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Ruleshammer Terrain Guides Ruins - Woods
Woods have been a staple terrain piece of 40k for as long as I've been playing, but their rules have left a lot to be desired in the last few editions. They did very little in 8th, and Dense Cover rules in 9th were a hot mess. 10th edition I think has one of the best implementations of woods we've seen in a while and I'm excited to go through some examples of how they work.Models and units that are wholly within this terrain feature are never considered to be fully visible to an observing model. Similarly, if a model that is not wholly within this terrain feature must look through or over this terrain feature in order to draw line of sight to another model, then that other model is never considered to be fully visible to that observing model, and so it will have the Benefit of Cover from this terrain feature. Aircraft and Towering models are exceptions to this – visibility to and from such models is determined normally, even if this terrain feature is wholly in between them and the observing model. Models that are wholly within this terrain feature can see out of it normally.
Let's look at some examples to really understand that this all does. For this example I've created a rather strange Woods terrain feature that only has a single tree.

Each time a ranged attack is allocated to a model, if that model is either wholly within this terrain feature, or it is not fully visible to every model in the attacking unit because of this terrain feature, that model has the Benefit of Cover against that attack.
It's not too different to Ruins, but rather than blocking Line of Sight through the terrain, it provides cover to anything shooting through it. Here's a visualisation of what that cover area might look like from projected from a shooting model:
Tags: 40k | Warhammer 40k | terrain | Ruleshammer | Towering | woods
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