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Discussion Starter · #1 ·
i have some questions about kroot. i hear that for the most part kroot are worthless in combat. are they actually worth something on the field other than serving as cheap soldiers to throw away in the battle? and i have seen where the kroot can be fielded on their own in a mercenary force. do they even stand a chance of surviving a conlfict and coming out on top on a regular basis or is it a shot in the dark for them to win? im just wondering why they would bring in a group like the kroot and say how they are mercenaries and such and then have them be basically worthless soldiers in combat.
 

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The Kroot Mercenaries shouldn't be written off as cannon fodder just yet. They aren't Imperial Guard, for starters. *ducks to avoid lasgun fire from angry IG players* The Kroot Mercenaries are meant to be fielded with another army, to provide support, because, as you say, they get torn up by anything larger than a Boltpistol. However, they have their good points, such as certain evolution options that make ordnance weapons hit them on 4+s, and the Kroot are positively deadly in cityfight, since the terrain gives them excellent cover and their WS hacks most things to pieces. Their infiltration rules make them good models to attack an enemy from behind with as well. Put simply, the Kroot are as good as the way you use them. And make sure you play them on a map with lots of terrain to hide behind. o.o
 

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In my oppinion the Kroot are one of the coolest armies around.
Ok ok so they don't actually kick everyones ass.


and the Kroot are positively deadly in cityfight, since the terrain gives them excellent cover and their WS hacks most things to pieces
Compare that with their two handed rifles that still allowes them an additional attack in close combat... I think that makes them good...
I am willing to give up my Iron warrior army if I just get access to enough Kroot models.
And again, they still get to field wargear, as in wargear for leaders and things like that, that is selected from virtually any army in 40K.

Kasutta!
 

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I play the game to have fun and to win sometimes... not to win and beat everyones asses all the time.

I like the look of the models.

And by the way:

The difficult can be done, the impossible is a challenge.
Solan Gundersen(puppet from Norwegian movie)
I just plain like the models....
And as someone said, they kick ass... oir can kick ass in cityfight...

Skål!
 

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In my opinion the Kroot are only good because they look quite cool, and maybe to serve as a decoy of some sort..Also their rules for jungle terrain can give them a nice advantage.

Other than that, their WS is ok but not that good compared to some armies, but the amount of attacks they get (esp. the Shaper) means that you can play the game of luck and have your whole squad gang up on a few enemy models and possibly take out a few.

BTW I'm talking about the Kroot mercenaries in a Tau army, I am unaware of the rules for the kroot-only army..
 

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Ok, just to clarify it to everyone...
I was thinking of a Kroot only army, just because they look cool
I am going to use the mercinary list.
I especially like the vulture squads and the hunter kindered(I think that is what they are called the kroot that ride on some cold one lookalike thingy...

Kasutta!
 

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Discussion Starter · #9 ·
i think that the kroot forces have great potential but they seem to have been overlooked for the most part when it comes to having the ability to fight a battle on their own. they are only seen as a support team but it would be nice to see them develop so taht they could fight it out on their own and it would be even better if they would have some models come out to represent their new stuff rather than having to convert everything.
 
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Kroots are BAD in H2H but they are a million times better then firewarriors so keep'em!!!
Even if you play against a shooting army, they are nice to have for a decoy!

From ME!
 

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The Cold-One-lookalike-riding things are the Tracker Kindred. My major problem with them is that they're armed with Kroot Hunting Rifles (Basically Sniper Rifles). What's the point of giving Cavalry Sniper Rifles? You waste the fast movement by giving them a Heavy Weapon!!! Aaarrgggh!!!

The Hunter Kindred are cool (the non-mounted version, still with Sniper Rifles!!!)

The Vulture Kindred rule!!! I love winged Kroot! I just wish I could take them with my Tau!! Dammit!! :p
 

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kroots are road blocks

all ive ever used them for, and all ive ever seen them used
but
they r pretty good against non-cc specialists of other races
das as far as kroot go
 

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The only use I've seen for kroot are in small points, small board games. Position your kroot in a tight formation behind some tank barricades. Then your firewarriors and stuff behind them. The kroot instantly get a 5+ or 4+ save which they dont have to pay for, AND they get some good shots in, covering the guys who are competant in the battlefield.
 

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From what I've heard and seen, Kroot are fair-to-middling combat troops, with a decent charge - and apparently a tendency to every so often get some freakishly good dice rolls. Things I've seen are ten kroot going toe to toe with seven banshees, and taking them (and then breaking under fire from a black guardian squad), a twelve-person kroot squad actually holding back a Death Company unit for three turns (enough to win the Tau player another table quarter, and the game), and last (but not least), a twenty-person pack of kroot managing to hack its way through the middle of a Black Templar army.

Sorry, what was that? Why don't I have any Kroot in my army?

Its mainly a theme thing - from what I've seen they're well worth the points, but don't take them as a major segment of the army.

For the Greater Good!
 

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Just picked up the Tau Battleforce box, and the models for Kroot are bloody amazing! Probably some of the best I've ever seen.
 

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Janus once again proves that he deserves his rank, folks. Heed his words, fellows, for they are wise.


The thing that most people miss with the Kroot is that they are not assault specialists (if such a unit exists in the Tau army, it's probably Broadsides. These things are dead 'ard! But I digress.), they are riflemen. They can infiltrate, so you want to drop them into the biggest patch of forest you can find, and let them fire with impunity. Remember, you don't roll difficult terrain through forests, and you can fire through 12" of them if you don't move. That means that if the other player wants to oust them, he's either going to have to waste units assaulting them into cover, or he's going to start dropping ordenance templates on their heads, which I have seen them survive (twelve kroot, with a Demolisher targeting them for four turns. Ten lived through it.)

Kroot are good in close combat by virtue of their huge number of attacks for their point cost (3 S4 attacks for 7 points? yes, I would like some of that, please...), but they aren't bad shots either. Their rifle hits just as hard as a bolter, albeit with a little less ability to penetrate armor, and they shoot just as well as regular Tau troops.

Don't neglect them unless you have an army that would be slowed down too much by them, and remember that your Shaper, if you take him, can pack a few nasty surprises along with him. (Like a pulse rifle. Imagine the look of shock on the Eldar player's face when your Kroot wound his Wraithlord.)

However, like the rest of the Tau army, Kroot cannot operate alone. They'll get into trouble real quick if they stray too far from the 30" kill-zone that Fire Teams lay down, or work without a Crisis team to keep the big nasties off their backs.


And yes, they are sweet models. d4mn sw33t.
 

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You make it sound so easy. Tau in general is a difficult balance to maintain on the field. Kroot are nice and they are excellent models. I have yet to benifit from their abilities not for lack of trying. I just havnt gotten them down and it may be just pure bad luck too. But I enjoyed your post nightwalker. Youll have to post a battle report so I can see how you do it.
 

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Originally posted by Nightwalker AK@May 24 2003, 23:30
can pack a few nasty surprises along with him. (Like a pulse rifle. Imagine the look of shock on the Eldar player's face when your Kroot wound his Wraithlord.)
You get 1 shot at 6+ to wound then he gets a 3+ save....

(me does quick claculation)

...

(still going)

U will cause a wound on the wraithlord for every 6*2*3 = 36 shots u fire. Not really worth it,. wasting an entire turn of s$ shooting from the squad TBH
 

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True, incinerator, the chances of landing the shot are slim, but I figure if I'm going to blow the points on a shaper (worth 3 kroot) anyway, I may as well make him as nasty as I can. That extra point of strength and the slightly longer reach have saved my ass on a couple of occasions. I didn't say it was likely, I didn't say it was plausible, but you only have to do it once. Chances are you're going to startle the Eldar player so bad that he'll either ignore your kroot completely (mistake), or dump everything he can at them to silence that rifle (bigger mistake).

The trick has worked twice for me, each with one of the results above. The first time he tried to take care of the problem by throwing a Vindicator at the Kroot, which took the pressure off my Broadsides long enough for them to reposition and kill the two Predators on the board, and the second time the player made a point of keeping everything well away from the Kroot, giving them a clear line to make a mad dash for the objective on turn six (which they captured and held).

Maybe some of the things that work for me are just my luck, or maybe it's just they they happen to work against the opponnents I regularly face, but I figure I must be doing something right somewhere, because I've got a better win/lose ratio than any other Tau player I know, and the people I fight regularly are no slouches either. Maybe it's because I do things that people generally think of as dumb with a shooty army (like closing on the enemy), and I'm known to take huge, frankly insane risks with my army to pull a trick off (using my 170-point Shas'o as bait while my Fire teams get into position), but somehow, things just work, despite statistical analysis saying otherwise.

I've watched other Tau players fight, and most of them play a very cautious game. They're paranoid about being charged, or about protecting certain units. I say, if your Fire Team is about to get jumped anyway, run up, fire a volley, and charge! At least deny him his bonuses. If your opponnent is dead-set on killing all the battlesuits on the field, let him! You have other units!

I watched a guy hit two Broadsides with twelve lascannons, five stormbolters, three psycannons, two multi-meltas and a partrige in a pear tree, and the Broadsides walked through it without a scratch. This continued for six turns, while he should have been shooting at the bunkers I was defending. Most people I know are paranoid about letting their XV88s get fired at 'cause they're so expensive, but give them shields and t-locks and you've got a rock hard unit! I've actually taken to deploying them as vanguard forces. They'll soak fire that would stop a Baneblade cold, and return it with interest.

My point here is that, while you can play a cautious game with some armies (Guard spring to mind), the Tau have to be an offensive force to win. If you try to play a defensive or reactionary game, you'll get cut apart every time (I learned this lesson the hard way). Most of the tactics in the codicies are stupid and ultimately useless, but the Tau codex is correct: rapid strikes. Get in, do as much damage as you can in as short a time as possible -even if it means getting within charge range- and then use your impressive mobility to haul ass out.

I don't use the Tau as a long-range, 'stand and shoot' type force, because they're not. They have a few long-range units, yes, but the bulk of the army (Fire Teams and Battlesuits) are medium-range rapid strike units that are very good at what they do, given the chance.


(And I apologise for my longass posts. Aren't tangents fun? <_< )
 
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