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![[Post New]](/s/i/i.gif) 2020/08/21 18:58:52
Subject: Dense Cover / Obscuring
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Crazed Spirit of the Defiler
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I like the new terrain rules. I like terrain, I like building terrain and I especially like terrain having a legitimate and varied impact on my games of 40k.
But there's one part that doesn't quite fit right with me so hopefully somebody can justify it to me and then maybe I'll find it easier to understand and therefore remember when playing.
Woods/industrial area terrain is dense cover. If I'm behind them I'm -1 to hit, if I enter them I'm also -1 to hit.
Ruins are obscuring. If I'm behind them I can't be shot at all (therefore more protected than behind a wood, okay happy makes sense!). If I enter the ruins I only get +1 to my cover save?
Should ruins not be obscuring and dense cover rather than light cover as is suggested in the BRB?
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![[Post New]](/s/i/i.gif) 2020/08/21 19:07:30
Subject: Dense Cover / Obscuring
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Longtime Dakkanaut
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You can give them both, it's an expansive system. I'll probably be using Dense and Light tags a whole lot more than your textbook examples would suggest, because the third army isn't on the board just to look nice.
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![[Post New]](/s/i/i.gif) 2020/08/21 19:20:50
Subject: Re:Dense Cover / Obscuring
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Dakka Veteran
Illinois
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The traits listed on page 264-265 are more suggestions really. You can also choose which traits apply to which terrain with your opponent before the game.
I have played games where everything was dense and some things were also cover and/or obscuring. It worked rather well.
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![[Post New]](/s/i/i.gif) 2020/08/21 19:25:15
Subject: Dense Cover / Obscuring
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Damsel of the Lady
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Also, I think you can be IN Dense and still get the benefit. It's only Obscuring that loses it if you're on the terrain.
But ALSO check if your terrain is Area Terrain or Obstacles as that can change things too I think.
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![[Post New]](/s/i/i.gif) 2020/08/21 19:50:10
Subject: Dense Cover / Obscuring
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Locked in the Tower of Amareo
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Audustum wrote:Also, I think you can be IN Dense and still get the benefit. It's only Obscuring that loses it if you're on the terrain.
But ALSO check if your terrain is Area Terrain or Obstacles as that can change things too I think.
Correct. And indeed if it wasn't above suggestion to have both obscuring and dense would be nearly pointless(only weapons that ignore LOS would be suffering -1 to hit ever).
But as it is if you add the tag you would be out of LOS if behind terrain, -1 to hit if you are in it. You can even give light cover as well so you would be -1 to hit AND +1 to save rolls.
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2020/08/21 21:14:30
Subject: Dense Cover / Obscuring
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Crazed Spirit of the Defiler
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yeh that's fair enough. I understand you can give any attributes you wish to any terrain piece, i just find it odd that the example GW give (and therefore the easiest to justify to an opponent) gives ruins as only light cover rather than dense.
Having looked again this evening, ruined walls are dense but ruins are light. odd
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![[Post New]](/s/i/i.gif) 2020/08/21 21:29:06
Subject: Dense Cover / Obscuring
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Longtime Dakkanaut
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The names are somewhat misleading, but the thought process is basically to sort things into concealing terrain (harder to hit, no stopping) and cover (stops bullets). Realistically you'd very often find these at the same place, especially in ruined urban areas.
Since you're suggesting things to your opponent anyway, I'd also go with the houserule that allows Dense to stack with other hit minuses (optimally you'd allow one from your actions, one from opponent's and one from terrain, but heyho) so it actually does something when they move closer to you Heavy weapons blazing. Makes for a better game.
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![[Post New]](/s/i/i.gif) 2020/08/21 23:12:28
Subject: Dense Cover / Obscuring
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Crazed Spirit of the Defiler
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That's actually a nice house rule, I will suggest it
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![[Post New]](/s/i/i.gif) 2020/08/21 23:24:12
Subject: Dense Cover / Obscuring
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Chalice-Wielding Sanguinary High Priest
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Abaddon303 wrote:Should ruins not be obscuring and dense cover rather than light cover as is suggested in the BRB?
Agreed with everything so far about how terrain can be dense and obscuring.
However, there are ruins out there (typically the more open ruins, without higher floors) that have big ol' gaps, windows etc where it's perfectly reasonable that you'd be able to see someone just inside the wall quite well, especially if they're using said gaps to take shots.
Example:
https://www.games-workshop.com/en-GB/Sector-Imperialis-Ruins-2018
It'd be perfectly reasonable to see how you'd be able to shoot at something just the other side of those ruins.
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This message was edited 1 time. Last update was at 2020/08/21 23:25:18
"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch |
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![[Post New]](/s/i/i.gif) 2020/08/22 00:34:12
Subject: Re:Dense Cover / Obscuring
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Pious Palatine
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Despite being call Sector Imperialis Ruins, based the rule book those are Ruined Walls. That makes them Obstacles with the traits of Defense Line, Breachable, Dense Cover, Defensible, and Unstable Position.
That actually seems to cover them rather well.
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