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Ok, I was having real trouble believing that krootox is absolutely useless. So I finally decided to field 3 of them in a kroot mob. This is what I found:
It isn't that they AREN'T useful, they are. It's just that in a Tau army, there are better uses for 150 points and a heavy slot. Str 7 ap 4 at 48 inches, the krootox were firepower my opponent was not expecting.
But in the end, I'd rather have another hammer head for that price. Krootox did some damage, but not as much as a tank would have at 150 points.
Now, if the kroot guns were ap3, THAT would make them REALLY useful.
Yeah, that's the general concesus that's come about from their useage.
Personally, if they dropped the cost by 10 points and made the Kroot Gun Assault 2 instead of Rapid Fire, it'd be a good unit.
Hopefully, that'll be in the codex update.
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Mech Tau Cadre: 2000 points, needs paint and magnets.
Paladins of Avalon (SW):-1500 points, needs paint.
Yeah they're fine units, they're just over price. If they were in a seperate squad they would also be a lot better since they really limit the tactical effectiveness of the squad they're in.
Originally Posted by The Paint Monkey
The biggerst problem with the Krootox is that it is intended for close combat, but its weapon doesn't support it for CC. Also, all that muscle isn't quite as useful without a power weapon (like IG Ogryns).
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One of the purposed ideas I had for the Krootox (and I'm sure others had) was to count thier attacks as Power Fist attacks. I mean, look at those things, how could they not be Power Fists? But the Rapid Fire makes sense. You're shooting from the back of a creature that, in essence, moves like a Gorrilla. Those things aren't smooth sailing, which makes more than one shot harder to make.
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hahaha. That's what my opponent said.Originally Posted by onlainari
What annoys me about Krootox is that they are really tricky to put together and that they have the same Strength as ForgeWorld's Great Knarloc.
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Commander of the 115th Expeditionary Force of Sa'cea