Fighting
Tiger Tactics (pg 5)
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Troop Units (Revised
04/2009)
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
some of the few 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 Dark Reapers, 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 Tau and I’ll bet you think...well, all kinds of things that are unrepeatable
on a more-or-less family-friendly website such as this, but I bet you think
about those Crisis Suits and Hammerheads and everything else in their codex
before you think about the Fire 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'll describe each below.
Tigers of Rudra:
Tactical Marines
If you read
older battle reports here on the Jungle,
you’ll notice that many times, my Tactical Marines back then either consisted
of 10-man squads, each packing two special weapons (by taking advantage
of the 4th-Edition era “Cleanse and Purify” Trait); or of 5-man squads,
including a plasma gun and a heavy weapon (the mortally-sinful “min-maxed”
configuration that knotted many a gamer’s panties into a bunch). However,
the current SM codex has eliminated “Cleanse and Purify” and ruled that
only 10-man squads may have a special and/or heavy weapon.

Here's what
I take--and why:
In my army,
I have six Tactical Squads, each 10 men strong, as follows:
-
Sergeant
w/ power fist and bolt pistol; seven Marines w/ boltguns; one Marine
w/ flamer; one Marine w/ missile launcher (195 points)
-
Sergeant
w/ power weapon and bolt pistol; seven Marines w/ boltguns; one
Marine w/ flamer; one Marine w/ lascannon (195 points)
-
Sergeant
w/ power fist and bolt pistol; seven Marines w/ boltguns; one Marine
w/ plasma gun; one Marine w/ missile launcher (205 points)
-
Sergeant
w/ power weapon and combi-flamer; seven Marines w/ boltguns;
one Marine w/ melta gun; one Marine w/ heavy bolter (200
points)
-
Sergeant
w/ power fist and combi-flamer; seven Marines w/ boltguns;
one Marine w/ flamer; one Marine w/ lascannon (215 points)
-
Sergeant
w/ power weapon and combi-flamer; seven Marines w/ boltguns;
one Marine w/ flamer; one Marine w/ plasma cannon (200 points)
If you’ve read
the write-up of my Sternguard units,
you’ll know that I have an inordinate fondness for flamers, so much so
that I’ve included one (or a combi-flamer) in almost every squad. Like
many Space Marine players, I’ve organized my Tactical Squads so that they
can be split into an “assault” portion (including a Sergeant with a power
fist or power weapon, and one Marine with a flamer or a melta gun) that
can go attack the enemy at close range; and a “defensive” portion (including
one Marine with a heavy weapon) that can stand back and provide support
fire.
My motto in
40K (and in real-life finances) is that if they’re going
to give you free stuff, take the free stuff. It doesn’t cost any
additional points to put flamers, missile launchers, and heavy bolters
(three of my favorite weapons anyway, based solely on what they do) to
Tactical Squads, so I include lots of them. Lascannons and plasma cannons
are hideously expensive to field in Devastator Squads, but they’re much
more reasonable in Tactical Squads, so here’s where you’ll find mine.
I want my Tactical
Squads to be mobile, so I have several Rhinos and Razorbacks. Each has
the nigh-mandatory extra armor (for reducing “Stunned” results to “Shaken”)
and many of them have dozer blades for help traversing difficult terrain.
Why so much stuff on “mere” transport vehicles? Because for Space Marines,
I emphasize quality over
quantity. In my army, Rhinos and Razors are integral parts of each
squad: without them, the squads aren’t going anywhere and probably won't
be able to complete their objectives.
Tac Squads
are naturally suited for killing infantry, so my Razorbacks are armed with
twin-linked lascannons or the old-school plasma guns + lascannon so each
can act as a tank-hunting, poor-man’s Predator. It’s true that a Razor
will never be as tough or dish out as much firepower as a real Pred, but
each one is about half the points cost and, best of all, doesn’t eat up
a slot on the Force Organization Chart. If they’re going to give you free
stuff, take the free stuff.
I also have
three Drop Pods: one of them has the standard storm bolter; two of them
has the Deathwind launcher. Drop Pods used to have terrible Ballistic Skill
(BS 2, if I recall correctly), but now they’re up to BS 4, so the extra
points for the Deathwind is worth it. Yeah, I know I can't use it on the
same turn as the pods land. I'm good with that.
Here's what
I don't take--and why:
While I like
what multi-meltas do to vehicles and heavily-armored troops, I don’t like
their short range or their inability to move and fire, so I keep them out
of my Tac Squads and relegate them to my Attack Bikes.
Fighting Tiger Drop Pods
and Tactical Marines
"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.
I arm my Scouts
to give them a specific role to play in combat, so I have "Assault Scouts,"
"Tactical Scouts," and "Devastator Scouts." I’ll describe each below.

Tigers
of Puchan: "Assault" Scouts
Scouts with
bolt pistols and combat blades 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 (150 points) as
follows:
-
Veteran
Scout Sergeant w/ bolter-flamer; and
-
Nine
Scouts w/ bolt pistols and combat blades.
Everything here
is pretty straightforward: the Scouts rush in and start kicking putrid
alien ass. While I could give the 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. When I was assembling and painting these
squads (back in 2004, remember), I gave serious thought to arming all the
Scouts with shotguns, just because I could use Games Workshop Escher gangers
for figures and because shotguns look cool. But shotguns weren’t so cool
as weapons go (S3 and no AP, as I remember) back in the old version of
the Space Marine codex (now they are much improved). So I went with bolt
pistols and close combat weapons—errr, combat blades, as the new C:SM
calls them.
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 (160 points) as
follows:
-
Scout
Sergeant w/ bolter-flamer;
-
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 combat blades, nor do I provide the 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 (180 points) as
follows:
-
Scout
Sergeant w/ bolter;
-
Eight
Scouts w/ sniper rifles;
-
One
Scout w/ a heavy bolter;
-
All
w/ camo cloaks.
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.
 
Sometimes,
I'll let each 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 Scout Sergeants with 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 each Scout Sergeant a sniper rifle, but the
figures I bought for them don't have those weapons.
Fighting Tiger Tactical
Marines, Scouts, Razorbacks, and Assault Marines
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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
Last updated April
2009
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