PDA

View Full Version : help with kroot



bebe
September 22nd, 2005, 14:44
I know someone who wants to trade with me for his Kroot mercs ( I have a DE force i do not use anymore) that he put together but never used. They bare vall painted ( thank the lord they only need highlighting and minor conversions ) so I will njot need to spend 50 hours putting them together and basing and flocking. What kind of list would you make with this? Is this playable? I noticed he did not have a lot of eviscerators but did have a few melta guns and I could take meltabombs on my troops. It is easily 2000 points and it seems a pretty good sized foprce to field at that point level ( I already have problems fielding my Ferals at 2000 points as tables just are\n'tbig enough!) but I think I could manage -although hiding them behind terrain will be a definate problem and templates will most likely be painful. So how do i split this up into a workable force? What upgrades should I take? Or should I just pass on the trade?

82 Kroot
38 Kroot with wings
12 kroot hounds
13 krootox
2 shapers with melta gun
2 shapers with wings
8 shapers with kroot rifle
1 limited edition shaper
1 shaper with eviscerator
159 models

Arakiaz
September 27th, 2005, 21:52
Well first: you have posted this the in the wrong forum, it shouldn't have been posted in the army list section.

Second: Kroot mercs isn't the easiest army to use but it is fun to play

Third: Kroots mercs needs a lot of eviscerators IMO

Fourth: Was would your friend get instead of the kroots - what do you trade with???

Fifth: Welcome to the world of kroots, hope you will enjoy it as much as I am

Sixth: The guru of kroot mercs would probably be Wolfpack, so listen carefully to his advises

Wolf_Pack
September 28th, 2005, 01:05
82 Kroot
38 Kroot with wings
12 kroot hounds
13 krootox
2 shapers with melta gun
2 shapers with wings
8 shapers with kroot rifle
1 limited edition shaper
1 shaper with eviscerator
159 models

I see you have a good base to start with, but it will take a good investment to shape it up.

The krootox are useless unless you fear landspeeders transports (I did run them at some point, but was disillusionned soon enough, too big of a point sink)

Make sure you have big carnivore squads, last longer, and also helps in taking fewer morale checks.

Only the shaper council and the master shpaer can take meltaguns, and the council isn't the best idea around, you might want to scrap those.

The best configurations fro weapons on shapers is as this:

Eviscerator
or
Power weapon, flamer, meltabombs.

I see you have a decent number of kroot hounds, and you might want to include even more of these bad boys, the kroot hound packs are the best units you can put your hands on, the hounds are cheap get tons of S4 attacks and have I 4 most importantly.

don't use more than 1 unit of vultures, they are great for their speed, but are still 14 pts with the ork hybrid upgrade, so keep a good unit of 12-16, 20 if you like them that much.

If you need any more advise just ask, and I'll be glad to help ^_^

warrior poet
September 30th, 2005, 07:56
Wolfpack what do you mean by landspeeders transport.
Why not Krootoxes? They have the most powerful gun, apart from what shapers have, in a kroot merc force.

Wolf_Pack
September 30th, 2005, 11:22
This is true, but paying 50 pts for a rapid fire S7 weapon isn't a bargain, even witht he 3 S6 attacks in CC. They also make a low model count unit point sink, and low models mean more morales.

Thier main use is to gun down landspeeders and light transports, sorry if it wasn't clear.


Content Relevant URLs by vBSEO 3.5.0 RC1 PL1