I don`t know well enough to answer question 1, but the answer to question 2 is yes, they always get light cover, even if they are cut down by a unit on the same cover source, which is probably the most common type of terrain, zone terrain is any land that covers an area. Sometimes this is characterized by a base, but this may not be the case or the base can be a beautifully formed piece of land in itself. It is important to agree on the limit before the start of the game. [GT2020 Pg82] After all, the exposed position is still a feature of the terrain, but like a hill, it does not offer an advantage of coverage. It`s something like a single barbed wire pipe on the map. Or maybe just a few broken steel beams lying on a street. Like hills, buildings are generally not considered pieces of land in the rules, but as units in an army of players. They follow the usual rules of the line of sight when the models shoot around them. Their special mention here notes that these models are not zone terrains or obstacles, so it is their data sheets that define all the effects they have on or around a unit. I always find nuances in the rules, so I`m certainly open to something that says density is an advantage, but at the moment the advantage is not even used in its definition. This one is fuzzy, but Light Cover gives +1 to save ONLY against ranged weapons. On the other hand, Heavy Cover +1 for backups against melee weapons gives ONLY unless a model has made a charging train on that train.
Overall, light blankets sound strangely better than heavy blankets. The INFANTRY, BEAST and SWARM models benefit from indoor field coverage. A similar question about coverage and when a “Coverage Advantage” unit gets a warning: Dense coverage is probably one of the rules that I think needs to be rewritten urgently. Below are some diagrams and explanations for Dense Cover, but they are based on the interpretation of the basic FAQ designer`s comment note in a way. GW hasn`t really changed the wording of Dense Cover to work as this FAQ note suggests. When building a battlefield, you and your opponents decide what terrain characteristics are applied to each stage piece. Properties are designed to be stackable, so a single piece of land can actually get as many different properties as you want. For example, you can choose to count a bunker as both a light cover and a heavy blanket, which offers the benefits of a blanket at any range. Maybe not something you`ll see on each board, but it allows some fortifications with the type of construction site to get rules like this on features and not on a case-by-case basis. The wording of this rule also requires that the unit be entirely inside the unit, not just the model of the unit inside the unit.
However, this is the case when the models are not off-road, and we only use the Dense Cover rule to determine if there is a coverage advantage. What is still not clear is whether the models, when they are in zone terrain, get coverage if they are not INFANTRY, SWARM or BEAST or when the field piece is always between them and the shooting models. My interpretation is that the diagram below is what the rules are trying to describe, but the FAQ didn`t really change the wording of Dense Cover, so it`s not 100% clear. Obstacles will also be one thing. When you move over an obstacle, you don`t have to worry about removing anything from your movement. However, if the infantry, beasts or swarms stand within 3″ of an obstacle and the obstacle is between them and the enemy firing unit, they will receive cover (a 1 mm line cannot be drawn over the entire base of the model). DARKENING AND DENSE COVERAGE Obscuration and dense coverage are two terrain features introduced with the ninth edition that interact with visibility. However, these rules do not replace the normal rules for determining visibility – they are in addition to them. Although the darkening rules state that aircraft and models with an injury characteristic of 18+ can be seen through darkening terrain, they are still visible (and therefore appropriate) targets only if the firing model can see them physically (i.e.
if the terrain in question is solid and opaque, they are still not appropriate targets). In the same way that obscuring the terrain “blocks” visibility when it is between the fire model and its intended target, Dense Cover Terrain imposes a blow penalty if it is between the fire model and its intended target (with the exceptions mentioned). It is not necessary for a unit to meet the criteria for “obtaining the benefits of coverage” as described for obstacles and terrain in the area for this penalty to be applied to struck rollers (but also note that any rule that ignores the benefits of coverage or ignores the benefits of coverage that provides a penalty for roll shots, would still ignore this punishment). In recent weeks, GW has given an overview of excerpts from different field rules for the 9th edition. However, a huge rules dump also surfaced on the internet, showing the entire page of field details on Imgur. There is much more coverage. The boards are smaller and more densely packed with stuff than in 8th grade. Now let`s talk about heavy blanket. It is possible for a piece of land to be both light and heavy cover. In fact, it can be a light blanket, a heavy blanket, and a dense blanket. It can be all three. You can still assign wounds to models in the unit that have a cover, although you can, as you can for models in the field area, remember that you should continue to assign wounds to a model to which wounds have been assigned at this stage.
Until this model dies or the phase ends. At the beginning of the game, you will agree with your opponent on which cover piece is which one. This way, you will both have a much better game. “Rules as written” that allow this Breachable terrain feature to move through the closed tower part, there is also an argument that there is nothing in the rules that prevents a model from staying in this room (although I think it would be difficult to find an opponent who would agree with it). In general, I think that these characteristics of the terrain do not need to be even curvatures, the columns do not represent a significant obstacle to movement using the normal rules of movement, but the central section would and I think it should. So you don`t need to be covered. They can actually be up to three inches outside and they won`t have -1 to shoot you even if you`re inside. I understand that the “Ignore Coverage Benefits” rule negates the benefits of light and dense coverage, as well as any unit-specific bonuses that may result from coverage, provided that this bonus is based on receiving coverage benefits (such as camouflage capes for Scout and Eliminator squads). The only thing that will prevent your opponent from hitting this -1 is when his model is fully visible to your model.
If you can draw a one-millimeter-thick line from your opponent`s model to any part of your opponent, then your model will not have the advantage of coverage. See also the FAQ. Most weapons were often provided to ignore the benefits of coverage for savings litter, rather than ignoring coverage. The light cover is the one most people will know. Shooting at a model that has the advantage of light coverage means that the model gets +1 at its life-saving launch against ranged attacks. The light coverage does not benefit invulnerable savings. The terrain of the area can include ruins, forests, craters, and other terrain features in which models can move and through which they can move. Whenever an area terrain feature is set up on the battlefield, both players must agree on the footprint of that terrain feature, i.e. the boundary of the terrain feature at ground level. It is important to define that players know when a model is completely on or inside that field feature, if not. For some terrain features of the area, their footprint will be obvious, especially if that terrain feature has a poor or well-defined boundary, but if not, you agree with your opponent on what the footprint is.