Kroot: keep 'em or kik 'em - Warhammer 40K Fantasy
 

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View Poll Results: Kik the kroot?

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32. You may not vote on this poll
  • Keep them the same

    20 62.50%
  • change them (please state below)

    8 25.00%
  • boot them from the codex

    4 12.50%
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  1. #1
    Senior Member Blasterdude3's Avatar
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    Kroot: keep 'em or kik 'em

    I've been wondering lately about everyone's view on the kroot, meaning should we alter them, keep them the same, or just plain boot them from the codex.

    my view is that we need to fix them, i think they can be a valueable asset that just need some work (being jealous of an orks armour save deosnt usually bode well for a unit).

    There are three kinds of people in this world, those who can count and those who cannot.

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  3. #2
    LO's Shadow Captain Lost Nemesis's Avatar
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    830 (x8)

    Search the forum for "Kroot" and you'll see literally dozens of discussions on them, and why they are one of the better units in the Tau codex.

  4. #3
    Senior Member Blasterdude3's Avatar
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    well, im not calling them useless, but i think they need some work
    There are three kinds of people in this world, those who can count and those who cannot.

  5. #4
    Senior Member Glavas's Avatar
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    For the a small price we get a combat unit that can, point for point, hold it's own against any nearly any CC specialist in the game. 2 attacks at WS4 S4 is fairly amazing for their cost.

    Furthermore, they are also able to fire with their modest 24" weapons if there is nothing to be engaged in CC.

    They can hold objectives. They can infiltrate and outflank.

    They present an interesting option to your opponent. Should he shoot them or engage them in CC?

    If his CC doesn't enagage ours, we'll counter charge or worse yet engage his shooting units.

    They only thing I can see being added to them without raising their price is the fleet and move through cover universal special rules.

    Glavas out


  6. #5
    The deep down truth Rikimaru's Avatar
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    This is my take on the Kroot and what they should be like (not that they are not good now)


    Kroot: 10-20 per squad
    (Infantry)
    WS-4, BS-3, S-4, T-3, W-1, I-4, A-1, Ld-8, Sv-5+ 9pts

    Kroot rifle
    STR4, Range 24”, AP5, Rapid fire. Kroot armed with a Kroot rifle are classed as being armed with two close combat weapons.

    Kroot Hounds: 0-10 per squad
    (Infantry)
    Hounds may either be taken with Kroot or as an independent unit.

    WS-4, BS-0, S-4, T-3, W-1, I-5, A-2, Ld-8, Sv-5+ 7pts

    Krootox: 4-6 in a squad
    (Infantry)
    WS-4, BS-3, S-6, T-4, W-3, I-3, A-2, Ld-8, Sv-5+ 35pts

    Kroot Gun
    STR7, Range 36”, AP4, Assault 2

    Krootox may be taken with Kroot/kroot Hounds or as an independent unit.

    Special rules
    Infiltrate (Kroot and Hounds)

    All Kroot units get +1 to cover saves in woods and jungle cover

    Kroot never roll dangerous or difficult terrain tests in woods and jungle cover

    Kroot and kroot Hounds are renowned for their ability to execute ambushes and surprise attacks. Any unit of Kroot and/or Hounds may be held in reserve and deployed via deep strike at the owning players discretion within the first three turns of the game (the player may choose in which turn each unit arrives), If the unit has not deployed by turn four it is deployed by moving onto the battlefield via the players own table edge. The units may shoot or assault on the turn they deepstrike but not both. The unit may benefit from the re-roll of the scatter offered by the homing beacon on the Pathfinders Devilfish.

    Any unit of Kroot and Kroot hounds (not Krootox) numbering 12 or less may be transported in a Devilfish troop transport, though they may not purchase a Devilfish as a unit upgrade.

    Krootox units or units that include them do not benefit from the rules for deepstrike or infiltrate

    Not overly different but some subtle differences. The most important in my opinion is being able to take Kroot hounds as a separate unit. Now that would be nice.
    1984

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    The only change I would suggest to Kroot, is to replace their "woods and jungle" rule with simply giving them the Stealth (+1 cover save) and Move Through Cover special rules. Sometimes people have a hard time agreeing on what, exactly, is a "wood" or "jungle" terrain feature. If it looks like a ruined house, but it has a couple of trees on the base, is it a forest? If there's water on the feature, can your opponent claim it's a "swamp," not a jungle, and your special rules don't apply?

  8. #7
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    To the Above poster...

    when you lay out terrain on the board you just need to clarify with your opponent what exactly the terrain features are. If he's OK calling a building a forest, so be it.

    I think you should at least get a chance to make the terrain suit your purposes a little bit if it's just a fun match.

    A general who takes his army into unknown and unfavorable terrain deserves to lose IRL and in game terms...just agree with your opponent ahead of time so there can e no surprises in the middle of the game..."What you mean those trees aren't forests but swamps....this sucks!" these arguments can be avoided with good communication pregame, and if something unforseen comes up roll a die and the one who wins the role gets to determine what the terrain represents.

  9. #8
    Member FireWarrior039's Avatar
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    I'd really like some changesfor the Shaper, perhaps some better upgrades than what are given, especially the 6+ save, perhaps a 5+ or the very most a 4+, but we'd have to increase the point cost for the upgrasde to balance it out. And perhaps the with the Shaper, the Kroot could benifit from markerlights.
    Humanity is the ultimate, self-destructive being on this planet. We create some many very creative and gruesome ways to die yet we can never understand why such thinbgs vex us so.

  10. #9
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    I think the kroot are a good unit, however, I think they could do with a few changes.
    Give them stealth, move through cover, and fleet special rules. I would also like to see more options/kroot units such as separate hound packs, the ability to give them evolutionary upgrades, more cost effective/useful shapers, an armour save as standard.
    Basically merge parts of the Kroot Mercenaries list into the Tau codex when they update it for 5th.

  11. #10
    Senior Member Blasterdude3's Avatar
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    Quote Originally Posted by Swamp_slug View Post
    I think the kroot are a good unit, however, I think they could do with a few changes.
    Give them stealth, move through cover, and fleet special rules. I would also like to see more options/kroot units such as separate hound packs, the ability to give them evolutionary upgrades, more cost effective/useful shapers, an armour save as standard.
    Basically merge parts of the Kroot Mercenaries list into the Tau codex when they update it for 5th.
    ow when ur jealous of an ork's armor save there is a problem. this is pretty much wat i think we need for them too.
    There are three kinds of people in this world, those who can count and those who cannot.

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