Alf O'Mega wrote:
What about shooting "through" terrain, gaps in buildings and that kind of thing? That would have a far larger effect. I've not played for ages so I can't honestly remember if that would be trumped by the 10cm of terrain rule.
This is a particularly good point - it came up in the acrimonious terrain discussion last year but I'm not sure it was ever answered either way.
If you can draw a straight line from one model to the other, it's in a line of fire and can be shot, as per the "Who may shoot 1.9.2" However you should always apply the -1 cover modifier 'liberally'. War Engines have no special rules for blocking line of fire either. If you can see over the baneblade, you can shoot over it.
It also helps if you have a lot of terrain, and it's large and blocky. it minimizes arguments if everything has clear edges
I'm struggling a bit to find photos of the tables from CanCon 2017, but found https://thepaintingbunker.com/2016/02/0 ... rmageddon/
for 2016. Would you say that these are typical tables?
concern would be that being able to shoot through 'gaps' within area terrain on some of those tables would barely block Line of Sight, even for non-WE units:
IMG_6603.JPG [ 919.2 KiB | Viewed 315 times ]
Let alone something a bit taller like one of the old metal Warhounds.
Mic Fair wrote:
So Sweden and U.K, Both use infinite height as a standard practice. Has this lead to building terrain to certain dimensions or has the "warlord Titan behind the tiny forest" not proved to be a concern?
UK tournaments tend to use flat base areas with loose elements like buildings or small trees on top, plus some low hills. Due to the abstract nature of the area terrain rules being used, the position of the loose elements has no in-game effect and they get moved around on the base or even removed during the game, as units move through the area.
Locally (but it's a very small meta), we tend to play a hybrid - area terrain is 'solid' and abstract for Line of Sight (with the usual shooting 10cm in/out/within) but is only as tall as the highest element. As we usually use the old card and plastic buildings, DZC buildings and hills designed for 28mm gaming, this means that lower pieces of area terrain can be seen over by War Engines, or by units on hills or buildings. Hills get played as-is, rather than being infinitely high blocks.