Welcome to Librarium Online!
MS: Wings, Evisc, Totem
2x20 w/ Shaper: Evisc, BotS
3x20 Nymune w/ Shaper: Evisc, BotS, SF
This list is geared toward first turn Assault (FTA) as much as possible because of Kroot’s high save and low toughness while maximizing on numbers to lesson Kroot’s low moral.
Last edited by spec.ops; November 24th, 2007 at 15:28.
After reading up on some of the lists here I picked up something that I thought was a piratical and logical deduction, which I added to my list.
MS: Wings, Evisc, Totem, MotFC, BotS (I added MotFC and BotS because they further the fluff and FTA.)
2x20 w/ Shaper: Evisc (I took out BotS because these guys were never going to reach combat in the first place unless they were very lucky. They would better serve as flanks or join combat with a Hound Pack.)
3x20 Nymune w/ Shaper: Evisc, BotS, SF
Last edited by spec.ops; November 25th, 2007 at 11:37.
Just because my MS has wings doesn’t mean I want to Deep Strike him, far from it. Since I am trying to make it into combat first turn I plan to infiltrate with the addition of BotS and then fly on in with my Wings. This allows me to reach any pie plate chucking AV hiding in the back that my normal Hound Pack could not normally reach.
I can see where I might have caused some confusion by placing Nymune in the area I did. What I meant to say is…
3x20 Nymune (aka Hyperactive Nymune Organ) w/ Shaper: Evisc, BotS, SF
# (squad) x # (models)
Signature adaptations add to the already existing fluff, Kroot Mercs; however, the only signatures worthy of considering in a competitive Kroot list IMHO are T1+ or I1+. As cool as these signatures are I believe the more body’s I have the more punch I can generate on the First Turn Assault, thus reducing the need for signatures. Kroot lack the toughness and reach other army’s have, thus, if I do not receive first turn nor strike first my chances of wining are very slim to begin with. I am sure others have opinions on this and I would love to here them.
I see where you are going with the list. Still I'll say that you will be better set with the Reflex adaption (+1I), the T adaption is to expensive imo and with +1I you will hit before most of what you will encounter which is better than having 1 more model per squard or having more T and you plan also relies om getting first turn, which isn't what kroot plaers does the most caused poor Strategy Rating.
But in general I like your list but I'm still not happy with yuor MS - imo havinbg both wings and BotS is a waste og point - but do as you like it will work either way I think
I have been tinkering with my Kroot list and I think I can optimize them further.
What I mean by optimizing is not just using the FTA tactic, nor large numbers, but their shooting ability also.
I have also decided to use the SEA Fast Reflexes you suggested Arakiaz, because I will have a lot of non hound models that need the extra I, plus an I5 MS is really appealing.
Here is the list
MS: Wings, PW, Melta, KT, MotFC, VC
He is an expensive war chief but that’s ok because I like his versatility.
3x18 w/ Shaper: Evisc, BotS = 228
I reduced them down to 18 models to conserve the 25% moral checks.
Hound Pack = 306
3x10 HNO w/ Shaper: Evisc, BotS, SF
The Hound Pack is the best unit Kroot have to offer and I have no shame in abusing it if I could just find the cash to buy the other 40 hounds.
Strategies and Reasoning’s
MS picks his target and pops the unlucky vehicle and then plunges into battle with his closest Hound Pack.
BotS seems like a waist on the Kroot squads but I do not intend to have them FTA. I intend to have the whole unit in rapid fire range. Sure the Kroot squad moves 6” but that only allows the front line to RF, and this is why I need the BotS to allow me to move a few more inches to make it into total RF range.
There’s nothing special about the HP other than the FR allowing all of the models to take a whack at the enemy at the same time.
This is my plan in theory emphasis on the word theory. 2/3rds of the Kroot squads RF the mean and nasty CC models and the other 3rd RF’s the shooty element of the enemy. After all the gun powder is expended the HP’s leap into CC. 2/3rds of the HP’s tie up the shooty elements while the last 3rd assaults the mean and nasty CC enemy models.
The good thing about having 3 sets of each unit is that they are very flexible allowing me to deviate from the above plan.
I like it much better now. I especially likes that you have fast reflexes now, which I finds one of the best adaptions.
I also find you tactic a bit better, just keep in cover/terrain since you can fire all 12" while others only are able of firiing 6"