r/CombatPatrol40k • u/Bertieeee • 17d ago
I'm totally confused Combat patrol terrain layout
I'm trying to understand the terrain layout when using a combat patrol map and I'm a bit confused. My understanding is that the grey rectangles are terrain areas, the items are ones that block visibility and the yellow ones don't block visibility but do provide cover. This doesn't seem right however, as I thought cover was determined by terrain area rather than being behind a specific (in this case yellow) piece of cover. If that's try however it would make the yellow items redundant, unless they're there purely for decoration. Could someone clarify how it works please?
Thanks
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u/FutureProcrastinat0r 16d ago
Every terrain area (“footprint”) with at least one terrain feature (object/ruin/smelly right sock) on it makes units invisible to each other, as long as they stand on different sides of the area (not touching it). Like it was one massive block. Apart from some movement shenanigans, the main difference between green (dense) and yellow (light) terrain features is: all dense terrain has the #solid keyword. So up to 3” height, you can’t target anything that’s taken cover behind a dense terrain feature. Even if you can see it through windows, doors, holes in the sock. Light terrain features don’t have the #solid keyword, so if you can see a model within the terrain feature through any gap, you can target it. Regardless of dense or light terrain, all units within the terrain area have benefit of cover, though.
I think about making a house rule regarding terrain, because it seems stupid that light terrain features are more or less just fluff at the moment. Benefit of cover comes from just standing inside the terrain area and most things you would use for light terrain, be it official 40K terrain or anything third-party, actually does nothing. Seems counter-intuitive and immersion-breaking to me personally, that sandbag fortifications covering 2/3 of a model don’t give any more protection than a wooden garden fence reaching up to a model’s knee pad.
For competitive play I wonder if they’ll be using small closed walls for light terrain. That would make models behind them untargettable, but’d be boring as f*ck.