Kroot Mercenaries Tactica

I have realised there was an increase in the number of Kroot mercenaries players on this forum, and decided we all could throw together a Tactica for other interested players. after all if the Mech tau as 1, why not our carnivore friends too.


Army Style of Play: Kroots are not a polyvalent force like the Space Marines or Eldar, they are more like Dark Eldar, fast, up close and personal.
Going face to face with the oppenent takes you kroot to a certain doom, so using the mobility and infiltration skills of the whole army helps getting your squads where you want, when you want , kind of like in mech tau, but only in the deployment and first turn because after that it’s Close Combat or Death By Bolter.

Use Terrain as your friend and if you get to have some wood terrain well your in bussiness, Because bumping that 6+ save to a 4+ or more cover save makes a big difference, changing a race to the opponent to a shooting Stand off in certain occasions

When deploying your infiltrators, this means your whole force, seek the weaker sides of your opponent, isolated units for instance, and maximise the flanking, it thins down the fire power your opponent can drop on you before you get to combat, and have you heard of Divide And Conquer?

Important note against Tyranids, don’t bother trying o get the charge, just rapidfire in the Swarm to make a quick job of gaunts and warriors. Leave the Hive tyrant to the eviscerator goodness !

Designing a Kroot Mercenary force.
If you wish to make an all mercenary force, carefuly choose your theme. Knowing your theme will help you choose the proper adaption evolution to achieve your goal.
Signature Evolutions
There are 5 evoltions available to the kroot

Ork Hybrid
My favourate, for 2 pts you augment your chances of survival by 16% in averge, wich is really great. Toughness is all you have when you don’t have a save, and it pays off.

Cameleon
a the second most useless skill, it’s a shame this ability is not included in the kroot’s genes for the start. Plus I can’t Roll 6’s, it’s beyond me.

Nocturnal
I’ve never seen more than 1 night fight scenario in a tournament much less in a casual game worst ever.

Fast Reflex
I used to think about using it against Space marines, but they now get the furious charge, so it lost it’s effectivity IMO

Bold
It is interesting to get +1 to Ld, but having the master shaper joing the bulk squad of the army does the same job, and leaves space for another evolution.

Sixth Sense
Dodging templates is only good Vs Imperial guard, but then the toughness 3 kills you when shot at with the Imperial flash Lights, a dishonourable death by an epileptic attack.

The War Gear
In this section, is mentioned only the special wargear the average gamer isn’t familiar with.

Kroot hawk Totem: getting a better chance to start as never hurt anyone, especially Kroot!

Melta Gun: Either on the council or the Master Shaper every force should have at least 1 to 4.

Eviscerator: Every Shaper should not leave the War Sphere without it. Getting tank hunting capabilities in every unit of the force is something not to miss out on, plus if you would use a power weapon, you would still go last on marines and others, so might as well hit hard.

Blood Of the Stalker: Good item, give it to very unit with the hyperactive nymune, with the surefoot charm it assures first turn close combat, unless you roll a terrible amount of 1’s

SureFoot Charm: See blood of the stalker

Veneration Charm: good use with the meltagun, makes the BS 3 much more reliable.

units:
Here’s the available units to the the kroot mercenary force and the pros and cons they bring to the battle field.

The master shaper

This guy is very interesting as he is a shaper with Ld 10 and as Initiate 4 instead of the regular 3. I Never try to over spend on this guy, he is around 120 pts for me, but it is still alot compared to the almight Space Marine Chaplain.
He is best suited for combat with the Mark of the Favored Child, Kroot Hawk totem (if not on a council ), power weapon and melta gun and possibly a veneration charm for the melta gun

Shaper Council
These guys can become power armor killing machines or a tank hunting squad/ fire support or even just meat shields with their 3 wounds each.
They key to using them is to keep them as cheap as possible and give them some hounds to make them much more durable and with the hyperactive nymune they get in place very fast.

Troops

Kroot Carnivore Squad
I like them for their cheap cost, wich makes them more expandable than the other units and can be used for sheer fire support, getting 20- 40 shoots a turn at S4 is kind of good for 8 pts a model, and makes the space marines roll dice.

Elites
Head Hunter Kindred
At a first glance they really look good. They get to always wound on 4+, and have acces to the hyperactive Nymune upgrade. Well they are not as good as they sounds, here is why. At 2 pts cheaper, the kroot hound squad get the Hypreactive Nymune, but also get the hounds wich is a better option than having poison attacks anyway, since each model makes 1 poison attack, might as well attack with the regular 2 attacks. Takes these guys out only against a triple Wraith Lord and Avatar eldar force, other than that….

Stalker kindred
these guys are really the underdogs of the army. they look expensive at 11 pts but getting to ambush and get some hounds makes them a good solution for the purpose of taking objectives at the last minute, to lay an ambush or simply grab a table quarter on turn 5-6.

Fast Attack

Tracker kindred
A big disapointment for me when I looked up the stats on these guys, at 18 pts they don’t get a better save for riding a big steed, don’t get steed attacks and get to shoot or move. You can guess why I don’t play them, but I am buying them for the forge world models

Vulture Kindred
These guys are assault marines at 2 for 1 in cost with infiltrate! with the jump pack they don’t crash and get in combat on the first turn when they infiltrate. Gotta love them.

Kroot Hound Squad
this unit can have alot of fleet of foot figs at a cheap cost, since the hounds get it for free.
Hounds: at 6 pts hounds are a amazing, mainly because they get Initiate 4 and 3 attacks on the charge great to let loose on Space Marines or Grey Knights, just make him roll alot of dice for is save.

Heavy Support

Traps
Have you seen a Catachan player use traps? Well kroots won’t change that either.

Kroot Ox Herd
Well Kroot Ox are great In close combat but they remain useless for shooting because of the rapidfire nature of the gun, plus a plasma guns kills it outright, but most importantly, they can’t infiltrate.

Hunter Kindred
they are the cheapest snipers in the galaxy! great fire support, need I say more?

Well that’s most of it, Feel free to comment or add your own piece of tactica to this
thread.

Edit: Changed some facts and added some more Tips.

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  • Andreas
    Extremly good guide helped me alot building my Kroot Mercenary army. I love the Hunter Kindred & Vulture kindreds. They're slayin everything within a minute of gameplay. Unfortunaly I didn't make wings on my Vultures. I just bought some Space marines with jump packs and cut them all up so they look like they've hijacked the suits from some dead space marines.

    don't really know if I can concur about the hound squads but everything else is awesome. Not alot of people have ever seen a whole army of just kroots walkin up on the gametable.

    Thx alot! // Ante
  • Soothsayer
    I have been an avid Tau player for many years, and though I am loath to admit it, I didn't care for the Kroot in my beginning, as they didn't seem to fit in with my tactics. It was not until playing in the 'Ard Boyz 2008 tourney that I saw just how wonderful they truly are... and that was just using one squad of Kroot!

    As I play more games, I have been slowly turning away from fire warriors and building up my Kroot, so that I can get more experience with them. It is with every intention that I field all 6 troop choices with Kroot (plus shaper and full amount of hounds) by next 'Ard Boyz; think about it, that's 66 attack dice for one initiated CC! How many Space Marine squads can effectively deal with that?

    However, as much as I like the idea of a Kroot Army, my gut reaction is rather "ehh". This kind of army really wouldn't behave any differently then an Imperial Guard, or perhaps even (in a lesser extent) a Tyranid .

    My suggestion (and I know this deviates away from the Kroot Army), is to max out the Troops with Kroot, Shaper, and Hounds... no Krootox, as you want to infiltrate, and then utilize Crisis Suits for the HQ, Elites, and then some Hammerheads with the Rail Gun. You'll field an excellent CC army supported with some of the best anti-vehicle and hard hitting ranged weaponry around.
  • I am an avid fan of what Kroot bring to the Tau army and feel they are a sorely nderused resources, particullarly given the ability to "outflank" in 5th ed. I just placed 3rd in a 20 man tourney with a Tau-Lite army that focused on Kroot and Stealth Suits outflanking the enemy. The only issue I have with your master plan is that you are required to take at least one Firewarrior team by the Tau Empire codex, so five squads of Kroot is the most you can field. Also they do not have the staying power of fire warriors since they don't have armor, and need to be more carefully moved to keep them from being anniliated by small arms. 5 kindreds could make this difficult. I personally run 3 teams of 15 models and think that is a good mix for my army.
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