Ok, despite the huge confusion at launch and the still officially-unresolved LoS/cover issues, AND the fact that they seem wonky and counterintuitive at first, they're starting to click for me. My impression is that they are pretty cool and actually very simple once you get used to it.
For the uninitiated, and without getting into every clause in the RRG and Alex Davy's email, it's basically that you check for LoS and then draw a line on the ground to determine cover. If that line crosses any part of a terrain footprint, the defender gets the cover that the terrain inherently grants that unit type. This is done in the pregame "define the battlefield" step.
Yes, this step is vital. Though does get easier if you're using the same terrain pieces game after game.
This means that some of my hills that completely block LoS to minis are only light cover. At first that didn't sit right to me and I blamed the rules. But then I realized this saved me from having to make subjective assessments at the edges of the hill to determine how much of the target was obscured (or getting mad when the tiniest part of a single defender was barely behind the hill, making 50% of the unit). The cover line either crosses through the terrain footprint or it doesn't.
My brain worked on this and realized that while it seemed to me that my 6 troopers, mostly behind a tall rock or hill, should have heavy cover--heck they're hidden behind a giant hill!--the minis also represent a dynamic group of soldiers, not a static group of range targets to be picked off. The rules approximate reality, they don't attempt to simulate it with each step of the attack.
The result of "only" light cover is boosted by the fact that the opponent only has LoS on let's say 2 of my minis in the squad behind my hill. So while their cover is only 1, only 2 of them can suffer wounds, and that's only if they fail to roll blocks after removing a hit. Or if I'm mad that the defender gets heavy cover despite having only half of his troops behind any cover at all, I realize I can still overcome it by rolling crits. Either way, the result is a rule that seems to get it right just about every time by the end of the attack.
I would advise to err on the side of giving less cover to your terrain pieces when defining the battlefield, because it seems more intuitive for troops to be left vulnerable by borderline heavy terrain than to be granted heavy cover for it. Keep in mind you're defining the whole footprint, not just the thickest part. If you're fine with that, like a barricade or blast wall, go for heavy. If it's crates, natural earth landscapes, moisture vaporators, etc--err on the side of light cover.
So with a simple (if counterintuitive) rule we are really free to go nuts with our terrain and we've explicitly been given control via the RRG on how we want to characterize our terrain (with the exception of the 50% suggestion, which isn't even too forceful). Attacks can be measured for range and cover determined in a matter of seconds, speeding up the feel of the game and keeping everyone engaged, ultimately making the game more fun.
Of course I know many will disagree, but I do want to strongly suggest giving the clarified rules a chance. Pay attention to the terrain definition step. And let your mind relax as you measure base to base lines across any part of terrain footprints. It was hard for me too at first, but as title says I'm starting to really dig it.
Very necessary TL;DR:
- Banish from your mind the idea of using Line of Sight to determine how much of a targeted mini is blocked by cover
- Pay close attention to the terrain labeling step
- Err on the side of light cover if not sure whether to label terrain cover as light vs heavy
- Play the rules as written/clarified and enjoy how straightforward attacking becomes
EDIT: some of my examples are incorrect as noted by others in this thread. Specifically that when a mini is not even visible to any of the attackers, it automatically counts as having heavy cover regardless of the cover type granted by the piece of terrain it's obscured by.
Edited by Big Easy