Fighting
Tiger Tactics (pg 7)
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Heavy Support
Units
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."
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 with
a bolter;
-
Five Space Marines
with bolters; and
-
Four Space Marines
with heavy bolters
My anti-armor
unit is a ten-strong squad as follows:
-
Sergeant with
a bolter;
-
Five Space Marines
with bolters; and
-
Four Space Marines
with missile launchers.
I usually keep
my Tigers of Agni WAAAAAY back, relying on their long range to protect
them from enemies. If I have the points and the inclination, I'll upgrade
each Sergeant to a Veteran Sergeant and give him an auspex, which allows
all four of those heavy weapons to fire at infiltrators before the game
starts--tell me that's a bad thing. 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?
Above: 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 blowing (for example) an Ork Warboss,
his mega-armored Nobz, and their trukk to flaming bits--without them able
to make a die roll, whimper a prayer or do anything else to save themselves.
One shot, one Barney Badass Ork HQ unit buys the farm. Gotta love it.
Above: Tiger
Claw, Fighting Tiger Vindicator
Here's what
I take--and why:
Only one surprise
here:
-
extra armor (because
every little bit of protection helps);
-
smoke launchers
(because every little bit of protection helps); and
-
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:
This tank
is made to stand there and slug it out with the big boys, not move around
through difficult terrain (no dozer blade) and gun down pee wees (pintle-mounted
storm bolter). I don't use a searchlight because with its short range,
I'd just as soon use the darkness to move into a better firing position
rather than attract attention to the 'Claw (trust me, Vindicators draw
enough fire as is).
"Tyger Tyger":
Predator Annihilator
The word "badass"
does not even begin to describe this tank. The Predator Annihilator is
substantially cheaper than the Land Raider and almost as well 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. In an exception to the axiom
of mobility,
mobility, mobility, I add the
side sponsons with lascannons and go tank hunting. I also take the following
upgrades:
-
extra armor (because
every little bit of protection helps);
-
H-K missile (can't
have too many shots against enemy tanks);
-
searchlight (for
1 point, why not?); and
-
smoke launchers
(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 (no dozer blade) and gun down pee wees (pintle-mounted
storm bolter). Yeah, yeah, yeah, I know, I know, don't
sweat the big guns, sweat the little guys. Well,
a Predator Annihilator is not made to sweat the little guys: if you want
a Predator for that, take the Destructor. Why don't I have one? Because
my army's big enough already.

Left: Tyger
Tyger, Predator Annihilator. Right: Detail of gunner and
rear-mounted H-K
"Sabretooth":
Whirlwind
I used to
not have a very high opinion of the Whirlwind--then I found myself taking
it in almost every game. It ain't sexy, but it gets the job done.
Above: Sabretooth,
Fighting Tiger Whirlwind.
At the time this photo was
taken, I equipped the vehicle
with an HK, but I've since
removed it
Here's what
I take--and why:
I take the
following upgrades:
-
extra armor (because
every little bit of protection helps); and
-
smoke launchers
(because every little bit of protection helps)
Some would ask
why bother giving the Whirlie even those upgrades--why not just stick it
behind a hill or building and protect it that way? Normally I do, but in
case I'm playing on a table with little terrain, I'd like to have some
protection from enemy fire.
Here's what
I don't take--and why:
This tank
is made to stand there and shoot, not move around through difficult terrain
(no dozer blade). Why take a pintle-mounted storm bolter to shoot infantry
when you have those rockets? I don't use a searchlight because I'd just
as soon use the darkness to move into a better firing position rather than
attract attention: with its light armor, the Whirlwind can't survive a
barrage from a heavy weapon squad.
I used to have
a hunter-killer missile mounted on the vehicle, but that required line
of sight to the target. Eventually, I decided an H-K on Sabretooth wasn't
worth it.
Castellan missiles--I
can see how making instant minefields would be useful, but on the whole,
I think I'd prefer to just go ahead and kill targets with the Vengeance
missiles--why [fornicate] around if you don't have to?
"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. You can read the stats on the White Tiger here.
When you think
about it, Land Raiders don't really have optimal weaponry. Other Space
Marine vehicles are better tank-killers (I'd take the Predator Annihilator)
or better infantry killers (a squadron of 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. I also rely, to a limited extent, on its transport capability
(but the Land Raider Crusader is better suited for that task).
Above: The
White Tiger
Here's what
I take--and why:
I take the
following upgrades:
-
dozer blade (because
one of its tasks is to transport a unit);
-
extra armor (because
every little bit of protection helps);
-
H-K missile (can't
have too many shots against enemy tanks);
-
searchlight (for
1 point, why not?); and
-
smoke launchers
(because every little bit of protection helps)
Here's what
I don't take--and why:
There isn't
much I DON'T take with this bad boy (except a pintle-mounted storm bolter:
if I can't kill off whatever I'm shooting at with two twin-linked lascannons
and twin-linked heavy bolters I don't think a storm bolter is going to
help much). With this vehicle I follow the axiom to emphasize
quality over quantity,
because there is no way you will ever make a Land Raider cheap.
"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, Talwar
Chakram.
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, assault cannon, and heavy flamer before the Termies
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.

Above: White
Tiger II, Land Raider Crusader
Here's what
I take--and why:
I consider
extra armor and smoke launchers mandatory on every vehicle. Crusaders already
come with extra armor, so all that’s one less thing to model and 5 fewer
points to spend. The model kit comes with a searchlight, so of course,
I included it. I put on a pintle-mounted storm bolter because I was having
problems with the multi-melta (it’s a long story), but usually the storm
bolter is just for show.
Here’s what
I don’t take—and why:
Although a
dozer blade would help “White Tiger II” move more safely through difficult
terrain, it would be of no benefit if the vehicle moves more than 6" a
turn. Speed is definitely the ally of the Land Raider Crusader. It needs
to get its bolters in range and drop off any transported squad quickly,
before enemy heavy weapons can pulverize it. So when I move it, it goes
12".
Nor did I put
a hunter-killer missile on this tank. I prefer to put H-Ks on vehicles
that will usually be stationary. Besides, 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.
Vedic Siege Gun:
VDR Creation
I've used
the Vehicle Design Rules (VDR) in Chapter Approved (Second
Book of the Astronomican) to create the Vedic Siege Gun. You can find its
stats here.
Here's what
I take--and why:
Nothing! Not
yet, anyway. I don't use this weapon that often. But I suppose soon I'll
put on some extra armor and smoke launchers for added protection. Maybe
a searchlight as well.
Here's what
I don't take--and why:
Pintle-mounted
storm bolter or hunter-killer missile? Please--when you have an
Earthshaker, what else do you need?
Above: Vedic
Siege Gun
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Related Pages
Fighting Tiger
Heavy Support
Gallery: Fighting
Tiger Heavy Support
Gallery:
White Tiger II
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© Copyright Kenton
Kilgore, December 2004
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