Ah ok. I Forgot that they are their own type in the BBB.
They don't talk about Jump Infantry much. This is apparent since no where in the book says that Jump Infantry can't be put into a transport.
They don't need to. They also never go out of their way to say Vehicles and Beasts can't go inside transports. Because they very explicitly said only Infantry go inside transports.
And in the Transport section it uses the word 'Infantry'. And never says it means only Regular Infantry and not Jump 'Infantry'.
Because regular Infantry are Infantry and Jump Infantry are Jump Infantry. Note the capital letters. in GW speak, caps refer to very specific things. Rules or types or weapons. When they say
Infantry they mean Infantry-Typed units. I'm not saying it isn't an understandable mistake. I'm just saying if you read the rules more closely you'll see that it's more explicit than you think
Honestly if they can fit the bulking size of a Terminator into a Transport, what not a guy with a jump pack?
You;re really better off not trying to apply logic like that to game mechanics.
Why can;t you fit 5 terminators into a rhino? Why can;t you put a couple horses or bikers inside a transport meant for a dozen men? Why can;t you have a couple dudes hanging off the running boards on your land speeders, or have guys ride on top of vehicles? You just can't. For that matter, how do 10 marines even fit inside a Rhino, considering how small it is?
It's a game, they have to set specific rules, otherwise the game gets too bogged down in 'what if' mechanics.
Oh well. I really wish GW would know to clarify things like this in the rule book more often as I could see this going ether way with some people.
It actually is pretty clear, if you read the rule book throughly. They even go out of their way to say Jump Infantry are NOT Infantry.
However, if you were to have your assault squad Remove Jump Packs you *could* mount them in the land raider (and save a lot of points to boot), because without the JPs they become regular Infantry again.
As far as unusual tactics go...
I flew a squad of Piranhas up on my brother's Defiler. They dropped drones and fired their fusion guns. The fusion guns failed to destroy the defuler, so I then assaulted with the drones to tie his defiler up long enough for my fragile skimmers to ge tout of LOS and prepare for another strafing run.
The piranha are open-topped, so the drones were able to disembark and assault. They couldn;t actually hurt the defiler, but thanks to the defiler's low WS and low number of attacks (this was with the old chaos codex), they actually survived two full assault phases before he broke them. Whereupon my speeders moved in for the kill.
I use similar tactics against heavy weapon squads when I play Tau. Anything with big guns and a WS gets a facefull of Drones to buy time for the speeders.
Deep-striking three Stealth Suits with SIX attached gun drones behind the enemy fire-line
Buying a Rhino for a 5 man Blood Angels tactical squad and then deploying 5 guys with a plasma gun in a firing position and deploying the rhino out in the open, charging up on the enemy lines. They assume I have a combat squad with a powerfist or something in there and waste AT fire on the empty rhino. I don;t use it often, but it's a good one.
Works even better if you use a Veteran Assault Squad. Give them 2 plasma guns, drop the jump packs and the rhino comes for free (so no VP loss for getting it slagged)...then they're left to assume that there's 5 more VAS inside the rhino with up to three powerfists. That REALLT draws fire. You could give your guys some storm bolters too, but if you use all those slots then they;ve got nothing to fear from the phantom combat squad.
A friend of mine used to advance his Blood Angel's Assault Squads behind his Land Raider. The Land Raider would absorb all the fire and hide the Assault Squads. Once they got closer, the Assault Squads could hop over the Land Raider and charge.
I;m using a similar tactic in my current list, though in this case my death company is inside the raider and I have Lem and Mephy running behind it.
The raider absorbs fire and keeps the ICs from being targeted, meanwhile if it gets close enough, it unloads the DC, and meph and lemmy join up and go to town (or lemmy and the DC go one way and meph goes off on his own)
And if the raider gets slagged, at least the DC get FNP rolls to resist the resulting wounds, and mephy and lemmy are unharmed and un-entangled, ready to provide counter-charge against anyone trying to take advantage of the tangled up death company.