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As we know, Kroot Mercenaries have the option of equipping their entire army with a 6+AS for 1Pt per model. Now, we know this isn't one of their better upgrades, given how poor 6+AS is, with nearly everything negating it, but it has its uses, in close combat for one as you will always get to use the Save, and against Imperial Guard armies, it will at least be marginally more useful against say, a Space Marine force. Having a Save is better not having after all, but what I would like to do, is to strengthen the worthiness of the 6+AS in the occasions when you do get to use it.
Thus, I suggest that a 6+AS always roll greater or equal to 5 to Save against Wounds. While an AP6 bullet will negate a 6+AS but not a 5+ one, they both have the same levels of protection when you do get to roll for the 6+AS, for instance in close combat or against lasguns.
What do you guys think?
Your post is confusing.
Do you want to create a new sv called 6+. that rather than roll a 6+ for, you roll a 5+? except that AP 6 guns negate it?
It is very confusing. Better option. Give them the 6+ sv, for use in close combat and keep them in cover, where they will get a 4+ or 3+ sv against everything except flamers. Like how they are meant to be played. No sense adding a complex rule that is not required.
Arch Overfiend & Grand Despot
I currently play:
Doom Eagle Space Marines
Hive Fleet Omega Tyranids
Goff Ork Boyz(dead)
Tau of O'me
Inquisitorial Xeno Hunters
and my attempted foray into fantasy
'Dark Angel Green' Dark Elves in need of fluff
Yea you more or less got it. Its not exactly a new save though, its just that the same 6+ Save will work a little differently. And I dont understand how you can say its confusing, its just changing what you roll equal and above to get the Save, so now the 6+ Save actually has a chance of doing something.
The only time I'd support different AS's between shooting and combat is when a piece of wargear comes into play, eg. a combat shield, which is designed for use in HTH but is of little use against shooting - in the pretty much same way that a mediaeval buckler worked. The opposite is true of historical tower shields, such as those used by the Persians, and mediaeval pavises - great protection against missiles but of litlle use in actual HTH combat because of their size and weight.
Or, is it what you're actually suggesting is that Kroot should really have a 5+ AS?? If so, what evidence do you have to support giving Kroot some form of armour that will give the same save as Eldar Guardians or Imperial Guardsmen?
In any event, I would suggest you save your points giving the Kroot any AS, and instead spend it on more Kroot. In a unit of 14 that's 2 more Kroot you can have, and I'd rather have more attacks and wounds than a measly 1 in 6 chance of saving against an inflicted wound.
By way of conclusion, I would suggest that any "armoured" Kroot, even at AS6, but especially at AS5, are distinctly "unfluffy" - at least IMO.
~ Raven ~
And at any rate - the new rules give any unit the opportunity to "go to ground" to enhance their cover save....