The Epic Armageddon rules state:
The Epic Armageddon Rules wrote:
The line of fire is blocked by terrain features such as buildings, hills, woods, etc. Weapons higher up can often see over any terrain that is lower down. Buildings, rubble, woods, fortifications and the like don’t block the line of fire to or from units that are in the terrain itself unless the line of fire passes through more than 10cms of the terrain feature
This quote directly states that terrain does not have infinite height.
This quote also confirms TLoS - "Weapons higher up"
It doesn't say
units that are higher up, it says
Weapons. We are supposed to get down and check what can be targeted by our units from a direct line of sight.
The Epic Armageddon Rules wrote:
DESIGN CONCEPT
Terrain Conventions
It is possible to have all kinds of arguments about whether terrain partially or fully blocks the line of fire to a target. Because of this, you should discuss the terrain on your gaming table with your opponent before a game starts and make sure you both agree on how it will work with regard to this and any of the other terrain rules. However, the -1 to hit modifier should be generously applied, and if in any doubt it should be counted rather than ignored.
I fully understand why many have adopted a simpler approach to terrain.
It certainly helps speed things up in a tournament setting.
However, I see no need to change the way we play in Perth.
I can't speak for the rest of Australia but we played with TLoS (with the exception of woods) at Cancon (18 player tournament in Australia) earlier this year and it worked well. There were many very detailed terrain boards/features at that event and it would have been a REAL pity to try and treat them all as if they were infinitely high blocks.