nkelsch wrote:Walls as tall as it self would represent a different set of rules and be 'impassable' and that would be handled pre-game by declaring what is impassable usually by saying 'That's a building, that's impassable, that's difficult.'
Not exactly. A terrain piece can be defined as difficult terrain, but have impassable areas due to the construction of the terrain.
The rulebook isn't clear and says it is simply difficult/dangerous. So either all terrain is physical and I have to apply real world physics to every action or it is all abstract and treated as representation of the abstract rules. I can see how leaving the vehicle on the table is little more than a 'representation' of a wrecked vehicle. So while you can't drive over an intact one, the book says it is only dangerous terrain.
But since the book doesn't say to treat difficult terrain in the same abstract fashion as area terrain, we're left using the actual terrain piece as a reference. Players need to look at the terrain and determine whether the path they want their unit to travel is actually possible.
Having said that, I can see the argument for saying 'It's classed as difficult terrain, so how it is represented is irrelevant... you roll the dice and move that far over it.'