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Made in fr
Tough-as-Nails Ork Boy






not my base idea, I read it somewhere on the forum.
The base idea is to make cover meaningful for every unit, regardless of its base stats and make the game a little less lethal.

- A model is considered to gain the benefit of cover if 50% or more of it is not visible of the shooter. Infantry models also gain cover in a ruin.
- A model with cover gains a 5+++ FNP, not cumulable with any other ability of the same type. Units with abilities to improve cover (scouts, Kommandos, etc...) have a 4+++
- When a unit shoot a weapon with armor prenetration on a unit in cover, the shooting player can decide if he applies the armor pen on the cover save or the armor save.

So cover become really interesting to have, for terminators as much as gaunts, vehicule can benefit again and it becomes interesting to manoeuver to get a better view on them.
Overall less casualties on turn 1. CQC becomes really import to dislodge well protected units.

I know it slightly nerfs DG and such units with a strong base FNP, but they'll still benefit when not in cover and are still really resilient.

As a bonus, flamers could ignore cover making them quite the assault weapon and help armies with bad CQC.

I'm thinking about proposing to my mates to try it out. I'll keep you updated when we do (and if I can convince them).

This message was edited 2 times. Last update was at 2019/05/18 14:03:04


 
   
Made in gb
Stalwart Tribune





That seems quite complicated to me. A simple -1 to hit seems more logical and all armies benefit from this, because you are ducking behind cover it is harder to see you and therefore harder to hit you. flamers auto hit which makes them ignore the -1 to hit penalty for cover...

It makes the game slightly less lethal because less shots get through.

if this is the case I would also suggest there be a cap of a maximum of -2 to hit. as somthing like alitoc rangers/flyers etc. could go to silly numbers without the cap.

This message was edited 1 time. Last update was at 2019/05/18 14:12:48


Praise the Omnissiah

About 4k of .

Imperial Knights (Valiant, Warden & Armigers)

Some Misc. Imperium units etc. Assassins...

About 2k of  
   
Made in gb
Dakka Veteran




I would, in this edition of wobbly model syndrome and no blast templates, very much prefer True Line Of Sight to be excised entirely. Squatting down on my haunches to debate whether my Sorcerer can catch a glimpse at your Crisis Suit through the trees, and how much of his gun I need to see before he becomes visible.

Just give every piece of terrain a set of keywords, and give keywords their own Advanced Terrain rules. Certain terrain and everything with 10 or more wounds has the Large keyword. If your unit wants to target an enemy unit, and you cannot draw a line between your unit and that enemy unit without passing through a Large model, you can't target it (unless it has the Large keyword). There, done. Decide what terrain is large before the game starts.

To actually comment on this... I don't really like it? It's easily the strongest cover has ever been in any edition, in an edition where sitting in cover and blasting away is already advantaged over maneuvering to get into close combat. It also means that high-damage weapons become anti-cover weapons, which... I mean, I guess it doesn't make much less sense than high-AP weapons being anti-cover, but still.
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Also craps on Death Guard and Nurgle Daemons.

Bloodthirster already has a 3+/5++ as compared to the GUO’s 5++/5+++, why not give it a possible 5+++ too.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Focused Fire Warrior




NY

It's pretty cool and helps make 2+ plus cover more meaningful then redundant.
   
Made in ie
Regular Dakkanaut





Just bring back area terrain. If you LoS passes over or through Area Terrain you either can't shoot or it's a minus. I'd prefer no shooting through terrain. Obviously, if you're within Area Terrain you can shoot out, fine. If sitting in terrain you're at minus 1 or 2 to be hit. Job done.
   
Made in gb
Longtime Dakkanaut






Granting a 5+++ and AP can be applied to one or the other...

So orks in cover (who should need it) vs AP-1 get a 6+ save either way, as before.

space marines in cover vs AP-1 either get 4+ 5+++ or 3+ 6+++.

It's adding an extra, unneeded, dimension of dice rolling, and makes cover better for armoured units without benefiting the badly armoured units which should be using cover.


I agree on removing true LOS and implementing some basic, easy to follow rules;

cover all has to have a defined base. A model counts as being in cover if its base is touching or on the base of the cover.
You can shoot out of cover and into cover from any range, but cannot shoot through it unless you're within 12" of the target.
any shots firing through or into cover are at -1 to hit.

I also like the "large" rules for cover, though it can easily be added to the cover rules, stating some features block line of sight unless the shooter or target is a VEHICLE, MONSTER or TITANIC.

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in us
Powerful Ushbati





United States

 IronSlug wrote:
not my base idea, I read it somewhere on the forum.
The base idea is to make cover meaningful for every unit, regardless of its base stats and make the game a little less lethal.

- A model is considered to gain the benefit of cover if 50% or more of it is not visible of the shooter. Infantry models also gain cover in a ruin.
- A model with cover gains a 5+++ FNP, not cumulable with any other ability of the same type. Units with abilities to improve cover (scouts, Kommandos, etc...) have a 4+++
- When a unit shoot a weapon with armor prenetration on a unit in cover, the shooting player can decide if he applies the armor pen on the cover save or the armor save.

So cover become really interesting to have, for terminators as much as gaunts, vehicule can benefit again and it becomes interesting to manoeuver to get a better view on them.
Overall less casualties on turn 1. CQC becomes really import to dislodge well protected units.

I know it slightly nerfs DG and such units with a strong base FNP, but they'll still benefit when not in cover and are still really resilient.

As a bonus, flamers could ignore cover making them quite the assault weapon and help armies with bad CQC.

I'm thinking about proposing to my mates to try it out. I'll keep you updated when we do (and if I can convince them).


What we have been doing in my local group is treating the game as if it is true line of sight. So if you have a model shooting at a unit that is behind a building, yet there is a big open window, +1 cover.

I just don't understand why GW doesn't handle this in this manner. It doesn't slow down the game at all.
   
Made in us
Librarian with Freaky Familiar






Personally, and I know many hate this.

I think cover should be broken into 3 tiers
Light cover
Ruins
Fortified position
Cover then gives units an additional save to make that acts sort of like a feel no pain but before it hits the model. But if the weapon shooting at the enemy is high in AP it ignores the cover save for example think all is dust

Light cover gives the unit a 5+ cover save, weapons with AP -2 and better ignore this
Ruins give 4+ cover save weapons AP -2 and better ignore this
Fortified position 4+ cover, ap-3 and better ignore this.

Cover saves can't be rented so if a bolter shoots a guy in light ruins and that model has a 4+, he first gets a 5+ for the cover save then his armor save. If he was in light cover and shot with a plasma gun, the plasma punches through the cover so no cover save, and then takes it on his armor like a normal save.


Automatically Appended Next Post:
Of course weapons that automatically hit, ignore cover as well. So flamers

This message was edited 1 time. Last update was at 2019/05/30 16:10:06


To many unpainted models to count. 
   
Made in us
Legendary Master of the Chapter






Wait isnt this how it was in 7th?

Personally would prefer the cover, area cover, Heavy cover and variations on these.

normal cover is just a - to hit but you need to be behind it ether wholly or some % maybe, area effects things that are wholly within in like ruins and forests with bases, heavy cover which are things like ruins and bunkers adds a bonus to armor saves.

Vehicles and monsters cannot get the benefit of area but can from normal and heavy cover if they are behind it. i dont know if it should be a %. i recall a lot of arguments over it from the TFGs.

edit: just realized this would allow a demon prince standing behind a human chest high wall to get cover so maybe it should be a %


This message was edited 1 time. Last update was at 2019/05/30 16:29:15


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Librarian with Freaky Familiar






No cover in 7th was

If the model is 50% obscure you can take the cover save which replaced the armor save.

Normally this cover save was like 5++. What I'm saying is that the cover save is taken before you make armor saves. So if 10 shots wound on a unit in cover the unit makes their cover saving throws, then all the failed roll saves are made on armor


Automatically Appended Next Post:
Have it so only units with 7 or less wounds benefit from cover.

This message was edited 2 times. Last update was at 2019/05/30 16:35:18


To many unpainted models to count. 
   
Made in us
Legendary Master of the Chapter






 Backspacehacker wrote:
No cover in 7th was

If the model is 50% obscure you can take the cover save which replaced the armor save.

Normally this cover save was like 5++. What I'm saying is that the cover save is taken before you make armor saves. So if 10 shots wound on a unit in cover the unit makes their cover saving throws, then all the failed roll saves are made on armor


Automatically Appended Next Post:
Have it so only units with 7 or less wounds benefit from cover.


Oh right sorry. i know you made cover saves in 7th but not as a ward save as suggested.

Seems sort of strong and or time consuming at this scale of game considering you may be rolling 20+ dice 3 times in some instances. (cover, armor, FNP) i think this would be great at smaller or skirmish scales.

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in ie
Regular Dakkanaut





Anything involving extra rolling of dice gets a big 'no' from me. Just define the different types of cover and give a - 1 or - 2 to hit based on this.

Anything with the Flyer battlefield role can't get cover.

This would obviously need a 'natural 6 always hits' type rule added into the core rules.
   
Made in us
Norn Queen







 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.

This message was edited 1 time. Last update was at 2019/05/31 05:34:50



These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in it
Regular Dakkanaut




There is Cities of Death and its cover rules, it’s official GW, why don’t think at it?

   
Made in au
Ancient Space Wolves Venerable Dreadnought






I'd just add on to the current rules for terrain interfering with line of sight.
If terrain is between the firing unit and its target -1 to hit.
Then divide terrain into three sets before the game begins.

Heavy - anything can recieve heavy cover.

Medium - Flyers and Titanic units recieve no cover.

Light - Vehicles, Bikers, Cavalry, Chariots, Monsters, Flyers and Titanic units recieve no cover.

This message was edited 2 times. Last update was at 2019/06/05 22:28:02


I don't break the rules but I'll bend them as far as they'll go. 
   
Made in gb
Longtime Dakkanaut






I like it, and whilst a lot of people will likely complain that there are already a lot of -1 to hit modifiers out there, I think that this will help to reduce shooting output compared to CC, which is the correct way to swing it - less damage for shooting, not more for CC. make the game less damn killy!

The accumulation of modifiers can easily be tweaked by making cover non-stackable with other -1 to hits - if you're already -1 to hit, cover only helps your save. This will stop excessive negative modifiers to hit, to some extent.

As for the classes of cover, I don't think that there is any point at which aircraft should benefit from cover, unless they are in hover mode. I also think that bikers and cavalry should still benefit from light cover, but otherwise agree on what can benefit from what.

I might even, as I am not adverse to deeper rules and a little more tables, have it so that:

For infantry & equivalent, Light cover = +1 save, medium cover = -1 to hit and +1 save, heavy cover = LOS blocking
For vehicles & equivalent, Light cover is nothing, Medium cover is +1 save, heavy cover is +1 save and -1 to hit
For superheavies, Light & medium cover is nothing, Heavy cover is +1 saves.

This isn't hard to follow, providing you have your cover defined pre-game, and I think it would work wonders for the meta, as infantry are becoming less of the focus and superheavies are king. Making cover less effective the bigger you are is not only sensible, but with heavy cover on the board, the alpha-strike of turn 1 is significantly lessened if you take infantry units, as they can hide easily without the LOS rules they have thrown in.

In favour of simplifying the game but adding content instead of removing it, I suggest removing LOS entirely and having the classes of cover affect LOS instead. Give units a size statistic (which can be by unit type with minimal difficulty) and give cover a size, then have a simple chart, where if a model is partially behind cover (base is sticking out) they count as 1 size larger than they are, if they are in area cover then they count as one smaller, and use the following chart to compare sizes of the unit closest to the cover and the size of the cover (larger units can shoot over cover):

Cover 2+ less than unit: No Effect
Cover < Unit: +1 save
Cover = unit: -1 to hit, +1 save
cover > unit: -1 to hit, +2 save
Cover 2+ more than unit: Block LOS

I would suggest sizes be:

Grots, Nurglings, Rippers: Size 1
Marines, guardsmen, orks etc: Size 2
Ogryns, Nid Warriors: Size 3
Sentinels, Dreadnaughts: Size 4
Rhinos, Trukks: Size 5
Landraiders, Monoliths: Size 6
Superheavies: Size 7
Titans: Size 8

Cover will be:

Craters: Size 1
Ruins, woods: Size 2
Fortifications & defence lines: Size 3
Containers: Size 4
1-story buildings, Size 5
Bastions, larger buildings: Size 6

With this, I would also allow units to be treated as cover for one another, and have characters gain an additional -1 to hit if within 2" of another unit, and remove their untargetable rules - they will usually have -2 to hit and +1 save if they are behind another unit.

This will get rid of people shooting the tips of banners, and make hiding units a lot more black & white.

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in au
Ancient Space Wolves Venerable Dreadnought






You might just be able to bring fortifications back with that effort.

I don't break the rules but I'll bend them as far as they'll go. 
   
 
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