Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
My buddy is trying out his new great army concept. Granted his previous one of Khorne Daemons has worked horrendousely well, but this one hasn't sold me. The general idea is stupid numbers of Kroot with 9x Braodsides.
My list is my standard 2K for tourneys that I've developed over alot of games, probably looks goofy, but works suprisingly well.
2x 10xman tac squads w/ plasma cannon, plasma gun, power fist
2x 10xman Sterguard w/ 2x Heavy Bolters, power fist, rhino
4xman Scout Bikers w/ Power fist
2xman Attack Bikes w/ Multi-meltas
10xman Vanguards w/ jump packs, 2x power fist
Commander, can't recall rank w/ plasma, missile pod, and failsafe detonator
5x Kroot squads w/ 20xkroot and 10xkroot hounds
6x firewarriors in a devilfish w/ smart missiles
9 Broadsides w/ ASS
Assessment going in:
I was more confident before I saw 150 kroot, but I've seen how non-fearless hordes fair against elite armies, so I'm still not impressed. The sternguard aren't just strong shooters, they have a good base of attacks and when you add in Pedro's bonus and charging they become quite good melee, so I'm coming to this thinking I'll be burning through alot of incindiery ammo with the occaisional melee. Not even a little scared of broadsides, nickel and diming infantry through cover saves is pretty unproductive for units that pricey, they're really only threats to the rhinos.
Side Note-Probably better I didn't have my camera as my opponent was proxing most of the list and it would've been horribly confusing.
Setup- Ice table, about 25% area terrain in clumps ranging from small (6x2") to large (12x6"), with pretty even distribution. The objective was capture the flag (the one where each player has an objective, Capture and Control I think) and a pitched battle. The objectives were both in the middle across the board from each other. I won first turn.
I deployed my tac marines in area terrain (one split into combat squads with all bolters in one and everything else in the other), with Pedro attached to the one on my objective, the bolter combat squad hiding behind the objective and the full squad on the left. I put the sternguard in their rhinos behind my objective anticipating having to dig out Kroot (false assumption as it turns out). I deployed the attack bikes on the right behind terrain that could block LoS. I split the Vanguards into combat squads with a PF in each and held Lysander in reserve for a deep strike.
My opponent set up one broadside team on the left, one in the middle behind the objective and one on the right with the fire warrriors in their fish also on the right I failed the roll for infiltrating first and my opponent dropped his first 30xman in a line along almost the entire table 18" away from me. I had to put my scout bikers behind some terrain (ultimately fortunate) then he deployed 3 of the remaining large kroot units behind the first, one on the right, one in the middle and one on the left. The last Kroot unit he sat on his objective.
My opponent seized the initiative
Turn 1: Parting the Sea
The Kroot adavnced in a wall forward, the front unit made 7" total including the run and the rest were close behind. The broadsides nailed one of my rhinos forcing the sternguard out, but not killing any, and stunned the other. The commander joined the large Kroot unit on the right.
The Sternguard advance out of their wreckage while the other squad hops out of their stunned rhino and advances. The Scout Bikes move up on the left while the Attack bikes move up on the right, I've got a plan . Pedro drops his orbital strike and fails to hit a broadside unit, such is the fate of once per game weapons . The plasma cannons only kill a few kroot. The sternguard hold off on firing on the unit of Kroot out front. I charged the massive unit of Kroot splayed across the table from one side with the scout bikes and the other with attack bikes. This split the unit down the middle, between the counter charge of the kroot and casualties in combat, the unit ended up in two halves seperated by the middle squad and about 18" of distance. The unit broke from combat taking two scout bikers with them. While they were well above half strength, they had no way to get back into coherency with the intervening unit of kroot and insurmountable distance that now seperated the two halves. Over the course of the next two turns they made their way off the table. One horde down.
Turn 2: The Genocide Starts
My opponent moves up his Kroot under cover of the Broadsides. My Sterguard staring at the right squad of Kroot with the Tau Commander in it were worked down to 7 models and the squad across from the middle Kroot lost a model. The attack bikes were destroyed by the fleeing kroot squad and a broadside unit and the remaining scout bikers were polished off by the left squad of Kroot.
None of my reserves come in, no problem, don't need em yet anyways. I advanced my Sternguard and a squad of tactical marines up to his three big Kroot squads, one squad of marines for each mob of kroot. I wittled the Kroot units down a bit with bolt pistols before charging. The Kroot on the right were hit by 7xSternguard who were in range to get Pedro's attack bonus. Even with losing a Sternguard to the hounds before he could attack, the Sternguard still win combat, 4x men left after all is said and done. My opponent sets off his failsafe detonator to keep me from chasing the Kroot down, but because his commander was in the back of the unit, the explosion catches enough Kroot to reduce the unit below half strength keeping them from rallying. The Sternguard in the middle at 9 strong make the easiest work of their Kroot, also within Pedro's bonus range. They easily wipe their targets with 6 Sterguard left. The Tac Marines on the left have the uphill battle, they don't have the attacks of the sternguard or Pedro's bonus and only manage a drawn combat while losing 3 of their number.
Turn 3: More dead Kroot
2 Turns and 90x of my opponents Kroot are out of the fight, painful. The combined firepower of the Broadsides, the Devilfish, and the Kroot on the objective, reduce my two Sterguard units to a single vet sarge on the right, but don't count him out yet . My tac squad on the left pulls out a victory over the remaining Kroot and wipes the squad out in their sweeping advance.
All of my reserves come in. Lysander and a squad of Vanguard doing heroic intervention drop next the the Kroot on his objective. The other combat squad of Vanguard scatters onto a unit and gets put back in reserve. Pedro and the bolter combat squad hop into the now working rhino and move forward under smoke. The Sterguard Sarge moves toward the Devilfish. The Vanguards charge the Kroot, but lose combat. Thanks to Pedro, however, the last marine sticks around. The Sternguard Sarge charges the devilfish, and blows it up killing 4 Kroot and 4 Firewarriors. The Firewarriors pass their pinning check, but fail morale and thanks to losing over half their strength cannot rally.
Turn 4: Is it over yet?
Two Broadside units open fire on the Rhino, but only manage to stun it again and the remaining squad reaps vengeance on the Sternguard Sergeant. The Kroot polish off the last vanguard, but lose 2 more in the process.
The other Vanguards come out and direct hit right next to the Kroot, but this time, Pedro is nearby with his bolter combat squad to lend some extra attacks and Lysander is joining the slaughter. Two vanguards are lost, but the Kroot easily fail their -13 morale check and the Vanguards sweeping advance the last of my opponent’s troops into oblivion. The Tac marines on the left lob plasma at the broadsides, but the shooting is pretty unimpressive.
Turn 5: All over but the crying.
The broadsides make a last desperate attempt at a draw by putting everything into my combat squad on the objective successfully killing them all. Good attempt, but futile.
The bolter combat squad breaks from Pedro, gets in the rhino and parks next to my objective. Lysander goes for the broadsides in the middle, while the 3 remaining vanguard go for the Broadsides on the right. The Tac squad on the left continues their duel with the Broadsides only inflicting a single wound. Lysander and the Vanguards easily clear their respective broadside teams and consolidate towards the last enemy unit.
The game ends, I have 1 objective, he has nothing.
Can’t think of any spectacular performances by the units, they all did their jobs pretty well. While the first vanguard combat squad whiffed, the second easily made up for it. My impression upon seeing this list in the first turn was “Never before have I seen so many models and been so un-intimidated” and this held true throughout the game. I guess he could re-work the list, but I’m still not seeing Kroot as a solid base for an army. They rely on numbers, but they lack any ability to keep them around in combat long enough for that to matter, but hey, I only killed 150 of them in about 3 turns, so what do I know?
Last edited by Mastershake; January 1st, 2009 at 06:54.
Blais's Paint Studio-Getting broken armies good soft scores since 2009
Didn't help that he used the Kroot in a role that they are not designed for. Kroot are shooting countercharge units, and even if you're using them aggressively you're much better off moving into rapid fire range and shooting. Hounds are very overrated when you can chew through enemy squads with bolter fire and throw some good punches in retaliation when you get charged. You put it well, Mastershake, and you beat your opponent tactfully. Dropping a squad's leadership in close combat, especially versus Leadership 7 causes units to flee quickly, and majority initiative 4 causes pain to majority initiative 3. Nice that he got to try the list though, it's something most Tau players think about in a "what if" sort of way.
My gaming group's new motto: That army you're using is overpowered because it hurts my guys, codex is broken and needs a rewrite.
As much as I like to root for the kroot, it just goes to show that opponents just don't give a hoot unless it's to give them the boot.
It's a work in progress. I'm game for a rematch sometime, made some first timer errors in that one.
Anytime, need some revenge for the rapage by those daemons . But in all seriousness, you're gonna have trouble using Kroot like orks. Also, been thinking about a small tweak to the list you could try. 6 Broadsides should be able to drop most of the important vehicles inside of 2 turns, I would consider devoting the other heavy slot to 3x sniper teams, it would give you alot more shots against marine opponents to damage their infantry and with stealth fields and the heavy Kroot screen it's unlikely they'll get shot. Also IIRC, it should be a 1 for 1 swap point-wise.It's a work in progress. I'm game for a rematch sometime, made some first timer errors in that one.
Blais's Paint Studio-Getting broken armies good soft scores since 2009