Fighting
Tiger Tactics (pg 4)
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Elite Units (Revised
04/2009)
When I'm putting
together an army for a game, I usually pick Elite units last. It's not
that I don't like them, it's just that I follow the axiom of don't
sweat the big guns, sweat the little guys. Many players put
all their eggs in one basket and depend on their Elite units to accomplish
their mission: they are often mortified to find their small, expensive
Elite units drawing all kinds of unwanted attention from the enemy. I depend
on one or more of my larger, less expensive units to carry out the mission
while my Elites draw attention away from them. When a Terminator Squad
teleports down near their main force, most gamers can't help but
ignore a Tactical Squad (which is moving to secure the objective) and go
after the Termies.
Tigers of Indra:
Tactical Terminators
I call my regular Terminators, "Tactical
Terminators" because, to me, they seem like smaller, more heavily-armed
and -armored Tactical Squads. After all, Tactical Squads have bolters:
Terminator Squads have storm bolters. A 10-man Tactical Squad can have
a special weapon and a heavy weapon: a 10-man Terminator Squad can have
two heavy weapons. Can a Tactical Squad ever match the firepower of a Devastator
Squad or the hand-to-hand ability of an Assault Squad? No--and neither
can a Terminator Squad. That's an important thing to remember.
Here's what I take--and why:
In my army, I have two “Tactical
Terminator” squads. The first is 240 points and is equipped as follows:
-
Terminator Sergeant w/
storm
bolter and power sword;
-
Two Terminators w/ storm
bolters and chainfists;
-
One Terminator w/ storm
bolter and power fist;
-
One Terminator w/ assault
cannon and power fist.
The second squad is 295 points:
-
Terminator Sergeant w/
storm
bolter and power sword;
-
Two Terminators w/ storm
bolters and chainfists;
-
Three Terminators w/ storm
bolters and power fists;
-
One Terminator w/ w/ heavy
flamer and power fist.
I took a very casual attitude when equipping
these squads. Under the current rules, infantry attempting to assault vehicles
do so against the vehicle’s Rear armor (usually AV 10), so there really
that much incentive to upgrade power fists to chainfists. But because some
of my models have them, I took the chainfists anyway rather than go to
the trouble of stripping them off and replacing them. I still like assault
cannons, despite the “nerf” they’ve received from the 4th Edition rules,
so I kept a cannon in one squad. Because I like flame weapons, I put a
heavy flamer in the other squad.
The first squad is what I consider
a “basic” Terminator squad, nothing too flashy, and relatively inexpensive.
If I need to get them somewhere in a hurry, I’ll teleport them in. The
second squad is a bit larger and, with its heavy flamer, clearly designed
for close-in fighting. If I want to, I can assign my Land Raider Crusader
as this squad’s dedicated transport and attach Chaplain Anhurada Chawla
to them. I’m betting that none of my opponents wants to see eight Fearless
Terminators, all of them re-rolling failed “to hit” rolls on the charge,
come rushing out the front of an LRC. But that’s what they may very well
get.
Here's what I don't take--and
why:
I could take up to 10 Terminators
in each unit, but the astronomical point cost keeps me from doing so. I
just can’t imagine saying to myself, “I have NO idea how I’m going to spend
these last 400 some-odd points.” Yeah, it would be nice to have two heavy
weapons in each squad, like I used to under the previous versions of the
SM codex. No, it’s not worth the hassle of buying, building, and painting
more miniatures—and then trying to figure out when I’d ever use them.
Tigers of Indra: Assault Terminators
Man, you just have not lived until
you tear into some hapless enemy unit with a Terminator Assault Squad.
It is truly a beautiful thing, but doing it is not easy or cheap. Unless
the enemy is foolish enough to come to you, it is a big hassle to get your
Assault Terminators into close combat without being shot apart by heavy
weaponry or jumped by power weapon-wielding freaks. Aside from marching
up the field (which will take forever and expose you to enemy fire), there
are two ways of getting your Assault Terminators into the melee: Deep
Strike and Land Raider.
First the hard way. I'm not a big
fan of Deep Strike, which allows you to shoot but not assault on
the same turn as you arrive. So, unless my Terminators have deviated badly,
there they are standing around for a turn, doing nothing, well within shooting/assault
range of the enemy. Remember, no Space
Marine is expendable: I'm not going to teleport my Assault Terminators
into certain death. If I am going to Deep Strike them, I teleport
them near (but not TOO near) the enemy, behind some cover. Then the Terminators
can move and assault the next turn.
Now the expensive way (which is the
way I prefer). I load the Terminators in a Land Raider and move 12" toward
the enemy, not stopping to shoot, move behind cover, whatever. I'm relying
on the Land Raider's Armor Value of 14 all around to get my Terminators
into action. Once the Tigers hop out and begin carving through the enemy,
the Land Raider can hang around, firing at counterattacking units. If the
Terminators need to, they can consolidate back into the Land Raider and
drive off in search of new victims.
Emerging from the front
of a Land Raider, Fighting Tiger Assault Terminators face off against Eldar
Guardians and Wraithguard
Here's what I take--and why:
I take a five-strong squad of a
Terminator Sergeant and four Terminators with lightning claws (200 points).
Why only lightning claws—wouldn’t it be prudent to have a thunder hammer
or two so this unit could do more than scratch the paint off a tank? It
definitely would, but can you think of a more appropriate weapon than 'claws
for Tigers? I can’t, either: friends, this unit is all about style. As
I alluded to before, if I want to, I can assign a Land Raider to this squad
as a dedicated transport; I can also have Raja
Khandar Madu, in her Terminator armor, join them. If I really want
to be ill and spend a LOT of points, I can load the Redhead and the Assault
Termies in a LR, put Chaplain Anhurada and the 7-strong Termie Squad in
a LRC, and drive all of them into the enemy. Ouch!
Here's what I don't take--and
why:
As with the “Tactical Terminators,”
I could take more dudes (up to 10) in this unit, but when would I have
the spare points? The bigger concern with larger-sized squads is not points
but transportation: Land Raiders and LR Crusaders are the only vehicles
that can carry Termies, and they only hold six and eight, respectively,
meaning I'd have to rely on Deep Strike to get my 10 Assault Terminators
into the enemy. No thanks.
Tigers of Indra: Sternguard Veterans
The 4th Edition version of Codex:
Space Marines had a trait system that allowed one to pick particular
attributes for one’s army. One of those attributes was called “Cleanse
and Purify,” and it let you swap out heavy weapons in Tactical Squads for
special weapons like plasma guns, flamers, and melta guns. That is, you
could have Tac Squads with two special weapons. Cool, huh?
I liked and used “Cleanse and Purify,”
but the latest version of the SM codex did away with that option. Furthermore,
it stated that only 10-man squads could take special weapons: not 6-man
squads, not 8-man squads—10-man squads only. As a result, I was left with
a lot of extra special weapon troopers.
Fortunately, Sternguard Veteran units
can have two special weapons in each, so I built quite a few squads using
special weapon guys as well as leftover Sergeants and bolter-dudes from
my re-organized Tactical Squads.
Here’s what I take—and why:
Most of the squads consist of the
minimum five guys so that I could use all my special weapon dudes (I told
you I had a lot). These squads are:
-
Sergeant w/ power weapon,
combi-flamer;
two Vets w/ bolters; two Vets w/ flamers (155 points)
-
Sergeant w/ lightning
claw, combi-flamer; two Vets w/ storm bolters; two Vets w/ flamers
(165 points)
-
Sergeant w/ lightning
claw, combi-flamer; two Vets w/ storm bolters; two Vets w/ flamers
(165 points)*
-
Sergeant w/ combi-melta;
two Vets w/ bolters; two Vets w/ flamers (140 points)
-
Sergeant w/ power weapon,
plasma pistol; five Vets w/ bolters; two Vets w/ melta guns
(240 points)
*That’s not a “cut-and-paste”
error: I really do have two of these squads.
Can you tell I really like flamers?
Well, I do. The flamer has a very short range—but you don’t need to roll
“to hit” with it; it can hit a LOT of targets (especially if they’re all
fusterclucked together); it DESTROYS low Toughness, lightly-armored foes
like Eldar, Tau, and Guardsmen; and it does better than you might think
against hardier foes like Chaos Marines and Necrons. If you’re not taking
flamers against Nids and Orks, you are asking for a beatdown.
What I don’t take—and why:
As I mentioned, each of these squads
is made from odds and ends of Tactical Squads that I had to reorganize
when the new book came out, so they’re not very large. With their special
issue ammunition, Sternguard with just plain old bolters are awesome, but
if I were to go out and buy more boltgun-guys, I might as well just build
more Tac Squads rather than beef up Sternguard.
Yes, you in the back, with your hand
held way up in the air. Yeah, you: the one trying to get my attention by
doing his best Arnold
Horshack impression. What’s that you say? Yes, I know I could take
a Fighting-Tiger version of Pedro Kantor and then all my little Sternguard
Squads could be scoring units. Weren’t you listening when I said earlier
that taking special characters in armies they don’t belong in isn’t
cool? You weren’t? Well that wasn’t the first
time I said it. See me after class.
Gray
Tigers: Harijan
Gray Tigers
(or
harijan) are disgraced Fighting Tigers who try to redeem themselves
through battlefield heroics. You can find out more about them in the Codex:
Fighting Tigers of Veda and in the Fighting
Tiger Gallery. There's also a story about
one of them.

Left: Gray
Tiger with plasma gun. Right: Gray Tiger with storm bolter
I treat Harijan
as Sternguard because they're determined to make up for what they've done
(hence, Leadership 9). They fight together in small squads and are rarely
seen on the battlefield (hence, they are an Elite unit).
Here's what
I take--and why:
For "fluff"
reasons, I usually limit my Fighting Tiger squads to either 5 or 10 members
each. Because each Gray Tiger has broken at least one of the Chapter's
many rules, I let them break this "5 or 10" rule too: my squad has 7 members:
-
Five
Gray Tigers w/ storm bolters;
-
One
Gray Tiger w/ plasma gun;
-
One
Gray Tiger w/ multi-melta.
As I mention in
the Gallery entry for Gray Tigers,
I received some free miniatures from what was then i-Kore Games and used
the Tactical Androsynth models they gave me for Gray Tigers. As
the figures had what looked like storm bolters and a plasma gun, I equipped
my squad accordingly. As time went on and I found myself with a spare multi-melta,
I added another figure and give this squad some serious firepower.

Here's what
I don't take--and why:
My other Sternguard
Squads eschew heavy weapons and usually, their Sergeant has some kind of
power weapon or such to deal with close combat. Not these guys: they’re
designed to set up in one spot and let loose with a hail of gunfire.
Tigers Eternal:
Dreadnoughts
I admit to
being a sick puppy: I have three Dreadnoughts, or Tigers Eternal. Two of
them are the smaller, "Rogue Trader" size and the other, Shiva,
(below)
is the hulking monster we've all come to know and love.
Above: Tiger
Eternal Shiva the Destroyer
Dreadnoughts
are really at their best in assaults, not so much for the damage they do
(although that's nothing to complain about) so much as for their resilience
and their ability to tie up huge squads in hand-to-hand fighting. Let me
explain if you've never watched a squad get slowly dismembered by a Dreadnought.

Left: Tiger
Eternal Surya Ashoka Right: Tiger Eternal Shrendi
Vashtar
Like a fat,
sweaty Baltimore Orioles fan waddling to the table to enjoy a dozen Chesapeake
Bay blue crabs, the Dreadnought trundles into the enemy and begins
to pull them apart. Dreads don't have a lot of attacks, but they're usually
Strength 10, ignore armor saves, and strike with Initiative 4. The enemy
usually doesn't have anything that can hurt the Dreadnought unless they've
had the foresight to purchase grenades or power fists.
Best of all,
the enemy unit can't leave combat with the Dread unless they fail a morale
check. If the enemy squad does fail a morale check, the Dreadnought can
sprint after them and wipe them out like regular troops. Close your eyes
and imagine a sprinting Dreadnought; that must be like the T. Rex chasing
the jeep in Jurassic Park. Nasty. Wall-to-wall nasty.
See why I have
three of them?
Here's what
I take--and why:
These are
my three Tigers Eternal:
-
Vernerable
Dreadnought Shiva the Destroyer,
w/ assault cannon, close combat weapon, heavy flamer, and extra armor (200
points);
-
Surya
Ashoka, w/ twin-linked lascannons,
missile launcher, and extra armor, (160 points); and
-
Shrendi
Vashtar, w/ multi-melta, close
combat weapon, heavy flamer, and extra armor (130 points)
No big surprises
here. Each Dread is the reincarnation of a mighty Fighting Tiger Commander,
not some grunt who bought the farm because an Ork got in a lucky shot with
a slugga. Shiva and Vashtar are definitely infantry killers. Heavy flamers
work great against Orks and Bugs and even against tough troops like Chaos
Marines, softening up the bad guys right before the Dread plows into them
like a linebacker.
I use Surya
to gun down tanks and heavily armored troops, but I don't just let him
stand in the back and shoot. He's not as tough as a Predator or Land Raider
and can't take sustained heavy weapons fire. Besides, standing still negates
one of the Dread's big strengths: being able to move 6" and fire more than
one weapon. I advance Surya toward the enemy, guns blazing, then let him
assault a nearby enemy squad. Even though he doesn't have Strength 10 or
a close combat weapon, he can still smack the enemy around and tie up lots
of opponents.
Here's what
I don't take--and why:
I've never
been a fan of storm bolters on Dreads: you'd think a walking mountain of
metal would have a bigger gun that that. I made Shiva a Venerable Dreadnought
just because it seemed "fluffy" and because it made him tough to kill.
I could have made Surya and Vashtar Venerable Dreads as well, but that
would have jacked up their point-costs too high for my tastes.
Tigers of Tvashtri:
Techmarines
When I first got my hands on the
latest Codex: Space Marines, I was rather, shall we say,
underwhelmed by the Techmarine. Fifty points for a guy with regular
Marine stats and a funny backpack? But then I looked closer and began to
appreciate the Techmarine more. True, the Techie’s stats are nothing impressive,
but for your 50 points, you get a fellow with an extra power fist attack
each round (thanks to the servo arm), artificer armor (2+ Save), the ability
to fix immobilized vehicles or destroyed weapons, and an upgrade to the
cover save of one ruin. On his own, the Techmarine isn’t all that cool:
where he shines is in support of other units.
Here's what I take--and why:
I have two Techmarines in my collection.
The first is a basic dude with a power weapon: he weighs in at 65 points.
I keep him with my army's fire support, accompanying the heavy-weapon half
of a split Tactical Squad and their Razorback. This guy’s servo-arm and
power weapon should make attackers think twice about rushing the squad
he's attached to, and his Blessing of the Omnissiah will benefit
the Razorback. What's not to like?
When I revamped a Fighting Tiger
character (Shamshir Talatra) to give him
Terminator armor, I was left with a perfectly-fine bike model, which I
gave to my other Techmarine. He, too, is armed with a power weapon, and
accompanies my Attack Bike Squadrons to give them a smidge more oomph
in close combat. He can also use his bike’s mobility to reach disabled
vehicles. At 100 points, he’s a little on the expensive side, but not as
bad as my HQ units (a pity, though, that he can’t actually lead anyone).
Here's what I don't take--and
why:
Taking a Techmarine for your army
is like buying a new automobile in real life: you can get it with some
standard features at a reasonable price, or you can order some sweet options
and pay through the nose. In fact, you can pay more for a Techmarine and
some flunkies as you would for a whole squad of Tactical Marines.
The full servo-harness slices, dices,
and makes julienne fries, but slap one on your Techmarine and you’ve really
jacked up his points. Servitors? I already have plenty of firepower in
my army, so I don't need fragile Gun Servitors (T 3, 4+ Sv). I already
have plenty of close-combat ability in my army, so I don't need dead-slow
Combat Servitors. And I think I have enough vehicles that I don't need
the benefits of Technical Servitors. Besides, if your Techmarine has Servitors,
you can't attach him to another squad and use him to support them, as I
intend to. Maybe if my collection of Marines was a lot smaller, I'd use
a Tech with Servitors to flesh it out, but as it is, I don't need a "Cadillac"
Techmarine.
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Related Pages
Fighting Tiger
Elites
Gallery:
Fighting Tiger Elites
Gallery: Gray
Tigers
Last updated April
2009
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