Every Warhammer 40K Terrain Piece EXPLAINED - Ruins, Cover + More in 10th Edition
Ойындар
Let's talk through the core rules for scenery and terrain in game in Warhammer 40K...
Full How to Play Warhammer 40K 10th Edition Playlist here - • How to Play Warhammer ...
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0:00 Intro
1:36 Terrain and Example Tables
5:06 Visibility
5:44 Benefit of Cover
6:32 Movement and Terrain
8:08 Types of Terrain
8:34 Craters and 'Wholly Within'
9:22 Battlefield Debris and Hills etc.
10:42 Who Gets Benefit of Cover
15:44 Pipes and Barricades
16:49 Woods
17:59 Ruins
21:22 Ruins + Shootign Visibility
24:46 Get the Ruins RIGHT - by Talking Through Pre-Game
31:09 Outro
Пікірлер: 127
Full How to Play Warhammer 40K 10th Edition Playlist here - kzread.info/dash/bejne/fKJ6qNulnJPRnpc.html
@johnaxios6335
28 күн бұрын
18:39 So can Infantry units with Fly (Assault Squad, Raptor, etc) also Ghost through ruins like Infantry can? I thought they did, but a friend told me someone else thought they couldn't and that fly infantry have to go OVER the ruin walls.
The only benefit of having a terrible sleep schedule in the states is being here right on time for an auspex video
@ninjapirate47
Ай бұрын
That's how brits feel about your Onlyfans girls! ;P
@AstroKnight08
Ай бұрын
We and auspex would stay up at 3:00 AM just to look at numbers and rules
@nickellingham1764
Ай бұрын
I suspect Warhammer fans/players probably have a far more erratic sleep pattern than the average population!!
@jaredezrin5002
Ай бұрын
Night shift gang on the east coast 👍
My group just plays everything is a ruin. They set up templates and place terrain on the footprints and go with what takes the least brainpower to decide.
The cover things in 10th were confusing my play group so much and it was so difficult to try and explain it easily. Your infographics are amazing and o greatly appreciate it
I do find it strange that GW is focusing on the competitive side for balance, yet don’t sell the terrain for competitive. (Cities of death and similar would have been perfect for this)
@chaosmike89th
Ай бұрын
They do, they're just hidden behind paywalls as Kill Team terrain and so forth.
@lcdrfish8633
Ай бұрын
Picked up cities of death - who knows when I'll play it but I love the branching concept of narrative missions for attacking/defending a hive city.
A massive beginner tip is to use all ruins, they can be made out of cardboard so easy. In our local group we homebrew that all ruins, the ground floor is line of site blocking regardless in units are inside the footprint or not.... Makes games much simpler and balanced vs the shooting and melee armies
@leesickler3249
Ай бұрын
That's how it is here in Iowa- I don't like it. Prefer the rules as written for balance
@Lavendeer201
Ай бұрын
@@leesickler3249hell yeah! 40k Iowa style 🤙
I haven't been playing very much for several years now, but I believe that there was a time when GW literally sold their own custom laser pointers with a little sort of hook to "mount" over the shoulders of models when checking for true LoS if that makes sense. Furthermore, if the laser could be seen through big enough gaps in terrain sometimes you could shoot at otherwise invisible targets, which to me makes sense at least, and maybe that should be brought back to help clear up ambiguities. Also back in the template days there was the whole benefit of firing flame weapons within areas full of airborne promethium or plumes of it because of the pipes getting rusted and shot at and they'd start to leak. This would subsequently double the range of flamers, maybe they gained some other benefits too but at the very least range was one of them. Going further back even chimera tanks were fully amphibious which was another cool little feature if there were any rivers or lakes to traverse with them. Also, back in the day whenever vehicles popped smoke lots of people made actual smokescreens out of cotton and paint (I've even seen some that incorporated tea lights into them for a surprisingly effective flickering fire base effect) and those same smokescreens were also used for destroyed vehicles who you'd leave as wreckages that blocked LoS and such (besides the rules for individual weapons destroyed or immobilized vehicles etc.) Another element i miss is night fighting, GW even used to make a counter that would more or less shift from night to day over the 5-6 turns of a game's length because your ranges would be affected by the darkness unless you had searchlights equipped or maybe certain specialized units could see in the dark just fine or had scanners etc. Another really cool set of rules for forests and such was codex deathworld veterans from 3rd edition, wherein the table required an actual grid because there would be things like elevations or traps or even wild animals or plants that could attack, while the deathworld veterans (i.e. catachans) could see further than enemy units might, and often they'd be so much more deadly with heavy flamers or mortars and could only use sentinels because they'd be the only vehicles versatile enough to traverse such difficult terrain. I know those are several examples already but i do genuinely kinda miss these sorts of more direct interactions with terrain and LoS with the laser pointer because it just made it that much more immersive, but i suppose if something like templates which were previously essential to the game enough to be included in every starter box have been wholly removed and their rules overhauled, then that's just part and parcel of the way the game is to be played now as per GW. I think this is a long way of saying that I can definitely see the appeal of house-ruling a number of terrain rules if you're from a time when GW encouraged you to rifle through your recycling bin like a raccoon for stuff to fill out your 6x4 table with rather than sell you said terrain themselves along with its rules and everything that doing so entails (3D printed terrain and MDF being more like parallel developments of this trend of course). Personally at least, I'm inclined to at least try to keep some of these around if not just stick to playing older editions of the game period. Great video auspex, thank you so much for giving us a really comprehensive look at terrain, cheers!
The video we all needed regardless of faction… praise to the Auspex!
@konradgrafe5475
Ай бұрын
Knights?
That's bizarre, I was literally just reading about this in the core rules last night. They don't call him Auspex for nothing!
@minichad5456
Ай бұрын
I also had some issues with the soft cover and cover rules yesterday, Auspex is the big E
OH MY GOD THANK YOU
The cover rules in 40K have got to be the most convoluted and difficult rules I’ve ever read. When we play 40K, we just combine the ideas of Legion and Warcry. Does part of your shot cross cover? Groovy, your toughness is plus one. Takes 10 seconds and works great. 😊
@deleted4577
26 күн бұрын
I dunno man, as a 'nids player the idea of vehicles being even harder to wound makes my eyes bleed haha, better for cover to work as an interaction with saves imo, 4th edition has a better system where cover basically worked like an invuln that you'd take the save on if it was better odds than your armour - AP
@vaderkoshpaints
26 күн бұрын
@@deleted4577 I’m can see that. We normally just use One Page Rules if playing something like 40K. While I love the models I do think the game itself is pretty bad. Prefer Warcry, OPR, hell we played with Bolt Action rules a few times and that was great fun!! Also not a competition player or anything like that, so just beer and pretzels style works well for the wife and I.
@deleted4577
26 күн бұрын
@@vaderkoshpaints gotcha! That makes sense in that case, 40k gw rules are imbalanced af, my group always just runs casual games because of it
I love that you still make videos addressing all the various rules. It shocks me that I still learn things I was doing wrong or didn't know it was a rule!
Can you make a video going over the legends terrain pieces? I know they aren’t balanced, but they contain the most iconic pieces GW has made
Here’s one DIY terrain piece for narrative purposes, take 3 toilet paper cores, some glue, some paint and you got yourself a sewer pipe stockpile.
Wish they'd being back rules for "Liquid" terrain pieces; I have lots of pools of water, lava, and acid from previous editions. Usually just play them as craters at the moment and houserule back in some Difficult/Dangerous terrain tests.
It's only now that I realise just how house ruled my group's terrain system is. We play by true line of sight (anything visible can be shot at) and cover is granted if half or more of the unit is obscured to the shooting models. In that case, the whole unit gets cover rather than individual models. If a model in a unit isn't shooting, then it's not counted towards how visible the target is. This means for example devastators often leave their sgts behind walls while the big guns shoot. Infantry can move through ruins freely, and shoot across them fine, however the ground floor of a ruin is always a solid wall that blocks LoS (because otherwise we wouldn't have enough solid wall terrain). We don't use ruin footprints, we just say a wall stops when it touches the ground. Our main controversy is about which models can shoot: if only half an attacking unit can see the defenders, do only the LoS models shoot, or do all
I've been very slow at getting back to the table. But my MDF gothic ruins just arrived in the mail and this is my next step I'm trying to comprehend, so this is helpful, thank you.
Really good video. This is probably one of the better videos i have watched about how Terrain works. Thanks 👍
Excellent content. Basic concepts still easily confused well addressed.
I needed this video! Thanks.
👍👍 extremely useful, I really appreciate this one!
Great Work, thanks !
A very useful video I can use this for my own games
I lament the convergance n the L/T shaped ruins for all tables
If there is anything that can get through a wall with holes in it a swarm should be it
Very helpful, thank you.
Terrain in 40K, in the grim dark of the 41st millennium there is nothing but perfectly symmetrical cities that then get blown up by perfectly symmetrical artillery and before any fighting can get started the entire battle field is cleared of any rubble by servitors as we cant have any trip hazards. Terrain in 40k is a pitiful thing the community needs to have a word with its self allowing WTC and other to house rule out a lot of the terrain types and more varied mission rules.
@mariomandog
Ай бұрын
If you’re at a tournament you want a symmetrical battlefield. If you are playing a friendly game you can make whatever battlefield you want. No reason to complain
@balemoran3168
Ай бұрын
@@mariomandog Fairly poor start to try to tell me what I want at an event. Symmetrical looking tables are not even on the list. Unfortunately more and more pick up games are expecting the wtc. A competitive focused mind set of large parts of the UK community is forcing out any non-comp pack terrain layouts.
@mariomandog
Ай бұрын
I feel like the issue is that you want something different than what a majority of the player base wants. Unfortunately GW is a business, and a business exists to make money. The profitable choice would then to be to cater towards the majority of the player base and ignore your particular criticism.
@balemoran3168
Ай бұрын
@@mariomandog My criticism was not of GW.
@specs.weedle
29 күн бұрын
don't forget building layouts that'd have buildings intersecting with other buildings if they weren't bombed out into arbitrary L shapes!
My favorite part of the hobby! I'm a terrain-collecting fanatic. :)
I love terrain! It really makes or brakes a game of Warhammer
Yes! More terrain tactics would be nice! Like I'd really like to know especially what kind of terrain centered tactics actually get used in tournaments these days.
Cool terrain layouts are what matter most to me. I don’t care if they are balanced or all, I want the terrain to tell a good story. Give me a city, with terrain on every piece of the battlefield that’s not a road or a park. Or an empty no man lands with two trench lines on either side of the battlefield.
the only thing is missing in the video is "fight to models close to walls in ruins" i see many battles in my club saying different things about that
Thanks for the video! I hope GW makes some new woods terrains sets someday. Maybe some Tyranid infested trees and some Catachan jungle trees!
Ugh I miss the simplicity of 8th edition. Never played a game of 9th thanks mostly to covid, now I have no desire to learn all the rules for 10th. Probably gonna drift over to One Page Rules.
Kinda happy that i can use Blender, tinkercad, and co to make my own Designs and print them super cheap with a Resin Printer :D If the Prices of the GW and Co Buildings wouldnt be that crazy high, i would recomend them, but with those price Tags it makes absolutly no sense to me to buy them.
As I was saying in my last game, the rules change every game depending on what my opponent thinks is correct and I ask every time. The game prior, going over baricades cost am extra 3 inches of movement, but this last game, of course infantry can walk through it. In a game before that, ruins were technically hills, so every unit had old fly and vertical movement didn't matter.
Auspex gets paid to make powerpoint presentations like in school
We use big forest blocks and make it -1 to shoot through it rather than benefit of cover so there is some variety
Great video thank you for the clarification. Just one question: when you are NOT wholly within a ruin and you shoot out of it... You can see through the wall normally as well? Just to be sure because in the description of the ruin it specifically states "Wholly within".
the #1 thing I don't like is a table where the terrain feels like it doesn't belong... not sure if my meaning is communicated. But there are ways to design terrain placement that account for lots of mechanics and look cool/right at the same time. And there is ways to place terrain where it looks so dumpy might as well use DVD cases and random stuff from around the house, it can look so bad its less offensive if its random stuff.
very good video, thank you very much. I have just one question: If I have an infantry unit wholly within a ruin and shoot at an target that is out of this ruin, does this unit I am shooting at get the benefit of cover?
I’m so sad I got into this too late to get the sisters battle sanctum. Man that was a cool looking kit
In short: everything everywhere somehow has a cover save, unless it's a plane.
I think flying units should work like other units but but with a few exception instead of moving diagonally: for example, they always ignore any piece of terrain with a heigh of 3" (maybe 4") or less while moving horizontally, and moving verttically they ignore the first 3" and count the remaining distance as half; at least I think that would make it a little less awkward, especially when moving multiple miniatures.
I had to go check on the rules for splitting fire too, as it seemed like that could be used to avoid the situation at 13:05 - split the unit's fire so the Havocs can shoot at the marines in the open while the Warpsmith shoots at something else / doesn't shoot. But no, if that were the case then the targets still get cover because the whole attacking unit checks visibility, even though each individual model has a completely clear line to its target! Which is really unintuitive and wonky, but also neatly sidesteps a whole bunch of 'clever' rules lawyering tactics.
@curioushybrid
Ай бұрын
For me, I think the main reason rules like this feel wonky is that they're written to abstract things at a battlefield scale to keep the game moving and be explicitly deterministic for competitive play, but when you're looking at whether individual models get cover you're probably thinking at a more Kill Team-like level of abstraction (what can this one guy see).
My local non gw store pretty much considers everything ruins and uses acrylic plates to show the area of the terrain and I hate it. Sure it makes things more streamlined, but kinda makes the actual terrain less important because the plate is what generally determines things. I also find it very dumb that I can't shoot at a model that's fully visible, but it's technically not because the empty 2-4" of plate it's standing behind counts as Ruin even though the terrain on the plate is a single wall nowhere near the model.
This should be good!
Hello! About cover (debris). For me: Fully visible means model(defence) is fully visible for every model=all models=attacking unit. And we don't have cover. BUT: NOT fully visible means model(defence) is NOT fully visible for every model=all models=attacking unit. We have Cover, if attacking unit doesn't see model (defence). Why do we have cover? If one model (attack) has not LOS? Rule is cover very ridiculous. We have cover in open field, due to one model (attack) doesn't see. Funny:)
@user-ki5ld8ki1m
Ай бұрын
I don’t really understand why the community doesn’t read the cover rules correctly. For me the model gets cover if it is hidden/partially hidden (NOT fully visible) from every model=all model=unit=attacking unit. You think that if it does not correspond to the term fully visible (at least one model does not have LOS) then it gets cover.
@curioushybrid
Ай бұрын
@@user-ki5ld8ki1m It's because the rule is written in a somewhat unclear way where it's not obvious what the "not" refers to. It could be read as "not (fully visible to every model)" i.e. the model must be fully visible to every attacking model to be in the open, otherwise it has cover; or it could be read as "(not fully visible) to every model" i.e. the model must be obscured from every attacking model to be in cover, otherwise it's in the open. As I understand it, through various examples, GW made it clear that the first version is their intended rule, which is as Auspex presented it.
@TheOther19
Ай бұрын
I know right. GW is stupid with its rules on cover.
@user-ki5ld8ki1m
Ай бұрын
@@curioushybrid Yes, I understand. I just can’t tolerate situations where, due to MY actions, enemy units get cover for all their units in a open field, simply because I have one of my models around the corner of a ruin or behind a wall. It's just not even logical. I think it should be changed to a second interpretation, that the entire attacking unit should not see the model, it should be completely or partially hidden by an obstacle. Then we get the cover.
Question about ruins. A unit is wholly within the footprint of the ruin, and trying to shoot a unit wholly outside of the ruin (or any terrain). There is a wall within the ruins totally blocking LoS from the unit within the ruin to the unit outside of the ruin. As units wholly within can "see normally", does this mean the wall blocks LoS, or that the unit within the ruin would be able to see through the wall and shoot normally?
@alexknudsen2759
Ай бұрын
Only on the second floor. First floors block LOS both ways in tourney play,
so what if you have a intact structure that you can have models enter? like removable roofs with clear doors on the terrain piece like a bunker. Are this considered sealed structures or ruins for rule purposes?
I’m in the middle of an episode of insomnia, this is a blessing!
The only question I still have is a weird case that came up in a game I played recently where both my opponent's unit of Infantry and my unit of Infantry were wholly within ruins, but two separate ruins. Would they be able to fire on each other and just both have the benefit of cover? Or would they be unable to draw line of sight? It doesn't make much sense to me to draw line of sight through two sets of walls...
what if the shooting unit and target unit are both wholly within the same building and are fully visible to each other. Would they still get the benefit of cover on each other?
Shouldn't a FLY unit be able to measure any distance horizontally regardless of how high an obstacle is? That's the entire point of flying, that you're in the air and not blocked by ground obstacles.
@leesickler3249
Ай бұрын
Fly keyword is a debuff
So, infantry with jump pack (fly keyword) can go through the wall of the ruins, even if the 1st level doesn't have windows or cracks? But if you are a flying vehicle have to go above or around? Am I getting it correctly?
I haven't watched the video yet but The fortress of redemption is the best terrain kit GW made for 40k and nothing has come even close ever since
@hayatogenra6606
Ай бұрын
I think a case could be made for the Wall of Martyrs being very close thematically, I like them both.
Sometimes it is good to take the attack on the one guy that doesn't get cover, if it means the rest of the squad gets out of LOS for other units for example.
@nuke2099
Ай бұрын
It doesn't make sense why the rest of the group would need to make saves anyway because none of them can be shot.
Someone, somewhere, has played Auspex at a tournament. Why have no face reveals ever been leaked? 😅
Soo...every video about cover on KZread interprets it differently. I thought I knew how it worked. But after several tutorials I have no fucking idea
@leesickler3249
Ай бұрын
So many places don't go by the written rules, especially "ground ruins block all fire in or out". So yeah you have all kinds of variations going on
I think every terrain type should have a "Plunging Fire" type rule to give them a little more flavor than just providing BoC.
@Internetbutthurt
Ай бұрын
Plunging fire is basically never used because all terrain is at most 5” elevation (gw terrain) and the 9” terrains have no platform or are obscured even for models in it. Pointless rule
Wait there is more terrain then mdf ruins? I thought that stuff was only used in Horus Heresy
What happens if 2 infantry units are shooting each other sitting in same building? Do they have cover?
Wait am i missing something? I thought vehicles couldnt go into ruins so why are they using a vehicle in the pictured examples for lines of sight?
In years to come, every model will probably have a tiny camera built in to their eyes just to be certain they can see what the player thinks they can.
@lcdrfish8633
Ай бұрын
Only played a few games so far, but using a laser pointer is a pretty good option - although the full length ones get a little bulky.
Sucks that plunging fire requires 6"+ off the ground and all GW ruins have their second level at 5" lol
I don't like "this ruin is obscuring everything and you big knight cannot shot over it (acastus)
A shame they removed the HOLD THE LINE and STAND READY. I miss my 5+ to hit overwatch...
The only thing that interests me...can it be misused for Necromunda? 😂
Now this is the real shit.
If you haven’t already. Can you do a video on how missions, vp, and “winning the game” works?
At 13min, you can appreciate why people like to house rule; it feels very wonky.
Does this amazing person sleep?
*reads title with brain going* "Every Terran Piece EXPLAINED" ... ... *confused thoughts* *quick realization*
I would like to see more down in the comments
why GW never sells layouts where everything goes for each deployment and key words on the terrain layouts with deployment layouts is beyond me. Like I would gladly pay 60 bucks or more for templates/ layouts of the deployments and terrain shapes.
Ergh, the visibility rule in particular really bothers me. If only one unit of five is visible behind obscuring cover, then surely only one of five can shoot and only one of five can be shot. Right? So why in the seven hells can the other four inexplicably shoot and be shot too??? And speaking of terrain, I can't help but hate that the generic catch-all terrain is only made to order from the store while most readily available things are mostly niche as hell. They haven't even brought the pipes back into production, the things that made all those old terrain pieces super modular and way cooler than they'd be on their own. I know it's just a drop of water in the ocean of screwups GW is responsible for, but it really does highlight how absolutely clueless they are with even the simpler things.
Vehicles need to go around ruins and the GW example shows a tank moving into ruins..?
Biggest issue with terrain is the terrain rules r crap compared to pre 8th
Third...
Cover and shooting gets really dumb in this game. This is why I'm just developing my own damn game lol
just dont play with ruins that are confusing in the ways you described, that solves about 90% of all issues with terrain
First
10th Ed's cover rules are nonsense, and something I think has been a casualty of the shift towards competitive play. The idea that a Warlord Titan can get cover because one of its toes is obscured by a barrel is ludicrous. The problem is that once you start to apply what seem to be reasonable thresholds (eg 50% obscured for a Vehicle or Monster to get cover, 75% obscured for a Titanic unit) then you immediately hit the problem of trying to work out when a model crosses that threshold, which is usually fine in casual play but pretty much guaranteed to cause issues in tournaments and slow the game down. The thing with getting cover because a model in the attacking unit that can't shoot at you (and may even not have a gun) can't see you is another one of these issues. Sure, it possibly cuts out some sneaky tricks, but when you try to explain it to someone you can literally see the light die in their eyes.
@nuke2099
Ай бұрын
In 3rd-5th edition common sense was used but it seems now the rules are....well they are what they are and some of them seem stupid to me.
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It's a shame half this video will be ignored because so many people just want to play with the tournament house rule of first floor magic walls
My guy, get some sleep
@lcdrfish8633
Ай бұрын
This was a patreon video first ;p - probably been in the queue all week.
Why bother, you only need to know the rules for ruins
Terrain is just basic terrain to me. These rules imo just bloat the game
Brother is out of ideas 😔