Switch Theme:

Share on facebook Share on Twitter Submit to Reddit  [RSS] 

The Densest Most Beautiful Cover, So Dense @ 2020/06/23 14:54:04


Post by: Daedalus81


I think the most interesting part here is how LOS is being drawn through this terrain.



The Densest Most Beautiful Cover, So Dense @ 2020/06/23 14:55:30


Post by: Drachii


Just to check, should we be complaining about this having too many words, or about it being broken? I forgot to check the dakkaforecast this morning.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 14:59:00


Post by: Amishprn86


You are -1 to shoot unless you can see all of a models Hull or Base and no drawn LoS is over the terrain.
If you are in/on the terrain with your opponent then you are not penalized.
If you are within 3" of an Obstacle with this rule when you shoot you are not penalized.

Honestly this is a fine rule, yes its a bit wordy but i understand why. They wanted the ability to hide single man or elite units easier than hordes, but also not be penalized if you and any opponent are point blanks. Over all its actually a well writen rule from GW lol.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 15:01:12


Post by: Sgt_Smudge


The most interesting thing about this is that whoever was given the brief to write about "dense cover" though they needed to make the rule dense too.

If this is what terrain rules are going to look like in 9th, I'm just going to houserule a more simple version instead, because goddamn my brain hurts. Give me some diagrams, some pictures, some bullet points, please!


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 15:02:56


Post by: Daedalus81


 Sgt_Smudge wrote:
The most interesting thing about this is that whoever was given the brief to write about "dense cover" though they needed to make the rule dense too.

If this is what terrain rules are going to look like in 9th, I'm just going to houserule a more simple version instead, because goddamn my brain hurts. Give me some diagrams, some pictures, some bullet points, please!


I'm wondering if they're re-typing the rule for the article or if the book will have the usual GW typo bonanza.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 15:03:46


Post by: Sgt_Smudge


 Amishprn86 wrote:
Over all its actually a well writen rule from GW lol.
It's not well written if I can't read it. Needs better formatting, and less word soup.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 15:04:41


Post by: the_scotsman


 Sgt_Smudge wrote:
The most interesting thing about this is that whoever was given the brief to write about "dense cover" though they needed to make the rule dense too.

If this is what terrain rules are going to look like in 9th, I'm just going to houserule a more simple version instead, because goddamn my brain hurts. Give me some diagrams, some pictures, some bullet points, please!


They just said on stream that for most rules there will be an "in brief" bullet point below the rule, and that's what you're going to be reading 99% of the time. The full text is only there if there is a disagreement or confusion of what SPECIFICALLY the rules mean.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 15:04:53


Post by: Sgt_Smudge


 Daedalus81 wrote:
 Sgt_Smudge wrote:
The most interesting thing about this is that whoever was given the brief to write about "dense cover" though they needed to make the rule dense too.

If this is what terrain rules are going to look like in 9th, I'm just going to houserule a more simple version instead, because goddamn my brain hurts. Give me some diagrams, some pictures, some bullet points, please!


I'm wondering if they're re-typing the rule for the article or if the book will have the usual GW typo bonanza.
I sure hope so, otherwise, I'm probably just going to avoid terrain like the plague or just houserule something more simple. Give me some diagrams, or so help me god.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 15:05:52


Post by: PenitentJake


Interesting too that terrain can have light, heavy or both IN ADDITION to dense.

There may be rules elsewhere in the book that prevent that, but so far, it looks like it could work.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 15:06:45


Post by: McGibs


They also said that the rulebook will be chock full of example diagrams to try and reduce edgecases.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 15:08:16


Post by: H.B.M.C.


When the first talked about terrain traits they talked about how something like the Sector Mechanicus terrain should make it harder to hit you, as the railings and whatnot aren't really the kinds of things that can take incoming shots like a big slab of concrete. This explains this 'dense terrain' rule, something you'd apply to this rather than this.

 Amishprn86 wrote:
If you are within 3" of an Obstacle with this rule when you shoot you are not penalized.
3" seems like a long way, right? Whilst nothing is really to scale, if a Marine is 1" tall and is roughly 7 feet, that's over 6m away from an obstacle.

 Daedalus81 wrote:
I think the most interesting part here is how LOS is being drawn through this terrain.
Or, more accurately, how LOS is not being drawn. It seems to be less about actual LOS and more about imaginary 1mm lines, and this isn't the first time that some of the #Nu40k rules have referenced this.

Could the Citadel™ LasPointer™ be close to release?



The Densest Most Beautiful Cover, So Dense @ 2020/06/23 15:11:44


Post by: Nazrak


I'm with Smudge – this is hideous. If everything in the rulebook's written/worded this impenetrably, I'm genuinely not sure I can be arsed with 9th.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 15:12:57


Post by: Sgt_Smudge


I have to say, I'm not enjoying the new terrain rules, if only because I don't know how they interact with eachother, what examples there are of each type, and a sore lack of pictures/diagrams. I understand that will come in time, but I'm really not enjoying these walls of text and hyper-legality of these rules.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 15:13:45


Post by: the_scotsman


PenitentJake wrote:
Interesting too that terrain can have light, heavy or both IN ADDITION to dense.

There may be rules elsewhere in the book that prevent that, but so far, it looks like it could work.


Nah, they seem to be compatible to me. Makes for an interesting combination of traits, I actually like that few of them seem exclusive.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 15:13:52


Post by: Nazrak


Seems like they've swung so far towards trying to remove any possible space for misinterpretation, they've rendered the whole thing borderline unreadable.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 15:14:40


Post by: the_scotsman


I am also extremely hopeful that the base terrain rules will be extremely permissive - allowing all models of all types to pass through terrain and claim cover from terrain by default, with specific traits that limit certain types.

Unlike now, where some unit types just don't tend to interact with terrain at all.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 15:15:08


Post by: Not Online!!!


 Sgt_Smudge wrote:
I have to say, I'm not enjoying the new terrain rules, if only because I don't know how they interact with eachother, what examples there are of each type, and a sore lack of pictures/diagrams. I understand that will come in time, but I'm really not enjoying these walls of text and hyper-legality of these rules.


Honestly as of yet they have not even once explained something decently.
The Pts-pricehikes seemed rather random f.e. and we can not really gauge what is going on, yet we know that both vigilus and PA still counts for 9th.
Cover rules as of yet are written in a way that i am fairly sure, even as a non native english speaker, been written more conscise.
Would it have killed to make some pictures?
The faction foci, well, ehhhh.



The Densest Most Beautiful Cover, So Dense @ 2020/06/23 15:20:28


Post by: Gregor Samsa


Vague rules produce more disagreement than exhaustive ones.

As painful as it is, the more 40k approaches legalese levels of rules interaction, the fairer the system becomes. Laws are complicated because grey areas cannot be decided on. Language is required, therefore, to adjudicate gray areas into the either/or scenarios that most games require.

Admittedly this is a lot to take in at first glance, but after a few playthroughs with friends and working out the odd situations I think all of the changes made to terrain will greatly improve the tactical options presented in the game itself.

But definitely some diagrams will become very helpful! Also very much looking forward to all the awesome terrain features that people will come up with. Once we get used to a few combos of "dense light cover" etc....it will work very smoothly, imo.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 15:20:41


Post by: Amishprn86


 Sgt_Smudge wrote:
 Amishprn86 wrote:
Over all its actually a well writen rule from GW lol.
It's not well written if I can't read it. Needs better formatting, and less word soup.


As i said it is wordy but it is going what GW wants it to do at face value.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 15:27:28


Post by: Sterling191


 Gregor Samsa wrote:
Vague rules produce more disagreement than exhaustive ones.

As painful as it is, the more 40k approaches legalese levels of rules interaction, the fairer the system becomes. Laws are complicated because grey areas cannot be decided on. Language is required, therefore, to adjudicate gray areas into the either/or scenarios that most games require.

Admittedly this is a lot to take in at first glance, but after a few playthroughs with friends and working out the odd situations I think all of the changes made to terrain will greatly improve the tactical options presented in the game itself.

But definitely some diagrams will become very helpful! Also very much looking forward to all the awesome terrain features that people will come up with. Once we get used to a few combos of "dense light cover" etc....it will work very smoothly, imo.


This. Codified explicit rules that are resistant to gaming are much better.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 15:28:04


Post by: PenitentJake


 Sgt_Smudge wrote:
 Amishprn86 wrote:
Over all its actually a well writen rule from GW lol.
It's not well written if I can't read it. Needs better formatting, and less word soup.


Though they didn't show them in the excerpt from the stream, the bullet points appear under the rule in the Tyranids Faction focus. If the rule is too wordy, stick to the bullets.

Check out the version in the Tyranid focus; I'm sure you'll like it better.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 15:29:11


Post by: Daedalus81


PenitentJake wrote:
 Sgt_Smudge wrote:
 Amishprn86 wrote:
Over all its actually a well writen rule from GW lol.
It's not well written if I can't read it. Needs better formatting, and less word soup.


Though they didn't show them in the excerpt from the stream, the bullet points appear under the rule in the Tyranids Faction focus. If the rule is too wordy, stick to the bullets.

Check out the version in the Tyranid focus; I'm sure you'll like it better.


Ah, yep - they just added that actually:



The Densest Most Beautiful Cover, So Dense @ 2020/06/23 15:30:06


Post by: Sgt_Smudge


Not Online!!! wrote:Honestly as of yet they have not even once explained something decently.
The Pts-pricehikes seemed rather random f.e. and we can not really gauge what is going on, yet we know that both vigilus and PA still counts for 9th.
Cover rules as of yet are written in a way that i am fairly sure, even as a non native english speaker, been written more conscise.
Would it have killed to make some pictures?
The faction foci, well, ehhhh
Exactly - I'm a native speaker, and I struggle to read this. I weep for non-native speakers or people with dyslexia/learning difficulties.

I don't care too much for needing to know what pricehikes are, or really, I don't care what the mechanical changes are, so long as I can understand them!

Nazrak wrote:Seems like they've swung so far towards trying to remove any possible space for misinterpretation, they've rendered the whole thing borderline unreadable.
That's what it seems like to me - and in doing so, they've just stripped out fun (in my opinion) in favour of legalese.
I would much rather have had a more simplistic terrain ruleset that erred more on the side of "you have cover" than this.

Amishprn86 wrote:
 Sgt_Smudge wrote:
 Amishprn86 wrote:
Over all its actually a well writen rule from GW lol.
It's not well written if I can't read it. Needs better formatting, and less word soup.


As i said it is wordy but it is going what GW wants it to do at face value.
That's no use if I can't understand what the words mean. Sure, it might be accurate and do what GW wants, but if I can't understand it, does it matter what GW wants? Again - hopefully with better formatting/pictures to demonstrate, I'll actually understand what this means.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 15:31:37


Post by: Nazrak


PenitentJake wrote:
 Sgt_Smudge wrote:
 Amishprn86 wrote:
Over all its actually a well writen rule from GW lol.
It's not well written if I can't read it. Needs better formatting, and less word soup.


Though they didn't show them in the excerpt from the stream, the bullet points appear under the rule in the Tyranids Faction focus. If the rule is too wordy, stick to the bullets.

Check out the version in the Tyranid focus; I'm sure you'll like it better.

Ah yeah that's more like it. Hoping we still get a nice tidy Battle Primer without all the extraneous text.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 15:32:58


Post by: Sgt_Smudge


PenitentJake wrote:
Though they didn't show them in the excerpt from the stream, the bullet points appear under the rule in the Tyranids Faction focus. If the rule is too wordy, stick to the bullets.

Check out the version in the Tyranid focus; I'm sure you'll like it better.
I appreciate the bullet points, but the big wall of text is still there, and I'm fairly sure the bullet points don't cover everything in it.
Guess I'll have to wait.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 15:36:14


Post by: Galas


I don't understand how having english as a second lenguage I can understand without a problem this kind of rules at a first, at most second reading, and people is complaining about it being too complicated?


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 15:40:52


Post by: catbarf


'When a unit selects a target for shooting, if a straight line drawn from a single point on the attacking model's base cannot reach all parts of the target's base or hull without passing over or through terrain with this keyword, the attacker subtracts 1 from their hit rolls. Ignore any area terrain that the attacker occupies, and any terrain within 3" of the attacker'.

That took me, like, thirty seconds. GW seriously needs a technical writer, this is borderline unreadable. The legalese approach is really not the best way to write rules. The way it's worded is just not intuitive; it sets up the -1 as the default case and then provides the exception of clear LOS, when it should be the opposite, telling you the conditions under which you suffer the penalty.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 15:44:00


Post by: Amishprn86


 Sgt_Smudge wrote:
Not Online!!! wrote:Honestly as of yet they have not even once explained something decently.
The Pts-pricehikes seemed rather random f.e. and we can not really gauge what is going on, yet we know that both vigilus and PA still counts for 9th.
Cover rules as of yet are written in a way that i am fairly sure, even as a non native english speaker, been written more conscise.
Would it have killed to make some pictures?
The faction foci, well, ehhhh
Exactly - I'm a native speaker, and I struggle to read this. I weep for non-native speakers or people with dyslexia/learning difficulties.

I don't care too much for needing to know what pricehikes are, or really, I don't care what the mechanical changes are, so long as I can understand them!

Nazrak wrote:Seems like they've swung so far towards trying to remove any possible space for misinterpretation, they've rendered the whole thing borderline unreadable.
That's what it seems like to me - and in doing so, they've just stripped out fun (in my opinion) in favour of legalese.
I would much rather have had a more simplistic terrain ruleset that erred more on the side of "you have cover" than this.

Amishprn86 wrote:
 Sgt_Smudge wrote:
 Amishprn86 wrote:
Over all its actually a well writen rule from GW lol.
It's not well written if I can't read it. Needs better formatting, and less word soup.


As i said it is wordy but it is going what GW wants it to do at face value.
That's no use if I can't understand what the words mean. Sure, it might be accurate and do what GW wants, but if I can't understand it, does it matter what GW wants? Again - hopefully with better formatting/pictures to demonstrate, I'll actually understand what this means.


You must not understand english then, i'm terrible at it and dyslexic and i understood this rule. Whats your main Language?


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 15:45:32


Post by: Nazrak


 catbarf wrote:
'When a unit selects a target for shooting, if a straight line drawn from a single point on the attacking model's base cannot reach all parts of the target's base or hull without passing over or through terrain with this keyword, the attacker subtracts 1 from their hit rolls. Ignore any area terrain that the attacker occupies, and any terrain within 3" of the attacker'.

That took me, like, thirty seconds. GW seriously needs a technical writer, this is borderline unreadable. The legalese approach is really not the best way to write rules. The way it's worded is just not intuitive; it sets up the -1 as the default case and then provides the exception of clear LOS, when it should be the opposite, telling you the conditions under which you suffer the penalty.

Yeah, the way it is in the previewed rule seems needlessly convoluted.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 15:45:37


Post by: Sgt_Smudge


 Amishprn86 wrote:
You must not understand english then, i'm terrible at it and dyslexic and i understood this rule. Whats your main Language?
English, with no reading or writing difficulties. But thanks for basically saying I'm illiterate, and not maybe seeing that these rules are obtusely written.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 15:46:07


Post by: harlokin


 Galas wrote:
I don't understand how having english as a second lenguage I can understand without a problem this kind of rules at a first, at most second reading, and people is complaining about it being too complicated?


You aren't a victim of the British education system


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 15:47:27


Post by: Daedalus81


 Sgt_Smudge wrote:
PenitentJake wrote:
Though they didn't show them in the excerpt from the stream, the bullet points appear under the rule in the Tyranids Faction focus. If the rule is too wordy, stick to the bullets.

Check out the version in the Tyranid focus; I'm sure you'll like it better.
I appreciate the bullet points, but the big wall of text is still there, and I'm fairly sure the bullet points don't cover everything in it.
Guess I'll have to wait.


I think what is happening is they're pulling in all the relevant pieces that make the rule work - like how line of sight is drawn. At the most basic level someone that benefits from Dense cover has -1 to be hit if it's 3" tall, no penalty shooting from within that piece of terrain, and big/flying stuff can't benefit. They probably should have another bullet point for ignoring the terrain if the attacker is w/i 3" of it.


Automatically Appended Next Post:
 Galas wrote:
I don't understand how having english as a second lenguage I can understand without a problem this kind of rules at a first, at most second reading, and people is complaining about it being too complicated?


I think people get thrown by the typo, which makes it appear much weirder than it should be.



The Densest Most Beautiful Cover, So Dense @ 2020/06/23 15:49:16


Post by: Rihgu


 Daedalus81 wrote:
 Sgt_Smudge wrote:
PenitentJake wrote:
Though they didn't show them in the excerpt from the stream, the bullet points appear under the rule in the Tyranids Faction focus. If the rule is too wordy, stick to the bullets.

Check out the version in the Tyranid focus; I'm sure you'll like it better.
I appreciate the bullet points, but the big wall of text is still there, and I'm fairly sure the bullet points don't cover everything in it.
Guess I'll have to wait.


I think what is happening is they're pulling in all the relevant pieces that make the rule work - like how line of sight is drawn. At the most basic level someone that benefits from Dense cover has -1 to be hit if it's 3" tall, no penalty shooting from within that piece of terrain, and big/flying stuff can't benefit. They probably should have another bullet point for ignoring the terrain if the attack is w/i 3" of it.


Automatically Appended Next Post:
 Galas wrote:
I don't understand how having english as a second lenguage I can understand without a problem this kind of rules at a first, at most second reading, and people is complaining about it being too complicated?


I think people get thrown by the typo, which makes it appear much weirder than it should be.


I think that Obstacles will have a rule saying it's "[your] terrain feature" if you're within 3" of it, hence that part being missing from the bullet points (since it would already be covered by the second one).


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 15:54:37


Post by: Bosskelot


Another cool new and needed rule in 9th, making it seem like the edition is going to be a massive improvement over 8th...

...eeeeexxxxcceeeepppttttt the existence of Loyalist Marines basically makes another new thing completely worthless. Hey, if you're playing a game of 9th and nobody is using LSM, this is a cool and interesting rule. May as well throw it out the fething window when Marines are on the table though. A -1 to hit is worthless in that context.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 16:00:13


Post by: Karol


Very nice rule. I think terrain pices are going to need bases in 9th.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 16:00:54


Post by: Sterling191


 Bosskelot wrote:
Another cool new and needed rule in 9th, making it seem like the edition is going to be a massive improvement over 8th...

...eeeeexxxxcceeeepppttttt the existence of Loyalist Marines basically makes another new thing completely worthless. Hey, if you're playing a game of 9th and nobody is using LSM, this is a cool and interesting rule. May as well throw it out the fething window when Marines are on the table though. A -1 to hit is worthless in that context.


If you're referring to abilities that prevent targets from gaining the benefit of cover, that's not remotely a Marine only function, and its exceptionally unlikely that 9th will permit such things to just toggle off all terrain based modifiers.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 16:03:04


Post by: bullyboy


I think many are over reacting (on dakka, you don't say?) regarding the wordy aspect of the rules for terrain. Yes, at first glance they seem a bit convoluted, but when you get used to it, you'll look at a piece of terrain...label it dense, and immediately know how it interacts with the game and your models. It's just the immediate shock of reading, it'll pass.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 16:08:24


Post by: Gadzilla666


Well I did like this rule. They had to throw that 18 wound break point in there didn't they? So a repulsor executioner that isn't fully covered by the piece of terrain is -1 to be hit, and a super heavy tank that is fully covered by it doesn't.

Doesn't do much for big squads of cheap infantry either.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 16:09:23


Post by: Castozor


Sterling191 wrote:
 Bosskelot wrote:
Another cool new and needed rule in 9th, making it seem like the edition is going to be a massive improvement over 8th...

...eeeeexxxxcceeeepppttttt the existence of Loyalist Marines basically makes another new thing completely worthless. Hey, if you're playing a game of 9th and nobody is using LSM, this is a cool and interesting rule. May as well throw it out the fething window when Marines are on the table though. A -1 to hit is worthless in that context.


If you're referring to abilities that prevent targets from gaining the benefit of cover, that's not remotely a Marine only function, and its exceptionally unlikely that 9th will permit such things to just toggle off all terrain based modifiers.

That is an interesting point, I've been wondering for a while what they are going to do with those traits now that they want to make terrain more impact full. Having it on one unit here and there might be fine but IW and Imperial Fists (I think?) that ignore it for most of their army? That has got to change or you have a bunch of armies that ignore entire pages of rules for no reason.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 16:11:19


Post by: Sterling191


 Castozor wrote:

That is an interesting point, I've been wondering for a while what they are going to do with those traits now that they want to make terrain more impact full. Having it one one unit here and there might be fine but IW and Imperial Fists (I think?) that ignore it for most of their army? That has got to change or you have a bunch of armies that ignore entire pages of rules for no reason.


My personal expectation is that they'll translate to "do not get the benefit of cover to saving throws".


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 16:11:22


Post by: Darsath


 Castozor wrote:
Sterling191 wrote:
 Bosskelot wrote:
Another cool new and needed rule in 9th, making it seem like the edition is going to be a massive improvement over 8th...

...eeeeexxxxcceeeepppttttt the existence of Loyalist Marines basically makes another new thing completely worthless. Hey, if you're playing a game of 9th and nobody is using LSM, this is a cool and interesting rule. May as well throw it out the fething window when Marines are on the table though. A -1 to hit is worthless in that context.


If you're referring to abilities that prevent targets from gaining the benefit of cover, that's not remotely a Marine only function, and its exceptionally unlikely that 9th will permit such things to just toggle off all terrain based modifiers.

That is an interesting point, I've been wondering for a while what they are going to do with those traits now that they want to make terrain more impact full. Having it one one unit here and there might be fine but IW and Imperial Fists (I think?) that ignore it for most of their army? That has got to change or you have a bunch of armies that ignore entire pages of rules for no reason.

There are also a fair few things in the game that give units "the benefit of cover" that might need to be clarified as to what they are intended to do with the changes in cover mechanics.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 16:11:46


Post by: Bosskelot


Sterling191 wrote:
 Bosskelot wrote:
Another cool new and needed rule in 9th, making it seem like the edition is going to be a massive improvement over 8th...

...eeeeexxxxcceeeepppttttt the existence of Loyalist Marines basically makes another new thing completely worthless. Hey, if you're playing a game of 9th and nobody is using LSM, this is a cool and interesting rule. May as well throw it out the fething window when Marines are on the table though. A -1 to hit is worthless in that context.


If you're referring to abilities that prevent targets from gaining the benefit of cover, that's not remotely a Marine only function, and its exceptionally unlikely that 9th will permit such things to just toggle off all terrain based modifiers.


No, I'm referring to Chapter Masters and giant rate of fire with a 3+ BS.

There's a reason -3 Eldar Flyers dropped off, it's because hit modifiers don't matter vs LSM.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 16:12:53


Post by: Sterling191


 Bosskelot wrote:

No, I'm referring to Chapter Masters and giant rate of fire with a 3+ BS.

There's a reason -3 Eldar Flyers dropped off, it's because hit modifiers don't matter vs LSM.


Again, not for a second a Marine specific circumstance.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 16:15:51


Post by: the_scotsman


Karol wrote:
Very nice rule. I think terrain pices are going to need bases in 9th.


The nice thing is, with both Obstacle (within 3" and between firer and target) and Area (on or within) available, you can pretty equivalently use either. You do not need to reconfigure your collection either to have a base, or to not have a base.

....which is exactly how a system that is supposed to work for stuff that people build themselves from scratch is supposed to work.


Automatically Appended Next Post:
Darsath wrote:
 Castozor wrote:
Sterling191 wrote:
 Bosskelot wrote:
Another cool new and needed rule in 9th, making it seem like the edition is going to be a massive improvement over 8th...

...eeeeexxxxcceeeepppttttt the existence of Loyalist Marines basically makes another new thing completely worthless. Hey, if you're playing a game of 9th and nobody is using LSM, this is a cool and interesting rule. May as well throw it out the fething window when Marines are on the table though. A -1 to hit is worthless in that context.


If you're referring to abilities that prevent targets from gaining the benefit of cover, that's not remotely a Marine only function, and its exceptionally unlikely that 9th will permit such things to just toggle off all terrain based modifiers.

That is an interesting point, I've been wondering for a while what they are going to do with those traits now that they want to make terrain more impact full. Having it one one unit here and there might be fine but IW and Imperial Fists (I think?) that ignore it for most of their army? That has got to change or you have a bunch of armies that ignore entire pages of rules for no reason.

There are also a fair few things in the game that give units "the benefit of cover" that might need to be clarified as to what they are intended to do with the changes in cover mechanics.


You could just change all current references to Cover to Light Cover, considering it is a version of the current rule.

....but I'm guessing they change it to any rule with Cover in the name, because there's nothing like handing a bunch of armies that everyone currently loooooooooooves to face - Space Marines, Custom Craftworld Eldar, you know, the greatest hits, everyone's big faves across the table - a whole chunk of free power and going "We will fix it, laterrrrrrrrrrrrrr!"


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 16:17:42


Post by: Bosskelot


Sterling191 wrote:
 Bosskelot wrote:

No, I'm referring to Chapter Masters and giant rate of fire with a 3+ BS.

There's a reason -3 Eldar Flyers dropped off, it's because hit modifiers don't matter vs LSM.


Again, not for a second a Marine specific circumstance.


Ah right I didn't realize full re-rolls with the sheer quality and quantity of Marine firepower existed elsewhere. Care to point to the other army that has Chapter Masters, Centurions, Intercessors, TFC's or Aggressors?

Only Expert Crafters Eldar even comes close and even then, that's (less) qualitative and nowhere near quantitative.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 16:17:55


Post by: Tokhuah


Frostgrave's entire Shooting through terrain rules have less text and are more player friendly. Actually, every game system I am looking back at has more streamlined rules than this. As I see more of 9th rules I cannot help but ponder... I understand why people like GW models but there are better rule systems out there so what is the draw to following content?


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 16:18:34


Post by: Tyel


 Bosskelot wrote:
No, I'm referring to Chapter Masters and giant rate of fire with a 3+ BS.

There's a reason -3 Eldar Flyers dropped off, it's because hit modifiers don't matter vs LSM.


The fact they also got points increases also probably didn't help.

Really though minuses to hit are still minuses to hit. 8/9 is about 18% more than 3/4.

I guess my concern is that this is going to skew things and make Guard/Tau (smallest violins in the world etc etc) be a bit crap, if they are usually hitting most stuff on 5s.
But then at least it can't be worse than that.

Depends on how easy/common it will be to have this trait though I guess.
Tournament tables will presumably be designed with a mix of terrain features. Can perhaps see some arguments for pickup games though.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 16:19:07


Post by: chaos0xomega


The bulleted list is either incomplete or does not fully describe the rules - you still need to read the unbulleted section and understand it at a basic level in order to apply the bulleted format of the rules. The reverse is also true (the details about the Aircraft, for example, are not anywhere within the text of the rules itself).

The writing could very easily have been cleaned up without the need for bullet points if they would simply define the mechanics of "a line" as a separate section. I.E. - "When a rule refers you to draw a straight line between two models or units, assume it is 1mm in thickness. Additionally, always measure from a single fixed point on an attacking models base to all points on the target" or something along those lines (but better written lol). That would eliminate about half of the 75+ words in the first sentence of this rule alone, and would result in similar gains across a number of other line-based rules. This is the sort of thing that really should be standardized and defined rather than repeated in every bespoke instance for basically this exact reason.

Anyway, I think if the rule was well written it would look something like:

If this terrain feature is at least 3" in height, measured from its base to its heighest point, then subtract 1 from the hit roll when resolving an attack with a ranged weapon, unless:

-The attacking model can resolve Line of Sight; or

-The attacking model is in an Area Terrain feature and the only terrain feature that Line of Sight is resolved through is the terrain feature that the attacking model is on or within; or

-The attacking model is within 3" of an Obstacle feature with this trait if it is the only feature through which Line of Sight is resolved; or

-The target model is an Aircraft; or

-The target model has 18+ wounds.


where "resolving Line of Sight" is a standardized defined rule elsewhere that functions as described in this rule (or if this works differently from how line of sight normally works, then call it something else - again, this isn't the only time that the rules call for you to draw a line 1mm wide from point a to point b, this action should be standardized).




The Densest Most Beautiful Cover, So Dense @ 2020/06/23 16:20:07


Post by: Lance845


This is way to wordy for something simple. But it is overall good. If you trace LoS over or through dense terrain you suffer a -1 penalty to hit the target unit. If you are within 3" of the terrain you treat the terrain as open ground. Simples.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 16:20:20


Post by: Turnip Jedi


 harlokin wrote:
 Galas wrote:
I don't understand how having english as a second lenguage I can understand without a problem this kind of rules at a first, at most second reading, and people is complaining about it being too complicated?


You aren't a victim of the British education system


Arent we all (little bit of politics...)

Seems decent if weirdly wordy but still need to see the wording on the +/-1 rule


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 16:21:11


Post by: Sterling191


 Bosskelot wrote:


Ah right I didn't realize full re-rolls with the sheer quality and quantity of Marine firepower existed elsewhere. Care to point to the other army that has Chapter Masters, Centurions, Intercessors, TFC's or Aggressors?

Only Expert Crafters Eldar even comes close and even then, that's (less) qualitative and nowhere near quantitative.


Eldar, AdMech and Tau. If you think Marines are bad now, I cannot wait to see the hissy fit you throw when post-Engine War Mars lists start showing up at your LGS.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 16:24:23


Post by: the_scotsman


The title of this post did not use a variation of this quote, I hereby arrest daed for thought crime.

[Thumb - 4630jg.jpg]


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 16:26:31


Post by: Daedalus81


Late to the party.


Automatically Appended Next Post:
the_scotsman wrote:
The title of this post did not use a variation of this quote, I hereby arrest daed for thought crime.


I surrender.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 16:34:44


Post by: Tycho


That took me, like, thirty seconds. GW seriously needs a technical writer, this is borderline unreadable. The legalese approach is really not the best way to write rules. The way it's worded is just not intuitive; it sets up the -1 as the default case and then provides the exception of clear LOS, when it should be the opposite, telling you the conditions under which you suffer the penalty.


I was thinking this exact thing. I run a content team, and if one of my technical writers turned this in to me, even as a rough draft, I'd send it back. More and more of these rules are reading like poorly written SAT questions.

As painful as it is, the more 40k approaches legalese levels of rules interaction, the fairer the system becomes. Laws are complicated because grey areas cannot be decided on. Language is required, therefore, to adjudicate gray areas into the either/or scenarios that most games require.


The first part of that statement isn't in any way accurate. Even with the best level of "legalese" possible, you can still have a remarkably unfair play experience. Only now, it's unfair, and impossibly obtuse. Laws are complicated because they have to take into account a significantly higher amount of variables and interactions than the rules in a table top war game. You can have a rule set that suffciently removes as many grey areas as possible, but is still fairly approachable. Other systems don't appear to struggle so hard with this. What's that old saying? "If you can't explain something simply, you probably don't understand it well enough."


Doesn't do much for big squads of cheap infantry either.


At this point I feel like it's probably safe to put light infantry on the "endagered" list for 9th. There's an awful lot going against them so far.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 16:51:58


Post by: Sunny Side Up


 Gadzilla666 wrote:
Well I did like this rule. They had to throw that 18 wound break point in there didn't they? So a repulsor executioner that isn't fully covered by the piece of terrain is -1 to be hit, and a super heavy tank that is fully covered by it doesn't.

Doesn't do much for big squads of cheap infantry either.


Repulsor will always get -1 to hit (unless the shooter is within 3").

As with all 3D-objects, it's physically impossible to draw a line from point A to every single point on the target object. Some part is always facing directly away (furthermore, in 40K, some part of the model or base is also sitting on the table).


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 16:54:59


Post by: the_scotsman


Sunny Side Up wrote:
 Gadzilla666 wrote:
Well I did like this rule. They had to throw that 18 wound break point in there didn't they? So a repulsor executioner that isn't fully covered by the piece of terrain is -1 to be hit, and a super heavy tank that is fully covered by it doesn't.

Doesn't do much for big squads of cheap infantry either.


Repulsor will always get -1 to hit (unless the shooter is within 3").

As with all 3D-objects, it's physically impossible to draw a line from point A to every single point on the target object. Some part is always facing directly away (furthermore, in 40K, some part of the model or base is also sitting on the table).


Sigh. It's like a brain virus. He's got the BCB.

....Since BCB isn't answering this question, do you care to answer why it is that an imaginary line that explicitly within the rule references passing through objects is not allowed to pass through parts of a model or base?

Or are you also just going to assume that the 8th edition rules for drawing line of sight for a shooting attack for some reason apply to this other rule that you just read totally unrelated to that purpose?


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 17:00:11


Post by: Ice_can


 Gadzilla666 wrote:
Well I did like this rule. They had to throw that 18 wound break point in there didn't they? So a repulsor executioner that isn't fully covered by the piece of terrain is -1 to be hit, and a super heavy tank that is fully covered by it doesn't.

Doesn't do much for big squads of cheap infantry either.

Yeah this probably explains why the playtesters were saying it's a good for "medium" vehical meta. Almost everything is going go be able to achive lots of cover aslong as it's under 18 wounds.
Be ever better if it can fly as it will get all the benifits with non of the downsides.

I wounder what faction has a lot of Sub 18 wound flying vehicals oh yeah Primaris.

At this point it's feeling less like 9th edition and more like 9 flavours of Primatis edition.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 17:01:14


Post by: Gregor Samsa


Tycho wrote:
That took me, like, thirty seconds. GW seriously needs a technical writer, this is borderline unreadable. The legalese approach is really not the best way to write rules. The way it's worded is just not intuitive; it sets up the -1 as the default case and then provides the exception of clear LOS, when it should be the opposite, telling you the conditions under which you suffer the penalty.


I was thinking this exact thing. I run a content team, and if one of my technical writers turned this in to me, even as a rough draft, I'd send it back. More and more of these rules are reading like poorly written SAT questions.

As painful as it is, the more 40k approaches legalese levels of rules interaction, the fairer the system becomes. Laws are complicated because grey areas cannot be decided on. Language is required, therefore, to adjudicate gray areas into the either/or scenarios that most games require.


The first part of that statement isn't in any way accurate. Even with the best level of "legalese" possible, you can still have a remarkably unfair play experience. Only now, it's unfair, and impossibly obtuse. Laws are complicated because they have to take into account a significantly higher amount of variables and interactions than the rules in a table top war game. You can have a rule set that suffciently removes as many grey areas as possible, but is still fairly approachable. Other systems don't appear to struggle so hard with this. What's that old saying? "If you can't explain something simply, you probably don't understand it well enough."



Look, you're not wrong, I am just trying to be generous to GW. No doubt this is bad writing, but GW technical writers have clearly demonstrated for 20 years that they cannot be pithy. At least now they are trying to spell out scenarios that we can use as data for adjudicating disputes. Writing short sentences that are definitive is very hard. Technical writing that "distills" without losing "essence" is hard, as I am sure you know




The Densest Most Beautiful Cover, So Dense @ 2020/06/23 17:02:26


Post by: Lance845


Tau, Necrons, Eldar, D Eldar.

Vehicles with the Fly Keyword are not rare.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 17:02:33


Post by: Sunny Side Up


the_scotsman wrote:

Sigh. It's like a brain virus. He's got the BCB.

....Since BCB isn't answering this question, do you care to answer why it is that an imaginary line that explicitly within the rule references passing through objects is not allowed to pass through parts of a model or base?

Or are you also just going to assume that the 8th edition rules for drawing line of sight for a shooting attack for some reason apply to this other rule that you just read totally unrelated to that purpose?


I assume it because the rule itself implies the possibility that things can also not be (fully) visible.

If the line of sight is not blocked by models or terrain, it would inversely be impossible to not always draw lines to every single part of the model and the condition would be just as pointless.



The Densest Most Beautiful Cover, So Dense @ 2020/06/23 17:03:17


Post by: Afrodactyl


Sunny Side Up wrote:
 Gadzilla666 wrote:
Well I did like this rule. They had to throw that 18 wound break point in there didn't they? So a repulsor executioner that isn't fully covered by the piece of terrain is -1 to be hit, and a super heavy tank that is fully covered by it doesn't.

Doesn't do much for big squads of cheap infantry either.


Repulsor will always get -1 to hit (unless the shooter is within 3").

As with all 3D-objects, it's physically impossible to draw a line from point A to every single point on the target object. Some part is always facing directly away (furthermore, in 40K, some part of the model or base is also sitting on the table).


That's a quick way of becoming TFG. It's clearly supposed to be played as "can you see the whole silhouette of the model and the nearest edge of it's base? If no, -1 to hit".

There is not a gaming company in existence that would write rules that require it's models to be wholly transparent or its players have x-ray vision.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 17:03:39


Post by: Sgt. Cortez


I'm amused by the people saying this rule is written too complicated. The last 3 (or... 8?) years I read on dakka GW rules are too sloppy and leave too much room for interpretation...


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 17:06:25


Post by: Sunny Side Up


 Afrodactyl wrote:

That's a quick way of becoming TFG. It's clearly supposed to be played as "can you see the whole silhouette of the model and the nearest edge of it's base? If no, -1 to hit".

There is not a gaming company in existence that would write rules that require it's models to be wholly transparent or its players have x-ray vision.


Sure.

And it was clearly supposed to be that you cannot move units after deepstriking. Still took 2 years of FAQ to stop WAAC idiots using Warptime after deepstrike (including several consecutive LVOs, SoCal Opens, etc.. where the current playtesters were almost gleefully ruling against the obvious intent).
And it was clearly supposed to be that a Smash Captain deepstriking on a building would still make a 9" charge, not a 0" charge because it's "vertical" distance. Still took 2 years of FAQ to get it watertight for the WAAC idiots in the game.
Etc..

Just being realistic here.



The Densest Most Beautiful Cover, So Dense @ 2020/06/23 17:08:47


Post by: Afrodactyl


Sgt. Cortez wrote:
I'm amused by the people saying this rule is written too complicated. The last 3 (or... 8?) years I read on dakka GW rules are too sloppy and leave too much room for interpretation...


It's not that difficult to comprehend. I read it once at speed and thought it was complicated.

I then read it back as individual sentences and they all make sense and is pretty straightforward.

Granted, English is my first language, so I could understand why someone with English as their second language/other difficulties reading English might find it more of a head scratcher.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 17:09:00


Post by: Dudeface


Sunny Side Up wrote:
the_scotsman wrote:

Sigh. It's like a brain virus. He's got the BCB.

....Since BCB isn't answering this question, do you care to answer why it is that an imaginary line that explicitly within the rule references passing through objects is not allowed to pass through parts of a model or base?

Or are you also just going to assume that the 8th edition rules for drawing line of sight for a shooting attack for some reason apply to this other rule that you just read totally unrelated to that purpose?


I assume it because the rule itself implies the possibility that things can also not be (fully) visible.

If the line of sight is not blocked by models or terrain, it would inversely be impossible to not always draw lines to every single part of the model and the condition would be just as pointless.



The rule stipulates you can and will draw a line to any and all points on the hull/base, it doesn't prevent you, what it cares about is if you can 1. See the model in any capacity 2. See the entire base 3. Cross the terrain


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 17:10:04


Post by: chaos0xomega


laws are often poorly written because they often have to abide by archaic language in order to enmesh themselves within the larger "canon" of law. Even if you're writing a law in 2020, chances are its building upon or tied into another law that was written in 1850, etc. which requires you to utilize similar terminology and definitions in order to maintain legal consistency within the established framework. On top of that, certain terms and phrases have taken on precise and different meanings within legal circles than what would be understood in laymans parlance - this is something that basically happens organically and haphazardly over time (to tie it into the hobby, something like "MEQ" or "tripointing" or "wholly within" or even "d3" are terms that have specific meanings within the 40k community which don't necessarily translate to the same meanings in other games or even to the general public, while these terms aren't generally (yet) part of the games "legal framework", i.e. rules, given time they could eventually be) - in the case of the law we're talking hundreds of years and much of that terminology has been long established as a result, such that those terms and phrases are at this point archaic but are still regularly used because they are understood by legal practitioners.

i.e. if the original law you're expanding upon defines an orange as "an orange, or Citrus orantium, together with all the appurtenances thereto of skin, pulp, pip, rind, seeds, and juice, to have and to hold the said orange together with its skin, pulp, pip, rind, seeds, and juice" then you also have to define it as such - unless you're replacing the original law in its entirety, and all other laws within which an orange may be defined, simply referring to it as "an orange" in the new law opens it up to legal challenge - i.e. "this new law doesn't apply under xyz conditions because unlike other laws it doesn't define the term orange in the same way and thus this orange is not considered an orange for the purposes of this law."

Under the US (and IIRC UK) law, there is the concept of stare decisis - i.e. the use of legal precedent to interpret modern laws. Thus modern laws as a result tend to hew closer to the language of older laws where it is merited in order to ensure that precedent can hold to the new laws intended outcomes.

The need to account for more variables is also a factor, but not as big as some make it out to be as there are shorter and more precise ways to legally define most terms to produce the desired understanding than what is sometimes seen. Within the US (and perhaps other countries) legal systems, there are certain elements of the Constitution which also essentially encourage a certain degree of specificity (and sometimes vagueness) in terminology used, as concepts like lenity (ambiguity in criminal law will be ruled in the defendants favor) mean that a law intended to prevent something may end up allowing for it anyway under specific circumstances if its not iron tight. Add on top of this the fact that laws are usually intended to last more or less forever (at least until they are revised) and that language evolves over time, the overly specific definitions contained in laws are often put there as a way of guaranteeing that the laws intent will remain in effect even if the colloquial understanding of the words and phrases used shift underneath it.

But I digress.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 17:10:43


Post by: Sunny Side Up


Dudeface wrote:


The rule stipulates you can and will draw a line to any and all points on the hull/base, it doesn't prevent you, what it cares about is if you can 1. See the model in any capacity 2. See the entire base 3. Cross the terrain


Yes. But if you take a Warhammer base from your painting table and hold it up in front of you, you'll find it is impossible to see the entire base without turning it.





The Densest Most Beautiful Cover, So Dense @ 2020/06/23 17:10:52


Post by: the_scotsman


Sunny Side Up wrote:
the_scotsman wrote:

Sigh. It's like a brain virus. He's got the BCB.

....Since BCB isn't answering this question, do you care to answer why it is that an imaginary line that explicitly within the rule references passing through objects is not allowed to pass through parts of a model or base?

Or are you also just going to assume that the 8th edition rules for drawing line of sight for a shooting attack for some reason apply to this other rule that you just read totally unrelated to that purpose?


I assume it because the rule itself implies the possibility that things can also not be (fully) visible.

If the line of sight is not blocked by models or terrain, it would inversely be impossible to not always draw lines to every single part of the model and the condition would be just as pointless.



But it would NOT be impossible to draw lines to every single part of the model without passing over or through any part of any terrain feature with this trait.

The rule NEVER says "visible". Never once. Ever. It says "Draw lines without passing through or over" which doesn't just imply but openly states the fact that the line can pass through and never implies that beyond the starting point (the firing model) and the ending point (the target model) the ONLY thing that matters is terrain over 3" in height with the Dense Cover keyword.

Read the rule one mo gain, I posted it in a funny joke earlier in the thread.


Automatically Appended Next Post:
Sunny Side Up wrote:
Dudeface wrote:


The rule stipulates you can and will draw a line to any and all points on the hull/base, it doesn't prevent you, what it cares about is if you can 1. See the model in any capacity 2. See the entire base 3. Cross the terrain


Yes. But if you take a Warhammer base from your painting table and hold it up in front of you, you'll find it is impossible to see the entire base without turning it.


And it is a damn good thing that SEEING has absolutely NOTHING to do with this rule.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 17:12:58


Post by: Sunny Side Up


the_scotsman wrote:

And it is a damn good thing that SEEING has absolutely NOTHING to do with this rule.


In which case, it will never be possible to not draw a line to every point on every object in the known universe, making the rule just as pointless.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 17:13:08


Post by: Spoletta


Sunny Side Up wrote:
 Gadzilla666 wrote:
Well I did like this rule. They had to throw that 18 wound break point in there didn't they? So a repulsor executioner that isn't fully covered by the piece of terrain is -1 to be hit, and a super heavy tank that is fully covered by it doesn't.

Doesn't do much for big squads of cheap infantry either.


Repulsor will always get -1 to hit (unless the shooter is within 3").

As with all 3D-objects, it's physically impossible to draw a line from point A to every single point on the target object. Some part is always facing directly away (furthermore, in 40K, some part of the model or base is also sitting on the table).


The rule doesn't state anywhere that you can't cross the model itself. You simply need to not cross the terrain element.

The rule is crystal clear.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 17:13:29


Post by: Dudeface


Sunny Side Up wrote:
Dudeface wrote:


The rule stipulates you can and will draw a line to any and all points on the hull/base, it doesn't prevent you, what it cares about is if you can 1. See the model in any capacity 2. See the entire base 3. Cross the terrain


Yes. But if you take a Warhammer base from your painting table and hold it up in front of you, you'll find it is impossible to see the entire base without turning it.





Please highlight where it tells me you need line of sight to the rear of the base


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 17:13:30


Post by: Lance845


 Gregor Samsa wrote:
Tycho wrote:
That took me, like, thirty seconds. GW seriously needs a technical writer, this is borderline unreadable. The legalese approach is really not the best way to write rules. The way it's worded is just not intuitive; it sets up the -1 as the default case and then provides the exception of clear LOS, when it should be the opposite, telling you the conditions under which you suffer the penalty.


I was thinking this exact thing. I run a content team, and if one of my technical writers turned this in to me, even as a rough draft, I'd send it back. More and more of these rules are reading like poorly written SAT questions.

As painful as it is, the more 40k approaches legalese levels of rules interaction, the fairer the system becomes. Laws are complicated because grey areas cannot be decided on. Language is required, therefore, to adjudicate gray areas into the either/or scenarios that most games require.


The first part of that statement isn't in any way accurate. Even with the best level of "legalese" possible, you can still have a remarkably unfair play experience. Only now, it's unfair, and impossibly obtuse. Laws are complicated because they have to take into account a significantly higher amount of variables and interactions than the rules in a table top war game. You can have a rule set that suffciently removes as many grey areas as possible, but is still fairly approachable. Other systems don't appear to struggle so hard with this. What's that old saying? "If you can't explain something simply, you probably don't understand it well enough."



Look, you're not wrong, I am just trying to be generous to GW. No doubt this is bad writing, but GW technical writers have clearly demonstrated for 20 years that they cannot be pithy. At least now they are trying to spell out scenarios that we can use as data for adjudicating disputes. Writing short sentences that are definitive is very hard. Technical writing that "distills" without losing "essence" is hard, as I am sure you know




It's REALLY not that hard.

You only have to define a few terms/status.

Occupied Terrain: A unit is considered to be occupying the terrain under x circumstance. A unit that is occupying terrain treats the occupied terrain as Open Ground when tracing Line of Sight.

Open Ground: Completely uninterrupted los.

Dense Terrain: Dense terrain should be a minimum of 3" tall measuring to it's tallest point. A unit within 3" of Dense Obstacle Terrain treats that piece of terrain as Open Ground when tracing line of sight. If a model cannot target a unit without tracing Line of Sight over or through dense terrain they will suffer a -1 penalty to hit with ranged weapons.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 17:16:28


Post by: Ice_can


 Lance845 wrote:
Tau, Necrons, Eldar, D Eldar.

Vehicles with the Fly Keyword are not rare.

Tau don't want to be in CC and have lost out big with Overwatch being killed as FTGG just became redundant( Aka their factions special rule)
Necrons, we need to see the new rules I could see alot of them loosing fly and picking up the Admech scoripius wording.

Eldar won't care as they are allready rocking -1 to hit.
Drukari maybe.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 17:19:35


Post by: Spoletta


What I'm worried about here, is that this can go on obstacles, which in theory is nice because it grants both +1 save and -1 hit. It also means though that if I have a big unit behind a tree, and you shoot with a unit with many models, the game slows down to a crawl becuase you have to shoot model by model and every time remove the casualties trying to make it so that you gain the bonus from the attacker...


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 17:19:36


Post by: Amishprn86


Not all fly units has -1 to hit, many don't even in CWE and DE.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 17:21:42


Post by: the_scotsman


Sunny Side Up wrote:
the_scotsman wrote:

And it is a damn good thing that SEEING has absolutely NOTHING to do with this rule.


In which case, it will never be possible to not draw a line to every point on every object in the known universe, making the rule just as pointless.


Um, no? Are you just trolling at this point? Seriously, it gives you a starting condition (model A) and an ending position (model B) and it tells you to draw an imaginary line without passing through specific intervening objects.

How could you ever possibly interpret that as every object in the universe being available?


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 17:24:48


Post by: Sgt_Smudge


Sgt. Cortez wrote:I'm amused by the people saying this rule is written too complicated. The last 3 (or... 8?) years I read on dakka GW rules are too sloppy and leave too much room for interpretation...
As one of the people saying it's too complicated, I never had an issue with GW's previous rules, and had very few experiences of it being sloppy or vague.

It's almost like overlap between people who complained about this rule being obtuse and complained about the previous rules being sloppy is ridiculously small.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 17:25:48


Post by: McGibs


In which case, it will never be possible to not draw a line to every point on every object in the known universe, making the rule just as pointless.


Correct.
Does one of those lines go through a piece of Dense Terrain? If it does, apply the -1 to hit penalty.

That's all this measurement is checking for. It's not checking line of sight, its not checking distance, it's not checking ANYTHING else. The ONLY thing it cares about if if a piece of Dense Terrain in in between two points.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 17:25:55


Post by: Sunny Side Up


 Amishprn86 wrote:
Not all fly units has -1 to hit, many don't even in CWE and DE.


This. Actually Drukhari have a -1 native to their Venoms and Mandrakes (as well as Airplanes, of course).

Craftworld have to give up their chapter tactic to get it (just like AdMech Stygies, etc..).



The Densest Most Beautiful Cover, So Dense @ 2020/06/23 17:26:18


Post by: the_scotsman


Spoletta wrote:
What I'm worried about here, is that this can go on obstacles, which in theory is nice because it grants both +1 save and -1 hit. It also means though that if I have a big unit behind a tree, and you shoot with a unit with many models, the game slows down to a crawl becuase you have to shoot model by model and every time remove the casualties trying to make it so that you gain the bonus from the attacker...


Obstacles don't automatically grant +1 sv.

Obstacle and Area are the two different rulesets for how you claim whatever cover rules the terrain has. From context clues from the new Dense Cover rule, we can say that it *most likely* works like this:

Obstacle: Claim cover by being 3" away and the terrain is closer to the firer than the target.

Area: Claim cover by being on or within.

What kind of cover the terrain grants is entirely dictated by its various terrain keyword benefits. So far, we know of Light Cover (+1sv vs shooting), Heavy Cover (+1sv vs melee except if charged), Dense Cover (-1 to hit), and Defensible (+1 to hit in melee if you get charged this turn, OR +1 to hit with the Overwatch stratagem)

Also, the Dense Cover rule is applied at the point that the firing unit declares their attack. The only point it slows the game down is when you determine which of the firing models incur the penalty. Attacking one model at a time I don't think would have any particular point.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 17:32:35


Post by: Daedalus81


Sunny Side Up wrote:
the_scotsman wrote:

And it is a damn good thing that SEEING has absolutely NOTHING to do with this rule.


In which case, it will never be possible to not draw a line to every point on every object in the known universe, making the rule just as pointless.


You're trying to hard to find fault and creating a problem that doesn't exist.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 17:34:17


Post by: Blastaar


Oi. It does appear the the 40k team is trying to write rules free of misinterpretation or oversights, but they just don't understand how to achieve that. On top of the tortured sentences are unnecessary variables that only add more for players to process.. Why the distinction between "dense" terrain and "area" terrain? Citadel Woods represent an area more dense than 3 trees! I would expect that -1 to hit to disproportionately help elite units, as well.

What GW could have done is:

AREA TERRAIN

A unit may draw Line of Sight to an enemy unit within Area Terrain, but not through Area Terrain.


AREA TERRAIN that does not block Line of Sight is LOW AREA TERRAIN.

This is also another reason why I would like to see an Evasion stat that a model or unit's Ballistic Skill is compared with to determine the minimum number to hit. Occupying AREA TERRAIN could simply double that number.

OBSTACLES

Walls, crates, hedges, etc. Units in base contact with an OBSTACLE do not count that OBSTACLE when determining Line of Sight.

But noooooooooooo, GW has to do everything the hard way and cause more problems than they solve.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 17:34:49


Post by: Daedalus81


the_scotsman wrote:
Spoletta wrote:
What I'm worried about here, is that this can go on obstacles, which in theory is nice because it grants both +1 save and -1 hit. It also means though that if I have a big unit behind a tree, and you shoot with a unit with many models, the game slows down to a crawl becuase you have to shoot model by model and every time remove the casualties trying to make it so that you gain the bonus from the attacker...


Obstacles don't automatically grant +1 sv.

Obstacle and Area are the two different rulesets for how you claim whatever cover rules the terrain has. From context clues from the new Dense Cover rule, we can say that it *most likely* works like this:

Obstacle: Claim cover by being 3" away and the terrain is closer to the firer than the target.

Area: Claim cover by being on or within.

What kind of cover the terrain grants is entirely dictated by its various terrain keyword benefits. So far, we know of Light Cover (+1sv vs shooting), Heavy Cover (+1sv vs melee except if charged), Dense Cover (-1 to hit), and Defensible (+1 to hit in melee if you get charged this turn, OR +1 to hit with the Overwatch stratagem)

Also, the Dense Cover rule is applied at the point that the firing unit declares their attack. The only point it slows the game down is when you determine which of the firing models incur the penalty. Attacking one model at a time I don't think would have any particular point.


Yep - this is why the blob of text encompasses more than the bullets - there's an ecosystem of rules in the book that link together.


Automatically Appended Next Post:
Blastaar wrote:
Oi. It does appear the the 40k team is trying to write rules free of misinterpretation or oversights, but they just don't understand how to achieve that. On top of the tortured sentences are unnecessary variables. Why the distinction between "dense" terrain and "area" terrain? Citadel Woods represent an area more dense than 3 trees! I would expect that -1 to hit to disproportionately help elite units, as well.

What GW could have done is:

AREA TERRAIN

A unit may draw Line of Sight to an enemy unit within Area Terrain, but not through Area Terrain.


AREA TERRAIN that does not block Line of Sight is LOW AREA TERRAIN.

This is also another reason why I would like to see an Evasion stat that a model or unit's Ballistic Skill is compared with to determine the minimum number to hit. Occupying AREA TERRAIN could simply double that number.

But noooooooooooo, GW has to do everything the hard way and cause more problems than they solve.


I think we just lack the insight of the full rule set.

There is already "Area Terrain" and "Obstacles".


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 17:38:04


Post by: Blastaar


Spoiler:
 Daedalus81 wrote:
the_scotsman wrote:
Spoletta wrote:
What I'm worried about here, is that this can go on obstacles, which in theory is nice because it grants both +1 save and -1 hit. It also means though that if I have a big unit behind a tree, and you shoot with a unit with many models, the game slows down to a crawl becuase you have to shoot model by model and every time remove the casualties trying to make it so that you gain the bonus from the attacker...


Obstacles don't automatically grant +1 sv.

Obstacle and Area are the two different rulesets for how you claim whatever cover rules the terrain has. From context clues from the new Dense Cover rule, we can say that it *most likely* works like this:

Obstacle: Claim cover by being 3" away and the terrain is closer to the firer than the target.

Area: Claim cover by being on or within.

What kind of cover the terrain grants is entirely dictated by its various terrain keyword benefits. So far, we know of Light Cover (+1sv vs shooting), Heavy Cover (+1sv vs melee except if charged), Dense Cover (-1 to hit), and Defensible (+1 to hit in melee if you get charged this turn, OR +1 to hit with the Overwatch stratagem)

Also, the Dense Cover rule is applied at the point that the firing unit declares their attack. The only point it slows the game down is when you determine which of the firing models incur the penalty. Attacking one model at a time I don't think would have any particular point.


Yep - this is why the blob of text encompasses more than the bullets - there's an ecosystem of rules in the book that link together.


Automatically Appended Next Post:
Blastaar wrote:
Oi. It does appear the the 40k team is trying to write rules free of misinterpretation or oversights, but they just don't understand how to achieve that. On top of the tortured sentences are unnecessary variables. Why the distinction between "dense" terrain and "area" terrain? Citadel Woods represent an area more dense than 3 trees! I would expect that -1 to hit to disproportionately help elite units, as well.

What GW could have done is:

AREA TERRAIN

A unit may draw Line of Sight to an enemy unit within Area Terrain, but not through Area Terrain.


AREA TERRAIN that does not block Line of Sight is LOW AREA TERRAIN.

This is also another reason why I would like to see an Evasion stat that a model or unit's Ballistic Skill is compared with to determine the minimum number to hit. Occupying AREA TERRAIN could simply double that number.

But noooooooooooo, GW has to do everything the hard way and cause more problems than they solve.


I think we just lack the insight of the full rule set.

There is already "Area Terrain" and "Obstacles".


Yes, Area Terrain and Obstacles exist in 9th. But their rules are written poorly. We don't need the insight of the full ruleset- which is only tweaking 8th- to spot poor rules.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 17:38:58


Post by: Spoletta


the_scotsman wrote:
Spoletta wrote:
What I'm worried about here, is that this can go on obstacles, which in theory is nice because it grants both +1 save and -1 hit. It also means though that if I have a big unit behind a tree, and you shoot with a unit with many models, the game slows down to a crawl becuase you have to shoot model by model and every time remove the casualties trying to make it so that you gain the bonus from the attacker...


Obstacles don't automatically grant +1 sv.

Obstacle and Area are the two different rulesets for how you claim whatever cover rules the terrain has. From context clues from the new Dense Cover rule, we can say that it *most likely* works like this:

Obstacle: Claim cover by being 3" away and the terrain is closer to the firer than the target.

Area: Claim cover by being on or within.

What kind of cover the terrain grants is entirely dictated by its various terrain keyword benefits. So far, we know of Light Cover (+1sv vs shooting), Heavy Cover (+1sv vs melee except if charged), Dense Cover (-1 to hit), and Defensible (+1 to hit in melee if you get charged this turn, OR +1 to hit with the Overwatch stratagem)

Also, the Dense Cover rule is applied at the point that the firing unit declares their attack. The only point it slows the game down is when you determine which of the firing models incur the penalty. Attacking one model at a time I don't think would have any particular point.


If the current rules for resolving the attacks are kept, then you have to resolve each attacking model on its own. This means that I get to remove models between one model attacking and the next model attacking. This will change which models are affected by the -1 to hit,


Automatically Appended Next Post:
By the way GW, I'm never been so happy that harpies and Chrones are not aircrafts...


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 17:42:35


Post by: Daedalus81


Spoletta wrote:


If the current rules for resolving the attacks are kept, then you have to resolve each attacking model on its own. This means that I get to remove models between one model attacking and the next model attacking. This will change which models are affected by the -1 to hit,


No. The rule is either on the unit or it is not. If you can draw unobstructed to any model in that unit then the unit does not benefit.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 17:42:56


Post by: Tycho


Sgt. Cortez wrote:
I'm amused by the people saying this rule is written too complicated. The last 3 (or... 8?) years I read on dakka GW rules are too sloppy and leave too much room for interpretation...


The way it's written is still pretty sloppy. Believe it or not, you CAN have a well written rule set that is approachable but eliminates so much of the grey area GW rules tend to cause. You'll never totally eliminate the grey areas, but it seems so often like GW's rules pretty much live in the grey area. This rule probably has less room for interpretation, but is now written like an overly verbose word problem on a high-school multiple choice test. It's worded in a needlessly convoluted fashion, and it wouldn't surprise me one bit if the way it's currently written causes problematic interactions later when we see the rest of the rule set.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 17:43:17


Post by: Daedalus81


Blastaar wrote:

Yes, Area Terrain and Obstacles exist in 9th. But their rules are written poorly. We don't need the insight of the full ruleset- which is only tweaking 8th- to spot poor rules.


These are pretty far beyond what I'd call tweaks.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 17:53:12


Post by: yukishiro1


I don't particularly relish the task of having to draw lines from every point of the base of every model I am shooting with - not by unit, by model - to determine whether that particular model has a -1 to hit against the unit or not. Seems like a lot of tedium for what amounts to actually not that big a bonus. It makes sense if the question is whether you can shoot at all, but it's a ton of work to go to just to have to split up your dice rolling between the ones that don't get the -1 and the ones that do.



The Densest Most Beautiful Cover, So Dense @ 2020/06/23 18:00:33


Post by: PoorGravitasHandling


From the perspective killteam, 90% of the time you glance down and immediately know they're obscured or in the open. And that was when EVERY piece of terrain obscured. Now its only in terrain with this key word (and a 3" antenna lol).

I think people will try this in game and find it pretty intuitive.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 18:07:29


Post by: Vilehydra


Okay, so here is my crack at rewriting it - because it does seem extremely wordy. But I also like the concept of it, as it increase the potential value of short range breacher type squads, well like Tau breachers.

"When resolving a ranged attack at a unit that is potentially blocked by a [Dense Cover] terrain feature that has a height of at least 3" (at the highest point), draw a 1mm thick line from any point on the attackers base to every part of one model's base (or hull) in the target unit. If the line at any point passes over the [Dense Cover] terrain feature then subtract 1 from the hit roll when resolving that ranged attack.

Models do not suffer this penalty if:
- They are on or within Area Terrain with the [Dense Cover] trait, and no other intervening terrain has this trait.
- They are within 3" of an Obstacle terrain feature that has the [Dense cover] trait, and no other intervening terrain has this trait."


This could potentially be shortened to below, because we should be doing the check every time we shoot but we can often skip it if there is no potentially dense cover

"When resolving a ranged attack draw a 1mm thick line from any point on the attackers base to every part of one model's base (or hull) in the target unit. If the line at any point passes over the [Dense Cover] terrain feature with a height of at least 3" at its highest point then subtract 1 from the hit roll when resolving that ranged attack.

Models do not suffer this penalty if:
- They are on or within Area Terrain with the [Dense Cover] trait, and no other intervening terrain has this trait.
- They are within 3" of an Obstacle terrain feature that has the [Dense cover] trait, and no other intervening terrain has this trait."

I think I got the same RAI or RAW as well, but it feels easier to read (at least for me).




The Densest Most Beautiful Cover, So Dense @ 2020/06/23 18:07:35


Post by: McGibs


I don't particularly relish the task of having to draw lines from every point of the base of every model I am shooting with - not by unit, by model - to determine whether that particular model has a -1 to hit against the unit or not. Seems like a lot of tedium for what amounts to actually not that big a bonus. It makes sense if the question is whether you can shoot at all, but it's a ton of work to go to just to have to split up your dice rolling between the ones that don't get the -1 and the ones that do.


We've already been making these checks for... all of 40k.
Check LoS is per model. Check Range is per model.
It's usually very obvious what has a clear shot and what doesnt. There might be a single model on the edge that you actually have to check.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 18:09:08


Post by: rbstr


PoorGravitasHandling wrote:
From the perspective killteam, 90% of the time you glance down and immediately know they're obscured or in the open. And that was when EVERY piece of terrain obscured. Now its only in terrain with this key word (and a 3" antenna lol).

I think people will try this in game and find it pretty intuitive.


Yeah it's a pretty simple thing to put into practice: Is there something in the way of complete base visibility? Is the majority of the issue.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 18:09:27


Post by: Therion


I’m Finnish and these rules seem crystal clear to me, so count me in on the ’fail to see a problem here’ group.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 18:13:15


Post by: Spoletta


 Daedalus81 wrote:
Spoletta wrote:


If the current rules for resolving the attacks are kept, then you have to resolve each attacking model on its own. This means that I get to remove models between one model attacking and the next model attacking. This will change which models are affected by the -1 to hit,


No. The rule is either on the unit or it is not. If you can draw unobstructed to any model in that unit then the unit does not benefit.


That's not how determining cover currently works.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 18:15:02


Post by: Blastaar


 Therion wrote:
I’m Finnish and these rules seem crystal clear to me, so count me in on the ’fail to see a problem here’ group.


I agree they are clear. They are also more time-consuming to parse simply because there are more words to read, and not the best way to make terrain impactful.


Automatically Appended Next Post:
 Daedalus81 wrote:
Blastaar wrote:

Yes, Area Terrain and Obstacles exist in 9th. But their rules are written poorly. We don't need the insight of the full ruleset- which is only tweaking 8th- to spot poor rules.


These are pretty far beyond what I'd call tweaks.


Eh, the core rules and majority of the codex rules aren't changing, so I'd consider these new rules to be tweaking 8th.


Automatically Appended Next Post:
Tycho wrote:
Sgt. Cortez wrote:
I'm amused by the people saying this rule is written too complicated. The last 3 (or... 8?) years I read on dakka GW rules are too sloppy and leave too much room for interpretation...


The way it's written is still pretty sloppy. Believe it or not, you CAN have a well written rule set that is approachable but eliminates so much of the grey area GW rules tend to cause. You'll never totally eliminate the grey areas, but it seems so often like GW's rules pretty much live in the grey area. This rule probably has less room for interpretation, but is now written like an overly verbose word problem on a high-school multiple choice test. It's worded in a needlessly convoluted fashion, and it wouldn't surprise me one bit if the way it's currently written causes problematic interactions later when we see the rest of the rule set.


Right? Wizards of the Coast does the with Magic:The Gathering all the time. The game's balance may be especially poor of late, but the rules are explicit, yet approachable. Even the massive core rules document on the WOTC site is pretty easy when you're familiar with the rules.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 18:33:00


Post by: chaos0xomega


Vilehydra wrote:
Okay, so here is my crack at rewriting it - because it does seem extremely wordy. But I also like the concept of it, as it increase the potential value of short range breacher type squads, well like Tau breachers.

"When resolving a ranged attack at a unit that is potentially blocked by a [Dense Cover] terrain feature that has a height of at least 3" (at the highest point), draw a 1mm thick line from any point on the attackers base to every part of one model's base (or hull) in the target unit. If the line at any point passes over the [Dense Cover] terrain feature then subtract 1 from the hit roll when resolving that ranged attack.

Models do not suffer this penalty if:
- They are on or within Area Terrain with the [Dense Cover] trait, and no other intervening terrain has this trait.
- They are within 3" of an Obstacle terrain feature that has the [Dense cover] trait, and no other intervening terrain has this trait."


This could potentially be shortened to below, because we should be doing the check every time we shoot but we can often skip it if there is no potentially dense cover

"When resolving a ranged attack draw a 1mm thick line from any point on the attackers base to every part of one model's base (or hull) in the target unit. If the line at any point passes over the [Dense Cover] terrain feature with a height of at least 3" at its highest point then subtract 1 from the hit roll when resolving that ranged attack.

Models do not suffer this penalty if:
- They are on or within Area Terrain with the [Dense Cover] trait, and no other intervening terrain has this trait.
- They are within 3" of an Obstacle terrain feature that has the [Dense cover] trait, and no other intervening terrain has this trait."

I think I got the same RAI or RAW as well, but it feels easier to read (at least for me).




Still too wordy, like I said on page 2, you can simplify it down to

"If this terrain feature is at least 3" in height, measured from its base to its heighest point, then subtract 1 from the hit roll when resolving an attack with a ranged weapon, unless:

-The attacking model can resolve Line of Sight; or
-The attacking model is in an Area Terrain feature and the only terrain feature that Line of Sight is resolved through is the terrain feature that the attacking model is on or within; or
-The attacking model is within 3" of an Obstacle feature with this trait if it is the only feature through which Line of Sight is resolved; or
-The target model is an Aircraft; or
-The target model has 18+ wounds."

where "resolving Line of SIght" is a standardized rule defined elsewhere because I assume all line of sight needs to be resolved in the same manner by drawing 1mm wide lines from one part of one models base to all parts of another models base, etc., as I cannot fathom why this one specific rule would require its own specific version of line of sight resolution otherwise.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 18:35:42


Post by: the_scotsman


chaos0xomega wrote:
Vilehydra wrote:
Okay, so here is my crack at rewriting it - because it does seem extremely wordy. But I also like the concept of it, as it increase the potential value of short range breacher type squads, well like Tau breachers.

"When resolving a ranged attack at a unit that is potentially blocked by a [Dense Cover] terrain feature that has a height of at least 3" (at the highest point), draw a 1mm thick line from any point on the attackers base to every part of one model's base (or hull) in the target unit. If the line at any point passes over the [Dense Cover] terrain feature then subtract 1 from the hit roll when resolving that ranged attack.

Models do not suffer this penalty if:
- They are on or within Area Terrain with the [Dense Cover] trait, and no other intervening terrain has this trait.
- They are within 3" of an Obstacle terrain feature that has the [Dense cover] trait, and no other intervening terrain has this trait."


This could potentially be shortened to below, because we should be doing the check every time we shoot but we can often skip it if there is no potentially dense cover

"When resolving a ranged attack draw a 1mm thick line from any point on the attackers base to every part of one model's base (or hull) in the target unit. If the line at any point passes over the [Dense Cover] terrain feature with a height of at least 3" at its highest point then subtract 1 from the hit roll when resolving that ranged attack.

Models do not suffer this penalty if:
- They are on or within Area Terrain with the [Dense Cover] trait, and no other intervening terrain has this trait.
- They are within 3" of an Obstacle terrain feature that has the [Dense cover] trait, and no other intervening terrain has this trait."

I think I got the same RAI or RAW as well, but it feels easier to read (at least for me).




Still too wordy, like I said on page 2, you can simplify it down to

"If this terrain feature is at least 3" in height, measured from its base to its heighest point, then subtract 1 from the hit roll when resolving an attack with a ranged weapon, unless:

-The attacking model can resolve Line of Sight; or
-The attacking model is in an Area Terrain feature and the only terrain feature that Line of Sight is resolved through is the terrain feature that the attacking model is on or within; or
-The attacking model is within 3" of an Obstacle feature with this trait if it is the only feature through which Line of Sight is resolved; or
-The target model is an Aircraft; or
-The target model has 18+ wounds."

where "resolving Line of SIght" is a standardized rule defined elsewhere because I assume all line of sight needs to be resolved in the same manner by drawing 1mm wide lines from one part of one models base to all parts of another models base, etc., as I cannot fathom why this one specific rule would require its own specific version of line of sight resolution otherwise.


Because presumably line of sight is permissive (if any point of model A can trace to any point of model B) and this rule is exclusive (If a single point of model A CANNOT trace to any point of model B.)


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 18:41:08


Post by: yukishiro1


Honestly, I hope that this shows that LOS is also going to be the same "all of base to all of base" instead of the current "you can blast the whole unit off the table because someone stuck out a lance" It would be worth the tedium just for that alone.

They'd have to come up with standard model and terrain heights for that to work, but they're already kinda doing it with the 3" / 5" thing.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 18:44:28


Post by: Daedalus81


yukishiro1 wrote:
I don't particularly relish the task of having to draw lines from every point of the base of every model I am shooting with - not by unit, by model - to determine whether that particular model has a -1 to hit against the unit or not. Seems like a lot of tedium for what amounts to actually not that big a bonus. It makes sense if the question is whether you can shoot at all, but it's a ton of work to go to just to have to split up your dice rolling between the ones that don't get the -1 and the ones that do.



You don't. Just look for the model whose base is the most exposed and use that one. If you can't see every part of its base from the most advantageous model in your unit then they get the bonus.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 18:47:20


Post by: the_scotsman


yukishiro1 wrote:
Honestly, I hope that this shows that LOS is also going to be the same "all of base to all of base" instead of the current "you can blast the whole unit off the table because someone stuck out a lance" It would be worth the tedium just for that alone.

They'd have to come up with standard model and terrain heights for that to work, but they're already kinda doing it with the 3" / 5" thing.


That would be amazing, and I can already taste the beautiful salty tears from the people making potato photo/MSpaint rage posts about how you won't be able to draw LOS to a carnifex standing behind an Aegis line, or something like that.

So many years of having people go "no, I'm standing on the top floor of a ruin and so you're not able to hit me in melee cus your base isn't within 1" of my base"....seeing those posts would probably restore a year of my youth.

....but I doubt it. I figure they've added Obscuring, so they'll keep LOS totally permissive, any part of the model to any part of the model.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 18:48:00


Post by: McGibs


 Daedalus81 wrote:
yukishiro1 wrote:
I don't particularly relish the task of having to draw lines from every point of the base of every model I am shooting with - not by unit, by model - to determine whether that particular model has a -1 to hit against the unit or not. Seems like a lot of tedium for what amounts to actually not that big a bonus. It makes sense if the question is whether you can shoot at all, but it's a ton of work to go to just to have to split up your dice rolling between the ones that don't get the -1 and the ones that do.



You don't. Just look for the model whose base is the most exposed and use that one. If you can't see every part of its base from the most advantageous model in your unit then they get the bonus.


Well, no... the rules checks each ranged weapon. The -1 doesnt apply to the entire firing unit as a whole.
Same way rapidfire doesnt trigger for the whole unit if only 1 model is within half range.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 18:50:25


Post by: the_scotsman


 Daedalus81 wrote:
yukishiro1 wrote:
I don't particularly relish the task of having to draw lines from every point of the base of every model I am shooting with - not by unit, by model - to determine whether that particular model has a -1 to hit against the unit or not. Seems like a lot of tedium for what amounts to actually not that big a bonus. It makes sense if the question is whether you can shoot at all, but it's a ton of work to go to just to have to split up your dice rolling between the ones that don't get the -1 and the ones that do.



You don't. Just look for the model whose base is the most exposed and use that one. If you can't see every part of its base from the most advantageous model in your unit then they get the bonus.


...You see this rule is model by model, right? Not unit by unit?

In a situation where, say, 3 guardsmen want to make a shot at some orks and one is totally out in the open but the other two guardsmen are behind the forest 4" away, the orks get -1 to hit vs the 2 behind the ruin but the third one gets to shoot normally.

The penalty is applied by model in the attacking unit. So indeed, you may have to check sight from individual models in your unit.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 19:03:50


Post by: Gregor Samsa


chaos0xomega wrote:
laws are often poorly written because they often have to abide by archaic language in order to enmesh themselves within the larger "canon" of law. Even if you're writing a law in 2020, chances are its building upon or tied into another law that was written in 1850, etc. which requires you to utilize similar terminology and definitions in order to maintain legal consistency within the established framework. On top of that, certain terms and phrases have taken on precise and different meanings within legal circles than what would be understood in laymans parlance - this is something that basically happens organically and haphazardly over time (to tie it into the hobby, something like "MEQ" or "tripointing" or "wholly within" or even "d3" are terms that have specific meanings within the 40k community which don't necessarily translate to the same meanings in other games or even to the general public, while these terms aren't generally (yet) part of the games "legal framework", i.e. rules, given time they could eventually be) - in the case of the law we're talking hundreds of years and much of that terminology has been long established as a result, such that those terms and phrases are at this point archaic but are still regularly used because they are understood by legal practitioners.

i.e. if the original law you're expanding upon defines an orange as "an orange, or Citrus orantium, together with all the appurtenances thereto of skin, pulp, pip, rind, seeds, and juice, to have and to hold the said orange together with its skin, pulp, pip, rind, seeds, and juice" then you also have to define it as such - unless you're replacing the original law in its entirety, and all other laws within which an orange may be defined, simply referring to it as "an orange" in the new law opens it up to legal challenge - i.e. "this new law doesn't apply under xyz conditions because unlike other laws it doesn't define the term orange in the same way and thus this orange is not considered an orange for the purposes of this law."

Under the US (and IIRC UK) law, there is the concept of stare decisis - i.e. the use of legal precedent to interpret modern laws. Thus modern laws as a result tend to hew closer to the language of older laws where it is merited in order to ensure that precedent can hold to the new laws intended outcomes.

The need to account for more variables is also a factor, but not as big as some make it out to be as there are shorter and more precise ways to legally define most terms to produce the desired understanding than what is sometimes seen. Within the US (and perhaps other countries) legal systems, there are certain elements of the Constitution which also essentially encourage a certain degree of specificity (and sometimes vagueness) in terminology used, as concepts like lenity (ambiguity in criminal law will be ruled in the defendants favor) mean that a law intended to prevent something may end up allowing for it anyway under specific circumstances if its not iron tight. Add on top of this the fact that laws are usually intended to last more or less forever (at least until they are revised) and that language evolves over time, the overly specific definitions contained in laws are often put there as a way of guaranteeing that the laws intent will remain in effect even if the colloquial understanding of the words and phrases used shift underneath it.

But I digress.


This is a very interesting perspective. thanks for taking the time to spell it out.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 19:30:46


Post by: Seabass


Man, talk about a no-win scenario. If GW doesn't make the rules for their game as overdrawn and intricate as possible, they get hammered by the community for not being in-depth enough and not being clear enough for the game.

If they do, they get people complaining that no one can bother to read all of those rules, because they suck so bad and are so poorly written and wordy that they make no sense.

Rules that spell out the details in which or how things happen is important. They are trying (and I would add so far has seem to do so pretty reliably) to eliminate confusion.

But, they are damned if they do and damned if they dont.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 19:31:06


Post by: yukishiro1


 Daedalus81 wrote:
yukishiro1 wrote:
I don't particularly relish the task of having to draw lines from every point of the base of every model I am shooting with - not by unit, by model - to determine whether that particular model has a -1 to hit against the unit or not. Seems like a lot of tedium for what amounts to actually not that big a bonus. It makes sense if the question is whether you can shoot at all, but it's a ton of work to go to just to have to split up your dice rolling between the ones that don't get the -1 and the ones that do.



You don't. Just look for the model whose base is the most exposed and use that one. If you can't see every part of its base from the most advantageous model in your unit then they get the bonus.


Not how the rule works. Read it again carefully. It's by model for the shooting unit, but by unit for the unit being shot at.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 19:44:11


Post by: Daedalus81


the_scotsman wrote:
 Daedalus81 wrote:
yukishiro1 wrote:
I don't particularly relish the task of having to draw lines from every point of the base of every model I am shooting with - not by unit, by model - to determine whether that particular model has a -1 to hit against the unit or not. Seems like a lot of tedium for what amounts to actually not that big a bonus. It makes sense if the question is whether you can shoot at all, but it's a ton of work to go to just to have to split up your dice rolling between the ones that don't get the -1 and the ones that do.



You don't. Just look for the model whose base is the most exposed and use that one. If you can't see every part of its base from the most advantageous model in your unit then they get the bonus.


...You see this rule is model by model, right? Not unit by unit?

In a situation where, say, 3 guardsmen want to make a shot at some orks and one is totally out in the open but the other two guardsmen are behind the forest 4" away, the orks get -1 to hit vs the 2 behind the ruin but the third one gets to shoot normally.

The penalty is applied by model in the attacking unit. So indeed, you may have to check sight from individual models in your unit.


Yes - I'm extrapolating a real scenario.

This model on the outside can't see every part of the base. That means the rest of the models in my unit won't be able to see either and the minus applies to everyone. If I moved my unit to get a better angle I'm not going to check the outer most units that are a dead giveaway. I'm going to start with the one that is the most dubious and work the other way.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 20:00:58


Post by: Tycho


Man, talk about a no-win scenario. If GW doesn't make the rules for their game as overdrawn and intricate as possible, they get hammered by the community for not being in-depth enough and not being clear enough for the game.

If they do, they get people complaining that no one can bother to read all of those rules, because they suck so bad and are so poorly written and wordy that they make no sense.

Rules that spell out the details in which or how things happen is important. They are trying (and I would add so far has seem to do so pretty reliably) to eliminate confusion.

But, they are damned if they do and damned if they dont.


I'm usually one of the first people to accuse Dakka of complaining just to complain, but I don't think your post is fair. When several of the new rules have required folks to make flow charts (and when they then needed several attempts to get the charts right), that's a problem. When the entire community looks at codex rules on day 1 and overwhelmingly points out how stupendously OP they are (Iron Hands), that's a problem. When Grey areas are the rule, instead of the exception to the rule - also a legitimate problem.

These are all problems GW has pretty much always suffered from. It's a system that is successful despite its rules, not because of them. You in fact CAN have rules that aren't living in the grey area, are clear, and specific, and don't require minor essays to describe. What the community wants is pretty clear. A professionally written rule book. Like so many other systems out there. There will always be problems, but the approach to rules that GW takes often amounts to "Wargames Amatuer Hour" and it's a real shame because they make the best models out there.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 22:04:25


Post by: Tyel


The only negative it seems to me is that at least in 8th's quasi-simultaneous shooting for 1 unit, it means that if say your whole unit can draw a line to a single enemy model without touching any dense terrain, they can all shoot without the -1 to hit, even if the rest of that enemy unit is in the terrain. (To be fair, LOS works the same now, so I don't think its apocalyptic.)

Having to potentially split your shooting into shots with and without a -1 may upset those who think the game already rolls far too many dice. But you'd need testing to really know.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 22:58:32


Post by: Hellebore


yukishiro1 wrote:
 Daedalus81 wrote:
yukishiro1 wrote:
I don't particularly relish the task of having to draw lines from every point of the base of every model I am shooting with - not by unit, by model - to determine whether that particular model has a -1 to hit against the unit or not. Seems like a lot of tedium for what amounts to actually not that big a bonus. It makes sense if the question is whether you can shoot at all, but it's a ton of work to go to just to have to split up your dice rolling between the ones that don't get the -1 and the ones that do.



You don't. Just look for the model whose base is the most exposed and use that one. If you can't see every part of its base from the most advantageous model in your unit then they get the bonus.


Not how the rule works. Read it again carefully. It's by model for the shooting unit, but by unit for the unit being shot at.


That's how I read it too.

Which means a single model exposed in the target unit negates 100% of cover.

So horde armies with crappy stats that need cover to survive for very long are precisely the armies that won't benefit from it.

Space marines on the other hand... Well it's been pretty obvious that they're skewing the mechanics heavily toward MEQ so no surprise there.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 23:05:14


Post by: AngryAngel80


For once I'm forced to agree with Smudge, I didn't see if he changed his mind down the line but from the first bit of the talk, I agree with him.

The way these rules are worded feels like running through a labyrinth of words, not enjoyable and needlessly tiresome. I get what they are trying to say but it feels like a typical GW 180.

" Well, the last rules were far too simple. So this time, lets make them painfully annoying and cumbersome to digest. They will love it. "

Honestly it feels like a chore and not like a fun game with these terrain rules. Who thought it would be cool to make it feel like you're back in school doing homework to make sure units are getting proper use of terrain. Why as well have USRs for terrain uses, but not for unit abilities ?

So, we can't be expected to remember USRs but we can remember a million different bespoke rules that do the same things in many cases and yet manage to remember USRs for terrain use ?

This is what is so damn annoying with GW. They don't ever see the forest for the trees. They hear an issue then arse it all up with the fix.

People don't like such overly simple rules, so they over word them and make them needlessly bothersome while a more abstract yet inclusive system would probably work better. Hordes caused a headache for 8th, so lets make them worthless for 9th. It's hard to imagine they have any kind of method to the madness but for over correction or pushing an agenda of sales I'm not sure at this point.

Just to be clear, I agreed with Smudge on the overly painful wordy nature of the terrain rules, the rest of my ramble I'll assume he wouldn't agree with.

Edit: Reading some of these rules had me feel a certain way, I couldn't put my finger on it. It gives me feelings of 6th edition when I read and digested those rules. Which putting my finger on it, zaps my excitement just a little bit more.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 23:12:52


Post by: H.B.M.C.


They read like:

"Is situation A arises, unless situation B arises, or situation C arisis, or unless factor X is in play, or if factor Y is in play, or if factor Z is in play, unless situation J is also occurring, or if situation K is apparent, then L."

You lose so much of the meaning of the sentence because of all the exceptions to exceptions and caveats. You shouldn't be writing rules like Excel formulae.

catbarf was right when he said that they are writing these rules backwards.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 23:13:01


Post by: McGibs


Bigger units will definitely have to cluster ranks to make use of this sort of cover, or spread out to screen but be more visible.

Unless they overhaul the way wounding and removing models work, cover saves should still be model by model though (or rather, you remove models out of cover until the entire unit is in cover, and then your save improves), you just lose out on the -1 to hit if it's Dense Terrain.
though TECHNICALLY if you want to not fast roll, you could just make your opponent roll one attack at a time until he kills the one model out of cover. The you get your -1 for the rest.

Hm. Actually I hope they overhaul the way wounding and removing models work.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 23:30:29


Post by: insaniak


Seabass wrote:
Man, talk about a no-win scenario. If GW doesn't make the rules for their game as overdrawn and intricate as possible, they get hammered by the community for not being in-depth enough and not being clear enough for the game..

Nobody was asking for rules to be 'overdrawn and intricate' ... just clearly written.

This rule is not clearly written.





The Densest Most Beautiful Cover, So Dense @ 2020/06/23 23:31:12


Post by: Argive


looks good.

And people who complain about it being too wordy. May I remind you that bare bones "streamlining" rules lead to 0" charges, moving after DS rollining infinite dice and all the other crap played by "that guy(s)".

Appealing to "intent" is dead when dealing with people of dubious character..

So having wordier rules is the next step. I support this approach. It has to be this way because ambiguity is abused by &^%$$.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 23:41:20


Post by: H.B.M.C.


Seabass wrote:
Man, talk about a no-win scenario. If GW doesn't make the rules for their game as overdrawn and intricate as possible, they get hammered by the community for not being in-depth enough and not being clear enough for the game.
I'm just going to quote his entire post, as it very much explains why your complaint above doesn't hold any water:

 catbarf wrote:
'When a unit selects a target for shooting, if a straight line drawn from a single point on the attacking model's base cannot reach all parts of the target's base or hull without passing over or through terrain with this keyword, the attacker subtracts 1 from their hit rolls. Ignore any area terrain that the attacker occupies, and any terrain within 3" of the attacker'.

That took me, like, thirty seconds. GW seriously needs a technical writer, this is borderline unreadable. The legalese approach is really not the best way to write rules. The way it's worded is just not intuitive; it sets up the -1 as the default case and then provides the exception of clear LOS, when it should be the opposite, telling you the conditions under which you suffer the penalty.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 23:43:47


Post by: Blastaar


 Argive wrote:
looks good.

And people who complain about it being too wordy. May I remind you that bare bones "streamlining" rules lead to 0" charges, moving after DS rollining infinite dice and all the other crap played by "that guy(s)".

Appealing to "intent" is dead when dealing with people of dubious character..

So having wordier rules is the next step. I support this approach. It has to be this way because ambiguity is abused by &^%$$.


Rues can be clear without being so intricate. Wyrd's rules don't read like this, or Corvus Belli's, or..................


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 23:59:17


Post by: Krylon


I'm in some way relieved that even some native english speakers are struggling to understand at first glance their new cover rules. English is not my mother tongue but after living these 4 past years abroad GW had me really doubting.

Something simple should not be complicated or tricky to understand. Period.

This is a good thing to be precise for how a rule is interpreted and played, but it needs precise writing.


The Densest Most Beautiful Cover, So Dense @ 2020/06/23 23:59:24


Post by: Nazrak


 Argive wrote:
looks good.

And people who complain about it being too wordy. May I remind you that bare bones "streamlining" rules lead to 0" charges, moving after DS rollining infinite dice and all the other crap played by "that guy(s)".

Appealing to "intent" is dead when dealing with people of dubious character..

So having wordier rules is the next step. I support this approach. It has to be this way because ambiguity is abused by &^%$$.

I dunno, I got round that just fine by simply not playing with dickheads.

It’s not really an issue with word count I have, or suggesting people won’t be bothered to read all that (although in the latter case I think it does raise the question of the effect this has on accessibility to new players), more that it’s *horribly* written – it’s overwrought to the point of completely jettisoning clarity.


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 00:05:32


Post by: Vilehydra


There is a difference between complexity and depth that's relevant to the discussion here.

Complexity encompasses how difficult it is for a player to understand rules, and rule interactions. Think of it as an additional price the player has to pay to play the game.
Some players are willing to pay more than others, but it is still a cost.

Depth encompasses the meaningful strategies and tactics that arise out of the complexity. Continuing the analogy, this is what the player is buying with that complexity.
More depth is better, but one still has to be aware of the complexity cost that extra depth requires.

I like these Terrain rules because they add depth (which everyone agreed the game sorely needed) and on the macro rules level terrain rules are generally an elegant way to get good depth with little complexity.
However the rule itself are written more complex then they need to be. As others have pointed out, there are easier ways to write the rule in such a away that it still satisfies the same conditions.
This would mean that a new player - one that has to start learning all the rules from scratch - has to pay just that much less complexity for the exact same depth. In other words, its a straight upgrade because nothing is lost.

The steps so far have shown a notable improvement in a general understanding of game design, but the fact that the Dense Cover rule isn't well written is a valid and (surprisingly, coming from this forum) constructive criticism



The Densest Most Beautiful Cover, So Dense @ 2020/06/24 00:06:39


Post by: PenitentJake


If models are removed as they die, rather than en masse at the end of shooting, and shots are resolved one at a time, being able to see all of one model's base only negates the bonus until that model dies.

This resolves the BS about "I can see one dude, so all the ones I can't see will all die too."

That's kind of a drag, because I like speed rolling. But I hate distributing shots to models in cover based on rolls made against those without it more than I love speed rolling, so I guess it's goodbye speed rolling.

Kinda need the rest of the rules to see how that one works out.



The Densest Most Beautiful Cover, So Dense @ 2020/06/24 00:11:21


Post by: Nazrak


Anyone have any ideas or suggestions as to the significance/necessity of the line being “1mm in width”? Seems extraneous and unnecessary to me – why not just say “a straight line”? Or am I missing something?


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 00:13:30


Post by: McGibs


Yeah, I'm not sure what GW's obsession with "1mm thick" imaginary lines is. It adds absolutely nothing to the rulings of things. People can understand the concept of a line between two points.
They started using it back in 5th edition with some psychic powers and "beam" type weapons I think.


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 00:15:46


Post by: H.B.M.C.


Vilehydra wrote:
Complexity encompasses how difficult it is for a player to understand rules, and rule interactions. Think of it as an additional price the player has to pay to play the game.
I think you're mixing up "complicated" and "complexity". The former is the one you want to avoid.


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 00:33:33


Post by: Seabass


 McGibs wrote:
Yeah, I'm not sure what GW's obsession with "1mm thick" imaginary lines is. It adds absolutely nothing to the rulings of things. People can understand the concept of a line between two points.
They started using it back in 5th edition with some psychic powers and "beam" type weapons I think.


because there will always be that one person who will argue the thinnest line possible can avoid the penalty. It's just there to provide a rule from which to do this.


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 00:42:26


Post by: Hellebore


It seems to me that the simplest way to determine cover is to say that a model is either obscured or not based on drawing a line.

If a unit has some models obscured and some not, targeting the unit forces the attacker to split fire between obscured and unobscured models.

If los is obscured by solid terrain neither side can see.
If inside terrain obscuring is ignored.

The game already lets you split fire why not use it as a way to simplify attacks against partially obscured units?




The Densest Most Beautiful Cover, So Dense @ 2020/06/24 00:53:12


Post by: chaos0xomega


 Nazrak wrote:
Anyone have any ideas or suggestions as to the significance/necessity of the line being “1mm in width”? Seems extraneous and unnecessary to me – why not just say “a straight line”? Or am I missing something?


I think its (theoretically) to cut down on potential arguments in rare corner case scenarios where the line is just on the edge of a minis base or terrain feature, and then the argument becomes "its really close, I think it touches the line" on one side, and the other side countering with "the line is infinitessimally thin, the line doesn't touch it" on the other.

Yes, I have seen people argue that exact point.


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 01:05:49


Post by: catbarf


 Argive wrote:
looks good.

And people who complain about it being too wordy. May I remind you that bare bones "streamlining" rules lead to 0" charges, moving after DS rollining infinite dice and all the other crap played by "that guy(s)".

Appealing to "intent" is dead when dealing with people of dubious character..

So having wordier rules is the next step. I support this approach. It has to be this way because ambiguity is abused by &^%$$.


I would much rather a game have simple, human-readable rules, and then FAQ out the dumbass TFG exploits as necessary, rather than write them in a way that presumes you hold a legal degree and read this stuff for a living.

I mean, that's why legalese is so dense, right? It has to be extremely precise when presiding in matters of life or death, or businesses worth millions. But this is a toy soldier game. Just provide easily-read rules, clarify the intent (ie actually provide RAI in the rules- lots of companies do this, I don't know why GW doesn't), and then it should be obvious if someone's trying to game the system in an unintended way.

And, like, not to toot my own horn too much, but I proposed a rewrite on the first page that I think is pretty compact and intuitive- is there actually any semantic nuance to the original rules that I'm missing, such that my version isn't a valid substitute?


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 01:07:01


Post by: Daedalus81


Vilehydra wrote:
There is a difference between complexity and depth that's relevant to the discussion here.

Complexity encompasses how difficult it is for a player to understand rules, and rule interactions. Think of it as an additional price the player has to pay to play the game.
Some players are willing to pay more than others, but it is still a cost.

Depth encompasses the meaningful strategies and tactics that arise out of the complexity. Continuing the analogy, this is what the player is buying with that complexity.
More depth is better, but one still has to be aware of the complexity cost that extra depth requires.

I like these Terrain rules because they add depth (which everyone agreed the game sorely needed) and on the macro rules level terrain rules are generally an elegant way to get good depth with little complexity.
However the rule itself are written more complex then they need to be. As others have pointed out, there are easier ways to write the rule in such a away that it still satisfies the same conditions.
This would mean that a new player - one that has to start learning all the rules from scratch - has to pay just that much less complexity for the exact same depth. In other words, its a straight upgrade because nothing is lost.

The steps so far have shown a notable improvement in a general understanding of game design, but the fact that the Dense Cover rule isn't well written is a valid and (surprisingly, coming from this forum) constructive criticism



Nicely written post - can't say I disagree. I do hope the typo isn't in the book. *sigh*


Automatically Appended Next Post:
 McGibs wrote:
Yeah, I'm not sure what GW's obsession with "1mm thick" imaginary lines is. It adds absolutely nothing to the rulings of things. People can understand the concept of a line between two points.
They started using it back in 5th edition with some psychic powers and "beam" type weapons I think.


You'd be surprised. There's always TFG that takes a "point" to mean something bigger or a "line" to mean a width of their discretion.


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 02:44:36


Post by: chaos0xomega


I would argue that what Vilehydra described as "complexity" is actually "complication", and what Vilehydra describes as "depth" is actually "complexity".

Complexity, in designers parlance, usually refers to the nature and scope of mechanical interactions within the rules, whereas complication refers to the level of difficulty and friction that a player has to manage in order to work with that complexity.

You can have a complex game that is uncomplicated, you can have a complex game that is complicated, you can have a simple game that is complicated, and you can have a simple game that is uncomplciated.


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 02:45:42


Post by: H.B.M.C.


chaos0xomega wrote:
I would argue that what Vilehydra described as "complexity" is actually "complication", and what Vilehydra describes as "depth" is actually "complexity".
That's exactly what I said.

Ok not exactly...


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 02:58:44


Post by: Daedalus81


chaos0xomega wrote:
I would argue that what Vilehydra described as "complexity" is actually "complication", and what Vilehydra describes as "depth" is actually "complexity".

Complexity, in designers parlance, usually refers to the nature and scope of mechanical interactions within the rules, whereas complication refers to the level of difficulty and friction that a player has to manage in order to work with that complexity.

You can have a complex game that is uncomplicated, you can have a complex game that is complicated, you can have a simple game that is complicated, and you can have a simple game that is uncomplciated.




The Densest Most Beautiful Cover, So Dense @ 2020/06/24 03:00:46


Post by: Vilehydra


chaos0xomega wrote:
I would argue that what Vilehydra described as "complexity" is actually "complication", and what Vilehydra describes as "depth" is actually "complexity".

Complexity, in designers parlance, usually refers to the nature and scope of mechanical interactions within the rules, whereas complication refers to the level of difficulty and friction that a player has to manage in order to work with that complexity.

You can have a complex game that is uncomplicated, you can have a complex game that is complicated, you can have a simple game that is complicated, and you can have a simple game that is uncomplciated.


Sure, but that difference isn't critical to the topic at hand.

I prefer depth vs complexity as opposed to complexity vs complication because of the more distinct wording.
I guess depth vs complication would be the best to describe them


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 03:01:43


Post by: insaniak


 Nazrak wrote:
Anyone have any ideas or suggestions as to the significance/necessity of the line being “1mm in width”? Seems extraneous and unnecessary to me – why not just say “a straight line”? Or am I missing something?

In previous editions where they haven't specified, they've wound up having to include it in the FAQ for those who need the thickness of a line explained to them.

Although my brain hurts at them using both metric and imperial measurements in the one rules entry...


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 03:33:32


Post by: Gadzilla666


In all fairness, if they had stuck with the imperial system for measuring the line it would have been about 1/32 of an inch, and most imperial rulers and tape measures don't go that small. Pretty much all metric measuring tools have millimeters however.

So this is another cover rule that doesn't benefit super heavys. Seems like they get nothing, while they're going to be getting shot from all sides by things they either can't retaliate at or they will be doing so at a disadvantage. So what will they be getting to even the playing field? And don't say blast weapons, because that's useless against vehicles, and if you're firing your baneblade, volcano, or accelerator cannon at a big group of guardsmen you're doing it wrong.


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 03:34:19


Post by: McGibs


Although my brain hurts at them using both metric and imperial measurements in the one rules entry...


"draw an imaginary line 1/36th of an inch wide" doesn't have the same ring to it.


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 03:42:06


Post by: Daedalus81


 Gadzilla666 wrote:
In all fairness, if they had stuck with the imperial system for measuring the line it would have been about 1/32 of an inch, and most imperial rulers and tape measures don't go that small. Pretty much all metric measuring tools have millimeters however.

So this is another cover rule that doesn't benefit super heavys. Seems like they get nothing, while they're going to be getting shot from all sides by things they either can't retaliate at or they will be doing so at a disadvantage. So what will they be getting to even the playing field? And don't say blast weapons, because that's useless against vehicles, and if you're firing your baneblade, volcano, or accelerator cannon at a big group of guardsmen you're doing it wrong.


Blast weapons!



I guess it depends which end of the points stick they'll get or other rules they get to break that we don't know about yet.


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 04:08:34


Post by: Gadzilla666


 Daedalus81 wrote:
Spoiler:
 Gadzilla666 wrote:
In all fairness, if they had stuck with the imperial system for measuring the line it would have been about 1/32 of an inch, and most imperial rulers and tape measures don't go that small. Pretty much all metric measuring tools have millimeters however.

So this is another cover rule that doesn't benefit super heavys. Seems like they get nothing, while they're going to be getting shot from all sides by things they either can't retaliate at or they will be doing so at a disadvantage. So what will they be getting to even the playing field? And don't say blast weapons, because that's useless against vehicles, and if you're firing your baneblade, volcano, or accelerator cannon at a big group of guardsmen you're doing it wrong.


Blast weapons!



I guess it depends which end of the points stick they'll get or other rules they get to break that we don't know about yet.

Yeah, I know. I was just wondering if there were any rumours or conjecture on it like we've had on hordes. Knights will probably benefit from being able to attack things on upper levels of terrain, but that doesn't do anything for super heavy tanks. Maybe some kind of "hull down" rule that lets them use cover if they don't move?

Btw, you're welcome for me setting up that punch line for you.


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 04:13:36


Post by: Argive


catbarf wrote:
 Argive wrote:
looks good.

And people who complain about it being too wordy. May I remind you that bare bones "streamlining" rules lead to 0" charges, moving after DS rollining infinite dice and all the other crap played by "that guy(s)".

Appealing to "intent" is dead when dealing with people of dubious character..

So having wordier rules is the next step. I support this approach. It has to be this way because ambiguity is abused by &^%$$.


I would much rather a game have simple, human-readable rules, and then FAQ out the dumbass TFG exploits as necessary, rather than write them in a way that presumes you hold a legal degree and read this stuff for a living.

I mean, that's why legalese is so dense, right? It has to be extremely precise when presiding in matters of life or death, or businesses worth millions. But this is a toy soldier game. Just provide easily-read rules, clarify the intent (ie actually provide RAI in the rules- lots of companies do this, I don't know why GW doesn't), and then it should be obvious if someone's trying to game the system in an unintended way.

And, like, not to toot my own horn too much, but I proposed a rewrite on the first page that I think is pretty compact and intuitive- is there actually any semantic nuance to the original rules that I'm missing, such that my version isn't a valid substitute?


hey plastic toy solidiers is serious business to some people

Look, I dont like defending GW but in this case it really seems that they are damned if they do and damned if they dont. Its a step in the right direction. Is it perfect? No. Is it better than alternative at the cost of having to read a few sentences twice? Yes. YMMV.

McGibs wrote:Yeah, I'm not sure what GW's obsession with "1mm thick" imaginary lines is. It adds absolutely nothing to the rulings of things. People can understand the concept of a line between two points.
They started using it back in 5th edition with some psychic powers and "beam" type weapons I think.


I think GW has seen army painters Target Lock (I own two these are great), saw the obvious mark up/profit with GW logo on it and thought " You know what. I want some of that market share"
Watch this space.


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 04:16:30


Post by: jeff white


 H.B.M.C. wrote:
When the first talked about terrain traits they talked about how something like the Sector Mechanicus terrain should make it harder to hit you, as the railings and whatnot aren't really the kinds of things that can take incoming shots like a big slab of concrete. This explains this 'dense terrain' rule, something you'd apply to this rather than this.



Could the Citadel™ LasPointer™ be close to release?



Yes. And again yes. Laser pointers should be part of the augmented table top along with apps that take pictures and deploy blast templates from ones own as well as perhaps mission based or narrative based forces or factors. Say, turn two the app says take a foto of the table top from directly above. It then adds blasst templates and says these areas have been impacted by an orbital strike from a passing ork cruiser which dropped these scrap bombz on you just for the lulz...

No arguing over scatter dice now.


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 04:31:19


Post by: Banville


 McGibs wrote:
Yeah, I'm not sure what GW's obsession with "1mm thick" imaginary lines is. It adds absolutely nothing to the rulings of things. People can understand the concept of a line between two points.
They started using it back in 5th edition with some psychic powers and "beam" type weapons I think.


This is because a few editions ago there was a massive issue with one of the Necron beam weapons. The original rule said 'draw a line from this weapon' which to some people meant a band the same physical width of the weapon itself. It had to be FAQ'd. This was at a time when GW FAQs were like hen's teeth. Ever since then the 1mm thing has become standard.


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 04:55:40


Post by: Insectum7


Writing of the rule aside, I'm super happy this is a rule and I will specifically make some terrain to use it, such as forests and ruins with extra lichen underbrush and rubble. It should be pretty easy to hide gaunts in what I'm thinking.

Also, I mostly play with gentlemen who will happily counts-as with terrain.


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 05:27:27


Post by: H.B.M.C.


 jeff white wrote:
No arguing over scatter dice now.
Instead replaced with arguments over camera placement and people not holding the laser pointer "the right way".


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 07:09:06


Post by: nfe


 catbarf wrote:
 Argive wrote:
looks good.

And people who complain about it being too wordy. May I remind you that bare bones "streamlining" rules lead to 0" charges, moving after DS rollining infinite dice and all the other crap played by "that guy(s)".

Appealing to "intent" is dead when dealing with people of dubious character..

So having wordier rules is the next step. I support this approach. It has to be this way because ambiguity is abused by &^%$$.


I would much rather a game have simple, human-readable rules, and then FAQ out the dumbass TFG exploits as necessary, rather than write them in a way that presumes you hold a legal degree and read this stuff for a living.


They have bulletpointed rules and they've stated that they're accompanied by illustrations. The longwinded versions are preemptive FAQs to help when presented with edge-cases or when wallopers want to be gamey and argue about what 'obscured' is.


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 07:43:25


Post by: AngryAngel80


Ok but they could do the same in a less painful way of writing.

It's amazing how when they mess things up over and over its because they write relaxed rules that make sense to them. Then when they write the rules labyrinth, starring David Bowie , for Dense terrain they are making these locked down amazing rules to fight " that guy " .

People love to defend GW as if they are a helpless child being attacked by the mean internet peoples again. They could write the rules with more clarity and less labor so reading it doesn't feel like a gaming version of rules torture. The fact they need to also bullet point them and point that out just hints they realize reading them sucks.

Clarity is good but it would be nice if the written rules would be clear and feel good to read, with bullet points and additional pictures. Not, reading these rules sucks, so it's very good they come with bullet points and pictures. They should be happy additions not a saving grace.


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 07:49:03


Post by: Karol


I don't know seems like a normal way of writing to me. All rules and regulations here are like that. Guess western people aren't used to official language


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 07:52:58


Post by: insaniak


 Argive wrote:

Look, I dont like defending GW but in this case it really seems that they are damned if they do and damned if they dont. Its a step in the right direction. Is it perfect? No. Is it better than alternative at the cost of having to read a few sentences twice? Yes. YMMV.

They're only 'damned if they do and damned if they don't' if the extremes are the only possible options available to them. And that's the problem with GW... They're fairly consistently unable to find the middle ground. When something is a problem, they seem to more often than not push it right through to the opposite extreme.



I think GW has seen army painters Target Lock (I own two these are great), saw the obvious mark up/profit with GW logo on it and thought " You know what. I want some of that market share"
Watch this space.

Maybe not. They already tried their own laser pointer a decade ago.


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 08:05:54


Post by: Slipspace


 insaniak wrote:


I think GW has seen army painters Target Lock (I own two these are great), saw the obvious mark up/profit with GW logo on it and thought " You know what. I want some of that market share"
Watch this space.

Maybe not. They already tried their own laser pointer a decade ago.


Wasn't that the one that didn't work because it was attached to a tape measure and shaped like a skull (because of course it was) so you could never actually line the laser up properly?

I'm really struggling to understand why GW has taken the approach it has with their rules writing and formatting. It seems like there are several concepts that are common to all, or at least most, terrain pieces. Things like defining height by the tallest point, defining when a terrain piece is occupied or obstructing an attack, defining what a line is and so on. It would be much better if these things were defined in one place in the rules and then referred to in the rules text. That way you're building on a set of core concepts and reducing the wordiness of the rules without losing any information. As others have said, it feels like the rules are written backwards.

I'm pretty sure that after a few games all we'll need are the bullet points but the presentation of the rules so far feels really clunky.


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 08:07:37


Post by: AngryAngel80


Karol wrote:
I don't know seems like a normal way of writing to me. All rules and regulations here are like that. Guess western people aren't used to official language


Well here, we don't write rules for games in such a way as to make it an annoying experience, usually anyways. There is a very big difference between normal writing and legal writing. This game is far from balanced enough for legal writing and instead it's a supposed to be a fun past time. Notice how when you read a book it isn't written like a legal brief or a summons. You can understand the writing and find it cumbersome and terrible at the same time. To add this is supposed to be something good and not checking out the local stance for noise levels at a given time of day and what is or isn't allowable and what exceptions can and can't be enjoyed there in.


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 08:09:44


Post by: Not Online!!!


If they'd given us the bulletpoints at the same time i reckon it wouldn't have been such an issue.


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 08:12:53


Post by: nfe


AngryAngel80 wrote:
Ok but they could do the same in a less painful way of writing.

It's amazing how when they mess things up over and over its because they write relaxed rules that make sense to them. Then when they write the rules labyrinth, starring David Bowie , for Dense terrain they are making these locked down amazing rules to fight " that guy " .



When they do different things it's for different reasons? Err, yes?

The detailed variants could certainly be less clunky, though they're far from labyrinthine (honestly, read the bylaws of any sport, or a single sentence written by a humanities undergraduate), but, again, you'll almost always refer to the abbreviated ones. When you need the detail, you can refer to the longform ones. In those cases, you'll be looking for a specific clause, and they'll be fine for that job.


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 08:23:20


Post by: AngryAngel80


Hey at least we'll have the bullet points so we can ignore the writing.


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 08:41:43


Post by: Dai


I see what people mean to an extent but I think it's also being a little overblown. Perfectly understandable even if it may take actually properly concentrating on every word. (I tend to scan such things, not being a snark)


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 08:53:02


Post by: insaniak


Slipspace wrote:

Wasn't that the one that didn't work because it was attached to a tape measure and shaped like a skull (because of course it was) so you could never actually line the laser up properly?

No. The skull was just a tape measure. (I have one. It's awesome)

Their laser pointer was shaped like a rifle scope, with a hooked end for lining it up over the miniature.


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 10:57:02


Post by: Sgt_Smudge


Argive wrote:looks good.

And people who complain about it being too wordy. May I remind you that bare bones "streamlining" rules lead to 0" charges, moving after DS rollining infinite dice and all the other crap played by "that guy(s)".

Appealing to "intent" is dead when dealing with people of dubious character..

So having wordier rules is the next step. I support this approach. It has to be this way because ambiguity is abused by &^%$$.
So, the problem here is "that guy(s)" and folks of dubious character, not the rules.

Solution? Don't play with "that guy(s)" and people of dubious character.

As far as the actual rule is concerned, from what little I can understand of it? Yeah, I don't think I have any problems with it. Could it be better written or made more simple? Absolutely. That's what I think most people are complaining about here - the hyper-legal wording and the obtuseness of reading it. And, considering that it seems to exist only to deal with some of the more egregious rules lawyers, I have to wonder why bother playing them in the first place?


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 11:05:51


Post by: BroodSpawn


 Sgt_Smudge wrote:
So, the problem here is "that guy(s)" and folks of dubious character, not the rules.

Solution? Don't play with "that guy(s)" and people of dubious character.

As far as the actual rule is concerned, from what little I can understand of it? Yeah, I don't think I have any problems with it. Could it be better written or made more simple? Absolutely. That's what I think most people are complaining about here - the hyper-legal wording and the obtuseness of reading it. And, considering that it seems to exist only to deal with some of the more egregious rules lawyers, I have to wonder why bother playing them in the first place?


I think if we look at some of the attitudes to the rules writing on this forum alone, and that people here seem to think they speak for the majority of players, that needing to be this specific and wordy with the rule in question has to be a given. Not to aim at anyone in particular but I'd like to point at a lot of BCB's rule related posts - even just the assault weapons one in particular. Everyone knows what it should do, but there's a loud enough contingent out there that demands it works in a non-intuitive manner.

The biggest problem with this rule is not it's function or wording, but in layout on page. Each sentence could have been it's own bullet point and all together it looks a little word soup. But if it's read (and not skimmed because people have played 40k for 5-10+ yrs so already 'know' how it plays) line by line it make sense what it should be doing.


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 11:12:29


Post by: Nazrak


 BroodSpawn wrote:

The biggest problem with this rule is not it's function or wording, but in layout on page. Each sentence could have been it's own bullet point and all together it looks a little word soup. But if it's read (and not skimmed because people have played 40k for 5-10+ yrs so already 'know' how it plays) line by line it make sense what it should be doing.

Yeah, I don't think anyone's literally claiming it doesn't work, or doesn't make sense – rather that the way it's written and formatted is unnecessarily inelegant.


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 11:43:39


Post by: Seabass


Tycho wrote:
Man, talk about a no-win scenario. If GW doesn't make the rules for their game as overdrawn and intricate as possible, they get hammered by the community for not being in-depth enough and not being clear enough for the game.

If they do, they get people complaining that no one can bother to read all of those rules, because they suck so bad and are so poorly written and wordy that they make no sense.

Rules that spell out the details in which or how things happen is important. They are trying (and I would add so far has seem to do so pretty reliably) to eliminate confusion.

But, they are damned if they do and damned if they dont.


I'm usually one of the first people to accuse Dakka of complaining just to complain, but I don't think your post is fair. When several of the new rules have required folks to make flow charts (and when they then needed several attempts to get the charts right), that's a problem. When the entire community looks at codex rules on day 1 and overwhelmingly points out how stupendously OP they are (Iron Hands), that's a problem. When Grey areas are the rule, instead of the exception to the rule - also a legitimate problem.

These are all problems GW has pretty much always suffered from. It's a system that is successful despite its rules, not because of them. You in fact CAN have rules that aren't living in the grey area, are clear, and specific, and don't require minor essays to describe. What the community wants is pretty clear. A professionally written rule book. Like so many other systems out there. There will always be problems, but the approach to rules that GW takes often amounts to "Wargames Amatuer Hour" and it's a real shame because they make the best models out there.


No, I think it's pretty fair, honestly. I'm not sure why any of the rules that have been provided require charts. Even so, because someone is a visual learner and focuses more on visuals isn't necessarily a hit on GW. I think its also patently unfair to point out the Iron Hands codex with the intent to say see, the rules in 9th are just bad because IH codex was awful. I really don't see what they have to do with each other, and while I do not know the review process for the IH codex, I do know that they have had a lot of very good players playtest 9th edition. You also mention grey areas, but again, I offer that the reason why these rules are written as such is so they can avoid grey areas. These terrain rules may be wordy, but they seem pretty specific to me.

Here's the thing though, everyone on here is a professional game designer until they aren't, so while everyone on here likes to point out how much better they can do it than GW, the reality is that I'm not sure that is really true and adding the bullet points below the rules to help make them a bit easier and digestible seems like they already have this in mind.

Nothing in that rule, or any of the rules that people are complaining about, has extemporaneous wording and it seems very specific to me. I think its a wonderful example of GW trying to do the right thing, dealing with a lot of the frustrations about the grey area that people are talking about, and then getting blasted because everyone else is a better game designer than they are.

I'm not trying to be a jerk, but this is getting a bit silly.


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 11:55:43


Post by: Gadzilla666


Not Online!!! wrote:
If they'd given us the bulletpoints at the same time i reckon it wouldn't have been such an issue.

It would have at least saved me from the misperception of thinking this rule actually helped super heavys. The bullet points put a big "nope" on that idea.


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 13:32:39


Post by: Karol


Seabass 789440 10840972 wrote:
Nothing in that rule, or any of the rules that people are complaining about, has extemporaneous wording and it seems very specific to me. I think its a wonderful example of GW trying to do the right thing, dealing with a lot of the frustrations about the grey area that people are talking about, and then getting blasted because everyone else is a better game designer than they are.

I'm not trying to be a jerk, but this is getting a bit silly.


Well that is true, but so is the fact that stuff which is good for GW doesn't have to be good for players or communities. And a conter point to the IH codex, I can give at least two with which I can't realy tell what GW was thinking when they made the rules as far as actualy playing the armies in the setting they made against other codex GW wrote themselfs. There is no sound explanation, or at least I can't find one, why GW made the harlequin book and the Inari "nerf" they way they did them, or why they wrote the GK codex they way they did. Unless GW thinks that it is okey to write bad books, of course. But if that is the case, then it is hard to call GW a consumer friendly company, and put much trust in what they do.


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 14:38:00


Post by: Seabass


Karol wrote:
Seabass 789440 10840972 wrote:
Nothing in that rule, or any of the rules that people are complaining about, has extemporaneous wording and it seems very specific to me. I think its a wonderful example of GW trying to do the right thing, dealing with a lot of the frustrations about the grey area that people are talking about, and then getting blasted because everyone else is a better game designer than they are.

I'm not trying to be a jerk, but this is getting a bit silly.


Well that is true, but so is the fact that stuff which is good for GW doesn't have to be good for players or communities. And a conter point to the IH codex, I can give at least two with which I can't realy tell what GW was thinking when they made the rules as far as actualy playing the armies in the setting they made against other codex GW wrote themselfs. There is no sound explanation, or at least I can't find one, why GW made the harlequin book and the Inari "nerf" they way they did them, or why they wrote the GK codex they way they did. Unless GW thinks that it is okey to write bad books, of course. But if that is the case, then it is hard to call GW a consumer friendly company, and put much trust in what they do.


Well, again, I point to the fact that the new edition has been tested by many players all of whom have demonstrated a deep understanding of the game. I don't know if they did this before with other codexes, but the fact that they are doing it now represents a significant investment of money on their part to get the "game" part of it right. GW are trying very hard to standardize the game, bring the different house rules under one roof for the integration of both competitive and narrative play, and this is the first time they have done that.

I wonder how many of these "poor wording" situations are actually driven by the community of playtesters who asked questions like "how wide does the line have to be? if its a "wide" line, which side do I use? What if I can draw a line from X side of the base to the majority of the base but not all the way through it? Does this affect units shooting out of this dense cover? how tall does it need to be? does it cover my flyer? what about my defiler? what about my <insert model here>". Someone said it before but look at games like Warmachine and infinity. Hell, for that matter, look up the layer rules for the combat phase in M: TG. Sometimes, long wording is just needed my dude.

I have done a fair bit of technical writing when i was a corporate trainer for JPMC. Technical writing often does seem over elaborative, but that is only because you have to cover instances and clarify points that the majority of people would take for granted as being common sense and only a few would argue it. But its a rules set, It has to be written for everyone as best they can. I welcome this change to how the rules are presented. While it may be wordy, detailed rules solve problems.


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 15:10:37


Post by: H.B.M.C.


 insaniak wrote:
Maybe not. They already tried their own laser pointer a decade ago.
But modern GW is a different beast. They have a Facebook page now!!!

So them trying again with a laser pointer could work. They could even sell Citadel™ Charge™ Packs™ in case your Citadel™ LasPointer™ runs out of battery!


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 15:52:06


Post by: Sherrypie


That said, I wouldn't mind having a trigger activated laser liner that's shaped like a lasgun


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 16:29:17


Post by: Tycho


No, I think it's pretty fair, honestly. I'm not sure why any of the rules that have been provided require charts. Even so, because someone is a visual learner and focuses more on visuals isn't necessarily a hit on GW. I think its also patently unfair to point out the Iron Hands codex with the intent to say see, the rules in 9th are just bad because IH codex was awful. I really don't see what they have to do with each other, and while I do not know the review process for the IH codex, I do know that they have had a lot of very good players playtest 9th edition. You also mention grey areas, but again, I offer that the reason why these rules are written as such is so they can avoid grey areas. These terrain rules may be wordy, but they seem pretty specific to me.

Here's the thing though, everyone on here is a professional game designer until they aren't, so while everyone on here likes to point out how much better they can do it than GW, the reality is that I'm not sure that is really true and adding the bullet points below the rules to help make them a bit easier and digestible seems like they already have this in mind.

Nothing in that rule, or any of the rules that people are complaining about, has extemporaneous wording and it seems very specific to me. I think its a wonderful example of GW trying to do the right thing, dealing with a lot of the frustrations about the grey area that people are talking about, and then getting blasted because everyone else is a better game designer than they are.

I'm not trying to be a jerk, but this is getting a bit silly.


I brought up Iron Hands not in relation to anything with 9th, but rather to point out one of the many, many cases where GW released a set of rules and, within hours/days, the vast majority of the community was pointing out very quickly exactly how and why the rules were utterly broken. No one is perfect and there will always be issues here and there. For sure. But things like the Iron Hands simply shouldn't happen. At all. Even the most casual players saw almost immediately the major problems that book was going to cause. When tehy can't even spot the big obvious problems, that's a sign there's a huge issue on the rules team. It's very clear GW doesn't use best practices for even basic publishing. Look at how many copy/paste errors happen across multiple versions of a book for example.

It's also clear that, between codexes, there isn't much coordination between authors. Especially in 8th, a lot has simply felt like "let's throw this one at the wall and see if it sticks". When you can see dramatically different approaches across multiple books in the same edition, it's clear there's a problem. And that rule IS excessively wordy. A solid technical writer should be able to to say the same thing with many fewer words. But GW doesn't employ technical writers (where many other games companies will have at least one on staff).

It IS an example of GW TRYING to do the right thing, but "Great idea with weak to terrible implementation" pretty much sums up a lot of their work. I am calling it now - when 9th launches and we have the full rules, this will be one of the first things getting faq'd because the needlessly wordy way in which it is written will ADD to unexpected interactions with other, similarly worded rules. I don't even see anyone saying "I'm a better designer than GW". I think the problem is that they are SO poor at it, you don't NEED to be good to see the many many issues. Issues that other systems manage to easily avoid. GW is at the forefront of things like mini design and injection molding, but still in the stone age when it comes to rules development and publishing best practices. It's like I tell the young designers on the team I manage, someone doens't have to be a professional illustrator to recognize a poorly crafted image. Same applies here.

EDIT:

Fun with diagrams: https://www.dakkadakka.com/dakkaforum/posts/list/120/789321.page


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 16:32:25


Post by: H.B.M.C.


Seabass wrote:
Here's the thing though, everyone on here is a professional game designer until they aren't, so while everyone on here likes to point out how much better they can do it than GW, the reality is that I'm not sure that is really true and adding the bullet points below the rules to help make them a bit easier and digestible seems like they already have this in mind.
Hi. I've written rules for games. Professionally.

I don't think I can do a better job than GW. I know I can.



The Densest Most Beautiful Cover, So Dense @ 2020/06/24 16:35:41


Post by: Tycho


Hi. I've written rules for games. Professionally.

I don't think I can do a better job than GW. I know I can.


Ok ... so maybe ONE PERSON said it ...


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 16:40:51


Post by: H.B.M.C.


Tycho wrote:
Ok ... so maybe ONE PERSON said it ...
You're welcome.


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 16:41:28


Post by: Unit1126PLL


Tycho wrote:
Hi. I've written rules for games. Professionally.

I don't think I can do a better job than GW. I know I can.


Ok ... so maybe ONE PERSON said it ...


I also design games for a living (though mine typically have digital adjudicators, I still have to write rules packets for the players and adjudication methodology and abstraction information for game sponsors and third-party facilitators).


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 16:42:36


Post by: Kanluwen


Blastaar wrote:

Rues can be clear without being so intricate. Wyrd's rules don't read like this, or Corvus Belli's, or..................

Did you seriously just say that Corvus Belli's "rules can be clear without being so intricate"?!

There are STILL arguments going on over intended moves. Their rules are NOT an example you want to ever hold up for clarity.


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 16:52:48


Post by: Lance845


Hi, my BA is in game design (though my career path has taken me in different directions). I could write 40k better than GW.


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 16:58:11


Post by: catbarf


Seabass wrote:
Here's the thing though, everyone on here is a professional game designer until they aren't, so while everyone on here likes to point out how much better they can do it than GW, the reality is that I'm not sure that is really true and adding the bullet points below the rules to help make them a bit easier and digestible seems like they already have this in mind.


I hold a BS in Game Design & Development, although I've primarily worked on videogames. I provided a proposed re-write on the first page. If you feel it is less clear or leaves out important nuance, I would genuinely like to hear your reasoning.


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 17:17:13


Post by: Rihgu


 catbarf wrote:
Seabass wrote:
Here's the thing though, everyone on here is a professional game designer until they aren't, so while everyone on here likes to point out how much better they can do it than GW, the reality is that I'm not sure that is really true and adding the bullet points below the rules to help make them a bit easier and digestible seems like they already have this in mind.


I hold a BS in Game Design & Development, although I've primarily worked on videogames. I provided a proposed re-write on the first page. If you feel it is less clear or leaves out important nuance, I would genuinely like to hear your reasoning.


It doesn't layer into any of the other rules such as Obstacle terrain. I think the reason the rule is so wordy is it is restating other rules for ultimate clarity. The bullet points are very easy to digest and imply correspondence to other rules (as your rules text does). The full text seems to explicitly spell out the corresponding rules. In that way, I think they've done a very good job. Bullet points for the quick read and big wordy text all in one place (don't need to flip back to figure out LoS rules, or what occupying an Obstacle or Area terrain means) to hammer out any odd areas.


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 17:19:15


Post by: Daedalus81


 catbarf wrote:
Seabass wrote:
Here's the thing though, everyone on here is a professional game designer until they aren't, so while everyone on here likes to point out how much better they can do it than GW, the reality is that I'm not sure that is really true and adding the bullet points below the rules to help make them a bit easier and digestible seems like they already have this in mind.


I hold a BS in Game Design & Development, although I've primarily worked on videogames. I provided a proposed re-write on the first page. If you feel it is less clear or leaves out important nuance, I would genuinely like to hear your reasoning.


I don't think you're capturing the whole rule.

'When a unit selects a target for shooting, if a straight line drawn from a single point on the attacking model's base cannot reach all parts of the target's base or hull without passing over or through terrain with this keyword, the attacker subtracts 1 from their hit rolls. Ignore any area terrain that the attacker occupies, and any terrain within 3" of the attacker'.


It's model based. Obstacles are the exception in the last sentence - not all terrain, because Obstacles don't have bases. You could still tweak it i'm sure though, but the wordiness will increase.


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 17:21:31


Post by: Stevefamine


 Amishprn86 wrote:
You are -1 to shoot unless you can see all of a models Hull or Base and no drawn LoS is over the terrain.
If you are in/on the terrain with your opponent then you are not penalized.
If you are within 3" of an Obstacle with this rule when you shoot you are not penalized.

Honestly this is a fine rule, yes its a bit wordy but i understand why. They wanted the ability to hide single man or elite units easier than hordes, but also not be penalized if you and any opponent are point blanks. Over all its actually a well writen rule from GW lol.


Thats exactly what I was typing out

This is great news


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 17:27:52


Post by: Tycho


OK! SO MAYBE SEVERAL PEOPLE HAVE SAID IT!

I love Dakka sometimes...


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 17:42:04


Post by: Lance845


Rihgu wrote:
 catbarf wrote:
Seabass wrote:
Here's the thing though, everyone on here is a professional game designer until they aren't, so while everyone on here likes to point out how much better they can do it than GW, the reality is that I'm not sure that is really true and adding the bullet points below the rules to help make them a bit easier and digestible seems like they already have this in mind.


I hold a BS in Game Design & Development, although I've primarily worked on videogames. I provided a proposed re-write on the first page. If you feel it is less clear or leaves out important nuance, I would genuinely like to hear your reasoning.


It doesn't layer into any of the other rules such as Obstacle terrain. I think the reason the rule is so wordy is it is restating other rules for ultimate clarity. The bullet points are very easy to digest and imply correspondence to other rules (as your rules text does). The full text seems to explicitly spell out the corresponding rules. In that way, I think they've done a very good job. Bullet points for the quick read and big wordy text all in one place (don't need to flip back to figure out LoS rules, or what occupying an Obstacle or Area terrain means) to hammer out any odd areas.


Thats not a good job. It's sloppy and confusing to have every rule restate every other rules. Rules writing should be short, to the point, have as few exceptions as possible, and mesh well with the other rules. If one rule defines something like "Open Ground". Then any other rule that has the effect of open ground needs to only say it is treated as open ground, not restate the entirety of the open ground rule.

This rule is written with a bunch of exceptions and restates things that should be defined elsewhere since it's just going to keep getting rewritten (and since it's GW its going to get rewritten in different ways and thus create even further confusion) over and over again in the book. It's a mess. And I would bet money that when we see the whole picture it's going to be an even bigger mess.


The Densest Most Beautiful Cover, So Dense @ 2020/06/24 22:42:40


Post by: chaos0xomega


 jeff white wrote:
 H.B.M.C. wrote:
When the first talked about terrain traits they talked about how something like the Sector Mechanicus terrain should make it harder to hit you, as the railings and whatnot aren't really the kinds of things that can take incoming shots like a big slab of concrete. This explains this 'dense terrain' rule, something you'd apply to this rather than this.



Could the Citadel™ LasPointer™ be close to release?



Yes. And again yes. Laser pointers should be part of the augmented table top along with apps that take pictures and deploy blast templates from ones own as well as perhaps mission based or narrative based forces or factors. Say, turn two the app says take a foto of the table top from directly above. It then adds blasst templates and says these areas have been impacted by an orbital strike from a passing ork cruiser which dropped these scrap bombz on you just for the lulz...

No arguing over scatter dice now.


Unless I imagined it GW had a laser pointer in the past, I believe they called it the markerlight



The Densest Most Beautiful Cover, So Dense @ 2020/06/25 01:16:10


Post by: AngryAngel80


Seabass wrote:
Tycho wrote:
Man, talk about a no-win scenario. If GW doesn't make the rules for their game as overdrawn and intricate as possible, they get hammered by the community for not being in-depth enough and not being clear enough for the game.

If they do, they get people complaining that no one can bother to read all of those rules, because they suck so bad and are so poorly written and wordy that they make no sense.

Rules that spell out the details in which or how things happen is important. They are trying (and I would add so far has seem to do so pretty reliably) to eliminate confusion.

But, they are damned if they do and damned if they dont.


I'm usually one of the first people to accuse Dakka of complaining just to complain, but I don't think your post is fair. When several of the new rules have required folks to make flow charts (and when they then needed several attempts to get the charts right), that's a problem. When the entire community looks at codex rules on day 1 and overwhelmingly points out how stupendously OP they are (Iron Hands), that's a problem. When Grey areas are the rule, instead of the exception to the rule - also a legitimate problem.

These are all problems GW has pretty much always suffered from. It's a system that is successful despite its rules, not because of them. You in fact CAN have rules that aren't living in the grey area, are clear, and specific, and don't require minor essays to describe. What the community wants is pretty clear. A professionally written rule book. Like so many other systems out there. There will always be problems, but the approach to rules that GW takes often amounts to "Wargames Amatuer Hour" and it's a real shame because they make the best models out there.


No, I think it's pretty fair, honestly. I'm not sure why any of the rules that have been provided require charts. Even so, because someone is a visual learner and focuses more on visuals isn't necessarily a hit on GW. I think its also patently unfair to point out the Iron Hands codex with the intent to say see, the rules in 9th are just bad because IH codex was awful. I really don't see what they have to do with each other, and while I do not know the review process for the IH codex, I do know that they have had a lot of very good players playtest 9th edition. You also mention grey areas, but again, I offer that the reason why these rules are written as such is so they can avoid grey areas. These terrain rules may be wordy, but they seem pretty specific to me.

Here's the thing though, everyone on here is a professional game designer until they aren't, so while everyone on here likes to point out how much better they can do it than GW, the reality is that I'm not sure that is really true and adding the bullet points below the rules to help make them a bit easier and digestible seems like they already have this in mind.

Nothing in that rule, or any of the rules that people are complaining about, has extemporaneous wording and it seems very specific to me. I think its a wonderful example of GW trying to do the right thing, dealing with a lot of the frustrations about the grey area that people are talking about, and then getting blasted because everyone else is a better game designer than they are.

I'm not trying to be a jerk, but this is getting a bit silly.


You realize just because people aren't a games designer doesn't mean they couldn't be yes ? As people we all made choices, went down paths to find us on the road we currently walk down. You do also realize most games designers if not all are avid gamers themselves, hence why they then become the game designers. I'm willing to bet a great many here, even folk I disagree with could do the same if not better job than GWs pro crack team of rule super men. You do also realize you can not be something and yet still have a valid point of view on its merit or short comings. Like for instance, I'm not a musician but I know the soothing sound of juicy farts onto a drum is pretty crap music. Etc, etc.

Where is it placed only if you do the act in question can you have any actual good opinion on it and/or idea that it sucks or not ? I'd go so far as to say most people on here probably ( before the virus anyways ) play many more games than these crack rules designers. I may disagree with my fellow Dakkas a good amount but I stand by them with their ability to understand the game many of us have played for in my case longer than I'd like to admit. At some point all of that time spent does give us some ability to judge what is good or bad in the game.

However, none of that matters with knowing if something is written poorly or in an elegant fashion. We can understand it could be both clear and nice to read. They don't need to be mutually exclusive ideals.

The only thing silly is how much some people can't handle the idea of GW getting any guff from something that is easy to do better. We had one poster write a better, easier to read version of the rule just pages back.

The rule shouldn't need bullet points, they should be a bonus and not a way to avoid the poor writing skills of professional game designers from the premiere company of miniature games. It's supposed to be an expensive, high quality product, that is why it costs so much. I don't think it's unreasonable to expect them to do better in that department. Most people after all by the models for the game. I mean someone can argue that but I don't think GW would with how many rule books they keep burning and churning out there.


The Densest Most Beautiful Cover, So Dense @ 2020/06/25 02:10:44


Post by: Seabass


AngryAngel80 wrote:
Seabass wrote:
Tycho wrote:
Man, talk about a no-win scenario. If GW doesn't make the rules for their game as overdrawn and intricate as possible, they get hammered by the community for not being in-depth enough and not being clear enough for the game.

If they do, they get people complaining that no one can bother to read all of those rules, because they suck so bad and are so poorly written and wordy that they make no sense.

Rules that spell out the details in which or how things happen is important. They are trying (and I would add so far has seem to do so pretty reliably) to eliminate confusion.

But, they are damned if they do and damned if they dont.


I'm usually one of the first people to accuse Dakka of complaining just to complain, but I don't think your post is fair. When several of the new rules have required folks to make flow charts (and when they then needed several attempts to get the charts right), that's a problem. When the entire community looks at codex rules on day 1 and overwhelmingly points out how stupendously OP they are (Iron Hands), that's a problem. When Grey areas are the rule, instead of the exception to the rule - also a legitimate problem.

These are all problems GW has pretty much always suffered from. It's a system that is successful despite its rules, not because of them. You in fact CAN have rules that aren't living in the grey area, are clear, and specific, and don't require minor essays to describe. What the community wants is pretty clear. A professionally written rule book. Like so many other systems out there. There will always be problems, but the approach to rules that GW takes often amounts to "Wargames Amatuer Hour" and it's a real shame because they make the best models out there.


No, I think it's pretty fair, honestly. I'm not sure why any of the rules that have been provided require charts. Even so, because someone is a visual learner and focuses more on visuals isn't necessarily a hit on GW. I think its also patently unfair to point out the Iron Hands codex with the intent to say see, the rules in 9th are just bad because IH codex was awful. I really don't see what they have to do with each other, and while I do not know the review process for the IH codex, I do know that they have had a lot of very good players playtest 9th edition. You also mention grey areas, but again, I offer that the reason why these rules are written as such is so they can avoid grey areas. These terrain rules may be wordy, but they seem pretty specific to me.

Here's the thing though, everyone on here is a professional game designer until they aren't, so while everyone on here likes to point out how much better they can do it than GW, the reality is that I'm not sure that is really true and adding the bullet points below the rules to help make them a bit easier and digestible seems like they already have this in mind.

Nothing in that rule, or any of the rules that people are complaining about, has extemporaneous wording and it seems very specific to me. I think its a wonderful example of GW trying to do the right thing, dealing with a lot of the frustrations about the grey area that people are talking about, and then getting blasted because everyone else is a better game designer than they are.

I'm not trying to be a jerk, but this is getting a bit silly.


You realize just because people aren't a games designer doesn't mean they couldn't be yes ? As people we all made choices, went down paths to find us on the road we currently walk down. You do also realize most games designers if not all are avid gamers themselves, hence why they then become the game designers. I'm willing to bet a great many here, even folk I disagree with could do the same if not better job than GWs pro crack team of rule super men. You do also realize you can not be something and yet still have a valid point of view on its merit or short comings. Like for instance, I'm not a musician but I know the soothing sound of juicy farts onto a drum is pretty crap music. Etc, etc.

Where is it placed only if you do the act in question can you have any actual good opinion on it and/or idea that it sucks or not ? I'd go so far as to say most people on here probably ( before the virus anyways ) play many more games than these crack rules designers. I may disagree with my fellow Dakkas a good amount but I stand by them with their ability to understand the game many of us have played for in my case longer than I'd like to admit. At some point all of that time spent does give us some ability to judge what is good or bad in the game.

However, none of that matters with knowing if something is written poorly or in an elegant fashion. We can understand it could be both clear and nice to read. They don't need to be mutually exclusive ideals.

The only thing silly is how much some people can't handle the idea of GW getting any guff from something that is easy to do better. We had one poster write a better, easier to read version of the rule just pages back.

The rule shouldn't need bullet points, they should be a bonus and not a way to avoid the poor writing skills of professional game designers from the premiere company of miniature games. It's supposed to be an expensive, high quality product, that is why it costs so much. I don't think it's unreasonable to expect them to do better in that department. Most people after all by the models for the game. I mean someone can argue that but I don't think GW would with how many rule books they keep burning and churning out there.


I think being an armchair quarterback is much easier than being the person who has to determine how to articulate the concept. It's easy when someone lays out the groundwork, it's a different thing to take a concept and articulate it. So no, I'm sorry, I have serious doubts. And no one is saying anything about not being able to criticize GW, I haven't said that, and neither has anyone else I've read.

These rules, all of them that we have read have been easy to read and pretty simple. I literally don't know what else GW can do to make it a bit easier, outside of bullet points, which, they are already doing. I also don't think that there is a problem with setting reasonable expectations, but so far, the biggest thing everyone has to bitch about is the way a rule is written because it doesn't sound elegant? These aren't critiques of the design of the rules, these are nitpicking bitchfests.



The Densest Most Beautiful Cover, So Dense @ 2020/06/25 02:18:36


Post by: Daedalus81


Seabass wrote:


I think being an armchair quarterback is much easier than being the person who has to determine how to articulate the concept. It's easy when someone lays out the groundwork, it's a different thing to take a concept and articulate it. So no, I'm sorry, I have serious doubts. And no one is saying anything about not being able to criticize GW, I haven't said that, and neither has anyone else I've read.

These rules, all of them that we have read have been easy to read and pretty simple. I literally don't know what else GW can do to make it a bit easier, outside of bullet points, which, they are already doing. I also don't think that there is a problem with setting reasonable expectations, but so far, the biggest thing everyone has to bitch about is the way a rule is written because it doesn't sound elegant? These aren't critiques of the design of the rules, these are nitpicking bitchfests.



Seconded.

It'll be a god damn shame if those typos make it in and we have the big ol' day 0 FAQ, but ultimately it isn't hurting me. I guess that makes me 'part of the problem', but as long as GW stays engaged like they are now I'm not going to sweat it.



The Densest Most Beautiful Cover, So Dense @ 2020/06/25 02:30:06


Post by: Blastaar


Seabass wrote:
AngryAngel80 wrote:
Seabass wrote:
Tycho wrote:
Man, talk about a no-win scenario. If GW doesn't make the rules for their game as overdrawn and intricate as possible, they get hammered by the community for not being in-depth enough and not being clear enough for the game.

If they do, they get people complaining that no one can bother to read all of those rules, because they suck so bad and are so poorly written and wordy that they make no sense.

Rules that spell out the details in which or how things happen is important. They are trying (and I would add so far has seem to do so pretty reliably) to eliminate confusion.

But, they are damned if they do and damned if they dont.


I'm usually one of the first people to accuse Dakka of complaining just to complain, but I don't think your post is fair. When several of the new rules have required folks to make flow charts (and when they then needed several attempts to get the charts right), that's a problem. When the entire community looks at codex rules on day 1 and overwhelmingly points out how stupendously OP they are (Iron Hands), that's a problem. When Grey areas are the rule, instead of the exception to the rule - also a legitimate problem.

These are all problems GW has pretty much always suffered from. It's a system that is successful despite its rules, not because of them. You in fact CAN have rules that aren't living in the grey area, are clear, and specific, and don't require minor essays to describe. What the community wants is pretty clear. A professionally written rule book. Like so many other systems out there. There will always be problems, but the approach to rules that GW takes often amounts to "Wargames Amatuer Hour" and it's a real shame because they make the best models out there.


No, I think it's pretty fair, honestly. I'm not sure why any of the rules that have been provided require charts. Even so, because someone is a visual learner and focuses more on visuals isn't necessarily a hit on GW. I think its also patently unfair to point out the Iron Hands codex with the intent to say see, the rules in 9th are just bad because IH codex was awful. I really don't see what they have to do with each other, and while I do not know the review process for the IH codex, I do know that they have had a lot of very good players playtest 9th edition. You also mention grey areas, but again, I offer that the reason why these rules are written as such is so they can avoid grey areas. These terrain rules may be wordy, but they seem pretty specific to me.

Here's the thing though, everyone on here is a professional game designer until they aren't, so while everyone on here likes to point out how much better they can do it than GW, the reality is that I'm not sure that is really true and adding the bullet points below the rules to help make them a bit easier and digestible seems like they already have this in mind.

Nothing in that rule, or any of the rules that people are complaining about, has extemporaneous wording and it seems very specific to me. I think its a wonderful example of GW trying to do the right thing, dealing with a lot of the frustrations about the grey area that people are talking about, and then getting blasted because everyone else is a better game designer than they are.

I'm not trying to be a jerk, but this is getting a bit silly.


You realize just because people aren't a games designer doesn't mean they couldn't be yes ? As people we all made choices, went down paths to find us on the road we currently walk down. You do also realize most games designers if not all are avid gamers themselves, hence why they then become the game designers. I'm willing to bet a great many here, even folk I disagree with could do the same if not better job than GWs pro crack team of rule super men. You do also realize you can not be something and yet still have a valid point of view on its merit or short comings. Like for instance, I'm not a musician but I know the soothing sound of juicy farts onto a drum is pretty crap music. Etc, etc.

Where is it placed only if you do the act in question can you have any actual good opinion on it and/or idea that it sucks or not ? I'd go so far as to say most people on here probably ( before the virus anyways ) play many more games than these crack rules designers. I may disagree with my fellow Dakkas a good amount but I stand by them with their ability to understand the game many of us have played for in my case longer than I'd like to admit. At some point all of that time spent does give us some ability to judge what is good or bad in the game.

However, none of that matters with knowing if something is written poorly or in an elegant fashion. We can understand it could be both clear and nice to read. They don't need to be mutually exclusive ideals.

The only thing silly is how much some people can't handle the idea of GW getting any guff from something that is easy to do better. We had one poster write a better, easier to read version of the rule just pages back.

The rule shouldn't need bullet points, they should be a bonus and not a way to avoid the poor writing skills of professional game designers from the premiere company of miniature games. It's supposed to be an expensive, high quality product, that is why it costs so much. I don't think it's unreasonable to expect them to do better in that department. Most people after all by the models for the game. I mean someone can argue that but I don't think GW would with how many rule books they keep burning and churning out there.


I think being an armchair quarterback is much easier than being the person who has to determine how to articulate the concept. It's easy when someone lays out the groundwork, it's a different thing to take a concept and articulate it. So no, I'm sorry, I have serious doubts. And no one is saying anything about not being able to criticize GW, I haven't said that, and neither has anyone else I've read.

These rules, all of them that we have read have been easy to read and pretty simple. I literally don't know what else GW can do to make it a bit easier, outside of bullet points, which, they are already doing. I also don't think that there is a problem with setting reasonable expectations, but so far, the biggest thing everyone has to bitch about is the way a rule is written because it doesn't sound elegant? These aren't critiques of the design of the rules, these are nitpicking bitchfests.



GW could write clear intuitive rules, avoid restating other rules when describing a given rule, and hire a technical editor. Expecting a company whose products are atrociously overpriced to do their jobs well is not having "nitpicking btichfests."


The Densest Most Beautiful Cover, So Dense @ 2020/06/25 02:38:11


Post by: Daedalus81


Blastaar wrote:

GW could write clear intuitive rules, avoid restating other rules when describing a given rule, and hire a technical editor. Expecting a company whose products are atrociously overpriced to do their jobs well is not having "nitpicking btichfests."


There's always room for improvement. I'll take the improved rules before I worry about technical writing. I guess part of the issue is how people go about criticism. It isn't, "geez they really need to fix this". It's, "this is garbage, GW sucks, and I am clearly superior" comments laden with exaggerated terms despite not knowing whatever internal issues the designers are dealing with.


The Densest Most Beautiful Cover, So Dense @ 2020/06/25 02:46:44


Post by: Blastaar


 Daedalus81 wrote:
Blastaar wrote:

GW could write clear intuitive rules, avoid restating other rules when describing a given rule, and hire a technical editor. Expecting a company whose products are atrociously overpriced to do their jobs well is not having "nitpicking btichfests."


There's always room for improvement. I'll take the improved rules before I worry about technical writing. I guess part of the issue is how people go about criticism. It isn't, "geez they really need to fix this". It's, "this is garbage, GW sucks, and I am clearly superior" comments laden with exaggerated terms despite not knowing whatever internal issues the designers are dealing with.


People do need to tone down the rhetoric. I don't know what goes on within GW, but I also don't care. The final product is what matters.


The Densest Most Beautiful Cover, So Dense @ 2020/06/25 02:53:04


Post by: Daedalus81


Blastaar wrote:
I don't know what goes on within GW, but I also don't care. The final product is what matters.


Yea, that's fair. I think ultimately so many people just buy in anyways that there's no boycott that would change things dramatically.

It's like in Fight Club -- cost of technical writer > cost of FAQs = we don't get a technical writer. Best way is to just keep pushing them, but hopefully they also let up on the crazy release schedule (probably won't).


The Densest Most Beautiful Cover, So Dense @ 2020/06/25 02:53:30


Post by: ERJAK


AngryAngel80 wrote:
Seabass wrote:
Tycho wrote:
Man, talk about a no-win scenario. If GW doesn't make the rules for their game as overdrawn and intricate as possible, they get hammered by the community for not being in-depth enough and not being clear enough for the game.

If they do, they get people complaining that no one can bother to read all of those rules, because they suck so bad and are so poorly written and wordy that they make no sense.

Rules that spell out the details in which or how things happen is important. They are trying (and I would add so far has seem to do so pretty reliably) to eliminate confusion.

But, they are damned if they do and damned if they dont.


I'm usually one of the first people to accuse Dakka of complaining just to complain, but I don't think your post is fair. When several of the new rules have required folks to make flow charts (and when they then needed several attempts to get the charts right), that's a problem. When the entire community looks at codex rules on day 1 and overwhelmingly points out how stupendously OP they are (Iron Hands), that's a problem. When Grey areas are the rule, instead of the exception to the rule - also a legitimate problem.

These are all problems GW has pretty much always suffered from. It's a system that is successful despite its rules, not because of them. You in fact CAN have rules that aren't living in the grey area, are clear, and specific, and don't require minor essays to describe. What the community wants is pretty clear. A professionally written rule book. Like so many other systems out there. There will always be problems, but the approach to rules that GW takes often amounts to "Wargames Amatuer Hour" and it's a real shame because they make the best models out there.


No, I think it's pretty fair, honestly. I'm not sure why any of the rules that have been provided require charts. Even so, because someone is a visual learner and focuses more on visuals isn't necessarily a hit on GW. I think its also patently unfair to point out the Iron Hands codex with the intent to say see, the rules in 9th are just bad because IH codex was awful. I really don't see what they have to do with each other, and while I do not know the review process for the IH codex, I do know that they have had a lot of very good players playtest 9th edition. You also mention grey areas, but again, I offer that the reason why these rules are written as such is so they can avoid grey areas. These terrain rules may be wordy, but they seem pretty specific to me.

Here's the thing though, everyone on here is a professional game designer until they aren't, so while everyone on here likes to point out how much better they can do it than GW, the reality is that I'm not sure that is really true and adding the bullet points below the rules to help make them a bit easier and digestible seems like they already have this in mind.

Nothing in that rule, or any of the rules that people are complaining about, has extemporaneous wording and it seems very specific to me. I think its a wonderful example of GW trying to do the right thing, dealing with a lot of the frustrations about the grey area that people are talking about, and then getting blasted because everyone else is a better game designer than they are.

I'm not trying to be a jerk, but this is getting a bit silly.


You realize just because people aren't a games designer doesn't mean they couldn't be yes ? As people we all made choices, went down paths to find us on the road we currently walk down. You do also realize most games designers if not all are avid gamers themselves, hence why they then become the game designers. I'm willing to bet a great many here, even folk I disagree with could do the same if not better job than GWs pro crack team of rule super men. You do also realize you can not be something and yet still have a valid point of view on its merit or short comings. Like for instance, I'm not a musician but I know the soothing sound of juicy farts onto a drum is pretty crap music. Etc, etc.

Where is it placed only if you do the act in question can you have any actual good opinion on it and/or idea that it sucks or not ? I'd go so far as to say most people on here probably ( before the virus anyways ) play many more games than these crack rules designers. I may disagree with my fellow Dakkas a good amount but I stand by them with their ability to understand the game many of us have played for in my case longer than I'd like to admit. At some point all of that time spent does give us some ability to judge what is good or bad in the game.

However, none of that matters with knowing if something is written poorly or in an elegant fashion. We can understand it could be both clear and nice to read. They don't need to be mutually exclusive ideals.

The only thing silly is how much some people can't handle the idea of GW getting any guff from something that is easy to do better. We had one poster write a better, easier to read version of the rule just pages back.

The rule shouldn't need bullet points, they should be a bonus and not a way to avoid the poor writing skills of professional game designers from the premiere company of miniature games. It's supposed to be an expensive, high quality product, that is why it costs so much. I don't think it's unreasonable to expect them to do better in that department. Most people after all by the models for the game. I mean someone can argue that but I don't think GW would with how many rule books they keep burning and churning out there.


That first sentence is pretty ridiculous, not gonna lie. 'Just because I've never been an underwater oil pipeline welder doesn't mean I couldn't do it!' Experience doing something is a big deal, especially with something like game design where 99% of the nuance and difficulty comes in putting a finished product in front of someone who isn't YOU.

Notice how not everyone who is an avid gamer is also a game designer? Maybe because those skills are related but not necessarily transferable? And no, you couldn't do what they do, not without practice. Not because they're amazing, but because you've not put in the hours they have. A mediocre game designer who's shipped even a mediocre product is ultimately leagues ahead of 90% of the community. We operate in the lofty position of critique, where we don't have to build the full picture, we can just point out a few missed strokes and pat ourselves on the back. Sure, that criticism has value, but keep in mind that it's a metric feth-ton easier than actually making the fething game.

And I'm sorry, but have you read any legal or technical writing ever? NOTHING that is designed not to be abused is elegant, or easy to read. I'd also take this moment to argue that it is ultimately VERY clear what they're saying in these new rules, it's just become closer to legaleze as a result of like 150 pages of FAQs needing to be put in place over the past few years to cover edge cases the more 'easy to read' rules missed.

GW gets mostly guff. Even people who like GW and have liked 8th still have plenty of gak to say about them. I, for example, still think none of them in the studio are good enough at the game to understand the implications of a lot of their unit level rules and points changes, and that that fact is obvious in every codex that comes out.

Bullet points are great. The rule prevents loopholes, the bullet points simplify it down for mouth breathers. It's rules writing symbiosis. It's not poor writing, it's writing to intent. They could have just said what they bullet points said, like they've done in the past, and then we would have had 14 pages of Q&A on edge cases and ignorance like we had through most of 8th for rules like this. They've done fine. In fact, these are the best written rules GW has come out with, probably ever. Inelegant, sure, but they cover everything they need to cover and help force people to relearn reading comprehension. I call that a win win.


Automatically Appended Next Post:
 Daedalus81 wrote:
Blastaar wrote:
I don't know what goes on within GW, but I also don't care. The final product is what matters.


Yea, that's fair. I think ultimately so many people just buy in anyways that there's no boycott that would change things dramatically.

It's like in Fight Club -- cost of technical writer > cost of FAQs = we don't get a technical writer. Best way is to just keep pushing them, but hopefully they also let up on the crazy release schedule (probably won't).


Also, it's not like a technical writer automatically guarantees a perfect end product. Especially when they've got to do hundreds of pages of interlocking, but totally disparate rules. Is the new direction in rules writing perfect? No, duh. But they've started to use consistent terminology and are writing to not let loopholes through. It's a start.

At least we won't have to deal with gak like people arguing librarius conclave librarians can cast every one of the 15 spells they know because 'Mastery level DETERMINES the amount of powers a psyker can cast' (as opposed to 'is equal to'.). Who else remembers THAT wonderful discussion?


Automatically Appended Next Post:
Blastaar wrote:
 Daedalus81 wrote:
Blastaar wrote:

GW could write clear intuitive rules, avoid restating other rules when describing a given rule, and hire a technical editor. Expecting a company whose products are atrociously overpriced to do their jobs well is not having "nitpicking btichfests."


There's always room for improvement. I'll take the improved rules before I worry about technical writing. I guess part of the issue is how people go about criticism. It isn't, "geez they really need to fix this". It's, "this is garbage, GW sucks, and I am clearly superior" comments laden with exaggerated terms despite not knowing whatever internal issues the designers are dealing with.


People do need to tone down the rhetoric. I don't know what goes on within GW, but I also don't care. The final product is what matters.


This is funny when a quote of you using rhetoric that needs to be toned down and caring about what goes on within GW is like...right there bro.


The Densest Most Beautiful Cover, So Dense @ 2020/06/25 03:31:09


Post by: Tycho


And I'm sorry, but have you read any legal or technical writing ever? NOTHING that is designed not to be abused is elegant, or easy to read. I'd also take this moment to argue that it is ultimately VERY clear what they're saying in these new rules, it's just become closer to legaleze as a result of like 150 pages of FAQs needing to be put in place over the past few years to cover edge cases the more 'easy to read' rules missed.

GW gets mostly guff. Even people who like GW and have liked 8th still have plenty of gak to say about them. I, for example, still think none of them in the studio are good enough at the game to understand the implications of a lot of their unit level rules and points changes, and that that fact is obvious in every codex that comes out.

Bullet points are great. The rule prevents loopholes, the bullet points simplify it down for mouth breathers. It's rules writing symbiosis. It's not poor writing, it's writing to intent. They could have just said what they bullet points said, like they've done in the past, and then we would have had 14 pages of Q&A on edge cases and ignorance like we had through most of 8th for rules like this. They've done fine. In fact, these are the best written rules GW has come out with, probably ever. Inelegant, sure, but they cover everything they need to cover and help force people to relearn reading comprehension. I call that a win win.


The entire point of technical writing (not a lawyer and don't deal with that so can't speak to how they write) is to do the exact opposite of what you're describing. It strives to quickly and as succinctly as possible to explain a concept in a way that allows for as little misinterpretation as possible. So no. A solid technical writing approach would not lead to a "more wordy" rule. Again, if one of my writers brought me something like that, I'd send them back to the drawing board, and we've already seen successful attempts at fixing it. Do I like the rule itself? I think I do, but I'm willing to make a sig-bet right now with anyone here that the way this is worded will cause at least 1 if not more than 1 FAQs in the first few months.

And to the very condescending point about bullets - the fact that the rule needed "dumbed down" to begin with should have been a red flag that they maybe needed to take another look at it. Think about this thread as an LGS. We have 1/3 of the players saying "It's great! I love it!", another 1/3 saying "I ... think I get it" and another 1/3 that seem to be having trouble following it at all. How do we have a game when the way the rule itself is written causes that kind of a split? Failing to acknowledge that there's some kind of problem here, and just falling back on "well anyone who didn't instantly get this and thinks it's too wordy is clearly an idiot" really isn't a good position to take ....

Also, it's not like a technical writer automatically guarantees a perfect end product. Especially when they've got to do hundreds of pages of interlocking, but totally disparate rules. Is the new direction in rules writing perfect? No, duh. But they've started to use consistent terminology and are writing to not let loopholes through. It's a start.


Right from the start, a solid technical writing approach would have prevented the "hundreds and hundreds of pages of interlocking but totally disparate rules" to begin with. That's literally what they do. What a lot of people are pointing out is that GW isn't really using best practices for things like complex rules sets, basic publishing processes etc. It's also why the cries of "armchair quarterbacking" are kind of silly. People play more than one game system. So many people here have experience in systems with complex rules that DON'T have the problems GW runs into over, and over again all the time. It's not "armchair quarter-backing" to look at the "industry leader" and ask them to do better because 30 some odd years later, they're STILL making rookie mistakes ...

To put it differently, imagine if they wrote rules as well as they made miniatures ...


The Densest Most Beautiful Cover, So Dense @ 2020/06/25 06:19:56


Post by: AngryAngel80


Seabass wrote:
AngryAngel80 wrote:
Seabass wrote:
Tycho wrote:
Man, talk about a no-win scenario. If GW doesn't make the rules for their game as overdrawn and intricate as possible, they get hammered by the community for not being in-depth enough and not being clear enough for the game.

If they do, they get people complaining that no one can bother to read all of those rules, because they suck so bad and are so poorly written and wordy that they make no sense.

Rules that spell out the details in which or how things happen is important. They are trying (and I would add so far has seem to do so pretty reliably) to eliminate confusion.

But, they are damned if they do and damned if they dont.


I'm usually one of the first people to accuse Dakka of complaining just to complain, but I don't think your post is fair. When several of the new rules have required folks to make flow charts (and when they then needed several attempts to get the charts right), that's a problem. When the entire community looks at codex rules on day 1 and overwhelmingly points out how stupendously OP they are (Iron Hands), that's a problem. When Grey areas are the rule, instead of the exception to the rule - also a legitimate problem.

These are all problems GW has pretty much always suffered from. It's a system that is successful despite its rules, not because of them. You in fact CAN have rules that aren't living in the grey area, are clear, and specific, and don't require minor essays to describe. What the community wants is pretty clear. A professionally written rule book. Like so many other systems out there. There will always be problems, but the approach to rules that GW takes often amounts to "Wargames Amatuer Hour" and it's a real shame because they make the best models out there.


No, I think it's pretty fair, honestly. I'm not sure why any of the rules that have been provided require charts. Even so, because someone is a visual learner and focuses more on visuals isn't necessarily a hit on GW. I think its also patently unfair to point out the Iron Hands codex with the intent to say see, the rules in 9th are just bad because IH codex was awful. I really don't see what they have to do with each other, and while I do not know the review process for the IH codex, I do know that they have had a lot of very good players playtest 9th edition. You also mention grey areas, but again, I offer that the reason why these rules are written as such is so they can avoid grey areas. These terrain rules may be wordy, but they seem pretty specific to me.

Here's the thing though, everyone on here is a professional game designer until they aren't, so while everyone on here likes to point out how much better they can do it than GW, the reality is that I'm not sure that is really true and adding the bullet points below the rules to help make them a bit easier and digestible seems like they already have this in mind.

Nothing in that rule, or any of the rules that people are complaining about, has extemporaneous wording and it seems very specific to me. I think its a wonderful example of GW trying to do the right thing, dealing with a lot of the frustrations about the grey area that people are talking about, and then getting blasted because everyone else is a better game designer than they are.

I'm not trying to be a jerk, but this is getting a bit silly.


You realize just because people aren't a games designer doesn't mean they couldn't be yes ? As people we all made choices, went down paths to find us on the road we currently walk down. You do also realize most games designers if not all are avid gamers themselves, hence why they then become the game designers. I'm willing to bet a great many here, even folk I disagree with could do the same if not better job than GWs pro crack team of rule super men. You do also realize you can not be something and yet still have a valid point of view on its merit or short comings. Like for instance, I'm not a musician but I know the soothing sound of juicy farts onto a drum is pretty crap music. Etc, etc.

Where is it placed only if you do the act in question can you have any actual good opinion on it and/or idea that it sucks or not ? I'd go so far as to say most people on here probably ( before the virus anyways ) play many more games than these crack rules designers. I may disagree with my fellow Dakkas a good amount but I stand by them with their ability to understand the game many of us have played for in my case longer than I'd like to admit. At some point all of that time spent does give us some ability to judge what is good or bad in the game.

However, none of that matters with knowing if something is written poorly or in an elegant fashion. We can understand it could be both clear and nice to read. They don't need to be mutually exclusive ideals.

The only thing silly is how much some people can't handle the idea of GW getting any guff from something that is easy to do better. We had one poster write a better, easier to read version of the rule just pages back.

The rule shouldn't need bullet points, they should be a bonus and not a way to avoid the poor writing skills of professional game designers from the premiere company of miniature games. It's supposed to be an expensive, high quality product, that is why it costs so much. I don't think it's unreasonable to expect them to do better in that department. Most people after all by the models for the game. I mean someone can argue that but I don't think GW would with how many rule books they keep burning and churning out there.


I think being an armchair quarterback is much easier than being the person who has to determine how to articulate the concept. It's easy when someone lays out the groundwork, it's a different thing to take a concept and articulate it. So no, I'm sorry, I have serious doubts. And no one is saying anything about not being able to criticize GW, I haven't said that, and neither has anyone else I've read.

These rules, all of them that we have read have been easy to read and pretty simple. I literally don't know what else GW can do to make it a bit easier, outside of bullet points, which, they are already doing. I also don't think that there is a problem with setting reasonable expectations, but so far, the biggest thing everyone has to bitch about is the way a rule is written because it doesn't sound elegant? These aren't critiques of the design of the rules, these are nitpicking bitchfests.



Sure it's always easier to be an arm chair quarterback but that doesn't make some of criticism accurate and on point all the same. That doesn't also mean some here couldn't and wouldn't do better than they do. As well, all we're bitching on as you put it, is the fact that it's cumbersome to read and could be written by someone who is an actual writer in a fashion to express their intent without feeling like a chore to read it. That is literally it, if you like the quality good for you, some people don't. Deciding to jump on someones opinion because you don't agree then complain their dislikes are nitpicks is just like your opinion man. These still end up as critiques if you agree with them or not.


The Densest Most Beautiful Cover, So Dense @ 2020/06/25 06:28:57


Post by: AngryAngel80


ERJAK wrote:
AngryAngel80 wrote:
Seabass wrote:
Tycho wrote:
Man, talk about a no-win scenario. If GW doesn't make the rules for their game as overdrawn and intricate as possible, they get hammered by the community for not being in-depth enough and not being clear enough for the game.

If they do, they get people complaining that no one can bother to read all of those rules, because they suck so bad and are so poorly written and wordy that they make no sense.

Rules that spell out the details in which or how things happen is important. They are trying (and I would add so far has seem to do so pretty reliably) to eliminate confusion.

But, they are damned if they do and damned if they dont.


I'm usually one of the first people to accuse Dakka of complaining just to complain, but I don't think your post is fair. When several of the new rules have required folks to make flow charts (and when they then needed several attempts to get the charts right), that's a problem. When the entire community looks at codex rules on day 1 and overwhelmingly points out how stupendously OP they are (Iron Hands), that's a problem. When Grey areas are the rule, instead of the exception to the rule - also a legitimate problem.

These are all problems GW has pretty much always suffered from. It's a system that is successful despite its rules, not because of them. You in fact CAN have rules that aren't living in the grey area, are clear, and specific, and don't require minor essays to describe. What the community wants is pretty clear. A professionally written rule book. Like so many other systems out there. There will always be problems, but the approach to rules that GW takes often amounts to "Wargames Amatuer Hour" and it's a real shame because they make the best models out there.


No, I think it's pretty fair, honestly. I'm not sure why any of the rules that have been provided require charts. Even so, because someone is a visual learner and focuses more on visuals isn't necessarily a hit on GW. I think its also patently unfair to point out the Iron Hands codex with the intent to say see, the rules in 9th are just bad because IH codex was awful. I really don't see what they have to do with each other, and while I do not know the review process for the IH codex, I do know that they have had a lot of very good players playtest 9th edition. You also mention grey areas, but again, I offer that the reason why these rules are written as such is so they can avoid grey areas. These terrain rules may be wordy, but they seem pretty specific to me.

Here's the thing though, everyone on here is a professional game designer until they aren't, so while everyone on here likes to point out how much better they can do it than GW, the reality is that I'm not sure that is really true and adding the bullet points below the rules to help make them a bit easier and digestible seems like they already have this in mind.

Nothing in that rule, or any of the rules that people are complaining about, has extemporaneous wording and it seems very specific to me. I think its a wonderful example of GW trying to do the right thing, dealing with a lot of the frustrations about the grey area that people are talking about, and then getting blasted because everyone else is a better game designer than they are.

I'm not trying to be a jerk, but this is getting a bit silly.


You realize just because people aren't a games designer doesn't mean they couldn't be yes ? As people we all made choices, went down paths to find us on the road we currently walk down. You do also realize most games designers if not all are avid gamers themselves, hence why they then become the game designers. I'm willing to bet a great many here, even folk I disagree with could do the same if not better job than GWs pro crack team of rule super men. You do also realize you can not be something and yet still have a valid point of view on its merit or short comings. Like for instance, I'm not a musician but I know the soothing sound of juicy farts onto a drum is pretty crap music. Etc, etc.

Where is it placed only if you do the act in question can you have any actual good opinion on it and/or idea that it sucks or not ? I'd go so far as to say most people on here probably ( before the virus anyways ) play many more games than these crack rules designers. I may disagree with my fellow Dakkas a good amount but I stand by them with their ability to understand the game many of us have played for in my case longer than I'd like to admit. At some point all of that time spent does give us some ability to judge what is good or bad in the game.

However, none of that matters with knowing if something is written poorly or in an elegant fashion. We can understand it could be both clear and nice to read. They don't need to be mutually exclusive ideals.

The only thing silly is how much some people can't handle the idea of GW getting any guff from something that is easy to do better. We had one poster write a better, easier to read version of the rule just pages back.

The rule shouldn't need bullet points, they should be a bonus and not a way to avoid the poor writing skills of professional game designers from the premiere company of miniature games. It's supposed to be an expensive, high quality product, that is why it costs so much. I don't think it's unreasonable to expect them to do better in that department. Most people after all by the models for the game. I mean someone can argue that but I don't think GW would with how many rule books they keep burning and churning out there.


That first sentence is pretty ridiculous, not gonna lie. 'Just because I've never been an underwater oil pipeline welder doesn't mean I couldn't do it!' Experience doing something is a big deal, especially with something like game design where 99% of the nuance and difficulty comes in putting a finished product in front of someone who isn't YOU.

Notice how not everyone who is an avid gamer is also a game designer? Maybe because those skills are related but not necessarily transferable? And no, you couldn't do what they do, not without practice. Not because they're amazing, but because you've not put in the hours they have. A mediocre game designer who's shipped even a mediocre product is ultimately leagues ahead of 90% of the community. We operate in the lofty position of critique, where we don't have to build the full picture, we can just point out a few missed strokes and pat ourselves on the back. Sure, that criticism has value, but keep in mind that it's a metric feth-ton easier than actually making the fething game.

And I'm sorry, but have you read any legal or technical writing ever? NOTHING that is designed not to be abused is elegant, or easy to read. I'd also take this moment to argue that it is ultimately VERY clear what they're saying in these new rules, it's just become closer to legaleze as a result of like 150 pages of FAQs needing to be put in place over the past few years to cover edge cases the more 'easy to read' rules missed.

GW gets mostly guff. Even people who like GW and have liked 8th still have plenty of gak to say about them. I, for example, still think none of them in the studio are good enough at the game to understand the implications of a lot of their unit level rules and points changes, and that that fact is obvious in every codex that comes out.

Bullet points are great. The rule prevents loopholes, the bullet points simplify it down for mouth breathers. It's rules writing symbiosis. It's not poor writing, it's writing to intent. They could have just said what they bullet points said, like they've done in the past, and then we would have had 14 pages of Q&A on edge cases and ignorance like we had through most of 8th for rules like this. They've done fine. In fact, these are the best written rules GW has come out with, probably ever. Inelegant, sure, but they cover everything they need to cover and help force people to relearn reading comprehension. I call that a win win.


Automatically Appended Next Post:
 Daedalus81 wrote:
Blastaar wrote:
I don't know what goes on within GW, but I also don't care. The final product is what matters.


Yea, that's fair. I think ultimately so many people just buy in anyways that there's no boycott that would change things dramatically.

It's like in Fight Club -- cost of technical writer > cost of FAQs = we don't get a technical writer. Best way is to just keep pushing them, but hopefully they also let up on the crazy release schedule (probably won't).


Also, it's not like a technical writer automatically guarantees a perfect end product. Especially when they've got to do hundreds of pages of interlocking, but totally disparate rules. Is the new direction in rules writing perfect? No, duh. But they've started to use consistent terminology and are writing to not let loopholes through. It's a start.

At least we won't have to deal with gak like people arguing librarius conclave librarians can cast every one of the 15 spells they know because 'Mastery level DETERMINES the amount of powers a psyker can cast' (as opposed to 'is equal to'.). Who else remembers THAT wonderful discussion?


Automatically Appended Next Post:
Blastaar wrote:
 Daedalus81 wrote:
Blastaar wrote:

GW could write clear intuitive rules, avoid restating other rules when describing a given rule, and hire a technical editor. Expecting a company whose products are atrociously overpriced to do their jobs well is not having "nitpicking btichfests."


There's always room for improvement. I'll take the improved rules before I worry about technical writing. I guess part of the issue is how people go about criticism. It isn't, "geez they really need to fix this". It's, "this is garbage, GW sucks, and I am clearly superior" comments laden with exaggerated terms despite not knowing whatever internal issues the designers are dealing with.


People do need to tone down the rhetoric. I don't know what goes on within GW, but I also don't care. The final product is what matters.


This is funny when a quote of you using rhetoric that needs to be toned down and caring about what goes on within GW is like...right there bro.


So now after what 3 decades they want to do fine tuned loop hole free rules ? How much you want to bet even with the painful writing there are plenty or sloppy loopholes, exploits and abuses needing fixes ? I will also add, this isn't a legal document ! This is a game, designed to be fun. They can make the rules easy to read, elegant and also free of loopholes I can't believe there are some people claiming otherwise. I'd rather the section be longer but flow better and be loop hole free then a crammed, jammed pain. This is a game, designed to be fun, not a legal adventure where my opponent will shout.." Objection ! " in a most heroic fashion because he's citing the Fred vs Richard ruling of 2021.


The Densest Most Beautiful Cover, So Dense @ 2020/06/25 07:06:43


Post by: BlaxicanX


 Daedalus81 wrote:
I guess part of the issue is how people go about criticism. It isn't, "geez they really need to fix this". It's, "this is garbage, GW sucks, and I am clearly superior" comments laden with exaggerated terms despite not knowing whatever internal issues the designers are dealing with.
In which case the problem isn't how people go about the criticism, the problem is with you, for choosing to be offended on behalf of this billion dollar faceless corporation. Games Workshop certainly does not go out of their way to "see what issues I'm dealing with" when they charge outrageous prices for these rules and models. So long as they're making hand over fist selling this product, the people that pay money for the product have every right to criticize it in whatever fashion they deem appropriate.

In any case, at bare minimum, "i don't have an issue with what you said, I don't like how you said it" is a pointless argument to make because it's just whining about whining, which is hardly any more constructive then the complaining you're trying to quell.


The Densest Most Beautiful Cover, So Dense @ 2020/06/25 07:11:42


Post by: Mad Doc Grotsnik


Probably worth remembering that we’re promised illustrations fo help explain the terrain rules.

One imagines they’ll help somewhat.


The Densest Most Beautiful Cover, So Dense @ 2020/06/25 07:36:00


Post by: Slipspace


ERJAK wrote:

 Daedalus81 wrote:
Blastaar wrote:
I don't know what goes on within GW, but I also don't care. The final product is what matters.


Yea, that's fair. I think ultimately so many people just buy in anyways that there's no boycott that would change things dramatically.

It's like in Fight Club -- cost of technical writer > cost of FAQs = we don't get a technical writer. Best way is to just keep pushing them, but hopefully they also let up on the crazy release schedule (probably won't).


Also, it's not like a technical writer automatically guarantees a perfect end product. Especially when they've got to do hundreds of pages of interlocking, but totally disparate rules.


You do know that's basically what a technical writer does? They have 2 main jobs: firstly to write the individual rules text in as unambiguously as possible and secondly organise the text in such a way to facilitate the first goal. Those hundreds of pages of interlocking rules would likely be reduced substantially by a competent technical writer. For example, just in the two terrain rules GW have released so far they've re-used wordy definitions for lines and determining the height of terrain. Even if those only pop up twice in the rules (and I suspect it's a hell of a lot more) a competent technical writer would likely define those terms elsewhere first, in order to keep the text of the rules much cleaner.


The Densest Most Beautiful Cover, So Dense @ 2020/06/25 08:35:38


Post by: Zustiur



So what does this do if the dense train is not at least 3" in height? What's going on with including that as a clause in the same sentence? I think the obstacle rule had the same issue.

There should be a statement, "Terrain of at least 3" in height may be classed as dense terrain." If it's not at least that high, it can't be dense. Ergo no need to have 'if' in the sentence.


The Densest Most Beautiful Cover, So Dense @ 2020/06/25 08:48:49


Post by: Dudeface


Zustiur wrote:

So what does this do if the dense train is not at least 3" in height? What's going on with including that as a clause in the same sentence? I think the obstacle rule had the same issue.

There should be a statement, "Terrain of at least 3" in height may be classed as dense terrain." If it's not at least that high, it can't be dense. Ergo no need to have 'if' in the sentence.


You used more words to avoid a situation that doesn't need covering. Its either over 3" or it isn't, the rule works or it doesn't. If you apply it to stuff you know it doesnt work on then that's a bit odd.


The Densest Most Beautiful Cover, So Dense @ 2020/06/25 09:03:09


Post by: dhallnet


You're talking about a rules set its users needed an answer to "if I concede, do I lose ?" (it's in the faqs, so enough people asked), there is no pleasing everyone with rules writing once you enter this territory.
You either write concise rules that will be torn appart because "hey ! It's raw, there is no rule stating I lost if I decide to let you win !" or you write wordy stuff that will bother the people that don't need that much hand holding.


The Densest Most Beautiful Cover, So Dense @ 2020/06/25 09:03:31


Post by: Spoletta


What I don't understand is why they were so verbose in describing dense cover, but were instead really short in describing the obscuring terrain.

Why are we looking at bases in this one and not in the obscuring one?

Does it imply that the line of sight is now base to base? Wouldn't make a lot of sense, since I could hide behind a short wall. Maybe that for line of sight you need to trace a line from or over your base to the target base or over it? So we are now using cilinders? Would make sense...


The Densest Most Beautiful Cover, So Dense @ 2020/06/25 10:17:41


Post by: Sgt_Smudge


Seabass wrote:These rules, all of them that we have read have been easy to read and pretty simple. I literally don't know what else GW can do to make it a bit easier, outside of bullet points, which, they are already doing.
Paragraph spacing, bullet points, pictures, more simplistic writing and less throwing around of things like "terrain feature" every other second, shorten the sentences, etc.

Just take the first line: "if this terrain feature is at least 3" in height" - that should be it's own sentence at the end of the paragraph, saying something like "Only terrain features at least 3" may be classified as dense cover" or words to that extent, because right now, having that in there at the start just makes me wonder what I'm meant to do if the terrain feature is Dense Cover, but under 3". The rule should start straight away with the effect of Dense Cover, and then go on to add in the exceptions, in clear, isolated sections.

And that's just the first clause.
I also don't think that there is a problem with setting reasonable expectations, but so far, the biggest thing everyone has to bitch about is the way a rule is written because it doesn't sound elegant?
Yes. And I think that's a pretty big thing to bitch about.
These aren't critiques of the design of the rules, these are nitpicking bitchfests.
Riiiiiight, so if I can't understand the rules because they're written thicker than the terrain they're representing, that's not a problem?

I don't care how functional the rules are if I can't understand them. You could have the most balanced, perfectly crafted legal ruleset in existence, but good luck convincing anyone that it's fun to play if they can't make head or tail of it.

Daedalus81 wrote:There's always room for improvement. I'll take the improved rules before I worry about technical writing. I guess part of the issue is how people go about criticism. It isn't, "geez they really need to fix this". It's, "this is garbage, GW sucks, and I am clearly superior" comments laden with exaggerated terms despite not knowing whatever internal issues the designers are dealing with.
No, this is "I can't read what this rule says clearly, how am I supposed to play these rules when I don't understand them"?
I'm notoriously pro-GW, and I'm definitely not one of the "GW sux" brigade, but even I can agree that these rules are harmful - not in content, but in presentation.

If I was trying to get someone into playing 40k with that block of rules, hell, if *I* were trying to get into it for the first time, I'd just read that and either ignore it, or just not play.

AngryAngel80 wrote:This is a game, designed to be fun, not a legal adventure where my opponent will shout.." Objection ! " in a most heroic fashion because he's citing the Fred vs Richard ruling of 2021.
Exactly. I want to *enjoy* the game, not have to have a legal battle every time I do something because of some jumped-up rules lawyers. We all know why GW's made these rules so obtusely worded - because we have people who will argue they didn't lose a game if they conceded because the rules didn't say so.

My solution is simple - don't play those people. They're not worth my time.

Mad Doc Grotsnik wrote:Probably worth remembering that we’re promised illustrations fo help explain the terrain rules.

One imagines they’ll help somewhat.
I do sure hope so. Anything other than the wall of text we got.


The Densest Most Beautiful Cover, So Dense @ 2020/06/25 10:32:35


Post by: Karol


dhallnet wrote:
You're talking about a rules set its users needed an answer to "if I concede, do I lose ?" (it's in the faqs, so enough people asked), there is no pleasing everyone with rules writing once you enter this territory.
You either write concise rules that will be torn appart because "hey ! It's raw, there is no rule stating I lost if I decide to let you win !" or you write wordy stuff that will bother the people that don't need that much hand holding.


Of course there is a difference. Is it like in sports where when a team drops out you don't get max team points, or is ti counted as a max point victory for you and how are such wins weighted vs wins against opponents who did drop. And if in fact there is a difference between a game ending in a disqualification and one that ended with someone conceding.

We all know why GW's made these rules so obtusely worded - because we have people who will argue they didn't lose a game if they conceded because the rules didn't say so.

I don't know enough about english, but in some languages it isn't the same thing. It is like after a year plus here, I found out that when people in english use game they think about something else that we call a game, which before confused me to no end , because translating "it is just a game, the rules or efficiency aren't important" makes as much sense as if I said it is just the sun, it is naturaly cold.

I also have no idea how big the difference between english and american english is. And by different I am think more about specific ways of interpretation of what a word means. If those exist, then you can only imagine when someone who is non english speaker tries to play a UK made game, with an american ITC rule set. I think that is why for some people, the whole RAI think makes no sense at all, because they look at how stuff is worded, translate it in their heads, and both make just as much sense.


The Densest Most Beautiful Cover, So Dense @ 2020/06/25 10:33:56


Post by: Aash



So what does this do if the dense train is not at least 3" in height? What's going on with including that as a clause in the same sentence? I think the obstacle rule had the same issue.

There should be a statement, "Terrain of at least 3" in height may be classed as dense terrain." If it's not at least that high, it can't be dense. Ergo no need to have 'if' in the sentence.


I actually like this part of the terrain traits. Same with Obscuring. That way you can house rule your own terrain or use the GW recommendations for types of terrain eg. Ruins: light cover, heavy cover, obscuring. Woods: light cover, dense terrain etc. (actual terrain traits are for example only, others could be applied!)

If you have numerous Ruins they can all have the same traits even if they are different sizes. The Obscuring trait only matters for those ruins 5" tall. Likewise for woods, all the woods can have the same set of traits, but the dense terrain one is only relevant for the ones that are 3" tall.


The Densest Most Beautiful Cover, So Dense @ 2020/06/25 10:46:24


Post by: Crispy78


Karol wrote:

I also have no idea how big the difference between english and american english is.


The playwright George Bernard Shaw once said that Britain and the US are "two nations separated by a common language"...


The Densest Most Beautiful Cover, So Dense @ 2020/06/25 13:10:37


Post by: Tycho


Well, again, I point to the fact that the new edition has been tested by many players all of whom have demonstrated a deep understanding of the game. I don't know if they did this before with other codexes, but the fact that they are doing it now represents a significant investment of money on their part to get the "game" part of it right. GW are trying very hard to standardize the game, bring the different house rules under one roof for the integration of both competitive and narrative play, and this is the first time they have done that.


Nope. Not the first time. They made the same claim with 8th. "Most play tested edition ever". Gathered competitive and narrative players from all over. Ditto the codexes and rules supplements. The edition only got worse as it went. Knowing who *some* of the playtesters were, I have my own theories as to why things went south ... but honestly, the general sense I get is that, more than likely, GW asked them to provide the wrong feedback (there are very specific methods/best practices for this sort of thing that GW probably isn't aware of or used to), or they recieved good feedback and decided to ignore it. OR maybe they got great feedback, tried to implement it, and got over-ruled somewhere. IDK. All I can tell you is that they claimed to have play-tested fairly extensively in 8th (supposedly, one of the reasons the GSC codex got delayed was the play testers said "This is too broken to release" - scary to think about when Iron Hands made it all the way through - how bad was the original GSC?), and it really didn't work.


The Densest Most Beautiful Cover, So Dense @ 2020/06/25 13:54:08


Post by: Lance845


Dudeface wrote:
Zustiur wrote:

So what does this do if the dense train is not at least 3" in height? What's going on with including that as a clause in the same sentence? I think the obstacle rule had the same issue.

There should be a statement, "Terrain of at least 3" in height may be classed as dense terrain." If it's not at least that high, it can't be dense. Ergo no need to have 'if' in the sentence.


You used more words to avoid a situation that doesn't need covering. Its either over 3" or it isn't, the rule works or it doesn't. If you apply it to stuff you know it doesnt work on then that's a bit odd.


No. The rule should be written so that it's not even possible to apply the feature to terrain that is incapable of benefiting from it. Personally, I would have preferred all the heights to be guidelines and not rules.

Dense Cover

If, when tracing Line of Sight, a Model is incapable of drawing a straight line to every part of at least 1 model's base (or hull) in the target unit from a single point on the attacking model's base (or hull) without any of those lines passing over or through any part of the terrain feature subtract 1 from any hit rolls when resolving an attack with a ranged weapon. Models that are within 3" of an Obstacle terrain feature with this trait treat treat that terrain feature as Open Ground.

Note: It is recommended that Dense Cover Terrain Features are a minimum of 3" in height at their tallest point.


Of course, the rules for tracing line of sight should have been detailed elsewhere and there should be no damn reason for telling you how to do it here so that first sentence is fething wasted space too.


The Densest Most Beautiful Cover, So Dense @ 2020/06/25 14:00:37


Post by: Daedalus81


 BlaxicanX wrote:
 Daedalus81 wrote:
I guess part of the issue is how people go about criticism. It isn't, "geez they really need to fix this". It's, "this is garbage, GW sucks, and I am clearly superior" comments laden with exaggerated terms despite not knowing whatever internal issues the designers are dealing with.
In which case the problem isn't how people go about the criticism, the problem is with you, for choosing to be offended on behalf of this billion dollar faceless corporation. Games Workshop certainly does not go out of their way to "see what issues I'm dealing with" when they charge outrageous prices for these rules and models. So long as they're making hand over fist selling this product, the people that pay money for the product have every right to criticize it in whatever fashion they deem appropriate.

In any case, at bare minimum, "i don't have an issue with what you said, I don't like how you said it" is a pointless argument to make because it's just whining about whining, which is hardly any more constructive then the complaining you're trying to quell.


Really? You sure about that? The forum is littered with gak like this:

Sure, but you're still basing this on a summary of the rule, not the actual rule text. So for all we know the real rule text says "within 1" of your table edge and wholly within 6" of your table edge" or something like that.


So I am basing it off the information we have. It could also say "Only if it's the vernal equinox, the current Nanakshahi calendar year is a prime number, and only when Mercury is the closest planet to Uranus", speculating on what a rule might say is pointless.


People just looking to needle the gak out of everything to prove their superiority.


The Densest Most Beautiful Cover, So Dense @ 2020/06/25 15:32:32


Post by: Pancakey


Slipspace wrote:
ERJAK wrote:

 Daedalus81 wrote:
Blastaar wrote:
I don't know what goes on within GW, but I also don't care. The final product is what matters.


Yea, that's fair. I think ultimately so many people just buy in anyways that there's no boycott that would change things dramatically.

It's like in Fight Club -- cost of technical writer > cost of FAQs = we don't get a technical writer. Best way is to just keep pushing them, but hopefully they also let up on the crazy release schedule (probably won't).


Also, it's not like a technical writer automatically guarantees a perfect end product. Especially when they've got to do hundreds of pages of interlocking, but totally disparate rules.


You do know that's basically what a technical writer does? They have 2 main jobs: firstly to write the individual rules text in as unambiguously as possible and secondly organise the text in such a way to facilitate the first goal. Those hundreds of pages of interlocking rules would likely be reduced substantially by a competent technical writer. For example, just in the two terrain rules GW have released so far they've re-used wordy definitions for lines and determining the height of terrain. Even if those only pop up twice in the rules (and I suspect it's a hell of a lot more) a competent technical writer would likely define those terms elsewhere first, in order to keep the text of the rules much cleaner.


But, but, USRs are bad! Remember?


The Densest Most Beautiful Cover, So Dense @ 2020/06/25 17:23:27


Post by: Lance845


90 USRs, 20-30 of which just reference other USRs, ARE bad.

GW fails at their job on every level.


The Densest Most Beautiful Cover, So Dense @ 2020/06/25 17:35:15


Post by: ERJAK


Tycho wrote:
Well, again, I point to the fact that the new edition has been tested by many players all of whom have demonstrated a deep understanding of the game. I don't know if they did this before with other codexes, but the fact that they are doing it now represents a significant investment of money on their part to get the "game" part of it right. GW are trying very hard to standardize the game, bring the different house rules under one roof for the integration of both competitive and narrative play, and this is the first time they have done that.


Nope. Not the first time. They made the same claim with 8th. "Most play tested edition ever". Gathered competitive and narrative players from all over. Ditto the codexes and rules supplements. The edition only got worse as it went. Knowing who *some* of the playtesters were, I have my own theories as to why things went south ... but honestly, the general sense I get is that, more than likely, GW asked them to provide the wrong feedback (there are very specific methods/best practices for this sort of thing that GW probably isn't aware of or used to), or they recieved good feedback and decided to ignore it. OR maybe they got great feedback, tried to implement it, and got over-ruled somewhere. IDK. All I can tell you is that they claimed to have play-tested fairly extensively in 8th (supposedly, one of the reasons the GSC codex got delayed was the play testers said "This is too broken to release" - scary to think about when Iron Hands made it all the way through - how bad was the original GSC?), and it really didn't work.


Yes it did. Did you play 6th? 7th? 8th at its absolute worse was still MASSIVELY superior to both previous editions, even at their best. I've heard 5th was really good so maybe that was legitimately a superior edition to 8th, don't know never played it. Point is that the new direction saw massive improvements from the previous two editions. Sure, it didn't make the game perfect and there were some definite flubs and ugly patch jobs on the way, but it's still been (outside of the Ironhands era, all three weeks of it at its most broken.) the most diverse and subjectively, most fun, edition we've had in a very long time(Even during Castellan spam Castellans weren't anywhere near the only things making it into the top 16s. As opposed to 7th where the top 16 was 8 eldar armies, 7 chaos soups and a space marine or tau list.

Also, people who have terrible reading comprehension always throw out that 'Most play tested edition ever' like the fact that the game still has flaws automatically invalidates that. The reality of it is that that phrase is 100% true, GW didn't really playtest other editions. Wasn't really a huge bar to get over.


Automatically Appended Next Post:
Slipspace wrote:
ERJAK wrote:

 Daedalus81 wrote:
Blastaar wrote:
I don't know what goes on within GW, but I also don't care. The final product is what matters.


Yea, that's fair. I think ultimately so many people just buy in anyways that there's no boycott that would change things dramatically.

It's like in Fight Club -- cost of technical writer > cost of FAQs = we don't get a technical writer. Best way is to just keep pushing them, but hopefully they also let up on the crazy release schedule (probably won't).


Also, it's not like a technical writer automatically guarantees a perfect end product. Especially when they've got to do hundreds of pages of interlocking, but totally disparate rules.


You do know that's basically what a technical writer does? They have 2 main jobs: firstly to write the individual rules text in as unambiguously as possible and secondly organise the text in such a way to facilitate the first goal. Those hundreds of pages of interlocking rules would likely be reduced substantially by a competent technical writer. For example, just in the two terrain rules GW have released so far they've re-used wordy definitions for lines and determining the height of terrain. Even if those only pop up twice in the rules (and I suspect it's a hell of a lot more) a competent technical writer would likely define those terms elsewhere first, in order to keep the text of the rules much cleaner.


You do realize that the greater point of that is that the complexity of more than two dozen different factions who all interact with the core rules in totally unique ways increases the odds that even a competent technical writer will have errors or otherwise inelegant rules, correct? Also that you actually agreed with me by saying 'likely to be reduced substantially' rather than 'eliminated' and that you're wasting your's and everyone elses time on a 'Well ACSHULLY' that didn't accomplish anything?


The Densest Most Beautiful Cover, So Dense @ 2020/06/25 17:51:42


Post by: the_scotsman


 Lance845 wrote:
Dudeface wrote:
Zustiur wrote:

So what does this do if the dense train is not at least 3" in height? What's going on with including that as a clause in the same sentence? I think the obstacle rule had the same issue.

There should be a statement, "Terrain of at least 3" in height may be classed as dense terrain." If it's not at least that high, it can't be dense. Ergo no need to have 'if' in the sentence.


You used more words to avoid a situation that doesn't need covering. Its either over 3" or it isn't, the rule works or it doesn't. If you apply it to stuff you know it doesnt work on then that's a bit odd.


No. The rule should be written so that it's not even possible to apply the feature to terrain that is incapable of benefiting from it. Personally, I would have preferred all the heights to be guidelines and not rules.

Dense Cover

If, when tracing Line of Sight, a Model is incapable of drawing a straight line to every part of at least 1 model's base (or hull) in the target unit from a single point on the attacking model's base (or hull) without any of those lines passing over or through any part of the terrain feature subtract 1 from any hit rolls when resolving an attack with a ranged weapon. Models that are within 3" of an Obstacle terrain feature with this trait treat treat that terrain feature as Open Ground.

Note: It is recommended that Dense Cover Terrain Features are a minimum of 3" in height at their tallest point.


Of course, the rules for tracing line of sight should have been detailed elsewhere and there should be no damn reason for telling you how to do it here so that first sentence is fething wasted space too.


The reason Dense and Obscuring have these caveats is because then GW can make a general type of terrain have those rules

e.g. ruins, which they previewed, that have Defensible, Breachible, Obscuring, Light Cover, and Heavy Cover.

So, if you have a Ruin that is 6" tall, it gets all those traits.

But a ruin that is 4" tall gets all those traits except Obscuring.

A lot of people are assuming that people are going to be going back and forth assigning individual properties like "Scalable" and "Exposed Position" to every piece of terrain, but it seems like in reality just like with every edition, the players will start by agreeing "These are ruins, this is an industrial section, those can be Barriers, and these can be Forests" and then if one piece seems to have a weird incongruity - say, a bunker with a big flat top - you might say "And we'll add Exposed Position to that thing".


The Densest Most Beautiful Cover, So Dense @ 2020/06/25 17:53:06


Post by: Tycho


Yes it did. Did you play 6th? 7th? 8th at its absolute worse was still MASSIVELY superior to both previous editions, even at their best. I've heard 5th was really good so maybe that was legitimately a superior edition to 8th, don't know never played it. Point is that the new direction saw massive improvements from the previous two editions. Sure, it didn't make the game perfect and there were some definite flubs and ugly patch jobs on the way, but it's still been (outside of the Ironhands era) the most diverse and subjectively, most fun, edition we've had in a very long time(Even during Castellan spam Castellans weren't anywhere near the only things making it into the top 16s. As opposed to 7th where the top 16 was 8 eldar armies, 7 chaos soups and a space marine or tau list.

Also, people who have terrible reading comprehension always throw out that 'Most play tested edition ever' like the fact that the game still has flaws automatically invalidates that. The reality of it is that that phrase is 100% true, GW didn't really playtest other editions. Wasn't really a huge bar to get over.


Saying 8th was better than 6/7th is, imo objectively accurate, but it's also a bar so low you could trip over it. The reason so many say the play testing didn't really work is because they still had incredibly obvious "day 1" flaws across every rule set they released for this edition.

For example:

GW: "Fastest playing edition ever" *two weeks post release of 8th* the community "No - no it isn't ..." We saw almost immediately that the number of rerolls was causing even Index 40k to take longer. This is not one of those "wow no way anyone could have foreseen that" kind of things. Playtesting should have pointed out the invalidity of that statement almost immediately. Maybe it did? Maybe they called it out but GW ignored it? Like I said before, it's NOT necessarily the fault of the testers themselves, but a lot of really obvious things got through.

Multiple rules and books were called out almost instantly on Day 1 and again, these aren't things you need thousands of games to detect - they were immediately obvious to a huge chunk of even the casual player base. The reason so many call BS on their play testing is because proper play testing SHOULD prevent them from making the classic "GW" style mistakes (mistakes that are indeed often inherent to GW - other companies frequently manage to avoid these), and yet even with play testing, they still had massive disconnects with the player base, multiple problems with rules confusion and many other issues that only became compounded as time went on. I actually LIKED 8th, but it's pretty clear it was rapidly approaching the debacle of 7th. I don't really see them properly correcting that yet either. With GW it's often a case of "We've learned from our mistakes!" followed by them repeating a different, older mistake in an attempt to fix the more recent one ...


The Densest Most Beautiful Cover, So Dense @ 2020/06/25 18:09:34


Post by: ERJAK




So now after what 3 decades they want to do fine tuned loop hole free rules ? How much you want to bet even with the painful writing there are plenty or sloppy loopholes, exploits and abuses needing fixes ? I will also add, this isn't a legal document ! This is a game, designed to be fun. They can make the rules easy to read, elegant and also free of loopholes I can't believe there are some people claiming otherwise. I'd rather the section be longer but flow better and be loop hole free then a crammed, jammed pain. This is a game, designed to be fun, not a legal adventure where my opponent will shout.." Objection ! " in a most heroic fashion because he's citing the Fred vs Richard ruling of 2021.


In order:

Yes.

Maybe, but certainly less than there were. You'll still have the 'does 'the model dies' mean my model actually dies?!?!' crowd, but they've always been beyond saving.

Games are pretty similar to legal documents, they're both about specificity and building defined modes of conduct. The more complex the contract, the more complex the language.

No they can't. No one can. That's the entire point of why lawyers exist. Easy to read and elegant get you loopholes, closing loopholes make it inelegant. Nothing you can do about that. You also still have the paste eater crowd you have to take point by point through the text no matter how clear it is. The fact that you can't believe people would say otherwise is more of a fault of your education than anything, to be honest. Since I went to a better school than you did, try writing out instructions on how to make a peanut butter and jelly sandwhich and then follow them exactly as written. Because I guarantee your first draft will likely end with you realizing you have no access to either peanut butter or jelly because you wrote 'get the peanut butter and jelly out' but didn't include where they were. Or you end up having to stab a knife through the lid because you forgot to include 'unscrew and remove the lid'.

So you're saying you want the rule to be even longer? How is that not less easy to read? People give up halfway through reading the rules now, and you want to blow it out long enough to where boredom can settle in? Get real, that's why the 7th edition rulebook was such a slog to get through (and still had tons of loopholes, not for nothing'). If increases the word count was going to make the rule simpler to understand, maybe, but honestly it would be highly unlikely to help at all.

Do you...do you not know the difference between a legal document and a legal proceeding? Because those are two different things. Also, this is a tabletop wargame, that exact scenario, minus the specific case, is happening in about every third game and is happening literally thousands of times per day one JUST THIS WEBSITE.




The Densest Most Beautiful Cover, So Dense @ 2020/06/25 19:20:55


Post by: Tyel


What loop holes does this rule generate?


The Densest Most Beautiful Cover, So Dense @ 2020/06/26 02:34:51


Post by: AngryAngel80


ERJAK wrote:


So now after what 3 decades they want to do fine tuned loop hole free rules ? How much you want to bet even with the painful writing there are plenty or sloppy loopholes, exploits and abuses needing fixes ? I will also add, this isn't a legal document ! This is a game, designed to be fun. They can make the rules easy to read, elegant and also free of loopholes I can't believe there are some people claiming otherwise. I'd rather the section be longer but flow better and be loop hole free then a crammed, jammed pain. This is a game, designed to be fun, not a legal adventure where my opponent will shout.." Objection ! " in a most heroic fashion because he's citing the Fred vs Richard ruling of 2021.


In order:

Yes.

Maybe, but certainly less than there were. You'll still have the 'does 'the model dies' mean my model actually dies?!?!' crowd, but they've always been beyond saving.

Games are pretty similar to legal documents, they're both about specificity and building defined modes of conduct. The more complex the contract, the more complex the language.

No they can't. No one can. That's the entire point of why lawyers exist. Easy to read and elegant get you loopholes, closing loopholes make it inelegant. Nothing you can do about that. You also still have the paste eater crowd you have to take point by point through the text no matter how clear it is. The fact that you can't believe people would say otherwise is more of a fault of your education than anything, to be honest. Since I went to a better school than you did, try writing out instructions on how to make a peanut butter and jelly sandwhich and then follow them exactly as written. Because I guarantee your first draft will likely end with you realizing you have no access to either peanut butter or jelly because you wrote 'get the peanut butter and jelly out' but didn't include where they were. Or you end up having to stab a knife through the lid because you forgot to include 'unscrew and remove the lid'.

So you're saying you want the rule to be even longer? How is that not less easy to read? People give up halfway through reading the rules now, and you want to blow it out long enough to where boredom can settle in? Get real, that's why the 7th edition rulebook was such a slog to get through (and still had tons of loopholes, not for nothing'). If increases the word count was going to make the rule simpler to understand, maybe, but honestly it would be highly unlikely to help at all.

Do you...do you not know the difference between a legal document and a legal proceeding? Because those are two different things. Also, this is a tabletop wargame, that exact scenario, minus the specific case, is happening in about every third game and is happening literally thousands of times per day one JUST THIS WEBSITE.




Do you know the difference between a legal document and rules for a game designed for fun ? I mean one thing can be life and death and the other thing is, ya know, a game. I would point out even those sweet legal documents can have loop holes, precedents, exceptions etc. So if I will have all of that anyways, I'd rather it be elegant for my " fun " game. I don't go out and read legal documents for " fun " for a reason. That is all I'm saying. Trying to act like GW can't do better is really keeping them to an awfully expectation level. I would say some games can have good and loop hole free rules. I still bet even with these rules people will still rules lawyer them as much as any edition.

The rules, are fine, I just wish they read better. I really don't see why people have to argue that point as even the arguments tend to agree its cumbersome to digest. Feels like just sticking up for poor ol GW because we wish they made it flow better. Why so serious ?


The Densest Most Beautiful Cover, So Dense @ 2020/06/26 03:10:09


Post by: Seabass


AngryAngel80 wrote:

Do you know the difference between a legal document and rules for a game designed for fun ? I mean one thing can be life and death and the other thing is, ya know, a game. I would point out even those sweet legal documents can have loop holes, precedents, exceptions etc. So if I will have all of that anyways, I'd rather it be elegant for my " fun " game. I don't go out and read legal documents for " fun " for a reason. That is all I'm saying. Trying to act like GW can't do better is really keeping them to an awfully expectation level. I would say some games can have good and loop hole free rules. I still bet even with these rules people will still rules lawyer them as much as any edition.

The rules, are fine, I just wish they read better. I really don't see why people have to argue that point as even the arguments tend to agree its cumbersome to digest. Feels like just sticking up for poor ol GW because we wish they made it flow better. Why so serious ?


Because the rules read fine. I have zero problems comprehending what they have spoiled so far. And, to be fair, I probably am sticking up for "poor old GW" a bit, and I'm not sure I should feel bad about doing so. This community, whether Dakka, Reddit, FB Groups, whatever, just like to gak on GW for the enjoyment of gaking on GW. So many comments about their products being overpriced or not worth the value, I mean, those are personal opinions, just like mine. so I figure if it's cool to gak on GW, then its probably cool for someone to take a step back and say "wait a minute, this is getting stupid". Everything people are complaining about here is based on the assumption that the final product will only be what we see. Just that blurb. But we already know that isn't the case. There will be graphics, there will be bullet points, but instead of even trying to take that with even the smallest grain of salt is asking this community to just simply do too much. After all, its a LOT easier to just complain about the rules, with no context, under the assumption that anyone could do it better.

As someone who has done technical writing in the past, I can tell you that every one of these "anyone could do it" types in here would choke on it. Everyone saying that technical writing is not wordy and clearly understood hasn't spent enough time engaging with the process. Technical writing for a simple or mechanical subject like changing the font in Word, or for explaining how to do a search in an SQL DB, or the LO/TO procedures on a piece of industrial equipment are not difficult subjects to write a technical explanation/process too. They are quite easy. Writing something that can be interpreted in multiple different ways requires more specific and often far longer wording.


The Densest Most Beautiful Cover, So Dense @ 2020/06/26 03:14:02


Post by: Vankraken


Tycho wrote:
Yes it did. Did you play 6th? 7th? 8th at its absolute worse was still MASSIVELY superior to both previous editions, even at their best. I've heard 5th was really good so maybe that was legitimately a superior edition to 8th, don't know never played it. Point is that the new direction saw massive improvements from the previous two editions. Sure, it didn't make the game perfect and there were some definite flubs and ugly patch jobs on the way, but it's still been (outside of the Ironhands era) the most diverse and subjectively, most fun, edition we've had in a very long time(Even during Castellan spam Castellans weren't anywhere near the only things making it into the top 16s. As opposed to 7th where the top 16 was 8 eldar armies, 7 chaos soups and a space marine or tau list.

Also, people who have terrible reading comprehension always throw out that 'Most play tested edition ever' like the fact that the game still has flaws automatically invalidates that. The reality of it is that that phrase is 100% true, GW didn't really playtest other editions. Wasn't really a huge bar to get over.


Saying 8th was better than 6/7th is, imo objectively accurate, but it's also a bar so low you could trip over it. The reason so many say the play testing didn't really work is because they still had incredibly obvious "day 1" flaws across every rule set they released for this edition.

For example:

GW: "Fastest playing edition ever" *two weeks post release of 8th* the community "No - no it isn't ..." We saw almost immediately that the number of rerolls was causing even Index 40k to take longer. This is not one of those "wow no way anyone could have foreseen that" kind of things. Playtesting should have pointed out the invalidity of that statement almost immediately. Maybe it did? Maybe they called it out but GW ignored it? Like I said before, it's NOT necessarily the fault of the testers themselves, but a lot of really obvious things got through.

Multiple rules and books were called out almost instantly on Day 1 and again, these aren't things you need thousands of games to detect - they were immediately obvious to a huge chunk of even the casual player base. The reason so many call BS on their play testing is because proper play testing SHOULD prevent them from making the classic "GW" style mistakes (mistakes that are indeed often inherent to GW - other companies frequently manage to avoid these), and yet even with play testing, they still had massive disconnects with the player base, multiple problems with rules confusion and many other issues that only became compounded as time went on. I actually LIKED 8th, but it's pretty clear it was rapidly approaching the debacle of 7th. I don't really see them properly correcting that yet either. With GW it's often a case of "We've learned from our mistakes!" followed by them repeating a different, older mistake in an attempt to fix the more recent one ...


Meh 8th is not objectively better than 7th. Core rules of 7th actually resembled a functioning game where as the core rules of 8th are so minimalistic that the game has the complexity and depth of a kiddie pool. 8th is the point and delete (aka bloodbath) edition where as 7th started with some potential before GW went mad on power creep. 7th is not without huge flaws (psychic deathstars being a biggie) but the core problem of 7th was the bat gak insane stuff GW released down the road. Problem with 8th is that the initial rule set was a poor foundation for a game that tried to plaster on layer after layer of bonus rules to cover up the lack of actual game mechanics under the hood. But ultimately I can subjectively say that 8th is boring to play while 7th is fun despite it's massive pile of issues.

As to the actual dense cover rule..... Why does GW keep trying to do dumb flat to hit modifiers on a D6 system when races have large variance in base stats. Ork shooting gets disportionately worse from trees being in the way than say Space Marines. Never understood why they can't just bring back actual cover saves (even if it's something like a secondary FNP type save). That way it doesn't overly penalize low BS units.


The Densest Most Beautiful Cover, So Dense @ 2020/06/26 03:43:48


Post by: PenitentJake



So what does this do if the dense train is not at least 3" in height? What's going on with including that as a clause in the same sentence? I think the obstacle rule had the same issue.

There should be a statement, "Terrain of at least 3" in height may be classed as dense terrain." If it's not at least that high, it can't be dense. Ergo no need to have 'if' in the sentence.


Terrain cannot have the Dense trait if it isn't 3" tall.

It can't have the Obscuring trait if it isn't at least 5" tall.

It CAN still be Area or Obstacle terrain; area terrain can be shot into, or out of but not through.

Whether it's area terrain or an obstacle, it can also be light or heavy cover, or even both.

It's going to take some getting used to, because the customization options for terrain are very plentiful, and they're likely to stack and synergize in very interesting ways. I make my own terrain, because while I find GW's ready made stuff beautiful, I don't think it does the job as well as purpose-built stuff. These traits give me so much to work with! Like if I want one building that's heavy cover, one building that's light cover and one building that's both, it's an awesome thing for a modelist to think about how to represent that visually.

There are twelve traits in total; we know Light, Heavy, Dense, Obscuring; we've been given hints, but I don't think anything printed about Defensible; we've heard Unstable and Scalable mentioned. So that's seven of the twelve.

There are two types of terrain (actually four, but I think most terrain will be one of two)- area and obstacle. Some traits will probably only be able to applied to one type or the other, other traits will be able to be applied to both. Some traits will have additional conditions- like the height restrictions for Dense and Obscuring.




The Densest Most Beautiful Cover, So Dense @ 2020/06/26 03:48:34


Post by: H.B.M.C.


Seabass wrote:
This community, whether Dakka, Reddit, FB Groups, whatever, just like to gak on GW for the enjoyment of gaking on GW.
Yep. Not a one of us has a single valid criticism of GW's rules. It's all just to gak on them. Every last one of us.



The Densest Most Beautiful Cover, So Dense @ 2020/06/26 04:59:47


Post by: Seabass


 H.B.M.C. wrote:
Seabass wrote:
This community, whether Dakka, Reddit, FB Groups, whatever, just like to gak on GW for the enjoyment of gaking on GW.
Yep. Not a one of us has a single valid criticism of GW's rules. It's all just to gak on them. Every last one of us.



there's a big difference between criticism and just gaking on them. I can say that mechanically the iron hands codex was bad, without talking about how I could do it better, how I expect more, how the game isn't worth the money, how evil GW is, how incompetent they are... I mean, this list goes on for a while. I can offer critique and feedback on what I would suggest to fix it without reminding everyone of how poor/awful/terrible/evil/incompetent/<insert insult here> GW is.


The Densest Most Beautiful Cover, So Dense @ 2020/06/26 05:41:50


Post by: AngryAngel80


Seabass wrote:
 H.B.M.C. wrote:
Seabass wrote:
This community, whether Dakka, Reddit, FB Groups, whatever, just like to gak on GW for the enjoyment of gaking on GW.
Yep. Not a one of us has a single valid criticism of GW's rules. It's all just to gak on them. Every last one of us.



there's a big difference between criticism and just gaking on them. I can say that mechanically the iron hands codex was bad, without talking about how I could do it better, how I expect more, how the game isn't worth the money, how evil GW is, how incompetent they are... I mean, this list goes on for a while. I can offer critique and feedback on what I would suggest to fix it without reminding everyone of how poor/awful/terrible/evil/incompetent/<insert insult here> GW is.


In all seriousness, some of us do find the poor reading of the rules to be a legitimate issue. Some of us do even understand the rule, yet don't like the way it reads and still think they could do better.

As well, it may mean nothing to you, to some of us it does. You can keep trying to make it a small thing all you want but not one of us is saying GW are terrible at everything forever, I'm just saying they can do better and wish they did better. I'm being very moderate right now in my assessment.

As well, no matter how little you think of the community, I do think a good number here could write well enough to make the rule less cumbersome. I'm sorry you just can't accept that. I disagree with some of those here, often, but I tend to still respect them. Even if sometimes I want to toss them over those mountains like Uncle Rico would toss a football to win State.

Just because you don't want to express disagreement like we are doesn't mean we are wrong and you are somehow right in an opinion based forum. Nor does it make our dislike of it somehow lessened because you disprove of our feelings on it.

The rules written poorly, some people will find it difficult to read, others will read it ok but find it awful reading and others think its the best thing since sliced bread. That is why it fails. Not because the rules intent is on its face awful, because it isn't, it's just written terribly from an ease of reading stand point. Leaving it to not be easily taken in by everyone and a poor offering for a game that is trying to be universally beloved by its fan base.


The Densest Most Beautiful Cover, So Dense @ 2020/06/26 07:20:45


Post by: JawRippa


Could someone point me to the part of the rule that makes it invalidate a -1 protection for the squad if one model is not obscured?


The Densest Most Beautiful Cover, So Dense @ 2020/06/26 07:39:20


Post by: Lance845


 JawRippa wrote:
Could someone point me to the part of the rule that makes it invalidate a -1 protection for the squad if one model is not obscured?


It doesn't. Because it's not a squad based -1. It's per model based -1.

I.E. If you have 5 marines and 4 of them cannot trace LoS without passing through or over the terrain feature in some capacity when targeting the enemy, but 1 of them can trace a LoS from anywhere on their base to every part of the enemys base then 4 marines get a -1 and 1 marine does not.


The Densest Most Beautiful Cover, So Dense @ 2020/06/26 07:45:53


Post by: JawRippa


 Lance845 wrote:
 JawRippa wrote:
Could someone point me to the part of the rule that makes it invalidate a -1 protection for the squad if one model is not obscured?


It doesn't. Because it's not a squad based -1. It's per model based -1.

I.E. If you have 5 marines and 4 of them cannot trace LoS without passing through or over the terrain feature in some capacity when targeting the enemy, but 1 of them can trace a LoS from anywhere on their base to every part of the enemys base then 4 marines get a -1 and 1 marine does not.

Does this mean that if all 5 marines see an ork model without obscurement, they get to shoot without penalty, even if the rest 29 orks are obscured?


The Densest Most Beautiful Cover, So Dense @ 2020/06/26 07:49:18


Post by: Slipspace


PenitentJake wrote:
Spoiler:

So what does this do if the dense train is not at least 3" in height? What's going on with including that as a clause in the same sentence? I think the obstacle rule had the same issue.

There should be a statement, "Terrain of at least 3" in height may be classed as dense terrain." If it's not at least that high, it can't be dense. Ergo no need to have 'if' in the sentence.


Terrain cannot have the Dense trait if it isn't 3" tall.

It can't have the Obscuring trait if it isn't at least 5" tall.

It CAN still be Area or Obstacle terrain; area terrain can be shot into, or out of but not through.

Whether it's area terrain or an obstacle, it can also be light or heavy cover, or even both.

It's going to take some getting used to, because the customization options for terrain are very plentiful, and they're likely to stack and synergize in very interesting ways. I make my own terrain, because while I find GW's ready made stuff beautiful, I don't think it does the job as well as purpose-built stuff. These traits give me so much to work with! Like if I want one building that's heavy cover, one building that's light cover and one building that's both, it's an awesome thing for a modelist to think about how to represent that visually.

There are twelve traits in total; we know Light, Heavy, Dense, Obscuring; we've been given hints, but I don't think anything printed about Defensible; we've heard Unstable and Scalable mentioned. So that's seven of the twelve.

There are two types of terrain (actually four, but I think most terrain will be one of two)- area and obstacle. Some traits will probably only be able to applied to one type or the other, other traits will be able to be applied to both. Some traits will have additional conditions- like the height restrictions for Dense and Obscuring.


This annoys me as well. What's even weirder is the first clause of the first sentence talks about terrain height and it's not until the final sentence they talk about how to determine the height of a terrain piece. That's stupid any way you look at it. I'm holding out a small amount of hope that these aren't direct reprints form the rulebook and have maybe had some extra details added because they're previews. I'm not massively hopeful about that though.

There should really be a list of definitions at the start of the terrain rules that deal with things like terrain height, what "drawing a line" means and what is classed as being in or on terrain. Just doing that would eliminate a lot of the bloat in the rules text and make it easier to parse by massively reducing the overly complex multi-clause sentences.


The Densest Most Beautiful Cover, So Dense @ 2020/06/26 09:13:31


Post by: Spoletta


 JawRippa wrote:
 Lance845 wrote:
 JawRippa wrote:
Could someone point me to the part of the rule that makes it invalidate a -1 protection for the squad if one model is not obscured?


It doesn't. Because it's not a squad based -1. It's per model based -1.

I.E. If you have 5 marines and 4 of them cannot trace LoS without passing through or over the terrain feature in some capacity when targeting the enemy, but 1 of them can trace a LoS from anywhere on their base to every part of the enemys base then 4 marines get a -1 and 1 marine does not.

Does this mean that if all 5 marines see an ork model without obscurement, they get to shoot without penalty, even if the rest 29 orks are obscured?


It means that you ask your opponent to resolve his marines one by one. As soon as one kill that ork, you remove it and the other marines shoot at -1.


The Densest Most Beautiful Cover, So Dense @ 2020/06/26 10:02:03


Post by: ewar


Vankraken wrote:As to the actual dense cover rule..... Why does GW keep trying to do dumb flat to hit modifiers on a D6 system when races have large variance in base stats. Ork shooting gets disportionately worse from trees being in the way than say Space Marines. Never understood why they can't just bring back actual cover saves (even if it's something like a secondary FNP type save). That way it doesn't overly penalize low BS units.


I do find this funny though. Ever since 3rd edition removed hit modifiers and put in flat saves, the player base has moaned consistently for more than 20 years (!) that it's unrealistic allowing models to shoot through dense cover at the same effectiveness as shooting something in the open. Now they get hit modifiers, it's 'not fair' that being bad at shooting means you're also worse at shooting through dense terrain.

PenitentJake wrote:

So what does this do if the dense train is not at least 3" in height? What's going on with including that as a clause in the same sentence? I think the obstacle rule had the same issue.


It's pretty simple right? It needs an IF clause because 'dense terrain' trait can be applied to terrain of any height. The -1 to hit just doesn't apply if the terrain isn't 3" tall.

If they didn't include an IF then they would need an exception elsewhere as to how we deal with a 2.5" tall ruin with the dense terrain trait.

Personally I find the new rules more complicated to read for sure, but not insurmountably so. Better this than dealing with pages of FAQs (which may or may not be required yet, we'll have to wait and see).


The Densest Most Beautiful Cover, So Dense @ 2020/06/26 10:34:40


Post by: Slipspace


 ewar wrote:


PenitentJake wrote:
So what does this do if the dense train is not at least 3" in height? What's going on with including that as a clause in the same sentence? I think the obstacle rule had the same issue.


It's pretty simple right? It needs an IF clause because 'dense terrain' trait can be applied to terrain of any height. The -1 to hit just doesn't apply if the terrain isn't 3" tall.

If they didn't include an IF then they would need an exception elsewhere as to how we deal with a 2.5" tall ruin with the dense terrain trait.



My question then would be is there any point in classifying terrain as Dense (or Obscuring) if it doesn't meet the height requirements? IMO, you should either not have the height requirement at all or only allow the trait to be applied to terrain that meets the height requirement in the first place. GW seems to have gone for a halfway house, worst of both worlds, approach. Outside of some potential edge cases where a unit's special rules interact with a terrain trait, why would we bother attaching the Dense trait to a piece of terrain that can't have any of the rules for Dense terrain applied to it?

Having a list of suggested traits for different types of terrain seems to be the only reason, but that's just messy and needlessly complicated. Players already have to determine a terrain type pre-game for each piece so why bother with extra restrictions in the form of required height?


The Densest Most Beautiful Cover, So Dense @ 2020/06/26 10:49:57


Post by: dhallnet


Slipspace wrote:

Having a list of suggested traits for different types of terrain seems to be the only reason, but that's just messy and needlessly complicated. Players already have to determine a terrain type pre-game for each piece so why bother with extra restrictions in the form of required height?


They want the middle ground between abstracted and "realistic" (based on what the terrain looks like next to your model).
If they didn't there would be people using the "dense" trait on tall grass and asking why this terrain is able to provide cover when it doesn't even reach the knee of a primaris.


The Densest Most Beautiful Cover, So Dense @ 2020/06/26 10:54:43


Post by: Slipspace


dhallnet wrote:
Slipspace wrote:

Having a list of suggested traits for different types of terrain seems to be the only reason, but that's just messy and needlessly complicated. Players already have to determine a terrain type pre-game for each piece so why bother with extra restrictions in the form of required height?


They want the middle ground between abstracted and "realistic" (based on what the terrain looks like next to your model).
If they didn't there would be people using the "dense" trait on tall grass and asking why this terrain is able to provide cover when it doesn't even reach the knee of a primaris.


That works both ways. Now we'll have people arguing that terrain pieces are 2.9" high so can't be dense. Technically you can determine the height of a terrain piece accurately but that won't stop people arguing over it if they want. Terrain rules in the past often worked on the basis of hard rules tied to general guidelines about how to define different types of terrain. I don't see a problem with that system. If you're playing a game with someone and they're going to drag out an argument about whether that grass should be Dense or not it's a pretty good sign you're not going to have an enjoyable game. The abstract nature of terrain is exactly the reason you need to take a non-restrictive approach to the rules for it.


The Densest Most Beautiful Cover, So Dense @ 2020/06/26 11:01:42


Post by: dhallnet


Slipspace wrote:
dhallnet wrote:
Slipspace wrote:

Having a list of suggested traits for different types of terrain seems to be the only reason, but that's just messy and needlessly complicated. Players already have to determine a terrain type pre-game for each piece so why bother with extra restrictions in the form of required height?


They want the middle ground between abstracted and "realistic" (based on what the terrain looks like next to your model).
If they didn't there would be people using the "dense" trait on tall grass and asking why this terrain is able to provide cover when it doesn't even reach the knee of a primaris.


That works both ways. Now we'll have people arguing that terrain pieces are 2.9" high so can't be dense. Technically you can determine the height of a terrain piece accurately but that won't stop people arguing over it if they want. Terrain rules in the past often worked on the basis of hard rules tied to general guidelines about how to define different types of terrain. I don't see a problem with that system. If you're playing a game with someone and they're going to drag out an argument about whether that grass should be Dense or not it's a pretty good sign you're not going to have an enjoyable game. The abstract nature of terrain is exactly the reason you need to take a non-restrictive approach to the rules for it.

It's not accurate, it's completely arbitrary. They needed a cut off value and they used 3.
They can't win anyway, if they didn't put a value, we would be asking why small pebbles can partially hide a leman russ instead of why a 2.5" tall piece of terrain can't be "dense".
Edit : What if I think that terrain IS dense and you think it's not and we both have valid reason to think the way we do ? My marine can kneel or whatnot after all. Putting a cut off value just removes any potential for argument, even though I too think players should be reasonable in the first place. And I'm not saying they are right or wrong to do this in the way they do, it's just A way to do it.


The Densest Most Beautiful Cover, So Dense @ 2020/06/26 11:12:48


Post by: ewar


Slipspace wrote:
dhallnet wrote:
Slipspace wrote:

Having a list of suggested traits for different types of terrain seems to be the only reason, but that's just messy and needlessly complicated. Players already have to determine a terrain type pre-game for each piece so why bother with extra restrictions in the form of required height?


They want the middle ground between abstracted and "realistic" (based on what the terrain looks like next to your model).
If they didn't there would be people using the "dense" trait on tall grass and asking why this terrain is able to provide cover when it doesn't even reach the knee of a primaris.


That works both ways. Now we'll have people arguing that terrain pieces are 2.9" high so can't be dense. Technically you can determine the height of a terrain piece accurately but that won't stop people arguing over it if they want. Terrain rules in the past often worked on the basis of hard rules tied to general guidelines about how to define different types of terrain. I don't see a problem with that system. If you're playing a game with someone and they're going to drag out an argument about whether that grass should be Dense or not it's a pretty good sign you're not going to have an enjoyable game. The abstract nature of terrain is exactly the reason you need to take a non-restrictive approach to the rules for it.


I honestly don't understand the issue you have with this... They gave a guide as to the characteristics of different types of general terrain e.g. ruins should have Light, Hard, Dense etc.

The rules then allow those traits to be applied to any kind of terrain the player could imagine, all they have to do is agree 'that is a ruin' and then the rules apply.

Within those rules, to stop silliness like a 1" pile of rubble giving -1 to hit, they qualify precisely the criteria that terrain needs to meet to apply the rules.

I mean, doesn't that seem like an easy work flow to apply a set of specific terrain rules to an infinite combination of possible games tables?


The Densest Most Beautiful Cover, So Dense @ 2020/06/26 11:15:34


Post by: Gitdakka


I think the 3"height is slightly weird indicator of how dense a terrainpiece is. Like a high grassfield would not qualify, but a high grassfield with an attached lamp post does?

Sure rules are rules and are there so we can agree how to play, but I would have prefered some examples of terrain types here and let the players decide.


Automatically Appended Next Post:
Although on second thought 3" is not that high, so maybe a high grassfield would qualify regardless


The Densest Most Beautiful Cover, So Dense @ 2020/06/26 11:25:00


Post by: dhallnet


Gitdakka wrote:
I think the 3"height is slightly weird indicator of how dense a terrainpiece is. Like a high grassfield would not qualify, but a high grassfield with an attached lamp post does?

Sure rules are rules and are there so we can agree how to play, but I would have prefered some examples of terrain types here and let the players decide.


Automatically Appended Next Post:
Although on second thought 3" is not that high, so maybe a high grassfield would qualify regardless

You can agree to not use "dense" on "the grass field with a lamp post". It's eligible to the "dense" trait but it doesn't mean it should be used on it.
Also 3" is kinda tall, it used to be the height of a building floor.

I think they do a decent job at normalising stuff while still allowing you to cover whatever weird terrain you might have bought/build before.


The Densest Most Beautiful Cover, So Dense @ 2020/06/26 11:30:59


Post by: Karol


Gitdakka wrote:
I think the 3"height is slightly weird indicator of how dense a terrainpiece is. Like a high grassfield would not qualify, but a high grassfield with an attached lamp post does?

Sure rules are rules and are there so we can agree how to play, but I would have prefered some examples of terrain types here and let the players decide.


Automatically Appended Next Post:
Although on second thought 3" is not that high, so maybe a high grassfield would qualify regardless


Am assuming that the 3" come from some GW original terrain size, they have at the company. There maybe even a world wide model size for trees made by companies for all I know, wouldn't be suprised if there was something like that.

What I like about it all is that now you can just plop down a pice of flat cut out on the table and say it is a 3" wood or a 5" ruin, and it can be just that. The less true LoS the better for me .


The Densest Most Beautiful Cover, So Dense @ 2020/06/26 12:45:29


Post by: Lance845


Spoletta wrote:
 JawRippa wrote:
 Lance845 wrote:
 JawRippa wrote:
Could someone point me to the part of the rule that makes it invalidate a -1 protection for the squad if one model is not obscured?


It doesn't. Because it's not a squad based -1. It's per model based -1.

I.E. If you have 5 marines and 4 of them cannot trace LoS without passing through or over the terrain feature in some capacity when targeting the enemy, but 1 of them can trace a LoS from anywhere on their base to every part of the enemys base then 4 marines get a -1 and 1 marine does not.

Does this mean that if all 5 marines see an ork model without obscurement, they get to shoot without penalty, even if the rest 29 orks are obscured?


It means that you ask your opponent to resolve his marines one by one. As soon as one kill that ork, you remove it and the other marines shoot at -1.


We don't know the order of operations for the shooting phase yet so we don't know that.

@Jawrippa, Right now, if you maneuvered your marines so that they all had a clear LoS from any point on their base to every point on one orks base then they would all be rolling to hit like it was Open Ground. But again, we don't actually know how the shooting phase is structured RAW.



Automatically Appended Next Post:
Karol wrote:
Gitdakka wrote:
I think the 3"height is slightly weird indicator of how dense a terrainpiece is. Like a high grassfield would not qualify, but a high grassfield with an attached lamp post does?

Sure rules are rules and are there so we can agree how to play, but I would have prefered some examples of terrain types here and let the players decide.


Automatically Appended Next Post:
Although on second thought 3" is not that high, so maybe a high grassfield would qualify regardless


Am assuming that the 3" come from some GW original terrain size, they have at the company. There maybe even a world wide model size for trees made by companies for all I know, wouldn't be suprised if there was something like that.

What I like about it all is that now you can just plop down a pice of flat cut out on the table and say it is a 3" wood or a 5" ruin, and it can be just that. The less true LoS the better for me .


Without the 3" specification you could have already done that.

Throw down a cardboard birds eye image of some trees and go "This wood is Dense Cover".

The 3" specification is useless and pointless except as a not-a-rule guideline that they should have had separate in the part of the book where they talked about building your own terrain.


The Densest Most Beautiful Cover, So Dense @ 2020/06/26 13:33:05


Post by: Seabass


AngryAngel80 wrote:
Seabass wrote:
 H.B.M.C. wrote:
Seabass wrote:
This community, whether Dakka, Reddit, FB Groups, whatever, just like to gak on GW for the enjoyment of gaking on GW.
Yep. Not a one of us has a single valid criticism of GW's rules. It's all just to gak on them. Every last one of us.



there's a big difference between criticism and just gaking on them. I can say that mechanically the iron hands codex was bad, without talking about how I could do it better, how I expect more, how the game isn't worth the money, how evil GW is, how incompetent they are... I mean, this list goes on for a while. I can offer critique and feedback on what I would suggest to fix it without reminding everyone of how poor/awful/terrible/evil/incompetent/<insert insult here> GW is.


In all seriousness, some of us do find the poor reading of the rules to be a legitimate issue. Some of us do even understand the rule, yet don't like the way it reads and still think they could do better.

As well, it may mean nothing to you, to some of us it does. You can keep trying to make it a small thing all you want but not one of us is saying GW are terrible at everything forever, I'm just saying they can do better and wish they did better. I'm being very moderate right now in my assessment.

As well, no matter how little you think of the community, I do think a good number here could write well enough to make the rule less cumbersome. I'm sorry you just can't accept that. I disagree with some of those here, often, but I tend to still respect them. Even if sometimes I want to toss them over those mountains like Uncle Rico would toss a football to win State.

Just because you don't want to express disagreement like we are doesn't mean we are wrong and you are somehow right in an opinion based forum. Nor does it make our dislike of it somehow lessened because you disprove of our feelings on it.

The rules written poorly, some people will find it difficult to read, others will read it ok but find it awful reading and others think its the best thing since sliced bread. That is why it fails. Not because the rules intent is on its face awful, because it isn't, it's just written terribly from an ease of reading stand point. Leaving it to not be easily taken in by everyone and a poor offering for a game that is trying to be universally beloved by its fan base.


Again, context is everything. It will not just be the rules in the blurb as your only outlet. GW has already said that they will include bullet points and graphics to help explain the rules. In this light, it is possible that they may have intentionally chosen a more elaborate wording as to attempt to clarify points that we do not yet know about.

And in terms of context, have you read this thread? You're making it out as though I have no justification for the position I'm taking like I'm some community grifter that is railing on the community for absolutely no reason. Read the comments, my dude. I think there is a dramatic difference between those who WANT to enjoy their hobby and those who hate it, and it honestly begs the question (and yes, I'm aware that's a logical fallacy, but I'm also a naturally inquisitive person) as to whether or not people actually like this game or even play it. If the rules are written so poorly that they are unusable for the masses, then sure, I could get that, but more complex rules exist in widely accessible games to a much larger demographic (look at the combat step layering rules in M:TG as a wonderful example).

We are circling the drain here, for sure, so ill cut it short and leave it here.

People refuse to give GW any kind of credit, or even the smallest benefit of the doubt, or the smallest grain of salt because reasons, and the hatred towards them is obvious through just even this thread (though any thread on the topic of this game is FULL of "GW hates us, GW is awful, not worth it, etc. etc.") There is a line between trying to be helpful, and just being overly gakky. Not everyone is this way, there are some truly great people on here that i tend to look for on topics because i like their input and they have been beneficial to me to read. I lurk 99% of the time, but even this topic has come to a fever pitch.
BUT
My intention is not to be disrespectful to others, and I certainly know I likely have done so regardless of my intent, so for that, I do apologize sincerely.
Honestly, I apologize, no sarcasm.



The Densest Most Beautiful Cover, So Dense @ 2020/06/26 13:42:09


Post by: H.B.M.C.


Bullet points don't excuse poorly written rules.

Seabass wrote:
I mean, this list goes on for a while.
And said list assumes that all criticism of GW is like that, starting with "this is bad" and ending with "GW ARE HORRIBLE PEOPLE!".

There is a big difference between criticism and gaking on them.

Saying that I, you, we or someone could do a better job isn't gaking on them.
Saying how you expect more for your money isn't gaking on them.
Saying that the game isn't worth the money is a judgement call for each person, and isn't necessarily gaking on them.
Saying that GW is evil is silly, because Hanlon's Razor exists.
Saying GW is incompetent isn't necessarily gaking on them, because most of us here have pattern recognition and expect a company that has been doing this one thing for so long to maybe have improved somewhat, yet they disappoint so many of us at every turn.

My biggest criticism of GW, outside of their ludicrous pricing structure (this includes the fething horrible international sale embargo and things like FW selling things in different countries for higher prices despite it all being shipped from the same factory), is that they never realise their potential. They are always full of good ideas and always execute those ideas in the most half-assed ways.

You can call this an example of "gaking on the company", but I call it criticism of a company that should be better at what it does because it's been doing it for 30 years and still writes terrible rules.




The Densest Most Beautiful Cover, So Dense @ 2020/06/26 13:48:11


Post by: Tycho


Yep. Not a one of us has a single valid criticism of GW's rules. It's all just to gak on them. Every last one of us.




there's a big difference between criticism and just gaking on them. I can say that mechanically the iron hands codex was bad, without talking about how I could do it better, how I expect more, how the game isn't worth the money, how evil GW is, how incompetent they are... I mean, this list goes on for a while. I can offer critique and feedback on what I would suggest to fix it without reminding everyone of how poor/awful/terrible/evil/incompetent/<insert insult here> GW is.


I think the issue is that, unlike 7th, where, by the end, I think it's safe to say the community (what was left of it) was largely on the same page - 7th ed is not working. 8th brought a breath of fresh air across all things GW related IMO and we now have people who like it (I for one really enjoyed 8th until we started creeping up on the "end") and people who don't. A lot of the people who like it are trying to give GW the benefit of the doubt and get upset with anyone who has a criticism. If you go back through my post history (admittedly pretty critical lately) you will see posts where I criticise and posts where I defend them. It's a pretty even split. And I haven't once said "OMG THEY'RE SO EVIL AND DUMB!". I have, like others pointed out valid concerns and used specific examples of where they've previously gone wrong, repeated mistakes, and failed to follow basic best practices, while, at times also saying what they could have done instead. In areas where I don't have professional experience, I tend to keep quiet. Yet I'm "needling the gak out of things" or "being too picky" etc etc. A lot of those folks giving GW the benefit of the doubt right now seem to see any and all critique as needlessly pedantic and out of line and while some is, a lot isn't.

Like I said earlier, there are at least three distinct "camps" in this thread. Each one seeing this in a very different way. This is not just my opinion. Read through the thread. It is objective fact. If you can't see how there might be a problem with something that causes that much of an instant split, you may be looking at this through extremely rose-tinted glasses.


The Densest Most Beautiful Cover, So Dense @ 2020/06/26 13:51:24


Post by: auticus


You need densely worded rules, because rules lawyers want to tear apart every rule and twist it into some abomination that suits them and their whims.


The Densest Most Beautiful Cover, So Dense @ 2020/06/26 13:52:50


Post by: Martel732


 auticus wrote:
You need densely worded rules, because rules lawyers want to tear apart every rule and twist it into some abomination that suits them and their whims.


This is how real law works, too.


The Densest Most Beautiful Cover, So Dense @ 2020/06/26 14:10:06


Post by: ewar


 Lance845 wrote:

The 3" specification is useless and pointless except as a not-a-rule guideline that they should have had separate in the part of the book where they talked about building your own terrain.


Why is this useless? It is a rule... and is there presumably to maintain visual consistency so flat terrain doesn't confer benefits that look incongruous.


The Densest Most Beautiful Cover, So Dense @ 2020/06/26 14:15:45


Post by: Lance845


 auticus wrote:
You need densely worded rules, because rules lawyers want to tear apart every rule and twist it into some abomination that suits them and their whims.


Once again, no you don't.

Lots of games with more complex rules have less wordy more clean and clear language in their rules writing.

Magic the Gathering has 6 phases in a turn with 10 steps scattered throughout. And the language is clean, clear, and concise.

Consider this. Rules writing is kind of about trimming the fat. You want NO, NONE, ABSOLUTELY ZERO, wasted words. It's about efficiency. Every word in the sentence needs to have a purpose. Also, each statement should be clear and exacting with no ambiguity. And that should be accomplished with as few words as possible. If you have run on sentences or ", (exceptions)", or your statements are in an illogical order that makes the rule circle back in on itself then your wasting page space, complicating something that shouldn't be complicated, and generally having bad rules writing practices.

Here.

 Lance845 wrote:
So this was originaly part of the Beyond the Gate of 40k project (Located here https://www.dakkadakka.com/dakkaforum/posts/list/733472.page ). I have had a few games that have utilized this recently and it works great so it should also work well in normal 40k. A lot of this is ripped from Beyond the Gates of Antares and then adapted to fit within the context of 8th 40k.


Line of Sight Rules

You can trace Line of Sight from any part of your model to any part of the target unit. For the purpose of targeting I recommend using 7ths targeting rules (I.E. wings, antennae, banners) do not count as a part of the model, meaning you cannot draw los from or too these bits. That is just my personal preference, do what you want.

Targeting Occupied Terrain Occupied Terrain is any terrain that has a unit within the terrain feature. Units that occupy a Terrain feature can see and be seen through it. Units that Occupy Terrain gain Cover from the terrain. A unit is considered to be occupying the terrain if all of it's models bases are at least partially within the terrain or meet it's other requirements. Models that do not have a base must be at least 50% within the terrain to be considered to Occupy it.

Intervening Terrain Intervening terrain is any terrain that sits between you and the target unit but is not occupied by the target unit. You can trace LoS over a single piece of Light terrain. A second piece of Light terrain and/or Dense terrain will block LoS normally. Targeting a unit over intervening Terrain confers a -1 to hit penalty.

High Ground If your unit is on a piece of raised terrain they may have high ground. A unit with high ground can ignore all terrain and los blocking terrain features when targeting units on a lower level so long as they can still actually trace line of sight to the unit. To repeat, you still need to be able to trace line of sight, but the target unit would gain no benefit from any intervening terrain. I personally use a lot of the Mantic Battlezones. So each layer up in my terrain is 3". So we use that 3" marker to determine height. Again, do what you want.

Intervening Units If you cannot trace LoS to your target unit without tracing a line through an enemy unit the intervening unit counts as Light Terrain. That means if your target unit is behind both an enemy unit and a piece of Light terrain that unit is untargetable because your LoS is blocked (just like 2 pieces of light terrain). For this you are counting the entire unit and the spaces between models as 1 object. You cannot trace LoS between models in the same unit to get around this. You would need to actually be able to trace LoS around the entire unit to not be effected by the unit.

Monsters, Vehicles, and Titanic When targeting any unit with the MONSTER or VEHICLE Keyword you ignore any intervening units when tracing Line of Sight treating them as Open Ground. When targeting any unit with the TITANIC keyword you ignore all intervening units and Light Terrain treating them as Open Ground. In addition treat all Dense Terrain as Light Terrain for the purpose of tracing LoS on TITANIC units.

Flier Units with the Flier battlefield role can be targeted freely treating all terrain and intervening units as Open Ground so long as you can still trace Line of Sight. Do the same for any LoW with the FLY Keyword.

Terrain

All terrain has 3 features.

1) Line of Sight
2) Cover
3) Difficulty

1] Line of Sight

There are 3 degrees of effect terrain has on LoS.

-Open Ground: No effect on LoS. This terrain piece can be shot over as though it was not there. Example: A water pool or river.

-Light: Blocks LoS to some extent. You can draw Line of Sight over a single piece of light terrain. A unit cannot draw LoS over 2 pieces of light terrain. Barricades, grassy hills, light copse of trees, smaller ruins/

-Dense: Dense Terrain blocks LoS entirely. Dense cops of trees, ruined whole buildings.

2) Cover

All terrain has a cover value that is a bonus to your Sv roll (Ex. +1). This bonus is granted to any unit entirely within or meets the requirements of the terrain feature.

3) Difficulty

All terrain has a difficulty value. This value is a penalty to the Movement Value of any unit that enters or attempts to move through the terrain. It is possible the Difficulty of the terrain is a 0 meaning it does not impact movement at all. They may also have special considerations such as "Impassible to VEHICLES".


So for example, the baricades that make of a Aegis Defense Line and thus AGLs themselves would be

LoS: Light
Cover: +1 - The unit must be within 1" or within 1" of a model from their unit that is within 1" of the terrain to occupy the terrain. This unit only gains the benefit of cover from units targeting them from the opposite side of the terrain.
Difficulty: 1

Thus tracing LoS over these baracades would impose a -1 to hit to any unit that is not occupying it. Provides a +1 Sv bonus to any unit that is occupying it, and eat up 1" of Movement to cross over it.

Ruined Building could be.

LoS: Dense
Cover: +1
Difficulty: 1 non-INFANTRY

You could not target units on the other side of the building even if you could trace LoS. Units that occupy the terrain gain a +1 SV bonus and any noninfantry would loose 1" of movement by entering or trying to pass through the terrain. Driving some bikes over the rough surface of the ruins is hard on them and the ruins make navigating the landscape difficult for anything that is too big and/or lacking the dexterity that Infantry have.

In addition. I propose that Character Targeting is changed to make it so a character cannot be targeted with shooting if the character is not the closest visible unit and within 3" of another visible friendly unit. This way they need to maintain a semi unit coherency to keep their protection AND a closer unit behind some LoS blocking terrain won't save them.

Any unit with Sniper Weapon/rules will also ignore intervening units when tracing LoS.


Those are rules I wrote down like... 2 years ago. (just checked. 3 years ago in August)

What about that is unclear or needs to be more "dense"?


Automatically Appended Next Post:
 ewar wrote:
 Lance845 wrote:

The 3" specification is useless and pointless except as a not-a-rule guideline that they should have had separate in the part of the book where they talked about building your own terrain.


Why is this useless? It is a rule... and is there presumably to maintain visual consistency so flat terrain doesn't confer benefits that look incongruous.


1) The "rule" is useless because it has no bearing on the game play WHAT SO EVER if the terrain looks incongruous. Terrain being 3" tall isn't going to make a 14w 10" tall Tyranid Dimacheron any harder to hit by any stretch of logic. But the rule DOES allow it.

2) It's useless because the point of these tags is that we are supposed to be able to take our terrain which does not come in standard sizes and apply tags to them to give them rules.

3) it's useless because a piece of terrain that is 9" wide 1/16" tall and has a 4" light post in the middle of it is also dense terrain by this rule. Remember that massive monstrous creature, or a deamon prince, or a blob of 30 Ork Boyz? Yeah... you can hide 30 Ork Boyz behind a lamp post by these rules.

4) It's useless because it doesn't add anything to the game and now it needlessly restricts.


The Densest Most Beautiful Cover, So Dense @ 2020/06/26 14:46:25


Post by: Crispy78


The restriction / recommendation should be outside the rule.

The rule itself should just say "Subtract 1 from the hit roll when etc etc". The "If the terrain is at least 3" in height" bit is redundant. If Dense Cover must be over 3" in height, then if it's not at least 3" in height it can't be Dense Cover in the first place, so the rule doesn't apply.

Personally, I only play within my own group, and I see no problems with us classifying a piece of terrain as Dense Cover if it seems appropriate to do so, regardless of its height...


The Densest Most Beautiful Cover, So Dense @ 2020/06/26 14:51:10


Post by: Lance845


Crispy78 wrote:
The restriction / recommendation should be outside the rule.

The rule itself should just say "Subtract 1 from the hit roll when etc etc". The "If the terrain is at least 3" in height" bit is redundant. If Dense Cover must be over 3" in height, then if it's not at least 3" in height it can't be Dense Cover in the first place, so the rule doesn't apply.

Personally, I only play within my own group, and I see no problems with us classifying a piece of terrain as Dense Cover if it seems appropriate to do so, regardless of its height...


Right! And I imagine most people will. But every word about terrain height in that rule is wasted words. It's redundant as you say. It adds or clarifies nothing. It's bad rules writing.


The Densest Most Beautiful Cover, So Dense @ 2020/06/26 14:51:46


Post by: ewar


 Lance845 wrote:


1) The "rule" is useless because it has no bearing on the game play WHAT SO EVER if the terrain looks incongruous. Terrain being 3" tall isn't going to make a 14w 10" tall Tyranid Dimacheron any harder to hit by any stretch of logic. But the rule DOES allow it.

2) It's useless because the point of these tags is that we are supposed to be able to take our terrain which does not come in standard sizes and apply tags to them to give them rules.

3) it's useless because a piece of terrain that is 9" wide 1/16" tall and has a 4" light post in the middle of it is also dense terrain by this rule. Remember that massive monstrous creature, or a deamon prince, or a blob of 30 Ork Boyz? Yeah... you can hide 30 Ork Boyz behind a lamp post by these rules.

4) It's useless because it doesn't add anything to the game and now it needlessly restricts.


Putting "rule" doesn't make it less of a real rule

1) You are absolutely correct that in that one instance it will look incongruous, but we have to accept some degree of abstraction. 99% of the time this will make visual sense.

2) What on earth are you getting at? This rule does exactly what you've asked - it is a tag that you can apply universally. Soooo... well done GW?

3) Can you make absurd examples? Yes of course, this'll be fun!! I am going to build a crane 1mm wide and 5' high with a 5mm high fence around the base, which itself runs 1800mm from on side of the board to the other - that'll be cool!

In practice of course, most people aren't c****s and will agree a reasonable interpretation. (Que, whining about some made up meta that only tools play)

4) Of course it adds something, didn't you read it? It stops - most - low level terrain from being triggering the rule effects. Makes total sense.


The Densest Most Beautiful Cover, So Dense @ 2020/06/26 14:59:03


Post by: Lance845


 ewar wrote:
 Lance845 wrote:


1) The "rule" is useless because it has no bearing on the game play WHAT SO EVER if the terrain looks incongruous. Terrain being 3" tall isn't going to make a 14w 10" tall Tyranid Dimacheron any harder to hit by any stretch of logic. But the rule DOES allow it.

2) It's useless because the point of these tags is that we are supposed to be able to take our terrain which does not come in standard sizes and apply tags to them to give them rules.

3) it's useless because a piece of terrain that is 9" wide 1/16" tall and has a 4" light post in the middle of it is also dense terrain by this rule. Remember that massive monstrous creature, or a deamon prince, or a blob of 30 Ork Boyz? Yeah... you can hide 30 Ork Boyz behind a lamp post by these rules.

4) It's useless because it doesn't add anything to the game and now it needlessly restricts.


Putting "rule" doesn't make it less of a real rule

1) You are absolutely correct that in that one instance it will look incongruous, but we have to accept some degree of abstraction. 99% of the time this will make visual sense.

2) What on earth are you getting at? This rule does exactly what you've asked - it is a tag that you can apply universally. Soooo... well done GW?

3) Can you make absurd examples? Yes of course, this'll be fun!! I am going to build a crane 1mm wide and 5' high with a 5mm high fence around the base, which itself runs 1800mm from on side of the board to the other - that'll be cool!

In practice of course, most people aren't c****s and will agree a reasonable interpretation. (Que, whining about some made up meta that only tools play)

4) Of course it adds something, didn't you read it? It stops - most - low level terrain from being triggering the rule effects. Makes total sense.


1) The point was "visual sense" doesn't matter from a rules perspective. We were meant to be the arbitrators of what makes sense to us.

2) Yup. And if the terrain is less than 3" tall then you can apply it a dozen times and it will do nothing.

3) Again, the point is the rule doesn't serve a purpose. You can call absurd all you want. The point stands. There is no reason to call out the 3" restriction.

4) You know what stops -most- low level terrain from triggering the effect? Not giving that terrain the Dense Cover feature. From what we have learned so far it's not like EVERY terrain feature has EVERY tag on it at all times and we need to parse out which ones are active and which ones are not based on heights and other limitations. Terrain only has the features we give them. It's pointless to say "This is too small to be dense so even though it IS dense it doesn't do anything". You just don't make it dense to begin with if you don't want it to confer the -1 to hit penalty. Thats true of a 4" tall lamp post and a 2.5" tall brick wall.


The Densest Most Beautiful Cover, So Dense @ 2020/06/26 15:05:05


Post by: Daedalus81


 Lance845 wrote:


1) The point was "visual sense" doesn't matter from a rules perspective. We were meant to be the arbitrators of what makes sense to us.

2) Yup. And if the terrain is less than 3" tall then you can apply it a dozen times and it will do nothing.

3) Again, the point is the rule doesn't serve a purpose. You can call absurd all you want. The point stands. There is no reason to call out the 3" restriction.

4) You know what stops -most- low level terrain from triggering the effect? Not giving that terrain the Dense Cover feature. From what we have learned so far it's not like EVERY terrain feature has EVERY tag on it at all times and we need to parse out which ones are active and which ones are not based on heights and other limitations. Terrain only has the features we give them. It's pointless to say "This is too small to be dense so even though it IS dense it doesn't do anything". You just don't make it dense to begin with if you don't want it to confer the -1 to hit penalty. Thats true of a 4" tall lamp post and a 2.5" tall brick wall.


Here's the thing. These rules are there to support the infinite array of homemade terrain that exists. GW isn't conferring Dense to things under 3". That's just their guideline for your terrain and a way to tell your opponent that, no, that small rock wall can't be considered Dense.


The Densest Most Beautiful Cover, So Dense @ 2020/06/26 15:06:15


Post by: Crispy78


 ewar wrote:


2) What on earth are you getting at? This rule does exactly what you've asked - it is a tag that you can apply universally. Soooo... well done GW?
.
.
4) Of course it adds something, didn't you read it? It stops - most - low level terrain from being triggering the rule effects. Makes total sense.


2) You can apply the Dense Cover tag universally, but RAW it will only actually do something if the terrain feature is over 3" high. Seems a weird way of writing a rule.

4) But if the low level terrain is under 3" high, it wouldn't be classed as Dense Cover in the first place so there'd be no question of the effect triggering.

It would make far more sense for the 3" high thing to be a 'suggestion' (you know, like the rule of 3 ) outside of the rule, and for the rule to just say 'dense cover does this'

As-is, it feels akin to the Fleshmetal Guns rule starting out by saying "If you are an Obliterator..."


The Densest Most Beautiful Cover, So Dense @ 2020/06/26 15:09:43


Post by: Lance845


 Daedalus81 wrote:
 Lance845 wrote:


1) The point was "visual sense" doesn't matter from a rules perspective. We were meant to be the arbitrators of what makes sense to us.

2) Yup. And if the terrain is less than 3" tall then you can apply it a dozen times and it will do nothing.

3) Again, the point is the rule doesn't serve a purpose. You can call absurd all you want. The point stands. There is no reason to call out the 3" restriction.

4) You know what stops -most- low level terrain from triggering the effect? Not giving that terrain the Dense Cover feature. From what we have learned so far it's not like EVERY terrain feature has EVERY tag on it at all times and we need to parse out which ones are active and which ones are not based on heights and other limitations. Terrain only has the features we give them. It's pointless to say "This is too small to be dense so even though it IS dense it doesn't do anything". You just don't make it dense to begin with if you don't want it to confer the -1 to hit penalty. Thats true of a 4" tall lamp post and a 2.5" tall brick wall.


Here's the thing. These rules are there to support the infinite array of homemade terrain that exists. GW isn't conferring Dense to things under 3". That's just their guideline for your terrain and a way to tell your opponent that, no, that small rock wall can't be considered Dense.


And again, then give us that in a Guidelines and Examples section separate from the rule itself. If my group wants to make the low rock wall dense we will. It will now be a House Rule when we do it but we will. The 2.5" tall brick wall which is taller than most infantry is also going to be house ruled into being dense. Because we will have to even though it makes sense for it to be Dense even though the rule doesn't allow for that to do anything.

Again, the rule is poorly written. The 3" restriction is pointless.


The Densest Most Beautiful Cover, So Dense @ 2020/06/26 15:23:32


Post by: Seabass


 H.B.M.C. wrote:
Bullet points don't excuse poorly written rules.

Seabass wrote:
I mean, this list goes on for a while.
And said list assumes that all criticism of GW is like that, starting with "this is bad" and ending with "GW ARE HORRIBLE PEOPLE!".

There is a big difference between criticism and gaking on them.

Saying that I, you, we or someone could do a better job isn't gaking on them.
Saying how you expect more for your money isn't gaking on them.
Saying that the game isn't worth the money is a judgement call for each person, and isn't necessarily gaking on them.
Saying that GW is evil is silly, because Hanlon's Razor exists.
Saying GW is incompetent isn't necessarily gaking on them, because most of us here have pattern recognition and expect a company that has been doing this one thing for so long to maybe have improved somewhat, yet they disappoint so many of us at every turn.

My biggest criticism of GW, outside of their ludicrous pricing structure (this includes the fething horrible international sale embargo and things like FW selling things in different countries for higher prices despite it all being shipped from the same factory), is that they never realise their potential. They are always full of good ideas and always execute those ideas in the most half-assed ways.

You can call this an example of "gaking on the company", but I call it criticism of a company that should be better at what it does because it's been doing it for 30 years and still writes terrible rules.




So, you can have your opinion about how gakky GW can be, which clearly there is no limit too, but I'm not allowed the opposing viewpoint? I mean, people engaged in a discussion about a game saying the pricing is bad and the game is bad certainly seems like gaking on them to me. Saying you expect more isn't gaking on them, but doing that in the absence of any of the information that has been given to us to help people understand the rules seems pretty gakky to me.
Mentioning Hanlon's razor in a thread, and on a discussion board that routinely assumes the absolute worst case possible in terms of GW's motivations to do specific things seems pretty gakky to me. The irony of bringing up Hanlon's Razor in this topic, specifically after 8+ pages of material, a good portion of which is just slamming GW because the rules aren't elegant enough in the absence of any other mitigating factors that have yet to be seen is just incredibly rich.
I would argue that context is important, so saying the action was performed without intelligence or efficacy could be construed as a valid critique, but in the context, as it is used here, feels a lot less like a critique and a lot more like an insult.

Again, context is everything. I don't know what you expect, but the 8th edition rule book was easy to read and made sense. The 7th, 6th, 5th, 4th, and 3rd were all fine. 2nd was a mess, but only really after Dark Millenium came out. I didn't get to play enough of RT to know one way or another. I don't know what "terrible" is, and even then, id be willing to bet it's based on like, your opinion man, the same as like, my opinion man, feels it necessary to stand up and say something about all of this.

I'm trying not to be offensive or an ass, and trying not to be offended in the same breath, but this feels patently disingenuous to me.



The Densest Most Beautiful Cover, So Dense @ 2020/06/26 15:35:01


Post by: Lance845


You saying 8ths rule book made sense or that 7th was fine is disingenuous. There are clear and blatant logical errors in the text of their rule books in every edition. 30+ years of RAW not working because they don't know how to publish good rules writing.

This isn't an extremist view. It's just the fact laid out.



The Densest Most Beautiful Cover, So Dense @ 2020/06/26 15:40:00


Post by: Seabass


 Lance845 wrote:
You saying 8ths rule book made sense or that 7th was fine is disingenuous. There are clear and blatant logical errors in the text of their rule books in every edition. 30+ years of RAW not working because they don't know how to publish good rules writing.

This isn't an extremist view. It's just the fact laid out.



Odd, we picked up the rules books and were playing in short order without too many problems, and what problems we did have, we were able to resolve pretty easily. They seemed to work for me and my group (speaking specifically to the 8th rule book, I don't remember 7th launch that well, but we all took a hiatus in early-mid 7th and came back to a well functioning set of rules that got us going and revitalized the group. YMMV)


The Densest Most Beautiful Cover, So Dense @ 2020/06/26 15:45:26


Post by: catbarf


I think the formatting of the Dense Cover rule is to allow universal application. All instances of rubble/brush/jungle/etc get XYZ traits, but Z will only apply if the terrain is over 3" tall.

To me that feels less cumbersome than saying 'a jungle has X and Y, but if it is over 3" then it also gets Z, and if it's at least 6" deep then it gets Q', even though the end result is the same.


The Densest Most Beautiful Cover, So Dense @ 2020/06/26 15:46:20


Post by: Lance845


Seabass wrote:
 Lance845 wrote:
You saying 8ths rule book made sense or that 7th was fine is disingenuous. There are clear and blatant logical errors in the text of their rule books in every edition. 30+ years of RAW not working because they don't know how to publish good rules writing.

This isn't an extremist view. It's just the fact laid out.



Odd, we picked up the rules books and were playing in short order without too many problems, and what problems we did have, we were able to resolve pretty easily. They seemed to work for me and my group (speaking specifically to the 8th rule book, I don't remember 7th launch that well, but we all took a hiatus in early-mid 7th and came back to a well functioning set of rules that got us going and revitalized the group. YMMV)


Despite RAI being obvious, the 8 pages of core rules has logic errors for pistols and assault weapons where they cannot actually be used after advancing or when within 1" of an enemy. Again, this is just a statement of fact. The rules writing is full of problems.


Automatically Appended Next Post:
 catbarf wrote:
I think the formatting of the Dense Cover rule is to allow universal application. All instances of rubble/brush/jungle/etc get XYZ traits, but Z will only apply if the terrain is over 3" tall.

To me that feels less cumbersome than saying 'a jungle has X and Y, but if it is over 3" then it also gets Z, and if it's at least 6" deep then it gets Q', even though the end result is the same.


Dense Cover only has one feature. It's just Z. It ONLY the -1 to hit penalty and the rest of that text is stipulations on when and how you get Z, including rules for how to measure and determine LoS. Jungles, rubble, and brush are all receiving exactly the same features. I.E. the only feature.


The Densest Most Beautiful Cover, So Dense @ 2020/06/26 16:54:20


Post by: Spoletta


The point is that if I build for example a jungle themed table and say "All jungle elements are dense cover and light cover" it is much easier to say element by element what each jungle element is.

I will know that a jungle element that is 2" tall will give me light cover but not dense cover.

That part of the rule is nice to have. Could have been worded better.


The Densest Most Beautiful Cover, So Dense @ 2020/06/29 07:11:38


Post by: Crispy78


Spoletta wrote:
The point is that if I build for example a jungle themed table and say "All jungle elements are dense cover and light cover" it is much easier to say element by element what each jungle element is.

I will know that a jungle element that is 2" tall will give me light cover but not dense cover.

That part of the rule is nice to have. Could have been worded better.


It's the same thing. You're doing exactly the same check - is this bit of terrain the right height yes/no, if yes then dense cover applies. But it should apply at the point of 'if yes, then it has the dense cover rule'.

Giving something a rule that then cannot apply because the object in question does not qualify for the rule in the first place is nonsense.


The Densest Most Beautiful Cover, So Dense @ 2020/06/29 11:55:12


Post by: the_scotsman


 Daedalus81 wrote:
 Lance845 wrote:


1) The point was "visual sense" doesn't matter from a rules perspective. We were meant to be the arbitrators of what makes sense to us.

2) Yup. And if the terrain is less than 3" tall then you can apply it a dozen times and it will do nothing.

3) Again, the point is the rule doesn't serve a purpose. You can call absurd all you want. The point stands. There is no reason to call out the 3" restriction.

4) You know what stops -most- low level terrain from triggering the effect? Not giving that terrain the Dense Cover feature. From what we have learned so far it's not like EVERY terrain feature has EVERY tag on it at all times and we need to parse out which ones are active and which ones are not based on heights and other limitations. Terrain only has the features we give them. It's pointless to say "This is too small to be dense so even though it IS dense it doesn't do anything". You just don't make it dense to begin with if you don't want it to confer the -1 to hit penalty. Thats true of a 4" tall lamp post and a 2.5" tall brick wall.


Here's the thing. These rules are there to support the infinite array of homemade terrain that exists. GW isn't conferring Dense to things under 3". That's just their guideline for your terrain and a way to tell your opponent that, no, that small rock wall can't be considered Dense.


I'm willing to bet they probably are.

GW's already stated that in the book, you'll have 9 types of standard, pre-defined terrain with properties all ready fixed. Something like

"Ruins
Industrial Terrain
Forest
Craters
Barricades
Armored Containers
Pipes
Barriers
Zone Mortalis"

Etc. Just like we've always had these standard terrain types in every edition. And each type is going to have fixed properties. We already know Ruins:

Defensible, Scalable, Heavy Cover, Light Cover, Breachable, Obscuring

Every terrain piece you designate as a Ruin is going to have these properties. And most of these are going to mirror the kinds of rules Ruins had in the previous edition of "bespoke rules" - Scalable means you're allowed to use your movement to climb up it. Light Cover means it conveys a +1sv. Breachable probably means only Infantry Swarms and Beasts can move through it as if it isn't there.

The Obscuring rule will always be on there. But a small piece you designate as a Ruin will not get the Obscuring rule, because it isn't 6" tall.

I think people have this misconception where it will be normal to have to take your whole terrain board, and from scratch point at each piece and go "OK, hmmm...this one is gonna be Light Cover, Defensible, Obscuring, Breachable...." OR that these rules are automatically on EVERY terrain piece and EVERY terrain piece over 3" tall is Dense Cover and EVERY terrain piece over 6" tall is Obscuring...

...90% of the time, outside of home-built custom pieces that just won't work as one of the standard types, you're going to just point and say "Barricade, Ruin, Forest, Sector Mech" at each of your terrain pieces, and use the rules that correspond to those. The only purpose the "Keywords" will have is consistency, they're basically a USR system for terrain.