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im trying to use them in a 1000 point army sorry not a 100points in a 1000 points marine hunting army
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A 100 point army??? :hmm: thats not an army... thats a squad, or a group or something else but not an army. Though they are cheap in points and are great, but unfortunately all troops have their ups and downs. The most important thing is how you use them.
Kroot have Infiltrators which is a really good advantage. Just deploy near your enemy in cover and charge them if you are presented the chance. They should outnumber them if you dont spend all your points on a shaper, though a shaper is good but he is a little bit too expensive in a 100 point battle.
Are you sure you meant a 100 point army, and not 1000 point army?
EDIT: Spelling (use a spellchecker! and amalgamated follow on double post.
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and for your edification, the plural of "kroot" is also "kroot" as in "there were a lot of kroot."
Also...your poll asks "Are kroot good or just a waste of points?". You then proceed to provide the following answers "Yes", "No", "Both". Yes to them being good or yes to them being a waste of points. But I Digress.
Personally, Kroot are good for taking on small units with power weapons. This way, thier weapons not allowing armor saves doesn't really mean anything, as I generally fail the 6+ anyway. And against Terminators, they get to attack first, since the Termies have power fists (which I believe still attack last in the new rules) and thus, even if charged, my Kroot get 41 attacks or so before the Termies (32 from Regular Kroot, 3 from Shaper, I believe 3 from 2 hounds). Statistically....I'll have 20 hit (not sure if this is normal statistics...but I average about half hitting) and in 20 rolls, the Termies will fail some saves. Then, if they all hit, you won't lose more than half your squad...and next turn, you can finish off the Termies.
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Kroot are very good at taking on wraiths. I did the math and a decent size squad should always kill all three of them(2 times over ), which denies them their wbb roll. (Y)
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Anyways, I use Kroot as well, and I am a little bit too much into them at this moment.
So long as you do not run them blindly across open terrain, they are almost guaranteed to make back their points values, especially tactically. That is why kroot are a more subtle element to a Tau army, they can either be played with disasterous results, or great ones, they really aren't very forgiving.
Recently I've also had the joy of deploying with (and I use quotes here) "Anghkor Prok," and for a large force of kroot, he is worth taking. He makes the unit stick for longer, and of course the first turn of fighting he's always a nice surprise. He didnt quite make up his points last game in terms of kills by the kroot, but he did tie down an entire flank of marines for several turns due to his high leadership, So after the kroot wipe out one full squad and held the rest of the assaulty troops in place, the rest of the SM army was dealt with by the full weight of the Tau, and then the survivors of the kroot bloodbath were mopped up.
I never use kroot. There a waste of a Troop choice. Besides, I really can't stand the look of them.
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20 kroot, 20 hounds, all in a forest. You assault them without frag grenades you die, you assault with you still die but take some down with you, you assault with plasma grenades......well you stand a decent chance of winning.
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A waste of a Troop choice eh? Obviously you've never used them - and if that's wrong, and you have, then obviously you used them incorrectly!Originally posted by Soviet_Tau_Commander@Jan 11 2005, 18:51
I never use kroot. There a waste of a Troop choice. Besides, I really can't stand the look of them.[snapback]300085[/snapback]
Kroot can be extremely useful. Infiltrate them with a Shaper and some Hounds (a full squad of 20 with a Shaper and 8-16 hounds) will give you a great assault unit. That's a LOT of attacks, especially on the charge, and 36 or so models will almost always defeat the unit they need to.
Kroot are also good for taing potshots at anyone getting near them. With a good cover save they can hold objectives, shoot (with the same type of gun as a Space Marine) and then charge if needbe. They are great at tying up enemy units in CC so that your other units are not threatened.
As Lost Nemesis sayed, they are really affective at giving you more turns to shoot the enemy up. Tying down an assault squad or a bike squad really can save you later. They are very difficult to use and im still having problems. They are good for holding an end of your army and still can do decent damage. Some reason they can only barely toe to toe with a Space Marine squad (regular squad). I shoot them up and then assault. Maybe its just my die.
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