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Waht do you think Games workshops intention was originally for the kroots role.
The hounds are decent at combat but the kroot themselves arent, the poor inititive means its hard for them to beat most units.
There lack of an armour save makes them seem to me at least as poor attackers due to attacking units generally not having terrain each turn to save themselves.
They instead seem a lot better at shooting being better or similar than firewarriors against a fair amount of other armies point for point of course (this being due to save I guess).
How do you guys use yours I have only played two games with them but in the first time they did great as they had woods but then when the enemy got close and i assualted him they died very quikly. In the 2nd game they died to shooting againts orks as I attempted to test their combat ability.
I think im going to try out a huge unit hiding in woods or other terrain on an objective.
If you search the forum, you'll find a ton of threads about Kroot, which should answer most of your questions.
However, bottom line is that Kroot Carnivores are not great assaulters, so try to not assault other people with them unless you know they will go first (for example, assaulting Orks so they can't get the charge on you works great). Kroot Hounds, on the other hand, a superior to Carnivores due to higher Initiative, so a Kroot Hound heavy unit will do better in assault.
Typically, a unit of 10 Kroot (running 70 points) is a great harassment/shooting/objective holding unit. Put them in cover and if people want to assault them without grenades, that's when they'll do a better job in combat.
You'll be able to find much more in-depth analysis if you search through the forum.
I mainly wanted to know what people thought games workshop designed kroot to do or be and I just added any other kroot related thought into the post.
For example everyone knows Vespid suck (on the basis they are the worst option in the tau codex even if some people think there great) but there was a GW intention behind it most likely as SM killers.
The intention behind Kroot is likely very similar to what the squad does; an infiltrating harassment unit, that fills a CC role that the Tau lack, yet they don't go overboard with CC ability. Sort of an in-between CC unit that can do well against certain enemies in CC, but truly excel as a harassment unit.
They really strike me as the sort of unit, fluffwise, who would do a lot of guerrilla tactics, infiltration, hunting, harassment, and less likely to jump in for an extended melee. I see them ambushing or picking enemies off one by one with shooting or sneaky combat, not like Assault Marines whose primary role is to get in the enemy's face. I think the Kroot translation to the tabletop fits the bill.
Kroot still arn't a very strong close combat unit, and should be used more as a shooting unit. As mentioned they are very much a harrassment unit.
There is a guide by someone named Spooky, if you search for it.
Although they have no armor, coversaves are in abundance in 5ed, which is mostly where they will get their survivability from. The use of infiltrate is amazing with kroot, and are amazing when they become a pillbox unit (using cover as a bunker). Chances are you will definately take out more than 70 points with your kroot before the enemy either decides to take them out, or sends over a squad to attack them.
Last edited by tidomann; November 26th, 2008 at 04:10.
Last edited by Skarsgard; November 25th, 2008 at 22:42.