Fighting
Tiger Tactics (pg 7)
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Heavy Support
Units (Revised 04/2009)
Man, how can
anyone play Space Marines and NOT love Heavy Support Units? Much as I like
to gush about troopers jumping into close combat and tearing the enemy
apart up close and personal, there's something equally satisfying--perhaps
even more so--about firing a volley of burning death all the way across
the board and blowing some poor unit to bits. Perhaps it's the look on
your opponent's face when he loses some favorite squad or tank on Turn
1 before they've even had a chance to move. Perhaps it's the exasperated
curses they choke back when their Barney Badass assault units spend three
or four turns running all the way across the board, only to get blown away
at the last instant before they can so much as cock back a fist. Whatever
it is, I love it.
"Maybe", my
critics would say, "you like Heavy Support Units so much because they're
so simple even a twit like you can use them." They have a point: Heavy
Support units are simple to use; like the camera commercial used to say,
"just point and shoot."
Devastator Marines, one
of them an old-school model with a heavy bolter
Tigers of Agni:
Devastator Squads
Guns, guns,
guns! Gimme guns! The bigger the better! I have one unit to kill light
infantry (like Orks) and one unit to kill heavy infantry (like Chaos Space
Marines) and tanks.
Here's what
I take--and why:
My anti-infantry
unit is a ten-strong squad as follows:
-
Sergeant
and five Marines w/ bolters; and
-
Four
Marines w/ heavy bolters.
My anti-armor
unit is a ten-strong squad as follows:
-
Sergeant
and five Marines w/ bolters; and
-
Four
Marines with missile launchers.
Each squad costs
230 points. I usually keep my Tigers of Agni WAAAAAY back, relying on their
long range to protect them from enemies. The extra guys with bolters are
there to soak up casualties and to lend their firepower against any enemy
unit that gets too close.
Here's what
I don't take--and why:
Why go for
such a boring range of weapons? Because multi-meltas have too short a range
and plasma cannons and lascannons cost too much. Any further questions?
You don't see these every
day: Fighting Tigers with missile launchers,
from the very first set
of plastic Space Marines, made (and painted) in 1987
"Tiger Claw":
Vindicator
There are
some things in life--and 40K--that you have to do just because they're
cool. I'm prepared to agree with anyone that the Predator (Annihilator
or Destructor) is a better value than the Vindicator. I'm willing
to agree that the ridiculously short range of this vehicle make it ill-suited
for an aggressive Space Marine army. But there is NOTHING in 40K
that quite compares with the thrill of firing a single shot and blowing
up a Barney Badass enemy squad or vehicle.ator
Here's what
I take--and why:
I take extra
armor, of course, because every little bit of protection helps, and an
H-K missile. Experience has taught me that at some point in a game, my
Vindicator is going to be out of range of any targets, usually because
few enemy units are gracious enough to deploy within 30" of the Demolisher
cannon. That's where the H-K comes in--it has unlimited range!
Here's what
I don't take--and why:
I suppose
one of those honkin’ oversized dozer blades (okay, siege shields.
Or whatever they're called) that Vindicators can have would be useful,
but I bought my model long before those were available and I have enough
40K projects, thank you.
"Tyger Tyger":
Predator
The word "badass"
does not even begin to describe this tank. Outfitted with lascannons, the
Predator is substantially cheaper than the Land Raider and almost as good
in an anti-armor firefight.
Here's what
I take--and why:
After getting
my butt flattened a few times by my tank-crazed buddy John and his Imperial
Guard army, I went out and got some big guns: twin-linked lascannons in
the turret and lascannon sponsons. I also take extra armor, because every
little bit of protection helps.
Here's what
I don't take--and why:
This tank
is made to stand there and slug it out with the big boys, not move around
through difficult terrain, so it doesn’t have a dozer blade. I used to
put a hunter-killer missile on it too, but that proved to be superfluous:
why bother with an HK when you have three lascannons?
"Sabretooth" and
"Vedic Siege Gun": Whirlwinds
I used to not have a very high opinion
of Whirlwinds: then I found myself taking them in almost every game. They
ain't sexy, but they get the job done. The “Sabretooth” is the original
model that came out sometime in the Bad Old Days of 2nd Edition 40K. My
friend Pat made the “Vedic Siege Gun” with an Earthshaker cannon and some
cardboard. In the past, I used the Vehicle Design Rules to make the Siege
Gun a Barney Badass artillery piece; now, I just count it as a Whirlie
and use it alongside the ‘Tooth.
The Vedic Siege Gun (that
grey and black monster towards the right, behind the Techmarine) and some
Devastator and Tactical Marines
Here’s what I take—and why:
I use them as is—no upgrades—for
some prison-style lovin’ on enemy infantry, especially lightly-armored
chumps like Orks, Nids, and Eldar. Normally, I slap extra armor on every
vehicle, but there isn’t much need to do that on something that can hide
behind terrain every game. God, I love indirect ordinance!
Here's what I don't take--and
why:
These tanks are made to stand there
and shoot, not move around through difficult terrain (no dozer blade).
I used to have a hunter-killer missile mounted on the Sabretooth, for dealing
with enemy vehicles, but that required line of sight to the target, and
I decided it just wasn’t worth it.
"The White Tiger":
Land Raider
The 40K vehicle that inspired the
exclamation "HOO HAW!" Well, maybe that's not true, but it ought
to be. Other Space Marine vehicles are better tank-killers (I'd take the
Predator) or better infantry killers (a squadron of Attack Bikes or Land
Speeders with heavy bolters), but the Land Raider is a good all-round tactical
vehicle, able to fight tanks, fight infantry, carry troops, and survive
an enormous amount of fire thrown its way.
I use my Land Raider primarily for
its firepower and toughness. The Machine Spirit lets Land Raiders fire
at two different targets, so potentially, the White Tiger can take out
two enemy tanks per turn. Booyah! I also rely, to a limited extent,
on its transport capability (but the Land Raider Crusader is better suited
for that task).
Here's what I take--and why:
I take extra armor, because every
little bit of protection helps. Other than that, there isn’t much else
the LR needs.
Here's what I don't take--and
why:
I used to put a dozer blade and
an HK on this thing, but the current codex doesn’t let you do the former,
and—like my Predator— why mess around with the latter when you have lascannons?
"The
White Tiger II": Land Raider Crusader
Like all other
Land Raider Crusaders, “White Tiger II” is meant to rapidly close with
the enemy, discharge a squad of Marines, and blast away at infantry. I
rarely use “White Tiger II” just by itself: usually it’s transporting a
squad. The obvious thing to do is use it to deliver Terminators (especially
Assault Terminators) led by my Terminator Chaplain, Anhurada Chawla.
Because the
Crusader is such a tempting target, sometimes I put a small, relatively
unimportant squad (say, a five-member Tactical Squad) inside. The tank
can drop the squad off near an objective, then distract the opponent by
drawing a lot of fire away from that squad. Meanwhile, the rest of the
army can move up to support the squad “White Tiger II” dropped off.
My favorite
tactic for a Land Raider Crusader is to blast the next closest squad. Let
me explain by way of example.
A Land Raider
Crusader loaded with Terminators screeches to a halt in front of an enemy
unit (Unit A). The Termies step out and begin firing on Unit A, softening
it up with storm bolters and heavy flamer before they assault and really
unload some Vedic Brand ™ Whoop-Ass.
Meanwhile,
“White Tiger II” turns and throws all of its considerable firepower at
the next closest enemy squad (Unit B), to keep them off the Terminators’
backs. Space Marines usually do well during an initial assault, but get
in trouble when more enemy units show up—and if you fight against Orks
a lot (like I do), there’s always another enemy unit around.

White Tiger II, Land Raider
Crusader
Here's what
I take--and why:
I consider
extra armor mandatory on just above every vehicle. When I was building
the model, I put on the storm bolter and the multi-melta just because I
could, and so I include them in WTII’s point total.
Here’s what
I don’t take--and why:
I didn’t put
a hunter-killer missile on this tank, because I prefer to put H-Ks on vehicles
that will usually be stationary. The multi-melta does a great job of nuking
enemy vehicles, and can fire more than once, unlike an H-K. True, the H-K’s
range (unlimited) beats the multi-melta’s (24"), but I’ll be moving “White
Tiger II” forward anyway.
No Thunderfire?
No Redeemer?
The Thunderfire
and the Land Raider Redeemer are two very cool-looking models, but I don’t
have any in my army. While the TFire can crank out a large can of Whoop-Ass,
I’m concerned that it takes a punch about as well as your average Daisy
Scout. The Redeemer has lovely, lovely guns, but I don’t need to buy, build,
and paint another tank for my already-way-too-large collection, thanks.
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Related Pages
Fighting Tiger
Heavy Support
Gallery: Fighting
Tiger Heavy Support
Gallery:
White Tiger II
Last updated April
2009
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