You're like 95% of the way there! I'm going to answer each question specifically so I don't accidentally confuse you by just answering generally. Make sure you let us know how the testing goes!
str00dles1 wrote:You are a fleeting target (doubles EVS) if you’re in cover. Cover is base contact with a piece of solid terrain like barricades/crates/barrels - Right?
Yes, but you can also be in cover for being even partially within area terrain (or even if some models in the unit are in area terrain and other models in the unit are behind and touching an obstacle). But yes, the unit is
automatically a fleeting target when it is in cover (at least half its models are in cover).
You are fleeting target (doubles EVS) if you are obscured. Obscured are half the models in area terrain, such as trees - Right?
The easy way to think about this is: if the unit is in cover (half its models are within area terrain or behind and touching an obstacle) then you don't need to bother seeing if it is obscured by anything, as it is already automatically a fleeting target. The only time you need to see if the unit is obscured by random stuff in the way is if the unit actually isn't in cover. In *that* case only you need to take a model's eye view and if half the models in the unit are obscured by random terrain or other units in the way, then they'll still count as a fleeting target (double their EVS) against that shooting, but they will NOT count as being in cover (get to automatically ignore some number of hits).
You assign each piece of terrain a cover value based on what it is. Fences 1, Woods 2, buildings 3 for example - Right?
You got it, except that both buildings and woods are generally 'normal' (cover value 2). 'Heavy' cover (cover value 3) should only be used for seriously fortified stuff like bunkers, and even then you should be judicious about using it, making sure both sides of the table have equal access to it, because it can really bog the game down if you have too much cover value 3 on the table.
Area terrain blocks all Line of sign if having to shoot through it to hit your target - Right?
Correct, similar to pre-5th edition
40K, you cannot fire all the way through a piece of area terrain (although you can fire OVER it, if it is short enough and the firers are high enough up).
Obstacles only block Line of sight if you can’t see them - Right?
Correct, true line of sight for obstacles. Although any totally enclosed gaps in the obstacle (like a bullet hole) cannot be seen through unless the firer or the target are in base contact with that obstacle.
You only need 6's (wild fire) to hit a target when...
All models are shooting at a unit and none are forward arch firing, Dashing ,Dig In second option
Yeah, there are a few different instances where you have to wild fire (here are some of the most common of them):
• If a model is firing beyond the standard range of its weapon.
• If the unit is 'on the move'.
• If the unit is making defensive fire and fails its defensive fire discipline check.
• If the model is firing a heavy weapon and the unit moved as part of that same action.
• Certain actions allow the unit only to fire wildly.
Also I want to just get clarification on suppression. I play a lot of Epic 40k so its familiar.
You gain suppression tokens when...
Your unit is shot at.
You gain an amount equal to HALF the damage the unit takes
Hit by suppress weapons
Squad leader dies
You pretty much got it. A few things to note:
For the HALF damage, it is half the damage actually inflicted on models, not the unit. So for example, if a guy is only MAS2 (as most human models are) and you put DAM3 onto him to kill him, that only counts as 2 points of damage inflicted.
Also, for any hit you ignore using cover (or the Dodge or Field ability), that also generates a suppression token for each hit ignored.
You remove some when you test and you succeeded on your action.
You always remove at least D3
STs at the end of the action the unit takes, regardless of whether it passes or fails its activation check. Some actions, however, like 'Dig-In' and 'Shaken' can allow you to remove additional
STs at the end of the action as well.
If you fail you dig in, if you have them equal to willpower or more, you are shaken. If you have triple your shell shocked and are auto shaken?
Yep, you got it!