able to shoot the bloodletter. If the knight goes to the front, it will be able to charge and kill the boodletter.
Yep. And who knows, maybe three turns from now a model you can't even see in the photo could get him too.
I mean, in the grim-dark world of the 41st millenium, nobody is ever really safe!!! Am I right or am I right, guys???
In the forty-first millennium -everybody- needs an adult. Automatically Appended Next Post: yukishiro1 wrote:It's a nice theory, and I hope it turns out to be right.
FWIW, Reece (yes, yes, I know) also said today that when they said on the stream "there are no rules for placing terrain and assigning traits, you just agree on what's fair with your opponent and that's it" that wasn't really accurate, either, and that more info would be revealed at some point to give people the full picture of how terrain placement works.
The WHC article showed us that there are terrain templates, which I can imagine will be how most people assign rules going forward.
And the four pillars mission had some rules for placing terrain (the pillars), and I'm willing to bet there are Narrative missions that will too.
But I could see GW going a bit loose on forcing terrain to be one way or the other so people can do what they like with the sandbox too.
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Post by: Vaktathi
Eldenfirefly wrote:I am ok with these terrain rules. Except for one big cavaet. Did they consider how weapons like thunderfires and basilisks basically ignore all LOS and obscuring rules ?
Imperium has a lot of weapons that can ignore LOS. Not all xenos factions have much of those. In fact, Chaos doesn't either unless we are going into forgeworld.
We don't know if melee blocking is going to be a thing. But if it isn't, Basically, if I am playing a knight army, my knights will still be easily stopped from moving up the table by sacrificial small units of infantry halting my movement, while basilisks out of LOS rain fire on me, while I cannot shoot them at all. So, knight armies are going to be auto lose against imperium now? :X
I wouldn't worry about this, on a couple counts. First, if someone has actual proper LoS blocking terrain in 8E or is playing with ITC rules or whatnot, that scenario isn't really anything one couldn't already run into. Second, under the current rules and assuming no changes to stats/weapons/etc in 9E, it takes a trio of Basilisks an average of 4 turns to kill a single 24 wound T8 Knight. Unless an opponent's fielding an army composed entirely of basilisks and is managing to hide it all behind LoS blocking terrain, I don't think it'll be an issue.
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Post by: ClockworkZion
H.B.M.C. wrote:Voss wrote:Well, in theory, if you're a game designer trying to limit the power of shooting by breaking up line of sight... Letting big stuff (with more guns) shoot whatever they want just might be counter to the design decision.
Firstly that implies that they're trying to limit the power of shooting. The new blast rules say otherwise. But even putting that aside, why shouldn't a towering engine of destruction that can see over buildings be allowed to, y'know, see over buildings?
Arguably they could be trying to limit the ability for units to be focused down while making weapons that were almost never used because of how bad they were more appealing to players.
Like they don't want to make shooting bad, but they want to spread the damage out so people have to make choices instead of focusing down units in turn.
Just a guess though, because i don't really now what goes on in their minds.
87618
Post by: kodos
We have seen the Terrain rules and the Cover rules
as this will be still a "simple" set of core rules with just some more pages than 8th, I don't expect there to be more rules than what we have seen
but there might be LOS rules which help to get around some problems
not that mixing 3 different types of terrain rules and LOS rules is a good thing in the first place but it might be not as worse as it looks now
but:
the whole stuff feels more like a 2D game with 2 levels, ground and aircraft
and if you expect that everything is on either of those levels and no one is using terrain were the 3rd dimension will important, it might work
NinthMusketeer wrote:It may very well be that obscuring terrain still functions normally for knights/flyers, as in line of sight must be drawn the same way it is now.
this is how other games work, but they have usually a "height" value or something similar.
terrain can be obscouring or not, if it is obscouring it blocks LOS for everything with the same height or smaller, if it is not obscouring you get cover unless the shooting model is heigher than the terrain and the target is more than the height of the terrain piece away from it.
than such kind of rules work well as it is clear
but if GW mixes TLOS with the obscouring it gets tricky as "terrain at least 5" high blocks LOS for everything with less than 18 Wounds, unless you can draw a clear Line of Sight to the main part of the model"
would just make the rule useless as the main intend is to block LOS no matter how many windows are there
there is just no solution to get TLOS to mix with "5" height = obscouring" that makes those rules work (and even talking about that those rules need to work better than the current "ground level blocks LOS" to hold the promisse that the new terrain rules will help melee armies)
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Post by: yukishiro1
I don't think any mount of terrain is really going to make people spread the damage out, it's just too inefficient a strategy. At most, with enough terrain, you could force someone to deploy all their anti-tank on a particular side and wipe all the stuff in that area before moving somewhere else. I really doubt you're gonna see anybody deploying one tank on this side, one tank on that side kind of thing.
Especially not if 9th remains as castle and aura-heavy as 8th is. (I really hope it isn't, aurahammer 40kastle is not good gameplay).
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Post by: ClockworkZion
yukishiro1 wrote:I don't think any mount of terrain is really going to make people spread the damage out, it's just too inefficient a strategy. At most, with enough terrain, you could force someone to deploy all their anti-tank on a particular side and wipe all the stuff in that area before moving somewhere else. I really doubt you're gonna see anybody deploying one tank on this side, one tank on that side kind of thing.
Especially not if 9th remains as castle and aura-heavy as 8th is. (I really hope it isn't, aurahammer 40kastle is not good gameplay).
I won't argue that it is impossible that it won't work. It just struck me as a possibility that by breaking up LoS to most of the board from any one position that armies will have to split their targets more.
Granted it's not like that's new, but 8th's weak terrain rules had broken that.
125976
Post by: yukishiro1
Don't get me wrong, I'd love it if there was some way to write the rules so you were actually encouraged to have lots of little sub-engagements between different sub-forces in different areas of the board, each isolated by terrain from the other, rather than the current way of playing 40k where 90% of the action is usually one big hammer going against the other, typically in the middle of the board.
But I just don't see there's any way to make that happen. Bringing overwhelming force to bear on a particular area of your opponent's army is always going to be the competitive strategy, unless you simply make that impossible.
I mean maybe if those 10+ tank armies come back, that would be so many tanks that you might have to split them into two groups and go after two different areas of the board at once. But with the new points values I don't think you'll realistically be able to take that many tanks anyway, so it's unlikely to come up except in really skew lists like ridgerunner spam or something like that.
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Post by: ClockworkZion
yukishiro1 wrote:Don't get me wrong, I'd love it if there was some way to write the rules so you were actually encouraged to have lots of little sub-engagements between different sub-forces in different areas of the board, each isolated by terrain from the other, rather than the current way of playing 40k where 90% of the action is usually one big hammer going against the other, typically in the middle of the board.
But I just don't see there's any way to make that happen. Bringing overwhelming force to bear on a particular area of your opponent's army is always going to be the competitive strategy, unless you simply make that impossible.
I mean maybe if those 10+ tank armies come back, that would be so many tanks that you might have to split them into two groups and go after two different areas of the board at once. But with the new points values I don't think you'll realistically be able to take that many tanks anyway, so it's unlikely to come up except in really skew lists like ridgerunner spam or something like that.
If they bring back target priority it could help, but I agree, it's hard to tell at this stage.
I was expecting 5th ed City Fight levels of terrain density, but GW proved my assumptions wrong so I'm not too sure what to think at this stage.
Hopefully next week's previews are focused around shooting and melee so we can see how combat it supposed to play out over a turn to get a better idea where this bus is taking us.
In the meantime I guess i'm going to keep building Templars and hope GW doesn't shoot my army in the foot when I'm not looking.
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Post by: Dudeface
My only issues so far are that I hope they day 1 faq so that if 2 models are elevated higher than the obscuring terrain they can see each other & obscured reverts to tlos when a target clears the requirements for not being obscured.
Lots of people spent lots of time whiging terrain did nothing and that gw terrain was useless due to all the windows etc. So they've gone and made it have a purpose, LOS blockong terrain will be everywhere and now the demands of the audience have been met, its time to whinge about the exceptions.
They're just doing what people asked for, they're breaking narrative and logic slightly to make the game function a certain way on a rules level. It smacks of pandering to try and make it competitive at the expense of immersion imo but thats what people seem to want.
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Post by: kodos
yukishiro1 wrote:
But I just don't see there's any way to make that happen. Bringing overwhelming force to bear on a particular area of your opponent's army is always going to be the competitive strategy, unless you simply make that impossible.
this is a scenario thing, having 4 objectives, each one isolated by LOS blocking terrain so that units can only support one at a time and to score you need to control more objectives than your enemy at the end of the turn (add in that units of 11+ models have ObSec)
so you need to split your forces, as going with everything to one or 2 objectives won't work
problem is:
"if you destroy your enemy you get full points/major win" is still a thing, we are back to default were tabling the opponent is the better option anyway and all those rules have the opposite effect
I mean maybe if those 10+ tank armies come back, that would be so many tanks that you might have to split them into two groups and go after two different areas of the board at once. But with the new points values I don't think you'll realistically be able to take that many tanks anyway,
there is no information that tanks will increase in price as well
and I guess the opposite, playtesters said at 2k they are missing one Marine Squad, which indicates that Marines/Infantry got more expensive while tanks stayed the same or got cheaper
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Post by: ClockworkZion
Dudeface wrote:My only issues so far are that I hope they day 1 faq so that if 2 models are elevated higher than the obscuring terrain they can see each other & obscured reverts to tlos when a target clears the requirements for not being obscured.
Lots of people spent lots of time whiging terrain did nothing and that gw terrain was useless due to all the windows etc. So they've gone and made it have a purpose, LOS blockong terrain will be everywhere and now the demands of the audience have been met, its time to whinge about the exceptions.
They're just doing what people asked for, they're breaking narrative and logic slightly to make the game function a certain way on a rules level. It smacks of pandering to try and make it competitive at the expense of immersion imo but thats what people seem to want.
Ideally that'll be covered in the rulebook, but we'll see in the future.
I know they were talking about how they imagine the ruins to be these places choked with debris, smoke and dust (not to mention plant life, corpses or other stuff) that get in the way, so I could see the infinite cylinder thing being a thing, but at the same time they may have more rules in there regarding TLoS that explains it further.
Either way we know that the terrain has always been more of an abstraction to represent the real thing so having the rules operate on a more abstract level makes sense. Automatically Appended Next Post: kodos wrote:yukishiro1 wrote:
But I just don't see there's any way to make that happen. Bringing overwhelming force to bear on a particular area of your opponent's army is always going to be the competitive strategy, unless you simply make that impossible.
this is a scenario thing, having 4 objectives, each one isolated by LOS blocking terrain so that units can only support one at a time and to score you need to control more objectives than your enemy at the end of the turn (add in that units of 11+ models have ObSec)
so you need to split your forces, as going with everything to one or 2 objectives won't work
problem is:
"if you destroy your enemy you get full points/major win" is still a thing, we are back to default were tabling the opponent is the better option anyway and all those rules have the opposite effect
I mean maybe if those 10+ tank armies come back, that would be so many tanks that you might have to split them into two groups and go after two different areas of the board at once. But with the new points values I don't think you'll realistically be able to take that many tanks anyway,
there is no information that tanks will increase in price as well
and I guess the opposite, playtesters said at 2k they are missing one Marine Squad, which indicates that Marines/Infantry got more expensive while tanks stayed the same or got cheaper
I can imagine that tabling won't win games anymore, score will which will take some pressure off of the combat side of the game in favor of missions. 4 pillars for example has no points for killing units in the primary rules.
And we know blast weapons will see a points hike, and every faction is getting points hikes, we just don't know how extreme they all are.
I mean a Marine squad is anywhere from 60 points for 5 barebones Tacticals to around 200 for a fully kitted out 10 man Intercessor squad. And some factions may lose more out of their armies while others lose less.
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Post by: tneva82
Red Corsair wrote:
It's as if the height restriction tied to wounds is some veiled way of clipping certain models like knights, but they should have just called them out as an exception. I mean, I thought bespoke rules only benefit was just that. You can specifically target certain models with rules. Instead they tried to be very none specific and we get absurd situations.
Automatically Appended Next Post:
How on earth did that survive play testing?
Or dare I suggest it: SIZE characteristic.
Triumph is funny one. 6 sisters is somehow seein through obscuring terrain at will but 15 sisters isn't. Lol
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Post by: terry
if they follow AoS regarding the tabling system. You don't stop playing when one is tabled, so you use those turns to score some more points. But the winner is the one with the most points, no matter if that person has no more models left. Personaly I like at, as it forces you to think about how you can play the mission
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Post by: tneva82
puma713 wrote:I think at this point I might have to stop reading the previews as I seem to come away with more anxiety than excitement, even understanding that I haven't seen the 9th rulebook in its entirety. Previewing rules piecemeal is not really an effective marketing strategy, imo. I would, instead, have liked to see one entire part of the rules previewed (like the entire shooting phase) and then someone said, "and there are more changes like this coming soon!"
Then they couldn't show something from every part or they would leak entire rulebook that way. Bad for book sales.
Besides you get enough info this way already.
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Post by: ClockworkZion
tneva82 wrote: Red Corsair wrote:
It's as if the height restriction tied to wounds is some veiled way of clipping certain models like knights, but they should have just called them out as an exception. I mean, I thought bespoke rules only benefit was just that. You can specifically target certain models with rules. Instead they tried to be very none specific and we get absurd situations.
Automatically Appended Next Post:
How on earth did that survive play testing?
Or dare I suggest it: SIZE characteristic.
Triumph is funny one. 6 sisters is somehow seein through obscuring terrain at will but 15 sisters isn't. Lol
Or, you can spot the Triumph, but the Triumph can't spot 30 Ork Boyz.
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Post by: tneva82
terry wrote:if they follow AoS regarding the tabling system. You don't stop playing when one is tabled, so you use those turns to score some more points. But the winner is the one with the most points, no matter if that person has no more models left. Personaly I like at, as it forces you to think about how you can play the mission
Blow the enemy up, score points after
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Post by: terry
tneva82 wrote:terry wrote:if they follow AoS regarding the tabling system. You don't stop playing when one is tabled, so you use those turns to score some more points. But the winner is the one with the most points, no matter if that person has no more models left. Personaly I like at, as it forces you to think about how you can play the mission
Blow the enemy up, score points after
that means you'll need to blow up the enemy fast enough, if you manage to do it, its a stratagey that can sometimes work
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Post by: kodos
ClockworkZion wrote:
I was expecting 5th ed City Fight levels of terrain density, but GW proved my assumptions wrong so I'm not too sure what to think at this stage.
At the moment I see the rules working on the table GW showed us as "how it should look like"
there are not many pieces by default so remembering which one has 4 keywords, and which one 6 keywords is not that hard and there is not much going on that would need to be discussed during the game as there is enough room between
while going with something like this won't work at all
ClockworkZion wrote:
I can imagine that tabling won't win games anymore, score will which will take some pressure off of the combat side of the game in favor of missions. 4 pillars for example has no points for killing units in the primary rules.
it doesn't need to be a scenario rule but can be somewhere in the core rules as it was before "if there are no models left on the table at the end of a turn the game is lost"
and such a rule was there in every edition until now
and as soon as you get full points at a tournament for tabling (as they usually ignore the "the game ends" rule and assume that you get all the scenarion points as the game going on) there is a problem as those rules spill over to normal games as well (eg like the discussion why one should use the default missions if there is ITC that used by everyone else) and tournament results are used to balance the game (so CA point changes are going to solve a problem that is not there in the standard missions breaking the game if you don't play with tournament rules)
ClockworkZion wrote:
And we know blast weapons will see a points hike, and every faction is getting points hikes, we just don't know how extreme they all are.
I mean a Marine squad is anywhere from 60 points for 5 barebones Tacticals to around 200 for a fully kitted out 10 man Intercessor squad. And some factions may lose more out of their armies while others lose less.
we had something similar at the start of 8th, points were changing a lot of free stuff was removed etc.
and people complained that we need to play 2000 points because their 1750 point army now cost 500 points more
on the other hand, my 1750 point army fell short by 100 points as I did not include a lot of free stuff or those units that got more expensive
hence if we are changing from an infantry based game to a "large model" based game I expect that the current "meta" lists are well beyond the 2k while something like a tank company or Carnifex heavy list will be cheaper
(and add in some wild speculation but from the Necron promo picture I would say that most of the big stuff shown there will fit in a 2000 point game)
another possibility is that people are now going from 2000 points to 3000 points to compensate for the price increase as they don't want to put stuff on the shelf Automatically Appended Next Post: terry wrote:if they follow AoS regarding the tabling system. You don't stop playing when one is tabled, so you use those turns to score some more points. But the winner is the one with the most points, no matter if that person has no more models left. Personaly I like at, as it forces you to think about how you can play the mission
which leads to people try to table their opponent by turn 1 or 2 (or going second, hoping for a double turn to end the game)
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Post by: ClockworkZion
I don't see us moving to 3k or even over 2k as the tournament scene is already bloated enough at 2k and GW has made it clear they're upping the points to bring the game down in size so people can actually get more games in a timely manner.
Basically I see us staying at 2k and hopefully we see more points hikes in 9th than points drops.
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Post by: kodos
Personally I would go back to 1500 points maximum but with the table size of 2k and the restrictions of 1k
and from past experience it is much easier for people to buy something and get to the next level, than go back one step and put stuff on the shelf
If GW would have wanted to scale down by points, the steps would have been 1000/1500/2000 and not 1000/2000/30000
the game will be scaled down, as in "less models on the table" but because taking a lot if infantry will be a bad choice and not because points per model increased or people take a step back
TLDR someone who spend 1000$ for a 2k army (which is considered a budget for some factions) and painted it, he won't put half if it away to play 1500/2000 points
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Post by: Not Online!!!
The system imo feels just a bit too halfmeasurey.
And has some really wonky interactions.
I also doubt that it'll be the saving grace for light infantry.
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Post by: Moopy
Ice_can wrote: Hybrid Son Of Oxayotl wrote: Latro_ wrote:someone posted this on the WH40k facebook thread for the preview, another legend.
bloodletter is safe
The bloodletter is clearly not safe. If the Knight moves to the right or the left, it will be able to shoot the bloodletter. If the knight goes to the front, it will be able to charge and kill the boodletter.
You realise that's a Warlord Titan Not a Knight right? Like the thing is like 4ft tall and still can shoot what it can clealry see.
I’m really not sure why you need things to be “realistic” when the example is, “the giant semi-sentient cybernetic death machine can’t see the extra dimensional demon.”
All that should matter is if the rules are easy to keep track of and don’t bog down the game. Automatically Appended Next Post: H.B.M.C. wrote:Voss wrote:Well, in theory, if you're a game designer trying to limit the power of shooting by breaking up line of sight... Letting big stuff (with more guns) shoot whatever they want just might be counter to the design decision.
Firstly that implies that they're trying to limit the power of shooting. The new blast rules say otherwise. But even putting that aside, why shouldn't a towering engine of destruction that can see over buildings be allowed to, y'know, see over buildings?
Because it’s not fun for everyone else, and that’s the main point of a game- to be fun.
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Post by: kodos
So it is not fun for the opponent to get shot by a Knight and therefore rules are needed to change that.
but it is fun for the Knight player to get shot by invisible units he cannot shoot back?
I would say the target is that the game is fun for both players and not in one edition player A has fun while in the next edition player B
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Post by: No wolves on Fenris
Not sure if anyone has already put this on but just noticed that on the photo at the bottom of yesterday’s article on terrain you can see the new Primaris bikers the new captain and the new and yet unannounced tank/skimmer thing.
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Post by: endlesswaltz123
Is that not an impulsor.
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Post by: No wolves on Fenris
Don’t think so. Looks like side sponsons and there’s no troop carrying section at the back
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Post by: CthuluIsSpy
kodos wrote:So it is not fun for the opponent to get shot by a Knight and therefore rules are needed to change that. but it is fun for the Knight player to get shot by invisible units he cannot shoot back? I would say the target is that the game is fun for both players and not in one edition player A has fun while in the next edition player B Aren't knights tanky enough to not get focused down in a single turn? I think the knight player has time to reposition and open fire. Or just position in such a way as to always be able to fire. Weren't knights an absolute terror in 8th ed? Why are we resisting the idea of limiting their offensive output?
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Post by: Ice_can
CthuluIsSpy wrote: kodos wrote:So it is not fun for the opponent to get shot by a Knight and therefore rules are needed to change that.
but it is fun for the Knight player to get shot by invisible units he cannot shoot back?
I would say the target is that the game is fun for both players and not in one edition player A has fun while in the next edition player B
Aren't knights tanky enough to not get focused down in a single turn? I think the knight player has time to reposition and open fire.
Or just position in such a way as to always be able to fire.
Realy people could one turn a 28 wound 3++, 6+++save Castellen in 8th. As a faction they are now are limited to a 4++ save at best.
And most of them have 24 wounds. Nothing is tanky in 40k, not to mention smaller board means staying out of Psyhcic power range etc just become harder.
To address your edit, No they weren't it was due to how ITC insisted on codifying armies as the refused to accknowledge Soup as a faction and made it purely yout larges point in a single detachment.
You could take 700 point of Faction Knights, 650 Faction B guard and 650 Faction C blood angles and stilk be reported in ITC results as Knights army.
It's similar issues with them including each Space marines chapter as it's own faction and artificially lowering the win percentage. As every marine vrs marine fight is 50%50.
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