Fighting
Tiger Tactics (pg 5)
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Troop Units (Revised
02/2006)
Let me state
this in no uncertain terms: the more Troop units you have, the better
off you are. When you're picking out your army for a game, don't look
at the Force Organization Chart and groan because you have to take two
Troop units. Don't fill these units with the smallest, cheapest squads
you can get so you can save points for other stuff. Troops will win you
the game.
How's that?
Because most players don't sweat Troops (Ork Boyz and Genestealers being
the only exceptions). They sweat everything BUT Troops. Doubt me?
When you're
fighting Eldar, do you worry about the Guardians or do you worry about
the Avatar, the Aspect Warriors, the jetbikes and the Falcons? When you
fight Tyranids, do you worry about the Termagants or do you worry about
the Hive Tyrants, the Lictors, the Carnifexes? Think Imperial Guard and
you think tanks. Think Dark Eldar and you think...well, all kinds of icky
things, but I bet you think about those Incubi and Wyches and Ravagers
and everything else in their codex before you think about the Warrior Squads.
But as I've
said before, don't sweat
the big guns, sweat the little guys, because they're the ones
who typically have the best chance of accomplishing the mission and winning
the game for you. How? Because, if you've picked your army right, there's
a lot more of them then there are of the HQ and Elites and anything else.
Space Marines
have but two Troop choices: Tactical Marines and Scouts. But there are
a number of ways you can configure them to play different battlefield roles.
I use Tactical Marines in what I call "assault," and "defensive" modes.
I also have "Assault Scouts," "Tactical Scouts," and "Devastator Scouts."
I'll describe each below.
Tigers of Rudra:
Tactical Marines (Assault Mode)
I have four
units designed to swiftly maneuver toward the enemy and shoot them full
of holes.
Here's what
I take--and why:
These squads
take advantage of the Cleanse and Purify Trait Advantage. When configuring
my Tactical Squads for "assault" mode, I take each as a ten-strong squad
(170 points) as follows:
-
Sergeant
and seven Space Marines w/ boltguns;
-
One
Space Marine w/ meltagun; and
-
One
Space Marine w/ flamer.
I usually upgrade
the Sergeant to a Veteran and give him a bolter-flamer for +20 points per
Vet: it's a steep price to pay (especially if I'm using all four squads
at once), but the extra flamer template does wonders.
These units
don't wait for the enemy to come to them: each has a Rhino with extra armor
and smoke launchers (sometimes I'll throw in a searchlight and/or pintle-mounted
storm bolter). Why so much stuff on a transport vehicle? Remember, emphasize
quality
over quantity. The Rhino is not just a taxi to get the squad
there and be dismissed, it is an integral part of the squad: without it,
the squad is going nowhere and probably won't be able to complete its objective.
I am not ever
interested in fighting fair. Playing fair, absolutely; fighting
fair, no. One of my favorite tactics is to send two of these squads after
a single large enemy unit. One Rhino pulls up alongside the enemy's right,
one Rhino pulls up alongside the enemy's left. Twenty Marines get out;
flamers spew burning death and guns blaze; 20 Marines congratulate each
other on a job well done, and get back in their Rhinos to find more victims.
See why I say
that Troops will win you the game?
Here's what
I don't take--and why:
I tend to
move these units around so much that they would hardly ever get to use
heavy weapons; hence, I leave the the big guns at home. Many players like
to give each Tactical Squad a heavy weapon "just in case," and there is
merit in that: heavy weapons are relatively inexpensive and can come in
handy. But I'm not purchasing these squads for long-range firepower--that's
the job of other units in my army. I'm purchasing these squads for mobility
and close-range dakka.
Some players
like to give their Veteran Sergeants power weapons or power fists, but
under the latest rules for rapid-fire weapons, one would have to give up
firing a squad's bolters so that the Veteran Sergeant could charge in.
Given the way I configure my squads, I'd rather have all those extra shots,
thanks.
Above: Tigers
of Rudra in offensive (mustard and brown colors)
and defensive (orange and
black colors) modes
Tigers of Rudra:
Tactical Marines (Defensive Mode)
Much as I
appreciate close combat, there are some armies I'm in no hurry to tango
with. I'm content to let Blood Angels, Tyranids, Orks, Khornate Space Marines,
and even Dark Eldar (to some extent) do most of the walking. Of course
you never, EVER just wait in your deployment zone and shoot: even if you're
going to use shooting as your main tactic, you still have some part of
your army move around so you aren't surrounded, and you still count on
using hand-to-hand combat to finish off the enemy.
Here's what
I take--and why:
I've configured
six Tactical Squads in what I call "defensive" mode. Heavy weapons are
cheap when purchased for Tactical Squads, so I keep the size of these units
small to maximize the number of special and heavy weapons I can purchase.
Many players sneer at this practice and call it "min/maxxing": I call it
smart army design. Remember, one man's
cheese is another man's brilliance.
These squads
are:
-
Sergeant
and three Marines w/ boltguns; and,
-
One
Marine w/ missile launcher (85 points).
-
The
Sergeant may be upgraded to Veteran Sergeant w/ storm bolter for +20 points
-
Sergeant
and three Marines w/ boltguns;
-
one
Marine w/ plasma gun;
-
one
Marine w/ missile launcher (110 points)
-
Sergeant
and three Marines w/ boltguns;
-
one
Marine w/ plasma cannon (95 points).
-
Sergeant
may be upgraded to Veteran Sergeant w/ storm bolter for +20 points
-
Sergeant
and two Marines w/ boltguns;
-
one
Marine w/ plasma gun;
-
one
Marine w/ heavy bolter (90 points)
-
Sergeant
and three Marines w/ boltguns;
-
one
Marine w/ plasma gun;
-
one
Marine w/ lascannon (115 points)
-
Sergeant
and three Marines w/ boltguns;
-
one
Marine w/ plasma gun;
-
one
Marine w/ lascannon (115 points)
These units sit
back with longer range weaponry (24" for storm bolter, boltguns, and plasma
gun; 36" for plasma cannon and heavy bolter; 48" for missile launcher and
lascannon) and blast away. Despite its dangers, I take the plasma gun for
its range. The lascannons and plasma cannon are bargains at 15 and 20 points
respectively--much cheaper to put them in a Tactical Squad than in a Devastator
Squad. The missile launcher is THE
Tactical Squad weapon, able to
wipe out infantry or tanks. If points allow, I might supplement a squad's
firepower with a Razorback.
Here's what
I don't take--and why:
In "defensive"
mode, I don't normally give squads a Rhino (because they're meant to sit
back and shoot).
"The Fighting
Tiger Recruitment Drive"
In 2004, I
decided to substantially expand my Scout collection from four squads of
five Scouts each to six squads of 10 Scouts each. If desired, I can fill
up the Troops allotment in a Standard Force Organization chart with nothing
but Scouts. For background or “fluff” purposes, I explain that the Fighting
Tigers of Veda suffered heavy casualties during the Blood
Deserts of Auros IX Campaign and have launched a massive effort
to increase their numbers.

Tigers
of Puchan: "Assault" Scouts
Scouts with
bolt pistols and close combat weapons are an easy and relatively inexpensive
way to add hand-to-hand punch to Space Marine armies. Their Infiltration
skill
and ability to move quickly through difficult terrain nicely complement
their fighting style, and I've found that they're frequently underestimated
by the enemy. After all, "they're just Scouts...."
Above: "Assault"
Scouts with bolt pistols and close combat weapons.
These are Etoiles Mortant
figures from the Warzone game
Here's what
I take--and why:
I have two
of these units; for each one, I take a ten-strong squad (148 points) as
follows:
-
Veteran
Scout Sergeant with bolter-flamer; and
-
Nine
Scouts with bolt pistols and close combat weapons.
Everything here
is pretty straightforward: the Scouts rush in and start kicking putrid
alien ass. While I could give the Veteran Scout Sergeant a power weapon,
I prefer to arm her with a bolter-flamer to offset the Scouts' inability
to field a special weapon.
Here's what
I don't take--and why:
Heavy weapons
are obviously out for squads that intend to rapidly close with the enemy
and fighting in close combat. I gave serious thought to arming all the
Scouts with shotguns, just because:
-
I could use Games
Workshop Escher gangers for figures; and
-
Shotguns look
cool.
Practicality won
the day, I'm (almost) sorry to say. While shotguns have an impressive rate
of fire, they're only Strength 3 and have zip for armor penetration (AP).
Bolt pistols have the same range, better AP, and--most importantly--higher
Strength, which would be of critical importance if my Scouts needed to
shoot at vehicles. Shotguns can't even take down Dark Eldar Raiders, and
we all know that Raiders are just kites with guns and jet engines....
Tigers
of Puchan: "Tactical" Scouts
For the longest
time, I simply relied on my Scouts with the sniper
rifles, but after a while, I wanted some Scouts that could take
advantage of their
Infiltration ability and engage in short-range
firefights, either to attack specific targets ("Good-bye, Mr. Ork Dreadnought")
or just soften up the enemy for an assault by other Tiger units. I call
these my "tactical" Scouts, because they operate similarly to Tactical
Marines.

Left: "Tactical"
Scouts with bolters. Right: Scout with converted missile
launcher
Here's what
I take--and why:
I have two
of these units; for each one, I take a ten-strong squad (140 points) as
follows:
-
Scout
Sergeant with bolter or Veteran Scout Sergeant with bolter-flamer
(+18 points);
-
Eight
Scouts with bolters; and
-
One
Scout with a missile launcher.
Nothing real fancy
here: find some good cover and start shooting the heck out of the bad guys.
My Scout units are designed to take out infantry, and few basic weapons
do that as well as the bolter. The missile launcher can blast large holes
through lightly-armored infantry and pastes vehicles. Golden!
One of my favorite
tactics is to take both units of "Tactical" Scouts and "leapfrog" down
the field: one unit standing still to provide support fire (including the
mighty, mighty missile launcher), the other unit moving forward, firing
their bolters at anything within 12". The squads alternate moving and firing.
Here's what
I don't take--and why:
These squads
are designed to shoot up enemy infantry from a ways off, not get stuck
in, so I don't give the squad grenades, nor do I provide Veteran Scout
Sergeants with power weapons.
Tigers
of Puchan: "Devastator" Scouts
I have two
units of Scouts whose role is to provide supporting fire. A lot of players
regard Scouts as cannon fodder, but there
is no such thing as an expendable Space Marine--not even a
Scout. If the scenario will let me, I will use Infiltration to get
behind some cover (out of enemy assault range) and fire from there.
Here's what
I take--and why:
I have two
of these units; for each one, I take a ten-strong squad (175 points) as
follows:
-
Scout
Sergeant with bolter or Veteran Scout Sergeant with storm bolter
(+18 points);
-
Eight
Scouts with sniper rifles; and
-
One
Scout with a heavy bolter.
My Scout units
are designed to take out infantry, especially numerous, lightly armored
infantry like Orks, Eldar, and Imperial Guard (because I
don't sweat the big guns, I sweat the little guys). They take
advantage of the long range of those sniper rifles and heavy bolters, sit
back, and shoot. I almost always use both units together, because if they
fire enough shots, they can even take out tough guys like Chaos Space Marines.
 
Knowing that
infiltrating Scout squads may be too tempting for the enemy to ignore (no
matter how far away I place them), sometimes I upgrade the Sergeant to
a Veteran Scout Sergeant with an auspex (for sniffing out enemy infiltrators)
and a storm bolter.
Sometimes,
I'll let each Veteran Scout Sergeant have a teleport homer. Then I'll wait
patiently as an enemy unit or two closes in on my Scouts--by which time,
I've made my Reserve roll and a Tactical Terminator Squad teleports
in on top of the Scouts (remember, teleport homers insure that the Termies
won't deviate). Man, it's gotta be a real bear to go halfway across the
board to squish some weedy Scouts only to find yourself ambushed by Termies.
I almost feel sorry for the other player. Almost.
Here's what
I don't take--and why:
These squads
are designed to shoot up enemy infantry from a long way off, so I don't
give the squad grenades or equip the Veteran Scout Sergeants power weapons
"just in case" of enemy assaults. If trouble comes along, the Scouts should
have enough starting distance between them and the enemy to shoot them
up or retreat.
I could give
the Scout Sergeant a sniper rifle, but the figures I bought for them don't
have those weapons. C'est la vie.
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Related Pages
Fighting Tiger
Troops
Gallery:
Tigers of Rudra
Gallery:
Tigers of Puchan
Gallery:
Fighting Tiger Rhinos
Gallery:
Fighting Tiger Razorbacks
Revised February 2006.
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