40k VWInfantry - Round #3 - Battle #21 - Kroot Mercenaries -Vs- Iron Warriors - Warhammer 40K Fantasy
 

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  1. #1
    Dancing Peanuts? You bet! Robizzle's Avatar
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    40k VWInfantry - Round #3 - Battle #21 - Kroot Mercenaries -Vs- Iron Warriors

    I want to stress to everyone that the mission means everything. He who stands the best way to score Victory Points should be the winner. All missions have the Infiltration, Deep Strike, and Victory Points special rules.

    Mission Secure and Control

    Kroot Mercenaries


    HQ: 120
    Elites: 0
    Troops: 534
    Fast Attack: 495
    Heavy Support: 101

    Master Shaper
    Power Weapon; Slugga; Frag Grenades; Wings; Mark of the Favored Child; Kroothawk Totem

    Carnivore Kindred
    14x Kroot
    13x Kroot Rifle
    Shaper; Eviscerator; Blood of the Stalker

    Carnivore Kindred
    14x Kroot
    13x Kroot Rifle
    Shaper; Eviscerator; Blood of the Stalker

    Carnivore Kindred
    14x Kroot
    13x Kroot Rifle
    Shaper; Eviscerator; Blood of the Stalker

    Hound Pack
    10x Kroot; 14x Kroot Hounds
    Hyperactive Nymune Organ; 9x Kroot rifle
    Shaper; Eviscerator; Blood of the Staler; Surefoot Charm

    Vulture Kindred
    14x Vulture Kroot
    13x Kroot Rifle
    Shaper; Eviscerator; Slugga; Blood of the Stalker

    Hunter Kindred
    10x Kroot
    9x Kroot Hunting Rifle
    Shaper; Kroot Hunting Rifle


    Rule Notes:
    -Master Shaper is a shaper with +1 I, +2 Ld, and a 5+ sv.
    -Hyperactive Nymune Organ gives him fleet of foot.
    -Mark of the Favored Child gives him a 4+ save.
    -Kroothawk totem aloows the army to reroll when seeing who goes first.
    -Sure foot charm allows shaper and unit joined to roll 2d6 and choose the best when FoF’ing. Hounds gain ability of their parent units Kroot purchase it.
    -Blood of the Stalker lets unit and joined character to deploy d6” closer when infiltrating that normally allowed.
    -Wings/Vulture Kroot move as jump infantry, but do not need to take difficult terrain test when landing in woods or jungle terrain.
    -Kroot Hunting Rifle is a sniper rifle, same as any other.

    All other Kroot rules found in the ORIGINAL TAU CODEX, except, because shapers must be taken, all kroot have the armour and Ld bonuses, and point increase, included in the cost. The Chapter Approved rules do not use the same statlines as found in codex: Tau Empires.
    (Omit any of this or make it more LO friendly for the vote war if needed)

    Strategy notes:
    This list is designed to hit hard and fast. The Vultures and the Hound Pack are both capable of first turn assault. This is accomplished with the wargear items Blood of the Stalker, Surefoot Charm and the models Wings and Hyperactive Nymune Organ.

    The Blood of the Stalker allows the unit to get closer when infiltrating, so the 18” charge of the Vultures will guarantee them a first turn assault when they infiltrate 17-12” of the enemy. For the Hound Pack, their fleet of foot allows them to do the same, and the Surefoot Charm means they are more likely to get there. In fact, they have a 74.5% chance of meeting the required distance and getting the first turn assault, when at the maximum infiltrating distance of 18”.

    So, using this, coupled with the Carnivore Kindreds and Hunter Kindread, it goes something like this. Carnivores and Hunters get the best cover, while the Vultures and Hound Pack get as close as possible. The Kroothawk totem allows them to get first turn very easily. Then the Vultures and Hound Pack rush forwards, and the Carnivores use their field craft to either stay hidden and shoot through thick forest cover, or move closer with their Blood of the Stalker ability to walk up and unleash a rapid fire hail. The Hunter Kindred will stay in cover and snipe. Then the Hound Pack and Vultures hit the thinned enemy line and munch through it. They then proceed to take out other units, although it must be noted that they cannot consolidate into them, so it is even more important to stay in close combat for two assault phases. The Carnivores will continue provide cover fire and charge when the need arises, but the Hunters should try to stay away from CC (reason they didn’t get Blood of the Stalker).

    Rules for Kroot Mercs may be found at: http://uk.games-workshop.com/tau/kroot%2Dlist/

    Model Count – 77
    61 Kroot Rifles
    10 Kroot hunting rifles

    ----------------------------------------

    Iron Warriors

    Chaos Lord: 192 pts.
    Daemonic Mutation, Daemonic Essence, Daemonic Resilience, Daemonic Strength, Daemonic speed, Daemonic Aura,
    Power Weapon
    Bolt pistol.
    Spiky Bits
    Infiltrate
    Furious Charge
    Frag Grenades

    Obliterator Cult: 70 pts
    1 Obliterator

    Obliterator Cult: 70 pts
    1 Obliterator

    Obliterator Cult: 70 pts
    1 Obliterator

    Chaos Marine Squad: 85 pts
    3 Marines with boltguns
    1 Marine with heavy bolter
    1 Marine with plasmagun

    Chaos Marine Squad: 85 pts
    3 Marines with boltguns
    1 Marine with heavy bolter
    1 Marine with plasmagun

    Chaos Marine Squad: 85 pts
    3 Marines with boltguns
    1 Marine with heavy bolter
    1 Marine with plasmagun

    Chaos Marine Squad: 85 pts
    3 Marines with boltguns
    1 Marine with heavy bolter
    1 Marine with plasmagun

    Chaos Marine Squad: 85 pts
    3 Marines with boltguns
    1 Marine with heavy bolter
    1 Marine with plasmagun

    Havoc Squad: 186 pts
    5 Havocs with boltguns
    4 Havocs with Heavy Bolters

    Bike Squadron: 225 pts
    2 Chaos Bikers
    2 Chaos Bikers with flamers
    1 Aspiring Champion: Power fist
    Furious Charge.

    Model Count – 48
    9 Heavy Bolters
    6 Plasma Guns
    2 Flamers
    Boltguns - 23

    Last edited by Robizzle; May 22nd, 2006 at 23:17.

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  3. #2
    Now with STFU flames! Caluin's Avatar
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    708 (x8)

    Kroot.

    I had a hard time deciding this one. It'll be close, but I don't think the Iron Warriors have the close combat potential to stop the Kroot.

    The Kroot infiltrate at the 19 inch mark (since it's highly unlikely they'll be able to hide 14+ kroot out of LoS), so with the extra d6" bonus and the Fleet rolls, they'll be in Close combat on turn two. Add in the fact that they get to go first 75% of the time, and this means that the Iron Warriors have typically one round of shooting before their swamped in combat.

    Once in combat, the only thing that has a shred of hope of living is the Lord, but even then, it's not likely. He'll often get the charge, since he has a 19-24 inch threat range. First round will see him killing off 4-5 Kroot, probably clearing his Kill Zone and keeping him safe. Consolidation moves are taken, and the strength 8 hidden Evisterator will kill him. 4 wounds means nothing when you suffer Instant Death.


  4. #3
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    Quote Originally Posted by Caluin
    Once in combat, the only thing that has a shred of hope of living is the Lord, but even then, it's not likely. He'll often get the charge, since he has a 19-24 inch threat range. First round will see him killing off 4-5 Kroot, probably clearing his Kill Zone and keeping him safe. Consolidation moves are taken, and the strength 8 hidden Evisterator will kill him. 4 wounds means nothing when you suffer Instant Death.
    I don't know enough about the Kroot to make a judgement, but I do know that the toughness given by Demonic Stature counts towards Instant Death (page 16 of Codex: Chaos Space Marines). You'd need a strength 10 attack to instakill one.

  5. #4
    Now with STFU flames! Caluin's Avatar
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    708 (x8)

    Quote Originally Posted by Dakar
    I don't know enough about the Kroot to make a judgement, but I do know that the toughness given by Demonic Stature counts towards Instant Death (page 16 of Codex: Chaos Space Marines). You'd need a strength 10 attack to instakill one.
    Sure does!

    But that Lord doesn't have Stature.


  6. #5
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    Quote Originally Posted by Caluin
    Sure does!

    But that Lord doesn't have Stature.
    Point taken. I can't believe I missed that.

  7. #6
    Orks_n_Bugs Bugs_n_Orks's Avatar
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    188 (x4)

    Kroot for the win

    With the Kroothawk totem and blood of the stalker, the hounds and vultures are pretty much guarenteed a first turn charge, then three carnivore squads will be following a turn after. The chaos army has nothing that can stand up to hidden eviscerators on 3A, 3W models. plus the Master Shaper should be able to find a place out of LoS where he can charge first turn, and start slicing up mini chaos marines squads.

    A counter charge by the Bikes and lord will likely amount to very little, hidden eviscerators make them both die fast, and the bikes dont have the numbers to last too long.
    The meat things seek to destroy ourselves. They hunt us as we hunt them but they are weak and uncertain. Bring them understanding of the power of ourselves through our strength and their fear. The inferior flesh will be entirely destroyed, all fragments will be smashed. Ourselves will fight to the last, all weak flesh must be consumed

  8. #7
    Ghost of LO ForgedInTheFurnaceOfWar's Avatar
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    Sure, the kroot might get a first turn charge, but are we sure the kroot can over come marines in CC?

    Thats no small task.

    Even when totaly decked out to shoot, marines are still increadably difficult to kill in CC.

    How will the kroot kill the bikes?

    Or another counter charge units, such as the lord.

    Once in combat, the only thing that has a shred of hope of living is the Lord, but even then, it's not likely. He'll often get the charge, since he has a 19-24 inch threat range. First round will see him killing off 4-5 Kroot, probably clearing his Kill Zone and keeping him safe. Consolidation moves are taken, and the strength 8 hidden Evisterator will kill him. 4 wounds means nothing when you suffer Instant Death.
    Why not attach the lord to the bike squad, surround him with units (physically on the base) so that only so many kroot may actually claim to be in CC with the lord, thus aimplying the huge CC power of the lord.

    Also are you sure the kroot can withstand one turn of shooting?

    If they can kill 11 power armoured marines, they can kill about 15 kroot in cover, with there heavy bolters + another huge armount form plasma/bolters.

    Then youve got the bikes and the lord to counter charge...

  9. #8
    Now with STFU flames! Caluin's Avatar
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    Quote Originally Posted by ForgedInTheFurnaceOfWar
    Even when totaly decked out to shoot, marines are still increadably difficult to kill in CC.
    Sure, but they're all minimum sized squads, all with one attack per model. That's five attacks against the Kroots 13 + Shaper's Powerfist. Kroot wound on a 4+, so it's not that bad.

    Quote Originally Posted by ForgedInTheFurnaceOfWar
    How will the kroot kill the bikes?
    They wound on a 5+, that's not horrible. Not great, but not horrible. And again, they have a 3 attack Shaper that wounds on 2+...

    Quote Originally Posted by ForgedInTheFurnaceOfWar
    Why not attach the lord to the bike squad, surround him with units (physically on the base) so that only so many kroot may actually claim to be in CC with the lord, thus aimplying the huge CC power of the lord.
    Speed + Bike = footsloggers. They're stuck with 6 inches in the movement phase (due to Lord), can't fleet (due to bikes), and can only charge six inches (due to bikes).


  10. #9
    heretical thoughts? ShadowZora13's Avatar
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    231 (x4)

    The marines will loose because of one big set back. They have extrmely low numbers.

    Let it be known that 5 marines can be killed from the 3 carnivore squads and the hunter squad, so theres one squad out, or 2 down to 50% and possibly running. Then the 2 first turn asault unit, the hounds and vultures, assult and kill 13 marines, for a total of 18 dead chaos marines. Thats 4 out of 7 marine squads dead or crippled, not good news for the IW, as about 1/3 of their army, and almost half their troops are dead before they even get to move.

    From there, the havocs wil get a free shot, if the kroot shooting didnt focus on it, but if not, only 6-7 kroot will die to it, altought the last csm squad will do damage, as will the oblits. Then the lord charges, more than likely dying, if not next assault phase, the bikes try to help, both squads get tied up for a turn or two. then the kroot get to go, and charge the last csm and the havoc squad, witht he carnivores, reinforce the squads thats vs the bikes, and finnish off the bikes and lord, and cripple the havocs and the csm squad, which get finnished off next turn along with any stragglers, then the oblits get taken care of.

    Durring all of this, the kroot wont be loosing much models to anything.

    havoc shooting +marine squad and 3 oblits = 20 dead

    5 marines kill 1 kroot in cc

    bikers can kill 4 kroot

    lord kills 2-3

    so over all, by the time there are only the oblits left, only 35-45 kroot will have died, depending on how long the cc's last. that leaves pleantly of bodies and evisceratos for the oblits and any left overs to crunch, and there should be a squad or two left at the end above half strength to claim or contest the middlw and IW objectives, while the snipers get the one farther back.

    I vote Kroot for the win.

    fluff goes to kroot because IW are super unfluffy with tootled lord in such a small point limmit, and no other good cc punch to hook him up with. Also, I think the kroot list looks just like it would if these armies were real, with the snipers, hounds togther, and the vultures, cause I love vultures.


    "...lest we perish without ever recognizing our peril"
    -Inquisitor Hoth

  11. #10
    Senior Member tiaxrulesall's Avatar
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    kroot

    -with most of the kroot army getting a 1-2nd turn charge, the iron warriors will be unable to down nearly enough of them before they reach CC where they will shred the low numbers of iron warriors.
    Procrastination- hard work often pays off over time, but laziness always pays off now.
    Indifference- it takes 43 muscles to frown, and 17 to smile, but none to just sit there with a dumb look on your face.

    -Votewar 40K III= 1st place
    -Votewar 40k mini= 2nd place
    -Votewar fantasy 2= 2nd place

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