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Yes, Kroot. As far as I know, the Kroot Mercenaries list is still legal and can be allied with any army that isn't Space Marines, Necrons, Sisters of Battle, Tau or Tyranids. Standard options apply, 0-1 HQ, 0-1 Elites, 0-1 Fast Attack, 0-1 Heavy and 0-2 Troops. Our beloved bird friends could potentially fill a lot of gaps in an otherwise strong IG army.
Kroot Mercenaries is a list renowned for being able to achieve a whole load of first turn assaults; combining Infiltrate with Jump Pack movement or 2D6 Fleet on most units. Let's have a look at what you get with your standard Kroot, for 8 points:
WS4, S4, I3 and 3 attacks on the charge.
BS3 and a Kroot Rifle (24" S4 AP6 Rapid Fire)
They're not very durable, with T3 and a 6+ save, but you can Infiltrate so use that cover to your advantage. If you've got any jungle or woods, that's a 3+ cover save. On the charge they can definitely dish out some hurt. Don't forget Eviscerators on the squad leaders for some extra pain.
The real winner however is the Kroot Hound Pack. In addition to 10-20 regular Kroot you can have 5-20 Kroot Hounds attached. At 6 points each, they lose the gun but have an extra point of Initiative and Attack. If a unit flees from the combat, they take an automatic S4 hit for each Kroot Hound model.
Kroot Hound Pack 231pts
9 Kroot, 1 Kroot Shaper w/ Eviscerator, Surefoot Charm, Blood of the Stalker
10 Kroot Hounds
Hyperactive Nymune Organ upgrade
This unit can Infiltrate D6 closer than normal (12"-17" in plain sight) and has a 2D6 Fleet move. Unless you roll triple 1's, that's a first turn assault. You get:
27 S4 attacks at I3
30 S4 attacks at I4
4 S8 attacks at I1
How about using a Priest, to get re-rolls to hit? Or having Straken nearby for S5 I4/S5 I5 attacks? If you ditch the Surefoot, Stalker and Hyperactive upgrades you can still Infiltrate normally but no longer Fleet, but the unit only costs 186pts. You could attach a Commissar and Outflank the whole lot. If you combine the Master Shaper's Kroothawk Totem (re-roll dice to determine who gets first turn) with the Emperor's Tarot, you'd be almost guaranteed the first turn.
Uses in the Imperial Guard
Provide some much needed counter-attack in a Chimera-based mechanised list.
Use first turn assaults to hold up threatening long-range units, artillery, Devastators, Obliterators, etc.
Great for getting rid of objective camping stealth units like Scouts or Eldar Rangers.
Support an outflank-heavy force full of Valkyries.
Add some close-combat punch to pretty much any IG army.
Anyway, I'll stop ranting. What do other people think of this?
I don't think it is tournament legal any more, also I don't think you can ally more than one other army.
Comissiars wouldn't be fluffily in a army including kroot(xenos scum.)
Fun for a battle with friends, but there are reasons why you don't see them in imperial guard lists.
This could be an interesting thing to use with 'counts as' modeling. Instead of literally using kroot allied with xenos-hating humans, you could do something like make a combat-oriented scouting group of guardsmen that use the kroot mercs rules.
And pardon my not knowing, but where are these kroot mercenary rules? I've heard about them, but never felt any incentive to go looking for them.
EDIT: Bah, the link is right there in the first post! Nevermind.
Fluffwise, there are plenty of ways to justify it. Kroot are well known for hiring themselves out for mercantile reasons, Tau use them extensively, as do Rogue Traders. Kroot have fought alongside both the Last Chancers and Ciaphas Cain in novels, and the Kroot Codex itself lists Imperial Guard as an ally in at least one instance, against an Eldar force.
Inquisitors have the power to requisition any resource available to them for their purposes. While Inquisitors from the Ordo Xenos probably wouldn't recruit Kroot, what's to say a Daemonhunter or Witch Hunter wouldn't? Especially when you consider Radical Inquisitors who use Daemonhosts of all things.
But anyway, enough fluff and nonsense, for use in an Imperial Guard army how do you gauge the usefulness of Kroot allies?
Yep, Kroot Mercenaries are good fun. I have an entire army of them, but too few =I= models to ally with them, so limited experience there. The hounds are useful, but with up to 40 models in a unit, you have an enormous footprint, and a failed Ld check looses you a lot of points. They do make a good screen for infantry though. My favoured units are the vultures (jump-pack movement, outflank and eviscerators. Who wouldn't) and the Shaper Council, but I don't think you can take a Council in an allied list due to the requirement for a Master Shaper. Don't forget that you can have Kroot jump in to IG transports, as long as they don't start the game there - useful late game for taking objectives with small Kroot units...
A few problems I have noticed are your reading of the surefoot charm and the Kroothawk totem. The Charm lets you roll 2D6 for Fleet, and then pick the highest. The Kroothawk totem is limited to pure Kroot mercenaries forces, so no luck there. An outflanking commissar seems unlikely, as the Infiltrate rule is lost by a unit which is joined by an IC without it (P74, BRB ).
There should be a link to KK in my sig - have a look there if you want more info and help with Kroot Mercenaries, and remember: if you do add Kroot, I want to see pictures up here!
Kompletely Kroot - "Needlessly swapping Cs for Ks whenever we feel like it!"