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Made in gb
Lieutenant Colonel




Hi lord Bingo.
I dont think anyone expects 40k to turn into a detailed simulation.
But why did they put a simple 'gamer utilisation abstraction' in the game that would work fine on its own, 'models eye, view shoot what you see'. Then add all the wound allocation -targeting rules that go against the 'true line of sight' primary abstraction?

Whats the point in abstracting for simplification, if you are going to add lots more abstraction to compicate things again?

And I have played lots of exelent wargames that do simulate real military encounters very well.(No they did not take more than a couple of hour to play either. )

Happy Gaming ...
Lanrak.
   
Made in us
Dakka Veteran






I see what they were going for, trying to make the game more like 40K2 with true LOS, but no, I don't like it. When you have that many models on the field (40K is a mass battle game now, and has been ever since 40K3, duh..) it just becomes a giant pain in the .

True LOS gets a thumbs down from me.

--Chris
www.chrisvalera.com

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Frenzied Juggernaut






i dunno what people's beef are with it. It's either you guys are up against guys who BLATANTLY abuse this rule, or you're talking from theory.

Most people in my flgs are laid back with TLOS, we dont need to make up our own "house rules", and we just place models just how it is, no need for any nit picky way to place models and all that non sense.

I mean, if you just play the game the way it is, instead of thinking "omg he can do that and this and this is gonna happen, crap!" it's definitely a better game than it is back in 4th ed, judging from the less rule arguments i have now than back then just shows that 5th ed was a sign of improvement.

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Made in gb
Apprehensive Inquisitorial Apprentice





Edinburgh

enmitee wrote:i dunno what people's beef are with it. It's either you guys are up against guys who BLATANTLY abuse this rule, or you're talking from theory.

...

it's definitely a better game than it is back in 4th ed, judging from the less rule arguments i have now than back then just shows that 5th ed was a sign of improvement.


There is no doubt that 5th is a much better written game than 4th, but within that I have reservations about TLoS (the games workshop version anyway). A lot of people argue that 4th was TLoS too, but in reality it wasn't (IMHO), as everybody (that I ever played with) used area terrain almost exclusively. It just made for an easier game. Proper area terrain was what I missed most when 5th ed came out.

Then I started playing with all of my armies and quickly realised that shooty armies need to be able to see things to compete. I'm also blessed with a local club that has excellent terrain for gaming which still blocks some LoS.

In essence, the current rules might be slightly counter intuitive, but are necessary to give shooting armies a chance- I wouldn't necessarily go as far as to say "balance".

Oh, and being able to kill a whole squad if you can only see one is to stop LoS sniping- A tactic that I loved to use in 4th but won't cry over it going.

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The Great State of Texas

JohnHwangDD wrote:I'm at least glad the "Guess" mechanic is dead and buried.

I liked guessing!

-"Wait a minute.....who is that Frazz is talking to in the gallery? Hmmm something is going on here.....Oh.... it seems there is some dispute over video taping of some sort......Frazz is really upset now..........wait a minute......whats he go there.......is it? Can it be?....Frazz has just unleashed his hidden weiner dog from his mini bag, while quoting shakespeares "Let slip the dogs the war!!" GG
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Pestilent Plague Marine with Blight Grenade






Bristol, UK

So whats the deal with Skimmers blocking LOS?

One of my opponents keeps telling me they don't, which is outrageous, expecially after they've been immobilised/wrecked.

   
Made in us
Wolf Guard Bodyguard in Terminator Armor







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?




This is exactly why i quit the game when 3rd edition came out, the only reason i started playing again is because no one at my new FLGS plays fantasy.

i have a couple of friends who play with cover saves and armor saves and invuln saves as separate saves that can all be taken if they all apply. for example, Chaplain in TDA, in cover. 5+ cover save, 2+ armor save 4+ force field save if he was being shot at by an AP2 weapon 5+ cover save, 4+ force field save (can only ever take one armor, one invuln, and one cover save)

it makes terrain in general WAY more important because everyone benefits from it.

it also makes units with multiple saves very very tough to kill

i still prefer the 2nd edition way- cover, moving fast, etc all modified the roll to hit as opposed to giving you a "save" roll.

"Hard" cover (that could stop a bullet) -2 on the roll to hit, "Soft" cover (that could not stop a bullet) -1 on the roll to hit.

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[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA


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 labled 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 model 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.


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Fixture of Dakka






On top of that, we already tried it that way in 2d edition.

In those days, a 2000 pt game could easily take about eight hours to play.
Keep It Simple Stupid.

In a war game stuff gets shot off the table, its a fact of life. Just make sure your throwing more dice and taking your cover saves and hopefully it won't be yours.

I read through the whole thread, and I'm seeing alot more read into the rule then playing the rule.

TLOS is for the squad, it isn't about individaul targets. you shoot the squad on squad, it isn't even about the individual model, unless youe talking specifics, such as a sniper, or a character type.

this is a squad based game. Squads of roughly 10 or 12 against another unit- thats about 14 to 24 dice thrown on a target, do you honestly want to quibble over semantics?

you and your opponent can easily talk over the situation as it comes up, otherwise theres always Dawn Of War.



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Dakka Veteran





TLOS is one of the two things I absolutely despise in 5th (the missions being the other) and after all the laser pointer assclownery that occured in 3rd, I could not believe they brought it back into this edition. My beef with it stems from two things:

1) Terrain- When I build terrain for my home (or go to the local Bunker or mom and pop shop) I want terrain that is easy to use and manuever my figures around on. I built all of my terrain with this in mind; eg woods section templates with spots for movable trees, hills with nice low flat tops to put men on, buildings with defined templates and good floor walk space to put models of all sizes on. Area terrain made this feasable and easy and no one had to cram models around or lay men in weird positions just because their terrain had to be super dense or extravagent to have any impact on the table. The latest GW hills that came out, as an example, are completely useless. A god damn space marine can see over the top of one, for crying out loud. People move trees on the template to affect who's getting cover from turn to turn. Models now take difficult/dangerous terrain tests for terrain they can never get a cover save from. All that is a direct result of 5th and does nothing to ease play; quite the opposite in fact.

2) Modelling- Anyone who thinks modeling should affect how something plays in the game needs to go back to playing with leggos. The "use the base and size classification" system was superior because a person could do whatever they wanted with their model, conversion wise, without being penalized or being called a cheese monkey. Now we have the Crouching Wraithlord/Hidden Powerfist syndrome of 3rd back all over again. People are gluing their pod doors shut so that they will block LOS, building Land Raiders with the Las Cannon Turrets on top, using old school ugly ass Nids and Ork "go cart" trucks over the much nicer models because they are physically smaller, and extending barrel lengths on their tanks (or movign the LR guns forward) to extend their gun range because apparently Hull to Hull measurement was not simple enough for some people. And while we are at it, why do shots get measured from the gun barrels but psychic powers and the ability of men inside to score get measured from the front fender of the damn thing? Yeah thats totally consistent.... Any time you let the way a model is built affect its game play, you introduce an element of this chicanery and people let it slide under the guise of "Its my cool conversion for my painting score!" when we all know its cheesing out at some level. The mere fact that GW actually had to put out a FAQ ruling saying that destroyed skimmers on glued on flight stands still hover in mid air tells you how absurd this ruleset is.

Really all they needed to do to the LOS rules was take out the sniping aspect (see one kill all magic bullet thing) so that Rhino Scopes didn't work (with area terrain rules still intact it would still be possible to conceal an entire squad from sight) and increase the cieling on hieght classification like they already did in City Fight so that troops on a hieght three structure were effectively hieght four, ect. Those two minor alterations combined with the positive changes of 5th would have made for a much more argument free game. Instead, the laserpointer douchebags are back out in force again, with their "cool conversions" longbarrel lascannons on swiveling turrets.
   
Made in us
Longtime Dakkanaut





The problem with LOS and terrain in fifth is that people aren't updating their scenery collection. Everyone is still trying to use their woods from earlier editions and other games. Now, you need nice, solid buildings to hide behind. Add some buildings, and see what happens. Have a good mix, as recommended, buildings, ruins, woods, etc.

Personally, I think a 40k battlefield looks a lot better when you have a bunch of ruins and buildings on it, as opposed to third and fourth, where there were a lot of woods and maybe a few ruins.

One of the problems with area terrain was that you could see in/out so far, but never through it. So, it was possible to have a strip of woods that was only a few inches wide block any shots, even though its width was less than the see in/out distance (which, iirc, was six inches).

The other problem in fourth was terrain height. I don't know how many times I heard the, 'my size two model stands on a size 3 hill and can now see over your size 3 landraider to shoot your infantry that are up against its hull.'

No system is perfect. Everything is an abstraction in a wargame. TLoS has less flaws than terrain sizes.

As yak said, if you want terrain heights, play a game with chits.

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The Great State of Texas

Phazael wrote:TLOS is one of the two things I absolutely despise in 5th (the missions being the other) and after all the laser pointer assclownery that occured in 3rd, I could not believe they brought it back into this edition. My beef with it stems from two things:

1) Terrain- When I build terrain for my home (or go to the local Bunker or mom and pop shop) I want terrain that is easy to use and manuever my figures around on. I built all of my terrain with this in mind; eg woods section templates with spots for movable trees, hills with nice low flat tops to put men on, buildings with defined templates and good floor walk space to put models of all sizes on. Area terrain made this feasable and easy and no one had to cram models around or lay men in weird positions just because their terrain had to be super dense or extravagent to have any impact on the table. The latest GW hills that came out, as an example, are completely useless. A god damn space marine can see over the top of one, for crying out loud. People move trees on the template to affect who's getting cover from turn to turn. Models now take difficult/dangerous terrain tests for terrain they can never get a cover save from. All that is a direct result of 5th and does nothing to ease play; quite the opposite in fact.

2) Modelling- Anyone who thinks modeling should affect how something plays in the game needs to go back to playing with leggos. The "use the base and size classification" system was superior because a person could do whatever they wanted with their model, conversion wise, without being penalized or being called a cheese monkey. Now we have the Crouching Wraithlord/Hidden Powerfist syndrome of 3rd back all over again. People are gluing their pod doors shut so that they will block LOS, building Land Raiders with the Las Cannon Turrets on top, using old school ugly ass Nids and Ork "go cart" trucks over the much nicer models because they are physically smaller, and extending barrel lengths on their tanks (or movign the LR guns forward) to extend their gun range because apparently Hull to Hull measurement was not simple enough for some people. And while we are at it, why do shots get measured from the gun barrels but psychic powers and the ability of men inside to score get measured from the front fender of the damn thing? Yeah thats totally consistent.... Any time you let the way a model is built affect its game play, you introduce an element of this chicanery and people let it slide under the guise of "Its my cool conversion for my painting score!" when we all know its cheesing out at some level. The mere fact that GW actually had to put out a FAQ ruling saying that destroyed skimmers on glued on flight stands still hover in mid air tells you how absurd this ruleset is.

Really all they needed to do to the LOS rules was take out the sniping aspect (see one kill all magic bullet thing) so that Rhino Scopes didn't work (with area terrain rules still intact it would still be possible to conceal an entire squad from sight) and increase the cieling on hieght classification like they already did in City Fight so that troops on a hieght three structure were effectively hieght four, ect. Those two minor alterations combined with the positive changes of 5th would have made for a much more argument free game. Instead, the laserpointer douchebags are back out in force again, with their "cool conversions" longbarrel lascannons on swiveling turrets.


What he said!

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I don't use "true line of sight" well i don't use it how it says
in the book but i use it as you said at the start so only
models that can see the target can shoot.
   
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The only real problem I have encountered in 5th ed is in regard to TLOS and shooting through area terrain -ruins, forests, etc.

Most people I have seen play forests as simply completely abstract with the ability to shoot through any part of it. And this is generally accepted because most people like to be able to move individual trees around.

The problem comes in with ruins. IIRC, area terrain is a convention for providing a cover save if you are on some sort of defined piece of terrain. However, TLOS is still needed to be able to shoot the models to begin with. Or at least that is how I play it.

I think many people still play with somewehat of a holdover from 4th ed where ruins are considered completely abstract, and you may freely shoot at anything in there whether the shooter can actually see them or not.

I fully admit the way I play it could be wrong, but that is merely how I have read it.


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