Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
I am helping my roommate build a Tau army and as I was looking through the codex I saw that the kroot rifle counts as an extra close combat weapon. I don't see that they have any other weapons, yet the phrasing of extra implies that that they may possibly have another close combat weapon. Just trying to figure it out.
I THINK they count as 2 extra CCWs, therefore they get the extra attack. If not, I know they get the extra attack from somewhere.
Rork: In the dark future of the 41st millennium there is only friendship.
Fenrir: and magic.
Kaiser-: My Little Chaos Marine, Friendship is Heresy?
Thanx...makes perfect sence from a modeling standpoint as that they do have two pointy things on their guns.
Other than the fearsome CC opponents thing (I dont find them to great at it personally hound are good at it though) rikimaru and riptor are right.
I love kroot hounds for assualting and I love kroot for shooting.
A. you have to atually get your 18 kroot models into cc within range to attack fair enough probably easy.
The hounds will go 1st which is great and i love them but the 10 kroot are really filler for the hounds in CC, I find they usually go last if they dont its often against opponents where shooting them would work too. With no armour saves kroot go down hard, though i need to put them up against a unit using power weapons because the extra cost of power weapons would be for nothing.
I think what stands up in the fluff is they are fairly effective probably most effective even against orks.
I myslef like 20 kroot in woods protecting an objective. yyou could throw in some hounds to boost the numbers awell so 32 kroot in trees cvering an objective is fairly nasty.
The Kroot Hounds go first and the Kroot go last and finish of anyone left. The new rules for casualty removal make them even better because you can allocate the wounds to anyone you want to in the unit (as long as they are engaged) so you can give the first 10 wounds to the Kroot, thus keeping the Kroot hounds alive until that INT is needed for testing.
The great thing about Kroot and Hounds is as soon as an opponent has been on the receiving end of a player who knows how to use this unit he will never underestimate them again. This effect can be utilised by using the unit to influence the opponents battlefield tactics; however if the opponent does not know the Kroot he will be in for a nasty surprise (the phrase here is "win win situation").
Also it should not be forgotten that a 10 Kroot/8 Hound unit costs less than 120pts so it is easy to make them worth that pitiful investment and they deal out a punch way above their weight.
I apologise for my attrocious typing at times, it was in this case down to speed, as an ebay item was about to end (lame excuse i know).
Is thre any reason you do not opt for 12 kroot hounds. My trouble is its, to me quite bad to see all those poor kroot die before they get there attacks.
Mind you charging 10 Chaos marines very good close combat fighters as they get close combat weapons automatically, is quite nice, as for the same kind of points you get 12 kroot hounds and 10 kroot. you get around 3 kills with the hounds, then you lose just over 3 kroot, so its not impossible to draw the combat. As youve said if you lose and flee your working with the higher initiative.
I still do like the prospect of a large unit sitting on an objective in cover though, I drew against Orks at low points because I couldn't kill his unit of 30 boyz even though they have bad saves purely because the game was too few points for markerlights and the cover save halved my shooting ability.The game did have its upside when after 2 full turns of shooting I couldn't kill his warboss, but when it assaulted, my broadside killed it, the person I was against was very dismayed by that.
Anyway back to the subject! I take 8 Hounds for two reasons.
(1) Points, my list is currently at 1995 pts and I would have to compromise some other unit to take extra Hounds.
(2) I have found that 8 Hounds is the a good compromise. I take the minimum Kroot and taking 8 Hounds does not make the unit unwieldy and still makes it pretty easy to get them into cover. 8 Hounds still pack a punch and the unit strikes a good balance between offensive shooting, assault punch and survivability. I have always found large Kroot units get killed way to easy and the new LOS rules make them even more vulnerable). 2 Units with 10 Kroot and 8 Hounds is much much better than 1 unit of 20 Kroot and Hounds.