I forgot where I was

and posted much of this next stuff in LBH's thread in the Rulemasters, so I'm moving it here where it belongs.
Under
Fire Zones and Line of Sight, it states
"Before you can shoot at an enemy unit, the models in your unit must have a Line of Sight to the intended targets. In all cases, Line of Sight is traced as a straight line from the centre of each of the firing models to the centre of what is called the Fire Zone...".
I'd like to contribute a few things here that might be of some help that may assist in building up a guide for game rules discussions and that might help to clear things a bit. I'm really not offering new rules, but adding some defining terms that help (they helped me anyway). The only change is that both of Mr Evil's photo examples change to "Obscured", :wink: At least for me, it added more definition to what is written in the basic rules.
As a separate term that can be used alongside of LOS discussions, let me offer up the term "Field of View" (FOV) or perhaps "Field of Vision" (either is valid). In using FOV as an addition to LOS rules, you can describe what Matt is saying about moving from a Line of Sight perspective and into a view of the target model for consideration of targeting. Thus, a target model can be assessed for taking under fire from either LOS or FOV rules. In addition to qualifying under LOS, you can now use FOV to widen the terrain effects on shooting. The only difference between LOS and FOV is that while the firing model's measuring point still remains the center point of the model as in LOS, the FOV becomes a cone that fans out that can allow shooting that LOS would restrict or deny. This is what I can surmise from the discussions between Matt and Mr Evil with Matt's answers. The rules as written still make use of point to point measuring, but Matt is allowing with the Evolution rules a cone of fire that can target any viewable part of a model. So while using Mr Evil's photo above as an example, Matt is saying that the Field of View trumps the Line of Sight. Since the target model is in contact with the terrain, it can claim Cover. I'd like to see a slight change in this ruling because it would help with the experienced gamers in rationalising the shooting rules regarding terrain. I'd like to see Cover only applied using LOS along with the condition of being able to "tag" the terrain from behind it. I'm rather liking my term of "tagging" just now and will probably continue to use it in Evolution games as in "Hey, are you tagging that wall over there?" In my thinking of how to use Mr Evil's tank example, I'd say that while the model is being partially obscured in the FOV by the dragon terrain, the LOS is clear. I'd say that the model qualifies for Obscurement because the FOV is not 100% clear. Thus you could combine the "sight terms" and help to define shooting within terrain.
If the LOS to the target model and the FOV of the target model are both 100% unbroken, then the terrain to the target model is Clear.
If the LOS to the model is unbroken but the FOV is masked even 1%, then the terrain Obscures the target model, even if it is in contact with the terrain.
If the LOS to the target model is broken (thus breaking the FOV as well) but the model in not in contact with the terrain and also behind it from the POV of the firing model, the terrain Obscures the target model.
If the LOS to the target model is broken (thus breaking the FOV as well) but the model is in contact with the terrain and is also behind it from the POV of the firing model, the terrain offers the target model Cover. Additionally, if the target model is inside of terrain (such as ruins or woods) it can always claim Cover.
If the LOS to the target model and the FOV of the target model are both 100% masked, then the terrain to the target model is Blocked.
I've just tried to add some helpful terms alongside LOS. I've already tossed in "POV" (Point of View of course, but in this case I'm not meaning 'opinion'). Another acronym as long as I'm at it would be DOF (for Depth of Field), as Matt is really using that in helping to define Cover terrain. I'm surprised that I don't have a headache, but really writing this up is helping me to think this over and make sense of it.
My contribution would not really drastically change the game or the rules as written, but just add a little "tweak" to those rules that would make the game just as playable as Matt (&Co.) has intended but at the same time "suck in" the Cover rules to a more sensible usage. Clear descriptions can be made in the game thus with my suggestion of using POV, FOV LOS and even DOF. BTW, this makes me ask, "Does this make any sense to any of you?" I'm genuinely curious.