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Kroot conversion help
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Old 22 Mar 2007, 10:46   #1 (permalink)
Kroot Shaper
 
Join Date: Mar 2007
Location: Australia
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Default Kroot conversion help

Hi i was wondering how you would make Kroot hunters, and how many Kroot rifles, bodies and other things come in the troops Kroot box?

Thanks for any help.
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Old 23 Mar 2007, 04:21   #2 (permalink)
Shas'Ui
 
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Default Re: Kroot conversion help

I just make sure to use the arms that have the rifle held up to fire, clip off the blades, and voila! If you want you can use the barrels from the extra loose guns to extend the rifle.

One box packs torsos and legs for 16 kroot, each sprue set with five different arm styles and heads, as well as numerous "krooty bitz".
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Old 23 Mar 2007, 04:58   #3 (permalink)
Kroot Shaper
 
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Default Re: Kroot conversion help

Thanks I just asked because i am thinking about buying the box to try Kroot mercenaries out and then maybe get more, thats if i can afford it! (still working on Blood Angels and have no money!)

Clive
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Old 24 Mar 2007, 17:02   #4 (permalink)
Shas'Ui
 
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Default Re: Kroot conversion help

Quote:
Originally Posted by Clive_BLOODANGELS!
Thanks I just asked because i am thinking about buying the box to try Kroot mercenaries out and then maybe get more, thats if i can afford it! (still working on Blood Angels and have no money!)

Clive
Unfortunately, you cannot use Kroot Mercenaries with any branch of Space Marines...not to my knowledge, anyway. As of when I last checked they cannot be used with Space Marines, Sisters, Necrons, Nid, or Tau, but if they specifically list sisters then it's up in the air, I'd say. But they are a lot of fun to play on their own. Even if there isn't a single piece of forest on the board, they can always be of use.

They're dirt cheap, though, compared to Blood angels. Drop those suckas in a good tactical position and watch the enemy double-take. Since everything except hounds and krootoxi can be made with the basic box and random bitz, you can have a quick unit with no trouble. (You technically don't need to buy the actual shaper model, you can just use some green stuff for a hood and add the special weapons.)

I would suggest making the hunters (max unit size 10 models), converting one of the Kroot into the required shaper, then using the remaining 6 to make a Master Shaper and a Shaper Council. The master shaper is nice to use because he's a three-wound independant for cheaper than an bare-bones (Twin-linked flamer and Blacksun filter) Tau Crisis suit, and can be given wings and an eviscerator to make him into a 3 attack base 4 charging tank-eating space chicken from hell!

With Kroot hunters, I have never had problems getting them to hit the enemy, and throwing a power weapon on the shaper will keep most enemy assaulters at bay. Try it out if you get the chance.
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"I have exactly one-hundred men under my command counting on ME to lead that charge, you two-bit mechanic. I have five seige tanks, eight APC's, an artillery platform and a light mech that need resupply and repair by dusk. I need remote mines set, trenches dug, and my men fed and rested, or those Marines are going to be using us for toothpicks. Get it done, Fio'vre." Officer Sherwin Jackson, 13th Dal'yth Company, to Fio'vre D'nan

"Feed well, my Bretheren. You are what you eat, and we have devoured the mighty." Master Shaper Korl Muur
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Old 25 Mar 2007, 04:51   #5 (permalink)
Kroot Shaper
 
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Default Re: Kroot conversion help

Yea i know, I'm going to try and make them as my second army, so ill probably get 1 box to start with to make some carnivores then get another 1 to make a master shaper, council and hunters, then some more carnivores and keep going from there! I will probably just play with them in and out for a bit of fun.

Thanks again Clive



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Old 25 Mar 2007, 17:20   #6 (permalink)
Shas'Ui
 
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Default Re: Kroot conversion help

Hmm. 16 models for box, you need two boxes for a decent starter army:

1 Master Shaper
5 Shaper Council
9 Carnivores + one converted shaper
----
9 Carnivores + one converted shaper
6 extra kroot to play with

With that, you have your master shaper and/or shaper council either with fleet or with wings. If you play on a lot of terrain-dense city boards, fleet is the better option. Otherwise, just throw them the wings. They can take most of the "heavy weapons" the kroot need...Stormbolters, plasma guns, meltaguns, and power weapons/eviscerators...and can get them to the action FAST.

If you get a third box that give you your hunters, and with the existing extra kroot another unit of Carnivores/Headhunters. Altogether:

2 HQ
1 Elite
2 Troop
1 Heavy support

Actually, that's about all I can play at 1500, that shaper council is a big set of points, but gets easily overlooked because of the small unit size. Until you fleet them, giving them hounds for extra wounds and evicerators/power weapons dealing 20 attacks on the charge with no armor save. If you give them PW's and bolt pistols, It becomes a whopping 25 power weapon attacks, with the possibility for mastercraft if you can spare the points. The hunters/headhunters can take care of any monstrous creatures, and the Master Shaper can jump across the field ripping into tanks.
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"I have exactly one-hundred men under my command counting on ME to lead that charge, you two-bit mechanic. I have five seige tanks, eight APC's, an artillery platform and a light mech that need resupply and repair by dusk. I need remote mines set, trenches dug, and my men fed and rested, or those Marines are going to be using us for toothpicks. Get it done, Fio'vre." Officer Sherwin Jackson, 13th Dal'yth Company, to Fio'vre D'nan

"Feed well, my Bretheren. You are what you eat, and we have devoured the mighty." Master Shaper Korl Muur
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