Switch Theme:

Problems with True LOS  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Fresh-Faced New User




After much resistance, my friends and I started playing 5th not too long ago. We are trying to determine some house rules that make the "True LOS" playable (in our opinion). I'm not so much looking for rules interpretations as much as how other people are dealing with the several issues trying to play true LOS presents.


1. Woods

Do you still use them? The problem we keep coming back to is that this game is played with representational terrain, not perfect scale dioramas. So let's say you want a band of forest across the middle of your board. This forest could be a good 2x4 foot area, yet unless you want to painstakingly place hundreds of individual model trees and create a piece of terrain that is unplayable, it will never block line of sight to a unit, since you only need to see one model to hit an entire unit. Which brings me to;

2. Firing/being fired upon

Lets say you have a squad in a building, firing from a window. Only two of your models can see and have shots under true LOS. Yet on your opponents turn, when his squad returns fire they can kill every model in your squad. How does that make sense? The rulebook says something about "units are not actually static on a battlefield, but assumed to be moving about etc". That makes good sense, but that being the case, shouldn't it apply to the firing unit as well as the target?

3. Self-generating cover saves

How does a friendly unit provide cover saves for another unit? If those wounds are saved by another unit, shouldn't they be taking the wound? We aren't playing it that way, but it's opened up the potential for this whole banana-formation thing with mutual cover saves. It's pretty ridiculous, although to the credit of my friends nobody is really abusing it, yet.

4. Buildings

In 4th, if you were within a short distance from the wall of a building it was assumed you could find a firing point. This makes much more sense than limiting the models that can fire because they are stuck to little plastic bases and can't lean around a corner. With true LOS, if you're firing from inside a building does that ever create a cover save for your target? If so how much intervening terrain is required to create a cover save? Like if you're firing over a good 2 feet of rubble or through woods at a target in the open, does that create a cover save?

Like the forests, if you don't model an accurate scale model to the point of being unplayable - ie, you can't actually fit a model in it because there's rubble covering every flat surface - then no matter how large and full of rubble a building is intended to be, it will never block true LOS.

We tried a work-around of not being able to fire through a building, but that creates situations like a Tau stealth team moving into the edge of a building, firing through the entire foot-long length of it at an exposed squad outside who doesn't get a cover save, then moving back out and being "invisible".


Basically it seems to me that other than using impassable terrain pieces you're going to have edge-to-edge line of sight for most shooting. Was that the intent? Being new, are we just missing the finer points of true LOS?

What sort of house rules or work-arounds are you guys using?


Automatically Appended Next Post:
Here's another question;

What about modeling? Like my friend has a Crisis Suit in a flying pose on a wire, which looks pretty damn cool. But, now he's going to take it off because with true LOS the Crisis Suit is visible from anywhere on the table.

For that matter, what if I model all my Cadians prone? Now a simple sandbag wall blocks LOS...

This message was edited 1 time. Last update was at 2009/06/05 07:28:18


 
   
Made in us
Junior Officer with Laspistol






The eye of terror.

Shouldn't this be in the "proposed rules" forum?

Like many who don't like 5th ed's version of TLOS, you're doing certain things wrong. I'm willing to bed you played 4th ed TLoS wrong too. If you tell me that 4th didn't have TLoS you'd be mistaken as well

Your section on buildings has more to do with ruins. Buildings are like static transport vehicles with fire points. Ruins are area terrain. Also, in your example the stealth suits would give the target unit a cover save, because they're firing out of area terrain with more than 2" of terrain between them and their target.

A 4" wide "forest" stand in 40k is only about 25 feet wide to scale. Have you been in a real forest? You can see through 25 feet of trees just fine.

As far as units providing cover saves for one another, it's really just another mechanic to encourage you to shoot at the closest unit, much like target priority checks in 4th. If you don't think of it as the unit in front physically blocking the shots, but rather the more threatening target distracting the unit from trying to fire at the guys in back, you'll be fine.

If you model all of your cadians prone, they won't get shot much, but they also won't be able to see anything.

Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right

New to the game and can't win? Read this.

 
   
Made in us
Incorporating Wet-Blending






Glendale, AZ

willydstyle wrote:
A 4" wide "forest" stand in 40k is only about 25 feet wide to scale. Have you been in a real forest? You can see through 25 feet of trees just fine.



Out of curiosity, where do you live Willyd? I'm betting it's not in the south. I also had trouble imagining woods blocking LOS completely (being from AZ) until I moved to Tennessee for a couple years. It's not uncommon to be unable to see through 10' of woods there, much less 25'. Remember, a forest isn't just trees, it's also undergrowth. Granted this example would also be 'impassable', but a machete or similar device would alleviate the problem.

Mannahnin wrote:A lot of folks online (and in emails in other parts of life) use pretty mangled English. The idea is that it takes extra effort and time to write properly, and they’d rather save the time. If you can still be understood, what’s the harm? While most of the time a sloppy post CAN be understood, the use of proper grammar, punctuation, and spelling is generally seen as respectable and desirable on most forums. It demonstrates an effort made to be understood, and to make your post an easy and pleasant read. By making this effort, you can often elicit more positive responses from the community, and instantly mark yourself as someone worth talking to.
insaniak wrote: Every time someone threatens violence over the internet as a result of someone's hypothetical actions at the gaming table, the earth shakes infinitisemally in its orbit as millions of eyeballs behind millions of monitors all roll simultaneously.


 
   
Made in us
Junior Officer with Laspistol






The eye of terror.

Lived most of my life in California, in Redwood forest. The large trees do prevent light from getting to the undergrowth.

Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right

New to the game and can't win? Read this.

 
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA


Your post is eerily similar to this one:

http://www.dakkadakka.com/dakkaforum/posts/list/231429.page


I'll just repost my response from the third page of that thread which covers many of the points you're bringing up:



yakface wrote:
I am a big, big fan of how line of sight is handled in 5th edition, so I would like to take a moment to counter some of the ideas that were thrown out by the OP and by others in this thread. As always, these are just my personal opinions.



Why not just use size classifications for terrain and models?

Because miniature games are unique in that we play with 3D models on a 3D board. TLOS definitely takes longer to calculate then a system dealing with size classifications but it actually means that the 3D models and terrain we've taken the time to construct have meaning beyond just being a physical representation of a number.

In 4th edition, half the time I'd show up to a tournament people just decided to go with several sets of 'size 3' area terrain (usually forests). So basically you just had one flavor of terrain in the game, and it really didn't matter how the terrain looked on the table, it all played the same. Usually players would just pull all the trees off the table and be fighting over 'size 3 bases' with nothing on them.

This most assuredly was easier to play with than TLOS, but IT DID NOT highlight the unique nature of the game. We could have just as easily been playing with labeled tokens for models and labeled felt pieces for terrain.


Also, as soon as you put size classifications into the game you create some wonky situations with terrain features that just don't fit into the categories. Everything in 3rd or 4th edition was area terrain which made certain kinds of terrain features essentially unplayable (big ruins, really tall buildings, etc) because they just blocked way too much LOS or a super tall tower still didn't allow a model on it to shoot over a tiny forest, etc.

So the other thing that TLOS does is it allows any and every piece of terrain to be utilized as is in the game without adding any additional rules. Have a giant tower? It works. Want to play a game set entirely in one giant ruin? It works. Again, it may take a while to calculate that LOS in some situations, but the rules do function with any wacky kind of terrain piece you want to create.


In short, TLOS is important and needed because it highlights the uniqueness of the game and it handles any and all kinds of terrain pieces without additional rules.

Does it slow the game down a bit? Yes, but I do think the trade-off is worth it. Personally, if I want to play a game where I don't have to worry about stooping over the table to check LOS, I'll play a regular-old board game instead.



It's stupid that models out of range/LOS can be killed and it doesn't make sense with TLOS!

Players (including myself) seem to like 40K games that are a fairly large size. It is one thing that the game features that other mini-games at 28mm don't tend to have. Although individual models are still used, it is primarily now a SQUAD based game and you have to keep reminding yourself of that fact.

Yes, individual models still have some relevance but most of the rules are written firmly to help the game move along quickly as a squad based game.

Previous editions of the game were still stuck more in the hybrid of the squad vs. model based gameplay systems and they featured some of the elements some people in this thread seem to have an affinity for: having individual models be 'sniped' to death because of range and/or line of sight.

The problem is, these concepts haven't worked with the squad based approach for some time now, and here's why:

Since 3rd edition, the game has used a casualty removal system that allows players to pull off any valid model as a casualty because it represents that other models in the unit move forward to pick up a weapon or take the position of a fallen comrade. So it doesn't represent that you're killing a particular model, but that you kill a different model in the unit and the other guy theoretically moves over to that same position.

This idea, however, didn't jive with the 3rd or 4th edition casualty removal rules which prevented players from pulling casualties from out of LOS or range. Some players (like myself) always wondered: Why can't I pull a model off from the back of my unit even though he's out of range if this is supposed to represent that a model in the front of the unit is killed and the back of the unit guy is just running up to take his place?

And from a gameplay perspective it meant that players were rewarded or penalized for exactly how they placed their models within their unit, and this did indeed slow the game down as players had to worry about whether they should keep their Sergeant at the front of the unit in case the enemy rapid-fires at 12" to snipe him to death in the next turn.

Range and LOS sniping when intentionally performed by a player also seem (to me) very 'gamey' in that I could never imagine a unit in real life or in a movie backing up a few feet just to make sure their weapons were at the maximum possible range JUST to kill that one guy in the front of the enemy unit.


By removing the range and casualty restrictions it finally makes the game SQUAD based and players just need to think about where their SQUADS are on the table as opposed to where the MODELS in the unit are. This speeds up gameplay quite a bit in my experience which leaves the extra time you need for resolving TLOS.

But hold on second! I hear you saying. If 40K is now a SQUAD based game and the position of the individual models in the unit doesn't matter anymore, then why DOES this matter ONLY when my models in the unit are firing (and not vice-versa)? You're contradicting yourself!

And this is true. The placement of the models in the FIRING unit matters with TLOS. However I do personally feel this was done for some very important gameplay balance reasons. I'm sure GW toyed with the idea of allowing you to draw LOS from any one model in the firing unit and if that one model had LOS then the entire unit would have LOS.

But this doesn't work. You NEED to make the firing unit have their individual models draw TLOS or the game's cover system breaks down.

If all you need to do was move a single model from your firing unit into LOS of the enemy, it would allow you keep your unit much more easily concealed behind terrain while still firing away with everyone in the unit. In other words, it would reward DEFENSIVE and STATIC play.

Even worse, you could put only a single model in the unit within LOS of the enemy and then on the enemy's turn when they fire back you just pull the one model in LOS as the first casualty and now any other enemy units can't even shoot. Then on your turn you move one more model back into LOS and keep firing. Does that sound like fun to anyone?

As it stands now, terrain is a very useful tool for a firing unit, but it also has a penalty in that it can be difficult to have all your models in terrain and with a good clear LOS. In other words, it is a trade-off, or a choice that a player has to work with. Your opponent can see how your models in terrain are set up and can then move in their turn to deny LOS from some or all of those models in the terrain. Then when your turn rolls around you are forced to make the choice to either redeploy your models out of the terrain a bit or stay put and keep the solid defensive position in the terrain.

Of course some people say that it's "not fair" that the firing models have to each draw LOS but that you can kill every model in the firing unit if you can see one of them.

But again, that's part of the balance of the whole system. Yes, a firing unit can kill all the models in a target enemy unit if they can see a single model but the TRADE-OFF is that EACH model in the firing unit has to be able to draw LOS to the target enemy unit. And of course since the player being shot at gets to choose from ANY model in the unit as long as the whole squad isn't wiped out he does tend to have better control over what models in the unit will be left.

And the final thing to remember about the firing models in a unit individually needing LOS is that players get to move AND shoot with their models in the same turn. That means you generally get the OPTION to move your models into the proper position to take the shots you want in that very turn. And unlike in 3rd or 4th edition where you constantly had to think about how multiple enemy units might be able to range or LOS snipe you in the next turn with 5th edition the only thing you have to focus on is how when you move the models in the unit do they have LOS to the enemy you want to target.

I can say that for me, this takes much less time. I move my models, check out LOS a bit, maybe tweak 'em a tiny bit and I'm done, ready for the shooting phase knowing pretty much what I can see. In 3rd and 4th edition I'd tend to put waaay more time and effort into worrying about being range and/or LOS sniped by a variety of different enemy units.

So ultimately, although individual LOS from firing models does break the SQUAD BASED concept the rest of the rules are built on, I do think it is a necessary step to ensure that games don't turn into turtle-fests and it helps to offset the fact that target units can be wiped out if only a single model in it can be seen.



And that's about it. I know many disagree with me, but I really do think that the changes made to LOS and casualty removal were a giant step forward for the game in general and I enjoy playing with these rules as I do think it highlights the uniqueness of the 'miniature game' more than it ever has before.


Oh, and I wanted to comment on a couple of things by the OP as well:


sherbet wrote:
And while I'm here, why is it that I'm only ever allowed to make one saving throw? If I've taken the trouble to wear armour, and hide in cover, why don't both those things count? Surely I should be able to roll both saves, if I've taken the time to avail myself of them. It just makes good tactical sense. Or do GW know something we don't?


If units are allowed to take multiple saves then shooting becomes next to worthless as it stands now. It is basically just an abstraction that allows the game to function.


sherbet wrote:And finally (sorry!), has anyone else noticed (I only just realised) that the 'Roll to Hit/Wound/Save' is messed up? Surely, given that a shot (be it bullet, bolter round, las shot or grenade shrapnel) will encounter Armour BEFORE it encounters flesh, shouldn't the second roll be the weapon versus the Armour, as opposed to the Toughness? T is surely a measure of the resilience and strength of the models body. It makes no sense to find out if a Wound was caused first, and then roll for an Armour Save. If the shot doesn't make it past the Armour then a Toughness test is surely irrelevant. Isn't it? Or am I being some kind of heretic, soon to be hunted down by the crack GW RulesHeretic Hunters? We shall see...!


There are two main reasons for this IMHO:

1) The game flows much faster by allowing one player make all his rolls together. If the 'to hit' rolls where then broken up by the other player rolling 'saves' and then back to the original player then rolling for 'wounds' I definitely think the game would take a bit longer.

2) I think it tends to be more 'fun' to have the player try to 'save' their models from final death by rolling dice. Although it doesn't make sense from a real-world perspective it makes for a better game because you know your models are going to die unless you make that roll and any saves you do make you get to taunt your opponent with. As soon as you switch the 'wound' and 'save' rolls around now all the dramatic tension is gone because any hits you don't 'save' now go back over to your opponent to see if they wound or not.




I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in us
Morphing Obliterator




The Void

Great post yak. Thanks for resposting, i'd missed that one.

Always 1 on the crazed roll. 
   
Made in gb
Decrepit Dakkanaut




For comment 2 - the reason is that you can always place your models how you see fit: you have control over them, your opponent doesn't. So if you place them such that they cannot shoot - your problem.
   
Made in gb
Hanging Out with Russ until Wolftime







Yak is right as ever

Got 40k Rules Question? Send an e-mail to Gwar! for your Confidential Rules Queries.
Please do not PM me unless really necessary. I much prefer e-mail.
Need it Answered RIGHT NOW!? Ring me on Skype: "gwar.the.trolle"
Looking to play some Vassal? Ring me for a game!
Download The Unofficial FAQs by Gwar! here! (Dark Eldar Draft FAQ v1.0 released 04/Nov/2010! Download it before the Pandas eat it all!)
 
   
Made in us
Fresh-Faced New User




willydstyle wrote:Shouldn't this be in the "proposed rules" forum?

Like many who don't like 5th ed's version of TLOS, you're doing certain things wrong


That's why I posted it here; for clarification.

If you tell me that 4th didn't have TLoS you'd be mistaken as well


Aside from a brief game of Space Hulk I've only played since 3rd, but in every version there is line of sight. And of course it's not "fake" line of sight. Perhaps a better term for the change in 5th would've been "absolute" line of sight, rather than "true". Semantics, yay.

yakface wrote:Even worse, you could put only a single model in the unit within LOS of the enemy and then on the enemy's turn when they fire back you just pull the one model in LOS as the first casualty and now any other enemy units can't even shoot. Then on your turn you move one more model back into LOS and keep firing. Does that sound like fun to anyone?


Ahhh, now that makes perfect sense; exactly what I was looking for. Thanks for the repost.

lordhat wrote:Remember, a forest isn't just trees, it's also undergrowth. Granted this example would also be 'impassable'


Yeah that's what I'm getting at, to accurately model such a thing would make the terrain literally unplayable. What if you're playing on some Armageddon-style Catachan planet, and decide the entire table is jungle? I think even with TLOS there should maybe be a limit as to how much area terrain you can see through. That's probably how we'll play it, but now I'm getting into rule proposals.

Thanks for the help, folks.
   
 
Forum Index » 40K You Make Da Call
Go to: