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Kroot special rules
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Old 26 Mar 2009, 16:07   #1 (permalink)
Kroot Warrior
 
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Default Kroot special rules

For some reason, I have long been under the impression that kroot cannot perform sweeping advances (they stay to eat the enemy) and that kroot hounds get a free hit against units that fall back from combat with them. Imagine my surprise, then, when I checked the Tau codex and realized that neither of these is actually the case!

Where did I get these crazy ideas? The 3rd edition codex? The Kroot Merc list?

And furthermore, how broken are these rules if used as a house rule (considering I've been mistakenly playing them that way for awhile in my local group)? Do I owe my opponents an apology for essentially cheating, have I been cheating myself out of wins, or do the two rules basically even out to relatively fair?
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Old 26 Mar 2009, 16:20   #2 (permalink)
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Default Re: Kroot special rules

The eaters of the dead rule was in the 3rd edition codex, and also i think the release the hounds rule was too. you were just using the 3rd edition special rules, thats all.
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Old 26 Mar 2009, 16:26   #3 (permalink)
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Default Re: Kroot special rules

Quote:
Originally Posted by Grunt90
The eaters of the dead rule was in the 3rd edition codex, and also i think the release the hounds rule was too. you were just using the 3rd edition special rules, thats all.
Exactly.

And don't worry; the only person you were cheating was yourself. Just re-read the sweeping advance section of the Rulebook - you'll see that a "proper" sweeping advance is far better than a number of S X hits for every Kroot Hound in the unit

Cheers,
-Bone
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Old 26 Mar 2009, 17:57   #4 (permalink)
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Default Re: Kroot special rules

Thanks, guys. That makes me feel far less crazy.
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Old 26 Mar 2009, 19:04   #5 (permalink)
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Default Re: Kroot special rules

I think Furious charge would be a great idea for kroot. that would make them more terrifying in CC, as they should be.
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Old 26 Mar 2009, 19:14   #6 (permalink)
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Default Re: Kroot special rules

I think they should have a much higher initiative and lower strength myself, I mean they're supposed to be more along the lines of an eldar CC unit with great agility, but yet the have the same Strength as a space marine... who are genetically engineered, and wear power armor.... just what kind of genetic material are these guys eating?
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Old 26 Mar 2009, 19:21   #7 (permalink)
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Default Re: Kroot special rules

I don't really know what Kroot would need for me to use them :P. The no armour save (we play with no forest-area terrain) and the (in my opinion) ugly models are a huge turn-off, even though they're practically our only CC unit :-\. I chose Tau because of their play style and looks, and Kroot don't fit either .
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Old 26 Mar 2009, 19:24   #8 (permalink)
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Default Re: Kroot special rules

Quote:
Originally Posted by Tausand sun
I think they should have a much higher initiative and lower strength myself, I mean they're supposed to be more along the lines of an eldar CC unit with great agility, but yet the have the same Strength as a space marine... who are genetically engineered, and wear power armor.... just what kind of genetic material are these guys eating?
The extra strength is justified by their having a denser musculature than the average human, creating a whiplash effect as they thwackoom their enemies dead. That said, I5 is beautiful for killing enemies; if only Kroot could have Fleet like in the Mercenaries codex...
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Old 26 Mar 2009, 19:26   #9 (permalink)
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Default Re: Kroot special rules

I chose tau because they have the best tanks (Str 10 ap 1 main gun, 12 inch move while firing, equivalent of a 4+ Invuln save) that also happen to be some of the cheapest. So I go full mechanized, max fire warrior uints for FoF with flechette dischargers so that when they assault those devilfish they take even more wounds and then are free to be fired upon by my fire warriors again. Thinking about going Pulse carbine and EMP grenades for them too, but I do like me some rapid fire. 24 of the best infantry shots in the game can't go wrong.

well true but marines are ultra strong with POWER armor. It just doesn't seem right for them to be as strong as a marine.... though on the flip side for them to be as weak as a gaurdsmen would be wrong too.
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Old 26 Mar 2009, 19:28   #10 (permalink)
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Default Re: Kroot special rules

Power armour doesn't enhance strength, just provide a decent armour save, and maybe increase toughness slightly. I think that they should have initiative 4/5, but i agree with the rest of the statline. And as mentioned, they should have fleet, even if in woodland, and have furious charge.
Having the weapons as Assault 2 would better suit their nature.
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