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Posted: Mon May 07, 2007 2:56 am
I use my Kroot in exactly this way and it works very well for me. When kroot sit in a forest they create not only a distraction but can do some major damage to enemy lines if your roll decently. I also find they are good at capturing and holding an objective that is near forest terrain too blaugh
Oh and thanks for the advice I think either could benifit me just as much as the other so I thought i should ask someone else their oppinion.
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Posted: Mon May 07, 2007 3:34 am
kroot in the forest are deadly hide them in a forest an enemy walks by they are dead smile but i mostly use them as meat shields because they are not the best unit in the game unless you use em in a forest almost all units conter it
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Posted: Mon May 07, 2007 12:46 pm
they really only are any good as meat shields in a static army. Otherwise I think they can be an effective unit in other roles.
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Posted: Mon May 07, 2007 1:06 pm
Well, put them behind cover and keep moving them through cover, then they are of use. A flanking unit can be stopped dead in its tracks by an assaulting unit of kroot with nearly 50+ attacks. 3X however many normal Kroot you have, which may also be bolstered by hounds and a given shaper. xd
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Posted: Mon May 07, 2007 5:14 pm
Actually 50+ attacks is something to worry about... eek
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Posted: Tue May 08, 2007 1:47 am
[Sanity_is_for_the_Weak] Actually 50+ attacks is something to worry about... eek yeah but the thing is, they have no or a 6+ save. so i mean it depends. and you'd be surprised how every roll for hits, wounds then saves. you probably can get down to 7 kills. especially against space marines. but im guess against gaurdsmen you could do amazingly better. Because i did this in a battle a few times. yeah your holding enough dice to not fit in your hand. but in the end it depends how and who you use them against. But i have to say, they are very powerful at keep a flanking force at bay enough to pull your men back to a more tactical position.
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Posted: Tue May 08, 2007 10:43 am
hmmm to get em close move them behind cover like the other guy said put in a shaper for the 6+ save but then youve also got the cover save so kinda protected and while moving use krootox to cover them
Super Saphira!
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Posted: Tue May 08, 2007 10:54 am
seriously super saphira does not need to be in every third post or so
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Posted: Tue May 08, 2007 11:45 am
Mat seriously super saphira does not need to be in every third post or so Agreed. As for the kroot topic, I will rarely ever use them. I am not using them to prepare myself for farsight. If I can win battles without a full army and without the extra units that he does not allow, then I can do amazing with him in it. It is all about tactics. xd
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Posted: Tue May 08, 2007 3:27 pm
with a maxed out kroot squad you get 60 attacks on the first round, each kroot has 2 attacks thanks to their unique weapon so and this is from just 20 kroot, have a shaper and thats another 5 attacks(if armed with kroot rifle), 12 hounds and thats another 36 attacks, because each hound has 2 attacks, and since charge +1.. so your getting over 101 attacks... all hitting with WS 4 and S4, even marines can't survive these odds, a 3 plus save is pretty good but when ever you put mass attack to strong units mass attack always wins.
Tau commanders can be made into some of the best and toughest commanders in the entire game, but enough fire focused on them and they will fall, not sure how many times some lucky guardsmen get rapid fire on some of me suits, 3+ or 2+ save nothing, when you have 6 wounds spread across a unit of 3 with up to 24 shots on them, your bound to lose one or even more if your very unlucky 3nodding . And kroot are not made for direct attacks, usually it's from the cover of a forest, they can see through 12" of woods which is larger then most woods depending on the battlefield so in order to reach them the enemy has to either A. Ignore them while their strength 4 weapons bash into their units or go in after em and get turned into sushi.
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Posted: Tue May 08, 2007 4:20 pm
heavenly angel goddess with a maxed out kroot squad you get 60 attacks on the first round, each kroot has 2 attacks thanks to their unique weapon so and this is from just 20 kroot, have a shaper and thats another 5 attacks(if armed with kroot rifle), 12 hounds and thats another 36 attacks, because each hound has 2 attacks, and since charge +1.. so your getting over 101 attacks... all hitting with WS 4 and S4, even marines can't survive these odds, a 3 plus save is pretty good but when ever you put mass attack to strong units mass attack always wins. Except for two things. One, some of those attacks never get off if you can't get all 32 of those models into the 2" CC bubble; that's pretty likely considering they only have a move of 6 and 6. Two, Kroot are I3 with no frags. If they charge any kind of Marines, Tyranids and some Eldar, they can be killed before getting a single attack off. Furthermore, if the enemy unit is in cover, any unit they charge will hit first. With no armor save, the front models stand a good chance of getting wiped, disallowing the models in the back from getting thier hits off. That's why I advocate them as a pillbox unit, hunkering in a forest to take advantage of thier 4+ cover save and 6" of woods that stops incoming fire. heavenly angel goddess Tau commanders can be made into some of the best and toughest commanders in the entire game, but enough fire focused on them and they will fall, not sure how many times some lucky guardsmen get rapid fire on some of me suits, 3+ or 2+ save nothing, when you have 6 wounds spread across a unit of 3 with up to 24 shots on them, your bound to lose one or even more if your very unlucky 3nodding . And kroot are not made for direct attacks, usually it's from the cover of a forest, they can see through 12" of woods which is larger then most woods depending on the battlefield so in order to reach them the enemy has to either A. Ignore them while their strength 4 weapons bash into their units or go in after em and get turned into sushi. I dispute that first statement. Tau commanders are pretty far from being the 'best' or 'toughest' commanders. Tyranids, Chaos, Space Marines, Orks and Necrons all have tougher commanders. T5 with a 3+ or 2+ save is alot harder than any Crisis Suit. Throw in some T6 critters with 2+ saves and far above and beyond what Tau can get. Tyranids, Chaos and Spce Marines can get 2+ saves without hurting thier movement. Chaos and Loyalist Marine commanders can negate Instant Death. Chaos, Space Marines, Tyranids and Necrons can all up the toughness on thier commanders to get T5 or even T6. Tau commanders are good, but only because they're Crisis Suits with better stats. Our commander is among the better units in our army, but they don't stand out as much as a Hive Tyrant, Warboss, Captain or Daemon Prince does. Our commanders should always strive to be cheap, becuse they're just better Crisis Suits. A 200 point Shas'o is never going to be the equal of a 200 point Flyrant or Daemon Prince.
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Posted: Tue May 08, 2007 6:44 pm
heavenly angel goddess with a maxed out kroot squad you get 60 attacks on the first round, each kroot has 2 attacks thanks to their unique weapon so and this is from just 20 kroot, have a shaper and thats another 5 attacks(if armed with kroot rifle), 12 hounds and thats another 36 attacks, because each hound has 2 attacks, and since charge +1.. so your getting over 101 attacks... all hitting with WS 4 and S4, even marines can't survive these odds, a 3 plus save is pretty good but when ever you put mass attack to strong units mass attack always wins. Ok you do this and so how many points you have left for real troops.
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Posted: Tue May 08, 2007 7:28 pm
Oryn King Kento All the tau that ever gave my eldar or marines any trouble had a kroot squad or two that they used to assault me with. Seems to make better use of their special rules than just standing them in the way of something. Especially considering what was said about their survivability, wouldnt that make them bad meat shields then?
Besides that a meat shield should be more durable than the kroot are able of being, paying the points back should be an issue. This may come from playing eldar, but every unit should be able to take down something or have some real use, which standing around to get shot is not a real use.The best use for Kroot is not for assaulting, or for being meatshields. Thier best use is as a deterrent. They can be used to push back enemy infiltrators, or to deny a section of board to the enemy. Thier Fieldcraft special rule allows them to pillbox in a forest, threatening a 24" radius around them without fear of reprisal, so long as the forest is sufficiently large. If it isn't, then no worries, they still get a 4+ cover save. And if someone decides to close in and charge, they risk a countercharge, since Kroot don't have to worry about forest terrain. I myself don't use them, but it's not because of thier rules, I just dislike thier models. They're a headache to put together. That would be why I kept saying 'their special rules' I also figure theyre good for tying up anything thats going to outshoot a player's fire warriors like a devestator squad for example.
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Posted: Tue May 08, 2007 11:35 pm
2 or 3 of kroot squads are engough for me and sorry for using that super sapphira thing my sis put it on sometimes smile
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Posted: Fri May 11, 2007 12:01 pm
Farsight is a much better choice for a commander, in my opinion. wink It's too bad you are REQUIRED to have one normal commander. Farsight would be good as a primary. sweatdrop
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