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Fieldcraft rules: Needs some changes
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Old 09 Nov 2007, 10:01   #1 (permalink)
Ethereal
 
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Default Fieldcraft rules: Needs some changes

I guarentee all of you have heard of this infamous ability that belongs to the krootkind: Fieldcraft. Basically the rule allows you to have +1 cover save and also se out 12" without any problem in the forest.

But in my opinion , the rule is very much lacking and flawed in both game terms and also not fluffy. Now I will explain each one in detail.

As for the fluff, one always hear that the kroots are always able to use the terrain to their advantage as a result of their superior fieldcraft, even in cities where they will strike out and become ambush forces and/or used in tandem in a scouting force with the pathfinders. However, the rules of Fieldcraft only states that the rule can only be used in forests. Now if they are basically such master field craftsmen, why does the rule onl limit their crafts field to the forest?

As for game wise, how often do you see terrain with forests in them anyway? Sure there will be one forest or two, but most often people will be fighting in other terrain styles, the two most common being cities and also towns. Full desert and Ice world also shows up in more frequency than those of full forest terrains.

From what I can see, field craft needs a little more tweaking in order for them to be used in line with the fluff and also the practical aspect of the game.

1) I say that shooting out 12" from terrain should also be applied to other terrains as well

2) The +1 save rule in the forest should be changed to a +1 in other terrains as well. But the maximum that one can go is 3+ for a terrain piece.

What do you think? Do you agree with the original rules for them or you too agree that they need some tweaking of sorts.

PS: I however agree that the kroot stats and armor save are just.
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Old 09 Nov 2007, 10:04   #2 (permalink)
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Default Re: Fieldcraft rules: Needs some changes

If Kroot Fieldcraft was thusly changed, I'd want to see their points jump up by 2 per model or so.

One of the things that keeps them cheap is the fact that Forests are not covering every tabletop.
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Old 09 Nov 2007, 10:16   #3 (permalink)
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Default Re: Fieldcraft rules: Needs some changes

Dunno, its pretty stupid at the moment how it only applies to forests.

There are loads of fluff examples where kroot are used in other terrain to amazing effect, from the rocky mountains on Taros, to ruined cities.

It should apply to all terrain, but not for a points increase, as they would be too expensive then for what they do.

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Originally Posted by Wargamer
One of the things that keeps them cheap is the fact that Forests are not covering every tabletop.
Well, if its anything like where I play at club/GW, you're lucky to see more than about 1 tree on a board. I love my Kroot, but I've never seen enough forest to make fieldcraft worth it - hell, they should probably drop a point to take that into account.

Only time I ever see many trees is with my WE, but even then, people conviniently "remove" as much forest as they can sneak off.
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Old 09 Nov 2007, 10:25   #4 (permalink)
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Default Re: Fieldcraft rules: Needs some changes

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Originally Posted by Rafe
Well, if its anything like where I play at club/GW, you're lucky to see more than about 1 tree on a board. I love my Kroot, but I've never seen enough forest to make fieldcraft worth it - hell, they should probably drop a point to take that into account.

Only time I ever see many trees is with my WE, but even then, people conviniently "remove" as much forest as they can sneak off.
The maximum number forest that I have ever seen played in my country, even in tournaments is actually two forest terrains.


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Originally Posted by Rafe
Dunno, its pretty stupid at the moment how it only applies to forests.

There are loads of fluff examples where kroot are used in other terrain to amazing effect, from the rocky mountains on Taros, to ruined cities.

It should apply to all terrain, but not for a points increase, as they would be too expensive then for what they do.
Well, actually I agree with wargamer for the point cost, for the kroot will be rather powerful for their own good. Add that with infiltrating and you have rather scary monsters.

I say you either increase to point cost, or just make one of the abilities dulled down. BUt which ability can be dulled down is not entirely clear to me right now.
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Old 09 Nov 2007, 10:34   #5 (permalink)
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Default Re: Fieldcraft rules: Needs some changes

Kroot really do need this rule to be improved, currently 70 points of Kroot is pretty much useless as they can be gunned down relatively easily, even by Lasguns.
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Old 09 Nov 2007, 17:01   #6 (permalink)
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Default Re: Fieldcraft rules: Needs some changes

Maybe there could be a rule whereby you pick which kind of terrain they're good at fighting in and that's what gives them the benefit. This would obviously have to be represented on the models of course, to stop people from switching back and forth between games to suit the terrain.
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Old 09 Nov 2007, 17:21   #7 (permalink)
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Default Re: Fieldcraft rules: Needs some changes

I like the idea, the only problem is that the pts cost of the kroot would no doubt go up. So I just think of the field craft ability as a fluffy freebe from GW.

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Originally Posted by Crisis_Vyper
As for game wise, how often do you see terrain with forests in them anyway?
That depends entirely on who controls what terrain that is used. FYI, I'm the person in my gaming group that builds most of the terrain .

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the two most common being cities and also towns.
Ever herd of a park?

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Originally Posted by Crisis_Vyper
Full desert and Ice world also shows up in more frequency than those of full forest terrains.
You could always consider trying to house rule it. Seeing as those are both natural atmospheres, it's not too much of a stretch to think that Kroot would adapt to hide better in area terrain features in those battlefields rather then to a forest. Think of them as Ice forests etc.
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Old 09 Nov 2007, 17:26   #8 (permalink)
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Default Re: Fieldcraft rules: Needs some changes

I agree that fluffwise their rule doesn't really fit in. But I thought they got +1 to cover save in any terrain?
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Old 09 Nov 2007, 17:28   #9 (permalink)
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Default Re: Fieldcraft rules: Needs some changes

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Originally Posted by Ki'vak
I agree that fluffwise their rule doesn't really fit in. But I thought they got +1 to cover save in any terrain?
They only get it in forests. If it is for ever terrain, I would have been using them every time.
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Old 09 Nov 2007, 17:31   #10 (permalink)
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Default Re: Fieldcraft rules: Needs some changes

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I agree that fluffwise their rule doesn't really fit in. But I thought they got +1 to cover save in any terrain?
They only get it in forests. If it is for ever terrain, I would have been using them every time.
Ah, I knew the 12" thing was forest only, but I was sure they got the +1 in all terrain. Maybe I should buy a Codex instead of using my friend's...
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