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
These
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.
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.

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 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....
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.

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).
 
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.
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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