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40k VWInfantry - Final Round - Battle #23 - Dark Angels -Vs- Kroot Mercenaries

1K views 14 replies 9 participants last post by  Robizzle 
#1 ·
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.

The way the Final Round Works - All 3 armies play each other, and the Army with the MOST VOTES at the end wins.
If you want your vote to count, you must post in ALL 3 BATTLES, otherwise this round cannot be fair.

Mission Secure and Control

1250 - Dark-Angels infantry

HQ – 122
Elites: 530
Troops: 180
Fast Attack: 220
Heavy Support 200

HQ:
Reclusiarch chaplain; Jump-pack; Bolt-pistol; Frag-grenades; terminator honours 122

Elites:
Deathwing terminator squad (5 man)
2x assult cannon 265

Deathwing Terminator squad (5 man)
2x assult cannon 265

Troops:
tactical squad (5 man)
Lascannon 90

Tactical Squad (5-man)
Lascannon 90

Fast-attack:
Assult squad (8 man)
2x plasma pistol
vet. sergeant
powerfist 220

Heavy Support:
Devastator Squad (8 man)
4x rocket launcher 200

Total: 1252 points

Tactics:
stay back and shoot when possible, When needed walk up the terminators. Use Assault squad and Chaplain as counter-assault.

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

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-list/

Model Count – 77
61 Kroot Rifles
10 Kroot hunting rifles
 
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#2 · (Edited)
Well the 8 power fists on the terminators will just cleave through so many kroot. However the Space Marines have wasted so many points like those 5 man lascannon squads. The 8 assault marines wouldn't be a problem for that many kroot and hidden power fists can get the chaplain. Unless someone can prove that the terminators will deal enough damage I vote kroot.
 
#3 ·
Kroot for the win

Hounds, Vultures, and Master Shaper will all likely have a fisrt turn charge, and with so many small SM squads, they will likely wipe out whatever they hit (be they termies, assault marines, or whatever). Carnivore and hunter shooting kills 8ish marines, the entire assault or Dev. squad or a tac squad and a half.

DA have little left to return fire with, though DSing termies are good at killing kroot, they are few in number and will fall to either massed fire or hidden eviscerators, and can only claim 2 objectives anyway. Same goes for the chaplain.

Kroot for fluff. Awsome list.
 
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#4 ·
Unless someone can prove that the terminators will deal enough damage I vote kroot.
You have simply underestimated the assault squad.

Assault squad counter charging kroot:

Chaplain, 6 attacks, 5.34 hit,2.67 dead.

7 assault marines: 21 attacks, 15.75 hits, 7.89 wounds, 6.61 dead.

Thats 9 dead, it would be pretty amazing if the kroot where still in combat range.

Now the kroot will probably fall back, since they are outnumbered, and below 50%, then the assault squad simply consolidates.

It would actually make more sence for the terminators to deep strike. That way the deep strike near objectives. And have ample turns to deal out massive death.

16 ACs, 2.67 rends, 8 hits, 6.72 dead + 2.67, 9.4 dead

12 SBs, 8 hits, 5.3 dead

So thats one squad of kroot per turn.

While the tactical squads and devs basically deploy surrouding the assault squad, so that it can counter charge, it will take the kroot at least 3, maybe 4 turns to kill the entire assault squad, and all those marines.

It will then to be late to make it back to the terminators, who will be raining death on them, from turn 3 onwards.

(turn two will only get half that firepower in)

However from turn 3 of, the DAs will be killing the kroot by the hords.

Dark Angles.
 
#5 ·
well thats enough to change my vote.

Dark Angels win. Deep Striking termies mean the kroot will have to spread out with their infiltration or be shot to pieces from the other side of the board. If they spread out they dont have the power to wipe out the DA's 1st turn.
 
#6 ·
ForgedInTheFurnaceOfWar said:
You have simply underestimated the assault squad.

It would actually make more sence for the terminators to deep strike. That way the deep strike near objectives. And have ample turns to deal out massive death.

While the tactical squads and devs basically deploy surrouding the assault squad, so that it can counter charge, it will take the kroot at least 3, maybe 4 turns to kill the entire assault squad, and all those marines.
So tacs and dev deploy surrounding assault squad?

Hounds assault Tac squad 1 first turn and kill it, Vultures and master assault Tac squad 2 and kill it, Carnivores and hunters shoot dev squad and kill it (or leave one alive who has to take a pinning and morale check at -1) Assault squad and chaplain are surrounded, charge whoever, kill a bunch then are left in the open when the kroot run. Shooting and assault kill the assault squad, Kroot army minus one squad vs. termies

Kroot can sit in cover with 4++ or better, and hold still, shooting 24" and killing termies with attrition (only 6 terimies need to die before DA have no scoring units).
 
#7 ·
14 kroot- 7 hit- 3.5 wound- 1 marine dies
If im mistaken and kroot have 2 attacks then 2 marines die.
shaper- 3 attacks?- 1.5 hit- 1 marine dies

So thats a massive 2 marines dead. :wacko:

8 pistol shots- approx. 5 hit- approx 3 wound-3 kroot die
2 plasma shots- 2 hit- 2 wound- 2 kroot die
27 assault marine attacks on the charge- 18 hit- 12 wound- 10 kroot die
4 power fist attacks- 2 hit- 2 wound- 2 kroot die

Now all this happens before the kroot get their attacks so in reality the kroot have nothing left to attack back with, if the kroot are lucky and have only the shaper left then so much the better for the marines. So thats an entire kroot squad down and 0 assault marines down. Even if kroot charge it doesnt change much.

Kroot firepower isnt that strong. 12 shots- 6 hit- 3 wound- 1 marine dies, if rapid-firing 2 marines die. Kroot firepower wil not kill anything, leaving 1 squad to deal with the termies? pfft. Space Marines still have this battle won.
 
#8 ·
The vulture squad has The master shaper in it, with 4 base including xtra ccw. And theres the hound squad with 24 models.

I dont see how 2 plasma pistol shots both hit and both wound. 2x2/3x5/6=1.1, so ne dead kroot there. Not much difference, but still, actually do the math, or round down if you are going to do it like that.

Thats not to mention that the assault squad is 8 men... so the pistols kill 2-3, and the charge kills 5-6, or if factoring in the chaplain, which you didn't seem to do when seeing if the sm will actually have live kroot to attack, 8-9, but like I said, the chaplain goes first, and kills 3, which would more than likely end up with the marines killing the rest in b2b or 2', and the p fists wont have targets. then its about a 50% chance of them fallign back.

But to make things more interesting, you got to remeber the M shaper is in that squad and strikes simult with marines, after the chaplain, and if the marines want to kill him, less kroot casualties ans the m shaper is 3 wounds 4++ save. And he kills a marine or two durring his turn.

And yes, kroot count as having two ccw so two attacks each.

Also, the kroot have 13 guns shooting, x3 so thats 6.5 dead marines from the 3 rapid firing squads, plus the casualties from the hunter kindred coming up to and extra dead SM, with pinning check. Thats alot of th marines that are protecting the assault squad. either taking the very danerous devs down to 1 guy or killing and crippling the tact squads 1 and 2, either way the vultures and hounds get two squads to assault, basically crushing both of them. I have said it in previous rounds, the kroot can kill 20 marines in turn 1 from their shooting and the first turn assault if all kroot get to attack, and that wont even be neccessary here.


Anyways, so first turn the 3 shooty squads are reduced to close to 0, maybe 3 models left in one squad. Then the assault squad assaults the vultures, crippling them but mor than likely staying in cc that turn because of the shapers ld 10 and the 6 wounds genarated from the shapers making it s they arent massively outnumbered. DA turn the assault squad will more than likely finish off the vultures, but theres actually a chance they could stick around if the shapers get really lucky, though tis not that great. Lets say they don't for realisms sake.

Then the hounds, suffering maybe 1-2 casualties charge, chap kills 1-2, then hounds and sm strike simult. more than likely theres only 5-6 sm left, lets say 6, so 10 attacks 3 dead kroot, hounds 42 attacks, 3.5 dead sm, kroot attack, 12 attacks, 1 dead sm, leaving a marine, a serg and a chaplain. The fist strikes kills 1 kroot, 1 sm dies to the eviscerator, kroot win, combat prlonged, Sm suffer 4 wounds for being outnumbered, probbly kills 1 marine, laving the serg and chaplain, both unheurt. More than likely next round it will end up with the kroot finishing off the two.

Then its DA turn 2, 1 termie squad arives, because durring turn 2 all these carnivores were doig were taking out the remaining tact/dev marines, they had time to find the best cover. That means probly all the squads have found ruins or woods, each giving them 4+ cover saves. Termies fire, kill 3 kroot. All the kroot shoot and kill 3 or i they are really lucky 4 with the aid of the sniper squad, or assault and more than likely because its so many kroot, so lets say they don't assault as they like their cover. Same turn (3) hounds finish up with the assault squad. next termie squad coems in, shoots at hounds killing 10 with the remaining 2 assault cannons from the 2 man squad, not bad. THis will likely mean the kroot will be taking a morale check, and if they fail its probably good bye hounds. Either way they are running towads the termies can this can help them if they get lucky. But like squad 1, the carnivores will unlease hellfire on the new termie squad killing 4 cause after two turns of shooting the hunters have to have killed atleast 1. This leaves 3-4 termies against almost 40 kroot, depending on how much they have suffered from the remaining tact/devs, but more than likely thats nothing, and a retreating hound squad that could get in their way. last turns the carnivores can either shoot are assault for the same effect, and if the termies decided to do the same, they will regret it as the kroot will be in cover mre than likely, and 13 kroot with 2 atacks kills 1 termie, plus the eviscerator when that int step comes.

Overall, I don't think the DA have much of a chance of doing anything but take out the two main cc squads of the kroot. The kroot will then be free to capture tokens. Heck, after taking down 3 out of 5 termies thay could be ignored to a certain extent and left alone while the markers are grabbed in the center and DA edge.

I vote Kroot
 
#9 ·
Thats not to mention that the assault squad is 8 men... so the pistols kill 2-3, and the charge kills 5-6, or if factoring in the chaplain, which you didn't seem to do when seeing if the sm will actually have live kroot to attack, 8-9, but like I said, the chaplain goes first, and kills 3, which would more than likely end up with the marines killing the rest in b2b or 2', and the p fists wont have targets. then its about a 50% chance of them fallign back.
Assault marines kill 9 on the charge, and send the rest packing, while consolidating into another squad.

They are 6 LD after such an assault, 1 for below 50% and another for being outnumbered, and thats if we assume the marine is a bit dumb and uses his powerfist, instead of taking 4 more attacks in the squad.

The kroot cant simply role through marines. They are marines, even the worst marines in CC are still hard to kill.

The average kroot squad, the ones with 14 dudes, only kills 4 marines a round.

Now, kroot shooting at terminators is a joke.

First of all, the magoriety of the kroot force will simply not be in cover.

From turn 3 on, the terminators will kill 15 kroot per turn.

7.3 dead kroot from each terminator squad.

Thus, the kroot squads can be brought below 50% in one round of shooting.

So one squad should break per turn, once they break, the terminators can ignore them.

The hounds will take both squads shooting them, before they are under 50%.
Anyway, there is a lot a death being slung around at the kroot very quickly.

The kroot need to move in order to capture the objectives, so they cant simply sit and return fire on the terminators. If they do, they simply lose to the added victory points the terminators earn.

Anyway the most important squad for the terminators to kill, is the one most likely to hurt them, thats the hunting rifle squad. Which will be removed before it ever gets a shot off at them, basically, 1 terminator squad shooting it will bring them below 50%. And they are likely to break after that.

This leaves the 2 slightly weaked kroot squads, plus 1 basically destoryed one.

Call it, 11 in each normal squads, + 6 in the other.

26 kroot rifiles, 13 hits, 6.5 wounds, 1.04 dead

Now the terminators return fire... and kill another 15, 7 from each squad.

One breaks.

They return fire again: 5 kroot fires, unless they kill off there sharpers..

2.5 hits, 1.25 wounds, .2 dead.

Now the hounds and vulters are free of CC.

The vulters are faster, but weakend from the assault squad.

Call it, 10 alive, they then lose 7, from the terminators.

As do the hounds.

One more turn, and the vulters are dead, and the hounds are basically at 50%.

Remember the terminators are moving backwards while firing, So the hounds are only gaining the listance of fleet of foot.

Last round, and the hounds are gone, Kroot army dead.
 
#10 ·
Dark Angels

I'm feeling whimsical. But the DA do have a strong counter attack which can take advantage of the lower Kroot In. Terminators are going to be powerfisting ftw with only afew Eviscerator attacks back.

Whats with the Eviscerators anyhoo? the Ecclesiarchy doesn't exactly like "La Xenos" and wouldn't give the krooty any every Kroot list I see has a profusion of them.

So DA for fluff.
 
#11 ·
Eviscerators aren't a unique item to the witch hunters. They are just extremely large ccw, usually with chainsaw like apparatus. Ork weaponry can easily be adapted to do such a thing, as could a chain fist. Either way, the WH and other human forces would probably give them these unweildy weapons if they don't need them, as not all are master crafted peices of art. Not to mention that kroot ren't gonna be getting all their weapons from their employers. Why would they just leave all those dead bodies weapons and just take the meat? There are pleantly of ways from the kroot to get hold of large cutty big swords and things like that.
 
#12 ·
Seems like I didn't vote in this one either. I'm all kinds of confused this round.

Dark Angels

I think it's the mission that'll do the Kroot in. If they want to take out the Dark Angels, they'll have to use weight of numbers to do it. The Termies are tough to take down, and the Assault squad will do a fair number upon them as well. I'm convinced that through what little shooting they'll pull off and through their close combat ability, they can knock the Kroot units to at least half strength.

Given that the Termies can Deep Strike then pour firepower into the back of the Kroot, they can also capture a marker or two. Kroot are either too busy fighting off the Dark Angels, or are too battered to contest any markers.
 
#13 ·
I vote Dark Angels

The kroot aren't going to be assaulting everything on the first turn. That means that a lot of other units will be shot. It won't be hard for the DA player to position the Termies so that they can't be assaulted on first turn (keep them from cover). They can move and shoot everything. 4 assault cannons with a ton of bolters and storm bolters seems enough to kill some 6+ save models. And the SM have a fantastic countercharge unit to slow down the kroot advance (assault marines). That means that while the Assault marines are in combat, everything else can just shoot what isn't in combat.
 
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