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Fighting Tiger Tactics (pg 3)
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HQ Units (Revised 11/2005)
Over the years, my collection of Fighting Tigers has grown very large: currently, I have ten figures that I can use as leaders (or tanadars, according to the Fighting Tiger codex). I've divided them into Senior Tanadars and Junior Tanadars. I can also configure accompanying Command Squads in a variety of ways.

In general, I've equipped my HQ units for close combat, forgoing longer range weapons (like bolters or combi-weapons) in exchange for an extra weapon, such as a bolt pistol. I've also given some of them an invulnerable save to keep them alive because, as we all know, many players will go out of their way to get your HQ. Most importantly, they all have some kind of way of getting into the fight quickly: bike, jump pack, teleporting, or accompanying a Command Squad with a transport or  Infiltration

I've attempted to minimize the amount of points I spend on each. Space Marine characters aren't cheap to begin with (the lowest you can go is 60 points for a Captain armed with nothing but his fists), and it's very easy to pile on the goodies until one figure accounts for 10% or more of the total points for your army. Throw in a heavily-equipped Command Squad and a pimped-out ride and you can spend 500 points on one GAMF (God-Almighty-Mother-Fornicating) unit. No thank you. 

At the same time, however, it seems out of character for a Space Marine hero to walk around with nothing deadlier (or more flashy) than a bolt pistol. In equipping my characters, I had to balance point cost vis-a-vis combat effectiveness vis-a-vis "coolness." In the sections below, I'll describe each of my HQ units and explain why I chose what I took. 

Senior Tanadars
Fighting Tiger HQThese are the four highest-ranking leaders of the Fighting Tigers. As I explain here in Codex: FT, my Chapter is divided into two sections, each led by a separate Commander who is advised by either a Librarian or a Chaplain. Because these guys are the "big shots," I've spent more points on them than I have other HQ units.

  • Khandar Madu, Raja of Mahaduyana. Khandar Madu is co-regent of the Chapter and commands approximately 500 Fighting Tigers;
  • Shamshir Talatra, Raja of Ghuyarashtra. Shamshir Talatra shares rule of the Chapter with Khandar Madu and commands approximately 500 Fighting Tigers;
  • Zaghnal Maratha, advisor to Khandar Madu;
  • Talwar Chakram, advisor to Shamshir Talatra.
Here's what I take--and why:
Each character has a signature item of wargear to distinguish them. In addition to (hopefully) being "cool," each wargear is indicative of their battlefield role: with her lightning claws, Khandar Madu is very formidable in hand-to-hand combat; Shamshir Talatra uses his bike for mobility and flank attacks; Zaghnal Maratha's jump pack allows him to add his considerable power to my Assault Marines; and Talwar Chakram's Terminator suit makes her a natural choice for leading elite warriors similarly armored. 

Raja Khandar Madu is a Commander (Master) as per page 28 of Codex: Space Marines.  Khandar plays an important part in the Blood Deserts of Auros IX Campaign and appears in many Fighting Tigers short stories.

I have two ways to equip Khandar. The first is with lightning claws, Terminator honors, and an Iron Halo, for a total of 145 points. She may be accompanied by a Singh (Command) Squad (see below). The second way is with lightning claws and Terminator armor, for 130 points; equipped thusly, she may be accompanied by a Terminator Command Squad (again, see below). Why lightning claws? Because they're excellent weapons and because they seem very "tigerish," more so than any other weapon. 

Raja Khandar leads Tactical Marines against the Tau
Above: Khandar Madu leads the Tigers against the Tau
Photo © copyright Scott Zink, January 2002. Used with permission.

Raja Shamshir Talatra is a Commander (Master) as per page 28 of Codex: Space Marines. Raja Shamshir is the protagonist of Traveller of Both Time and Space. I've outfitted Shamshir Talatra to accompany my Space Marine Bikers. Shamshir Talatra is reckless and hot-headed, so he's all for revving up his bike, charging into the enemy by himself and leaving other Bikers free to move and fire. I've always played him as possessing not an ounce of fear. I've given Shamshir a power weapon and Terminator honors to maximize his hand-to-hand ability. To keep this "headcase Marine" alive, I've given him an Iron Halo (which I imagine he accepted grudgingly when he became Raja of Ghuyarashtra). He weighs in at 160 points.

Raja Shamshir TalatraZaghnal Maratha, Tiger of Brihaspati
Left: Raja Shamshir Talatra  Right: Zaghnal Maratha, Tiger of Brihaspati

Zaghnal Maratha is the seniormost Librarian, or Tiger of Brihaspati, in the Chapter, and he is Raja Khandar Madu's closest advisor. He is an intellectual, and despises the forces of Chaos not so much for their brutality and perfidy so much as for what he sees as their gross stupidity. Zaghnal Maratha is also an important character in the story Tigers Eternal.

Zaghnal is an Epistolary, and I'm usually content to just let him wield Storm of the Emperor's Wrath. I've designed him to help out my Assault Marines, the Tigers of Kali, so in addition to his mandatory force weapon and psychic hood, he uses a jump pack to keep up and a bolt pistol for extra attacks. Zaghnal costs 136 points.

Talwar Chakram, Tiger of VarunaTalwar Chakram is the seniormost Chaplain, or Tiger of Varuna, in the Chapter; hence, she is a Master of Sanctity as per page 28 of Codex: Space Marines. She is Raja Shamshir Talatra's appointed advisor, but unlike Zaghnal Maratha and Raja Khandar Madu, the relationship between Talwar and Shamshir is frequently strained, as she is forced to rein in the stubborn, impetuous Raja and remind him of his responsibilities and duties to the Chapter. Inwardly, she is dismayed that he has not selected a successor and fears that he will die leaving the jatis leaderless.

I've designed Talwar to help out my Tactical and Assault Terminators. She has Terminator armor, a crozius arcanum, a rosarius, and a storm bolter (130 points total). She greatly enhances the close combat ability of the Tactical Terminators by usually striking before the enemy (with her Initiative of 5) and reducing the number of enemy who can hit the Terminators before they strike back (because as we all know, power fists go last). Talwar Chakram grants her squad Fearlessness and the ability to re-roll misses on a charge. The latter ability is particularly devastating when you consider that she'll be leading fellows using power fists or lightning claws. 

Here's what I don't take--and why:
As I mentioned above, I've tried to be stingy about spending points on these characters. I could certainly add more toys (and, in the case of Zaghnal Maratha, more psychic powers), but those add up quickly. Just because you can spend 100 points of wargear on a character doesn't mean you should. Why not? Because this isn't Dungeons & Dragons: characters can certainly help in a battle but they almost never carry the whole fight themselves. Remember, don't sweat the big guns....

Raja Shamshir leads a mobile force
Above: Raja Shamshir leads a mobile force into battle
Photo © copyright Carl Menconi, April  2001. Used with permission.

Junior Tanadars
The HQ units I described above are fine for games of more than 1500 points, but are too expensive for smaller games. For games below 1500 points, I use other HQ units:

  • Captain Jirbu Ghosh;
  • Captain Khandar 32;
  • Captain Rama; 
  • Chaplain Daksha Ram; and,
  • Librarian Chandramatie Bahl.
Most of these figures were built (and painted) by other gamers and given to me as gifts, so when it came time to equip them with wargear, I went with what they had on them. 

Here's what I take--and why:
Jirbu Ghosh has been recently promoted from the squad commander of my Fighting Tiger Veterans to the heir-apparent to Raja Khandar Madu. She's a Captain as per page 28 of Codex: Space Marines. Because the model carries them, I've given her a plasma pistol and a close combat weapon for a total of 76 points. If points allow, I can upgrade her to use power weapon or bear Terminator honors.

Jirbu GhoshKhandar Madu
Fighting Tiger Kshatriyas (Captains) Jirbu Ghosh (left) and Khandar Madu (32nd Incarnation)

Fighting Tigers use cloning to keep up their numbers; during the lengthy Auros IX Campaign, Raja Khandar Madu (the 31st Incarnation) was erroneously reported killed in action and her replacement clone (Incarnation 32) was activated. Like Jirbu Ghosh, Khandar 32 is a Captain. She uses a single lightning claw and a bolter-flamer and comes in at 95 points. 

Kshatriya Rama is also a Captain, armed with a bolt pistol and power weapon, and bearing Terminator honors (91 points). Daksha Ram is a Chaplain (Reclusiarch) with a crozius arcanum, rosarius, and a plasma pistol (100 points). Finally, Chandramatie Bahl is a Librarian (Codicier) with a force weapon, bolt pistol, psychic hood, and jump pack (121 points). 

RamaDaksha RamChandramatie Bahl

Left: Captain Rama.  Center: Chaplain Daksha Ram.  Right: Librarian Chandramatie Bahl

Here's what I don't take--and why:
These characters' greatest asset is their relative inexpensiveness, not how powerful they are. Even more so than with the Senior Tanadars, I tried to keep their wargear to a minimum. 

Singh (Command) Squad
The following characters (described above) may be accompanied by a Command Squad:

  • Raja Khandar Madu;
  • Captain Jirbu Ghosh;
  • Captain Khandar 32;
  • Captain Rama; and,
  • Chaplain Daksha Ram.
I can configure my Command Squads in three ways. 

Here's what I take--and why:
9-Member Version (217 points):

  • Sergeant and three Marines w/ bolt pistols and close combat weapons;
  • Apothecary w/ bolt pistol, close combat weapon, narthecium, and reductor; 
  • Standard Bearer w/ bolt pistol, close combat weapon, company standard; 
  • Company Champion w/ bolt pistol, power weapon, and combat shield; and,
  • Two Marines w/ flamers. 
  • All (including attached Independent Character) may have Furious Charge or Infiltrate at +30 points. 
5-Member Version, A (151 points):
  • Sergeant w/ bolt pistol and close combat weapon;
  • Apothecary w/ bolt pistol, close combat weapon, narthecium, and reductor; 
  • Standard Bearer w/ bolt pistol, close combat weapon, company standard; 
  • Company Champion w/ bolt pistol, power weapon, and combat shield; and,
  • One Marine w/ flamer. 
  • All (including attached Independent Character) may have Furious Charge or Infiltrate at +18 points.
5-Member Version, B (111 points):
  • Veteran Sergeant w/ power fist and bolt pistol; 
  • Three Marines w/ bolt pistols and close combat weapons; and,
  • One Marine w/ flamer.   
  • All (including attached Independent Character) may have Furious Charge or Infiltrate at +18 points. · 
Command Squads are great because you can have two special or heavy weapons. Because the nine-member squad is designed to assault enemy infantry, I purchased two flamers, which will put a hurt on Tyranids, Orks, Dark Eldar, even Chaos Marines and Necrons (hey, if you make them roll enough times, even a 3+ Save won't be good enough). 

I can take the same figures, add a spare Veteran Sergeant figure, and split them into the two smaller Command Squads. Being able to do this is useful for smaller games. 

HQ units are best close up, so I give the Command Squads (and hence, the attached character) either the Infiltrate ability or a transport. 

Raja Khandar Madu's Rhino, Man-eater IX
Above: Man-eater IX, Raja Khandar Madu's ride, 
built and painted by Dwayne Powell

Here's what I don't take--and why:
Just as with characters, it's possible to go ape when equipping a Command Squad, tacking on Terminator honors and more wargear and jacking the unit's price into the stratosphere. It's easy to forget that one has to attach an already-expensive leader to the squad, so I try to be frugal. 

Terminator Command Squad
The following characters (described above) may be accompanied by a Terminator Command Squad:

  • Raja Khandar Madu (in Terminator armor); and,
  • Chaplain Talwar Chakram.
Here's what I take--and why:
Terminator Command Squad (205 points):
  • Terminator Sergeant w/ storm bolter and power weapon
  • Two Terminators w/ assault cannons and power fists; and,
  • One Terminator w/ storm bolter and chainfist
  • All (including attached Independent Character) may have Furious Charge at +15 points
To my way of thinking, a Space Marine leader needs fire support, and there is hardly a better weapon than the assault cannon. One can certainly make a case for the heavy flamer, but I already have two models with cannons, so why not use them? Once close combat begins, the Terminator Sergeant will ably back up the leader, and the power fists and chainfist will mop up. 

Here's what I don't take--and why:
I've taken the minimum size unit to save on points and to make sure I have transport room in a standard Land Raider (if I knew I was going to use a LR Crusader, I might tack on some more guys). Big Termie squads cost heaps of points that I just don't ever see spending. I don't bother with Tank Hunters on a unit armed with power fists: it just seems like overkill. 
 
 
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Related Pages
Fighting Tigers HQ
Gallery: Fighting Tigers HQ

Raja Khandar Madu
Raja Shamshir Talatra
Zaghnal Maratha
Talwar Chakram
 

© Copyright Kenton Kilgore,  June 2003. Revised November 2005. 

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Fighting Tigers:
Codex<> Tactics <> Gallery <> Allies and Enemies <> Tales of the Tigers

Other Pages:
Main <> What's New <> Site Index <> The Tiger Roars <> Themed Army Ideas
Events and Battle Reports <> Campaigns <> Terrain <> FAQ <> Beyond the Jungle