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Lady Blodwynn

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PostPosted: Mon Oct 19, 2009 3:52 am


Kroot are cheap objective fodder, excellent in small groups to throw at objectives, leaving your Fire Warriors to tackle the real problems.

I bet Kroot in Rogue Trader are a whole lot less wimpy. talk2hand
PostPosted: Mon Oct 19, 2009 5:13 am


From what I've heard, yes they are indeed pretty hardcase.

Hoxtalicious

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PostPosted: Mon Oct 19, 2009 11:42 am


Jason Kharo
Hah, rubbish.
Unless that person was pro at rolling ones, that would never happen.
Now if it was a termie assault squad, the Kroot would be dead in the first couple rounds of combat.

They were just normal terminators. Still they won by luck mostly. The kroots in a sense are a lot like slugga boys for the tau empire.
PostPosted: Mon Oct 19, 2009 12:55 pm


Slugga boys no longer exist as a unit.

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Jason Kharo

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PostPosted: Mon Oct 19, 2009 2:21 pm


I presume he meant orks with the CCW and Slugga, not the shoota variant of the Ork Boyz.

And I know what you mean Akhen, is it three attacks on charge?
PostPosted: Tue Oct 20, 2009 12:29 pm


what really pisses me off about the kroot is their gun. It fits the description of an assault waepon, ya know the one in the rule book, but its RAPID FIRE!!!. Grrrrrr.....I really hope they fix that in our next Codex, whenever we get that.

but back to how i use them. I usually field a squad of 11 carnivores, 6-8 hounds, and a Shaper with the 6+ armor save option. better than nothing. I run 'em till they can assault and then hammer at wathever they face. If they loose, the ranks are usually thinned enough for my fire warriors to finish them off.

so heres another question. pulse carbines or pulse rifles? which do you ues more often.

I usually filed just rifles, unless i mount them in devilfish. Then i use carbines so they can either backtrack and fire faceing stronger enemies, or assault and entagle the weaker ones.

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Caleidah

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PostPosted: Tue Oct 20, 2009 1:30 pm


Pulse Rifles always and forever. If they have to run away from something, you should have another squad to watch their back or a unit of Kroot/Suits to jump in and save their asses from the inevitable.

The longer range is definitely worth it. No other listed Troop choices have a 30" S5 weapon as their base equipment. Use that huge range to your advantage and start pelting your enemy from the get go.

As far as Kroot getting assault weapons, technically Bolters should be, too. Thing is, they're not. Oh well. Sad, yes, but not likely to change. Also, consider the fact that their weapons are more primitive than what we are currently using for firearms in reality. Running and shooting might decrease their accuracy so badly that it could be considered that they wouldn't hit anything at all. The Shapers might have taught them that they should only shoot if they are sitting still.
PostPosted: Wed Oct 21, 2009 9:52 am


Jason Kharo
I presume he meant orks with the CCW and Slugga, not the shoota variant of the Ork Boyz.

And I know what you mean Akhen, is it three attacks on charge?

Yeah. 3 attacks which is nice when you have numbers on your side

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Van Evok

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PostPosted: Wed Oct 21, 2009 11:43 am


pulse rifles all the way - 30 inches range is huge bonus, and on the move you have two shots in the 12 inch radius, so you are better off in both stationary firebase or devilfish transported squad...
PostPosted: Wed Oct 21, 2009 2:55 pm


Carbines would be very useful if half the stuff they were up against wasn't immune to Pinning one way or the other. sweatdrop

For now it's rifles all the way I guess, they can out shoot vanilla infantry with easy, just be careful for squads with long-ranged weaponry, such as Devastators and IG heavy weapon squads.

Lady Blodwynn

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Failfurby

PostPosted: Wed Oct 21, 2009 6:59 pm


Caleidah
Also, consider the fact that their weapons are more primitive than what we are currently using for firearms in reality. Running and shooting might decrease their accuracy so badly that it could be considered that they wouldn't hit anything at all. The Shapers might have taught them that they should only shoot if they are sitting still.


Actually, that is true. They aren't much better than the Musket. But they have outfited them as close-range as well with those big blades on either end. classic assault weapon!

But i suppose that your probably right. GW doesnt like to change the past, just add to the future.
PostPosted: Wed Oct 21, 2009 10:07 pm


Their weapons are probably on par with Spanish-American war era. Bolt/carbine action but still relatively simple.

As far as GW clinging to the past, I think it's more of a thing of balance.

Caleidah

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Failfurby

PostPosted: Wed Oct 21, 2009 11:39 pm


yeah, but the kroot are uber-squishy if not in close combat. even then they dont dominate. couldnt they at least have an assault weapon. if it was i would even accept a range of 18 + or - a few inches.
PostPosted: Thu Oct 22, 2009 12:20 am


It would be an assault 1 weapon if anything. If you think they're squishy, do this. Infiltrate them into cover near an enemy, or just on the far side of it to benefit from broken LoS. Then, move 6" closer. Voila, 12" range. Rapid fire their weapons for maximum effect. It's even better if your enemies don't have Frag grenades so that you can get the jump when they inevitably assault.

Caleidah

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Hoxtalicious

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PostPosted: Thu Oct 22, 2009 12:57 am


I don't think that they are going to tinker with the Kroot rifle any time soon or in the next Codex for that matter. I've heard plenty of rumours that the trusty and reliable lasgun would also become an assault weapon, to better reflect an Imperial Army advancing with their guns blazing. Kroot would most likely get some minor bonus to make them even more useful in an assault, maybe the ability to leap as seen in Dark Crusade. Or maybe a Kroot special character as a squad upgrade.
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