There has been much confusion, in the games that I’ve personally played, and in the discussion I’ve seen on the internet, on how the new cover rules work with Tyranids, or more specifically, with regular infantry and Monstrous Creatures (MC). The new rule that causes this confusion is found on p21 of the Warhammer 40k Rulebook (also called the Big Red Book, or BRB):
Intervening models
If a target is partially hidden from the firer’s view by
other models, it receives a 4+ cover save in the same
way as if it was behind terrain.This does not mean that intervening models literally
stop the shots, but rather that they obscure the sight of
the firers or otherwise spoil their aim. A successful
cover save in this case might mean that the firer has
not shot at all, missing the fleeting moment when the
target was in its sights. This is because, in the case of
intervening friends, the firer would be afraid of hitting
his comrades; while in the case of intervening enemies,
the firer is distracted by the more immediate threat.Scenic rocks and other decorative elements that players
might have placed on the base of their models are
always ignored from the point of view of determining
cover (you cannot take your cover with you!).
As you can see, a cover save of 4+ is very easy to obtain simply by placing a unit of troops in front of the units you want to get the cover save. This also means that your own units will give a cover save to your enemy from the shots you fire from units behind the “wall” of troops you use to give cover. Every Tyranid play, and most non-Tyranid players, know that lesser Tyranid units have HORRIBLE armour saves (6+ usually, but sometimes 5+). Your typical bolter shot will be AP5, so not even the 5+ saves will be of any use against even plain old bolter shots. A 4+ cover save for these units is the difference between losing 12 models that you’ll never get a chance to save, and making 12 4+ saving rolls and on average saving half of them.
The progression of thought of the Tyranid player, myself guilty of this, is thinking that this new cover rule will also apply to MCs. Anyone who has played MCs well know that most of them have a 3+ save, with very few having a 2+ or a 4+, but the majority will be 3+. These MCs usually have T6 too, with the only exception being the Harpy at T5. Try using a S4 AP5 bolter or even a S5 AP4 heavy bolter to cause a wound on that and it will be tough. However, weapons with S8 and AP3 of better are ideal. Make the roll to hit, the 2+ to wound and you’ve knocked that MC down a wound. A Tyranid MC will have between 4 and 6 wounds, so a focus firing from those big guns will take down a MC in the open with no chance of making any saving rolls. These MCs are usually 200-250 points and upwards of 400 points (in the case of a fully spec’d Hive Tyrant).
Because of the relative ease that SOME weapons have for killing MCs, cover would be amazing for them. The enemy is firing an AP2 weapon? No problem! I have a wall of guys in front of my MC so I get a 4+ cover save, right? Wrong.
MCs are treated differently than normal troops for the purposes of cover. Page 51 of the BRB states that MCs are treated like vehicles for the purposes of cover.
…for a monstrous creature to
be in cover, at least 50% of its body (as defined on
page 16) has to be in cover from the point of view of
the majority of the firing models. Also, standing in area
terrain does not automatically confer a cover save to
monstrous creatures – the 50% rule takes precedence.
Cover for them works exactly as for vehicles (see page
62). As usual, if you cannot clearly tell if 50% of the
model’s body is covered, modify its cover save by –1.
Darn. Looks like your MC will need to find a bigger wall. So is that it? Is there no way for a MC to find cover shy of just hiding behind a big rock or a tall hill? For Tyranid players, the 5th edition codex also remedies this, with Venomthropes.
The Venomthrope is like a Zoanthrope, but instead of being a ranged expert with a 3+ invulnerable save, the Venomthrope is a close combat and cover expert. The Venonthrope has no ranged weapons, but that doesn’t mean you should be charging him into combat either. The Venomthrope has one particular ability that makes him worth his 55 pts even without ever attacking with him: Spore Cloud. Spore Cloud gives the Venomthrope and any unit within 6″ of the Venomthrope a 5+ cover save against shooting attacks. Besides the 5+ cover save that will make your opponent hate shooting at you, the Sport Cloud also makes the Venomthrope and all units within 6″ of the Venomthrope count as having defensive grenades. But that’s not all. Any enemies wishing to assault a unit under the Spore Cloud have to make a dangerous terrain test.
So there you have it. 5+ cover saves for everyone, and if you keep those MCs in front of the V-thropes then your opponent can’t even shoot the V-thrope. If you do leave the V-thrope open to fire, make sure you put a Gant wall in front of him for the 4+ cover save.
