I have to open this can of worms again, due to having to teach the game to newbies, gaming issues, and homogenizing rules in the national community.
Quoting Ian from Onyx LoS thread:
Quote:
Part of the problem appears to be the contradictions within the written rules - while the rules effectively say in several places to use TLoS, they also say that drawing LoF into/through a terrain piece does not use TLoS.
Quote:
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 (i.e., you can shoot 10cms “into” a terrain feature, but the line of fire is still blocked to units on the other side).
So you don't use TLoS within the terrain piece or for shooting into or out of it. What's unclear is how the second clause about LoF being blocked to units on the other side interacts with high up units being able to see over terrain.
I like this approach as it is what the rulebook states.
But I think giving area terrain features, like woods and ruins, infinite height would be better for a community with all kinds of scales (mixing classic titans with AT18 for example), and in order to avoid modelling issues (skimmer vehicles floating very high or very low).
So, what would be best ? taking into account that the target is teaching the game to new players (so I'm guessing simpler=better).
Side note: the rulebook also implies that the game is played in 3D, so weapon ranges are measured from model to model. A model on top of a hill or a building could be out of range even if its projection to the base(=ground) is in range. Same for CrossFire??
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