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Kroot Tactica for 5th Edition.
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Old 19 Apr 2009, 19:08   #1 (permalink)
Shas'Ui
 
Join Date: Sep 2008
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Default Kroot Tactica for 5th Edition.

This tactica is a guide to getting the most out of your favourite cannibalistic space chickens in 5th edition. Kroot are probably one of the most versatile units in the Tau Codex, and there are many different ways to use them in battle and make the most of this versatility, they can be dedicated assault unit, a stealthy infiltrator, a speed bump, a counter assault unit, an objective holder…or even just a damn nuisance. The most important thing is to work out what job you want them to do and then build the unit appropriately to fill this roll. Kroot played well have the potential to be truly devastating (especially when you figure in there low cost – Point for Point they are probably the best thing in our Codex).

So in this Tactica we will look at the available Kroot models and there usage, building Kroot units to maximise there advantage, and Kroot Tactics and sneaky tricks for 5th edition – and hopefully teach a few opponents to never underestimate the Kroot!

[h2]Kroot Models[/h2]

These are the main component choices of a Kroot Unit – and what you pick from the list above should really depend on what job you want the Kroot to fill within your Army (we will cover this in greater detail later in the Tactica). Each different Kroot type adds different strengths and abilities to you list, and in many ways add even more versatility to you unit choices.

Kroot - A decent, very cheap troop type carries a Kroot rifle which basically amounts to being a Bolter and an additional close combat weapon.

Significant advantages. - Can Infiltrate and Outflank, low points cost.

Disadvantages - No save (5Th Ed gives cover save though), Low leadership.

Kroothound - Very cheap, can be added as part of the basic Kroot Unit, has initiative 5 and the same basic stat line (+1 Attack) as the Kroot.

Significant advantages.
- Can Infiltrate and Outflank and has I"5, very handy for CC.

Disadvantages
- No gun, no save, low leadership - although for the points cost I am not sure these really count as disadvantages.

Krootox - Expensive and carries a gun that is easily replicated (and bettered) by other models in the Tau list - probably the worst option for a Kroot Unit, but does have its uses depending on how you use your Kroot.

Significant advantages.
- 3 Wounds (useful Wound sink), S6, Highest Strength gun the Kroot can have.

Disadvantages
- When included in a unit you lose Infiltrate (and Outflank). Expensive, Gun easily replicated.

Shaper - Kroot Leader. Can be given Pulse weapon.

Significant advantages. - 3 Wounds (useful Wound sink), higher leadership, 3 attacks (5 on the charge with Kroot Rifle). Can give Kroot a 6+ Save (but this is not really that useful).

Disadvantages
-costs the same as 4 normal Kroot, 6+ Save not really that useful.

[h3]Kroot roles on the battlefield.[/h3]

Depending on your list and play style Kroot can either form a major part of your list and strategy or a minor role, outlined below are just a few of the most common uses for Kroot and the models you will need to select to perform these rolls in the most efficient (and cost effective way).

Kroot role 1)

– A cheap scoring unit. I am not a particular fan of this use of Kroot, I don’t think it makes the most of there abilities, but it is still a valid usage. In 5th edition Fire Warriors and Kroot are your only scoring units in 2/3rd’s of games. Kroot are the most cost effective way to get a cheap scoring unit (that still has the potential and numbers to affect the game). And many people will take a standard unit of 10 Kroot just for this purpose, it’s an extra scoring unit, it’s cheap, and it has an ok gun and is ok at CC.

Using Kroot in this way you probably don’t have any great plans for them, they are designed to be a cheap disposable unit that can hopefully hold an objective/bolster your defensive line etc. You are not really utilising the unit’s potential, but it is adequate to do the job you have assigned it.

Kroot role 2).

The Kroot Rifle Squad/Pill Box approach. – This is similar in purpose to the above, using Kroot as a Rifle Squad within your Army (and therefore scoring unit etc) but here there is more scope for boosting the unit and more reliance on them tactically – you haven’t just taken them because they are a cheap Troops choice, you are taking them because they have a Job to do.

A Kroot Rifle Squad will generally number between 10 – 20 basic Kroot and will sometimes include a Shaper (for the extra leadership). There are many different ways to use this unit, but most commonly it will either form part of your defensive line (protecting suits, adding fire power [they essentially carry a basic Bolter that counts as an extra CC weapon] or sitting on an objective and refusing to be moved) or an Objective Holder.

The advantages here are that they can lay down a withering amount of fire at 24 inches, Rapid Fire within 12 inches and if they are charged in CC they stand a better chance of winning the fight than anything else in the Tau Codex. They also get to take advantage of Cover Saves. Sit them in cover and they have a 4+ save, sit them in cover in Woodland and they have a 3+ Save (or if there are no enemies in range to fire at they could go to ground, giving them a 2+ save). These are Kroot Pill box tactics, sit them in cover and let them absorb huge amounts of fire while holding an objective/blasting the enemy) – Adding the Shaper for these units can be effective because he adds +1 leadership to your brave boys (which could help them say in place for longer).

The other choice for this type of unit is the Krootox, but you need to be very sure of what you want the unit to do before you choose them – for these reasons.

With the Krootox.

Your unit gains a S7 long range gun, increases there effectiveness at light armour destruction and has the potential for S6 CC attacks if the enemy gets close. The other big advantage is Wound Allocation – they are a 3 Wound Model that counts as a different model type for wound allocation purposes. Let’s say you have a unit of Kroot that has a Shaper and 3 Kroot Ox (the maximum you can take per unit) sat in cover. You have 4 three Wound Models (of two different types) within the unit, let say the unit takes 5 Wounds – you could allocate 1 wound to the Shaper – 3 Wounds to the Kroot Ox’s and then only 1 wound on the normal Kroot. The advantage of this is that you limit the chances of losing a model, as the Shaper would take 1 wound (and have 2 Wounds left) – The Kroot Ox’s would take there 3 saves as a batch, and would only lose a model if you failed all 3 saves (if you allocated only 2 wounds to them then it would be impossible to lose a model) – and then you have the last wound on the normal Kroot. If you take a 4+ save as average, then 5 wounds on the Kroot would normally result in 2.5 Dead Kroot, with the Ox’s and the Shaper this drops to 0.5 Dead Kroot. – It adds survivability. (But watch out for weapons that remove cover saves/inflict instant death).

The problem with the Kroot Ox is you lose a lot of the units versatility, you can no longer Infiltrate or Outflank – which means your Kroot Rifle Squad is tied down to one roll (and deployment option) for the whole battle.

Without the Krootox.

You keep the versatility of the unit (but have less survivability) – Basically without the Krootox you have the full range of options for your Kroot – depending on the situation your Kroot Riflemen could perform multiple roles. They could deploy normally in a key position and do there intended job, but you also have the option to Outflank them if you want (if there is a juicy objective on the flank for example) or Infiltrate them (let your opponent deploy and then place them in the most advantageous place). You could even infiltrate them in a more aggressive role – for example – you can infiltrate within 18 inches of a target unit in LOS and within 12 Inches out of LOS. Imagine the carnage that two units of 20 Kroot could cause infiltrating within 12 - 18 inches of the enemy, moving forward a bit and then rapid firing – 80 S4 shots will make a mess of most targets! Especially if you have some fast moving back up moving up the table in support. Or maybe some other Infiltrate Support. Similar to the above but bringing Kroot in with something else, such as stealth suits (then rushing up support such as Piranha's etc). With a unit of stealth's high ROF the Kroot are very effective at covering the Stealth's, providing assault cover, extra shots etc. Makes your suits more survivable and can cause havoc with your enemy early on (Stealth's, Gun drones and Kroot) infiltrating in close and pouring fire on a horde army, or infantry heavy force will make a mess - and people don't expect Tau to get that close that fast

Final Option.

Both the cheap Kroot Unit and the Kroot Rifle Squad have another purpose and advantage. Ablative Wounds for your XV8 Commander. If you deploy these units normally you have the option of adding your Shas’El/’O to the unit. There are lots of advantages to this. One, your Commander gains a large amount of ablative wounds (in the form of Kroot). Two, your Commander adds to the Fire Power of the unit. Three, the Kroot benefit from the Commanders Leadership, and Four, the Commander increases the units survivability [For example, a Commander, 2 Shield Drones, a Shaper and 3 Krootox in one unit – that’s 4 different units for wound allocation purposes, 5 with the basic Kroot as well – It means your Kroot could take a Large amount of Wounds before they lost a Model].

The main disadvantage of this is the fact that whatever unit you attach the Commander too loses the Fieldcraft ability to move through woodland (as the Commander does not have it).

Kroot Role 3

Dedicated Assault. Your Kroot can be truly effective as a dedicated assault unit (thanks to large numbers and the mighty Kroot Hound). Kroot in numbers (with Hounds) can be devastating on the charge, and can take out literally anything, Outflank is one of the main components here, enabling them to get close and personal without suffering from enemy fire beforehand, or just to sweep onto an objective - attack behind the lines, destroy fire bases etc. You need at least 10 Kroot and 10 Kroot Hounds for this (I normally play 15 Kroot and 10 Kroot Hounds, 75 attacks on the charge). Close Combat should pan out with your Hounds going first (against most enemies), then your opponents attacks, then your Kroot (or your opponent and Kroot go at the same time. If your opponent goes first (with what he has left after 30 Hound attacks) then remove any casualties he causes from the Hounds and you still get your full complement of attacks from the Kroot. (Great with Ninja Tau, Mobile armies)...

You could also choose to infiltrate you assault units, or deploy them in line as a counter assaulter.

Generally speaking the Assault unit Kroot do not require Shapers or Krootox, both would be counterproductive to the unit’s abilities and push up costs.

Kroot Role 4
Counter Assault. Protecting your gun lines, standing in front of important units and either taking the charge or counter assaulting and slowing down the enemy's attack. Again, 10/15 Kroot can do this, or maybe 10 Kroot and 5 Hounds. (Good for static/Gun line lists).

Kroot Role 5
Protection.
With Deep Striking more common, and thinks like drop pods coming down with Melta weapons in the 1st turn it can sometimes help to flood the area with Kroot, stopping them from getting in that sweet 12 inch double damage dice range on your vehicles, forcing DS mishaps, or granting cover saves to crisis/broadsides etc.
(Good for static/Gun line lists).

[h3]Most Versatile Unit Configuration.[/h3]

The Most Versatile unit configuration is the Standard Kroot and Hounds Combination – 10 Kroot and 10 Hounds – It is capable of filling any of the above rolls and can deploy equally effectively in anyway (Infiltrate, Outflank, Table Edge Reserve). It can operate as an Assault Squad, a Gun line, and above all it’s a scoring unit. It is probably the best overall Kroot Build for a Hybrid Army (as it can be used in so many different ways).

[h3]Kroot in battle.[/h3]

How you use your Kroot in battle really depends on the sort of unit you have taken and the role you have assigned them. For example, in a Ninja Tau force you will probably be running with the combined unit of Kroot and Hounds and Outflanking them into battle in the later stages of the game – either to take Objectives, destroy tanks (Rear Armour 10 will fall in CC to Kroot, especially if the vehicle has not moved) or wipe out units. If your Kroot outflank beside a unit of 10 Guardsmen, or a vehicle that has not moved/moved 6” you will probably assault, if they Outflank by a unit of Genestealers (or equivalent) you will probably want to rapid fire them (they have a Higher Initiative than your Hounds so would strike before them in CC).

That’s just one example however – there are many other different ways you can deploy and use your Kroot in combat, and Kroot are so versatile that they can play effectively in pretty much any scenario. – So rather than concentrating on a scenario by scenario reading it’s probably better to focus on a few Kroot Rules for battle. These Rules will enable you to get the maximum use from your Kroot in the most cost effective way, and also prevent you from throwing them away unnecessarily against inappropriate targets.

[h2]Kroot and Shooting.[/h2]

The Kroot Rifle is a very good weapon, it is often pointed out that the Rifle has less Strength (and therefore less potential to kill than the Pulse Rifle/Carbine) – However this is a neglible difference when you take into account the differing factors between Kroot and Fire warriors – Kroot are cheaper, you can take bigger unit sizes (hence more guns firing), they have the same Basic BS (but can’t take advantage of Marker lights) and In CC the Kroots basic stats combined with the extra attack granted by the Rifle will guarantee a far more effective showing than any unit of Fire Warriors.

When you take this into account the Kroot Rifle is a fearsome weapon – it’s basically a Bolter with Benefits. The Key is deciding when to shoot, what targets to shoot at, and recognise when CC will be the more effective option.

Targets.

The Kroot rifle (exactly like a Bolter) will annihilate horde and targets with no armour save/6+ save out in the open, it will also do well against T3 models with a 4+ save etc. However, against most vehicles it has a fairly slim chance of penetrating (and even then most of the time you need to be facing the rear armour), It will also struggle to effectively hurt TEQ’s etc. Monstrous Creatures are an interesting quantity – you are unlikely to do much damage but if they have only 1 Wound left its worth firing at them – you may get lucky.

The interesting point with Kroot comes when you get/your enemy gets close (within 12 inches). – You then have to decide if it’s better to charge or fire.

For example – you have a small unit of 10 Kroot and a Unit of 20 Orks within 12 inches – your options are firing or assaulting, so which one is better?

If you rapid fire you will get 20 Shots, 10 will hit, 5 will wound – 5 dead Orks. The 15 remaining Orks will then charge you next turn (Getting there furious charge bonus). You will fight at the same time, so 15 Orks with 60 attacks on the charge….To cut a long story short all your Kroot will die :P – you will get to fight too – 20 attacks, 10 will hit, 5 will wound – 5 Dead Orks.

So the end result if you fire in this situation is that the Orks lose 10 (from there unit of 20) and the Kroot are wiped out.

If your 10 Kroot charge into CC however, they go before the Orks in combat – so they get 30 attacks – 15 will hit, 7.5 will wound, with the 6+ save 6/7 will die. If the Orks lose 7, they will only have 13 Models to strike back with – 39 attacks back – 19.5 will hit 9.75 Kroot will die. The Orks will win the Combat and your Kroot will probably be wiped out.

So in this case it’s more effective to fire rather than charge – either way you are going to lose your Kroot but firing first will kill more Orks.

However – what if you have 20 Kroot v 20 Orks. – If you fire (40 Shots) – 20 will hit, 10 will wound – 10 dead Orks – when the Orks charge you next turn they will have 30 attacks, 15 will hit 10 will wound – Your Kroot get 40 attacks back, 20 will hit, 10 will wound – 8/9 Orks should die (6+ Save) – The Orks should be wiped out with cumulative losses and you will lose 10 Kroot.

If you charge – you get 60 attacks before the Orks fight – so 30 will hit, 15 will Wound, 13 Orks should die. – The Orks have 7 left so have 21 return attacks – 10.5 will hit, 5.25 will wound. 5/6 Dead Kroot. You win the Combat and if they don’t break you will finish them off next turn. – Your losses will be 5/6 Kroot.

So – with equal numbers its better for the Kroot to charge then fire and be charged. – Less Kroot will die.

And this is the skill of playing with Gun line Kroot – When is it better to fire and when is it better to charge? – You have to take other factors into account as well – For example if the Orks were in Woodland they would receive a 4+ Cover Save against your firing, but with the Kroots Field Craft skill if the Kroot assaulted the enemy would not get to strike first in CC for being in cover (Kroot don’t have to take a Difficult Terrain test in Woodland so would strike in normal I order). – So in this situation the Assault would kill more Orks.

Then you have dedicated Combat Units – Such as Genestealers, 20 Kroot rapid Firing will wipe out a Unit of Genestealers without losing a single Kroot, if you charge into CC the Stealers go first with I6 (even if you have Hounds) and could win the Combat (or severely hurt your Kroot) before they are wiped out.
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Old 19 Apr 2009, 19:09   #2 (permalink)
Shas'Ui
 
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Default Re: Kroot Tactica for 5th Edition.

Now let’s bring Vehicles into the mix – your 20 Kroot are within 12 inches of the rear of a vehicle (AV10) that has not moved. If you fire its 40 Shots – 20 will hit, and you then need a 6 to get a glancing hit – on average you should end up with 3 Glancing Hits. If you charge into CC, the Vehicle has not moved so you get 60 Auto Hits – you should end up with an average of 10 glancing hits. – Dead Tank.

If the vehicle has moved up to 6 inches – your firing will still inflict 3 Glancing hits, if you charge you should end up with 30 hits (you hit on a 4+) and 5 Glancing hits. – Dead Tank.

If the Vehicle has moved over 6 Inches however, your firing will cause 3 Glancing Hits, if you charge however you are now hitting on a 6. So your 60 attacks becomes 10 hits – which translates to 1 to 2 Glancing hits – in this case firing is more effective.

- Anytime you have the option to rapid fire or Charge a unit with Kroot you should decide which option will (on average) bring the best results (Taking into account things like Cover Saves, Initiative Order, Unit Numbers etc). You should also remember what stage of the Game you are at – if its turn 5 for example and you have the option to Rapid Fire (and contest an objective) or Assault and maybe clear the objective (taking it) then you need to take the balance of the game into account. If for example you are winning by one objective and contesting the other – don’t assault and hope the game ends on turn 5 – you win by contesting. If your opponent is winning on Objectives – assault and take the risk, it might be the difference between defeat and victory.

The other key factor in keeping your Kroot safe is considering your opponents weaponry – If a unit with Flamers etc is going to be in attack range and you are unlikely to wipe them out with firing – assault them, its better than being hit by multiple flamers and not getting a save!

So, at maximum range shooting is the easy option (just choose the right target) – when you get close it’s a matter of playing the numbers and choosing the best option to Kill the most enemy while losing the least amount of Kroot.

Kroot in Assault.

The same principles apply here – when is better to assault and shoot. However, Kroot have the best CC potential in the Tau Codex by far. If you want to create a dedicated Assault unit it has to contain Kroot Hounds – no question. Kroot Hounds and Big Unit sizes (lots of attacks) turn Kroot into a CC force to be reckoned with.

The basic assault procedure with Kroot and Hounds is simple but effective. If you are attacking a unit with:

Initiative 6 or above
– beware. If they have good stats and lots of attacks/high numbers etc then it will probably be better to shoot at them.

Initiative 4/5 – Your Kroot Hounds will go first or simultaneously with your opponent, once there attacks have been resolved you still have your normal Kroot to attack. So, take whatever casualties your enemy has caused from the Kroot Hounds (who have already made there attacks). This way when your Kroot Strike back they will get there full attacks (as they have taken no casualties). This is a way of making sure you get the full combat potential (maximum number of attacks) from your Kroot – it lets there weight of numbers count.

Initiative 3 or less
– Straight forward, your whole unit goes either before or simultaneously with your opponent. – You will get your full attacks.

The Next stage is target priority in combats. For example In a recent battle with Tyranids and Opponent charged 10 Gaunts and 2 CC Carnifexs into a unit of 15Kroot and 10 Hounds. – In multiple combats you can choose who you are directing your attacks upon (before any dice are rolled). The idea here is to WIN the combat, so I chose to direct all my attacks on the Gaunts (who I had a far better chance of killing). The Gaunts were wiped out (and did not cause my Kroot any casualties) – The Carnifex’s killed 5 of my Kroot. So I won Combat by 5, as the Carnifex’s are Fearless they had to each take 5 saving throws (causing 2 Wounds on the one Carnifex and 1 Wound on the other.)

By selecting the soft target I won the Combat and caused 3 Wounds to Carnifexs. Always go for the easy Target.

The Same goes for a Unit with a Special Character in it – Go for the unit, not the special Character – (Unless it’s an Ethereal :P). You stand a better chance of inflicting multiple Wounds on the unit than the Character. And the idea is to win CC by causing more casualties. If you do this then you will win the combat and may have a chance of cutting the character down in combat resolution, rather than risking trying to fight them in CC and then possibly losing the fight.

Don’t be afraid to assault Vehicles and MC’s with a Kroot and Hounds unit – they really have the potential to kill them very easily with weight of numbers on there side. But stay OUT of assault with Dreadnaughts etc, hitting on front armour (of 11AV or more) your Kroot cannot hurt them, and will be locked in Combat till they break.

One word of warning – Kroot units without Hounds are nowhere near as dangerous in CC, and you should think carefully before assaulting a large unit with I4 or above. They will fight before your Kroot and could kill a lot of them before you get to fight back, Kroot win assaults against good CC units by weight of numbers – if there numbers are cut down you will have a hard time winning.

Kroot and movement

When moving your Kroot in battle it’s vitally important to consider cover, Kroot don’t get a save (unless you buy a Shaper, and the point increase by unit for a 6+ save really isn’t worth it) so you want to keep them in a position where they can claim a Cover Save. Unless you are making a break for an objective, an assault run etc you want to position your Kroot so that at least 50% of the unit are in some sort of cover at the end of a move (even if its just behind another unit etc).

If you infiltrate into play, infiltrate into cover – unless you have first turn and a target in mind, and even then beware Seize the Initiative.

If you outflank you generally have a Target in mind – if not, come out in cover, or use other units to screen your advance. I generally outflank Kroot with Pathfinders in Outflanking Warfish as support, a good tactic here if you can’t reach your opponent is to use the Warfish to screen the Kroots advance – Mobile Cover.

Kroot Tactics and Tricks.


Wound Allocation.

A lot of you will have read the excellent article by Pseudomancer "Shield - the tactic of the Commander Shieldwall" - A very good article. Now Kroot can really add something to this Tactic, in the form of Wound Allocation. I have been adding Commanders to Kroot Squads for sometime, for a start it gives your Kroot Leadership 10 - always useful.

But the Kroot have a lot of MultiWound models they can put into there units, So you have your Commander (maybe Iridium and/or Stimulant injector) and his 2 ShieldDrones, added into a large unit of Kroot. So that's 3 2+ saves on the unit, protecting your Kroot, or lots of Kroot to take the insta death weapons etc. Now add in 3 Krootox and a Shaper - 4 x 3 wound models. With the new allocation rules if your Kroot took fire (even if they had no cover saves) you could allocate 3 wounds to the Commander and Drones (2+) and 1 wound to the Shaper, and 2 Wounds to the Kroot Ox (if you allocate 3 wounds 1 Krootox would have to die).

This means you could take 6 Wounds before you stood a significant chance of losing a model. - Your Kroot really could run up that table taking massive amounts of ineffective fire. Now add a unit of Gun drones to move in front of them (jump to the side and then back in front of them in the assault move), Your trusty Kroot now have a 4 plus Cover save, and a assault shield - any enemy would assault the Drones first, and be open to a Kroot counter charge.

Also Remember that for Wound Allocation purposes Kroot and Hounds count as different models, so if you take large amounts of fire from weapons that ignore Cover Saves and Weapons that you get cover saves from then you can allocate all the wounds you don’t get a save form onto one specific part of the unit.

So you have a unit with 10 Kroot and 10 Hounds – you take 16 wounds from Flamers (no save) and 10 Wounds from Bolter fire (4+ Save). If you allocate equally 16 Kroot will die automatically (from the Flamers) and the 4 remaining Kroot will have to take 10 4+ saves…..they will very probably all die.

However – You could allocate 10 Flamer Wounds to the Hounds, 10 Bolter shots to the Kroot, and then as you have allocated to every one in the unit you can start again and allocate the last 6 Flamer Wounds to the Kroot Hounds – who already have a wound allocated to them – so in effect you will have 16 Wounds with no save allowed allocated to just 10 Models – The Hounds. This mean the 10 Bolter Shots are all allocated to the Kroot and you get a 4+ save – so 5 will survive (more if you go to ground for the 3+ save). Yes – the unit has been hurt, but its still there (this can be very important if you are holding/contesting an objective).

Role Reversal

In 4Th edition you used your Kroot to protect your Fire Warriors - 5Th changes that a little - you can no longer consolidate into close combat. So say you have a big unit of Kroot, and a unit of Fire warriors with a wall of Orks bearing down on you - who has more chance of destroying the Orks? Kroot could take the charge, and would probably lose the combat with the Orks equal numbers and furious charge advantage. Then your Fire warriors would be able to Rapid-fire them in our turn - however, if your FW's do not destroy them they will die next turn - 2 units lost. - Now the crazy part, what if your FW's take the charge...they will die, but your Kroot will be untouched. The Kroot could then charge the Orks, without the Furious charge advantage the advantage is the Kroots (15 Kroot, 10 Hounds) - 75 Attacks, all going before the Orks....Dead unit of Orks - you have only lost 1 unit (the Fire Warriors). - The Kroot in this situation are arguably the better unit to Keep alive than the FW's - so you reverse the roles and sacrifice the FW's to save the Kroot.

Anti Tank.

You now strike tanks in CC on the rear armour, in most cases this is a 10 - Kroot have strength 4 so can get glancing hits. - This can work for you in several different ways. Tanks like Whirlwinds and Basilisk etc, can fire without LOS, if your opponent positions them on the flanks in cover your Kroot can outflank, charge and as the Tank hasn't moved they auto hit - 20 Kroot (or 10 Kroot, 10 Hounds) - means 60 auto hits - an average of 10 glancing hits. Dead Tank.

If the Tank moves 6 (so it can still fire) and your Kroot can assault it you will hit on 4 - so 30 hits, and 5 glancing hits - Probably a dead or severely wounded Tank.

Now as we all know Tau work closely in support of each other, so say you fire at a tank with another unit and stun, shake, immobilise it etc - it does not get to move next turn - so move your Kroot into charge range, and in your next turn assault it - because it was stunned it has not moved - so you auto hit again - dead tank.

Finally - Kroot Ox, Strength 6 in CC. Can actually penetrate (although exploding the vehicle may not be a good plan :P lots of fried Kroot). Bur Glances on a 4 against rear armour 10.

Even better, if it’s a transport vehicle with troops inside you could surround it with Kroot and kill all the occupants before they can disembark. The Vehicle Wreckage also gives the Kroot a Cover save from return fire (or blocks LOS).

Outflank/Infiltrate.

Covered above really, but the ability to Outflank is awesome for Kroot, it keeps them safe from fire and brings them on for that sneaky outflank assault which will generally kill there opponent, be it vehicle, unit or monstrous creature. - Just make sure it’s the right sort of unit - an Outflank unit set up for this needs to be both Kroot and Hounds, and at least 20 models strong.

The Infiltrate depends on what objectives you have set your Kroot, a shooty set up is probably best but a CC unit could be effective to depending on your opposition and positioning.

Overview.

Kroot have benefitted in many ways from 5th – Outflank and Cover Saves are probably two of the things they have benefitted from the most. Used correctly they are one of the most versatile and deadly units in the Tau Codex, used badly they are fragile and will have little impact on the game.

The Key with Kroot (as I have tried to show in the above) is to build the units with a specific role in mind, and utilise the available model types to fulfil that role. It’s also to know there strengths and weakness and react accordingly when they are threatened, knowing when to charge, when to fire, when to take cover – Playing Kroot is playing by the numbers – with the right build and unit size they can take out anything and react to virtually any situation – but don’t expect them to perform miracles if you have a cheap under strength unit.

So, the Kroot Rules –

1) Stay in Cover (or Outflank)
2) Play by the numbers, know when to assault and when to fire.
3) Use the right sort of Unit for the job.
4) Use the Kroot with the missions Objectives in mind.
5) Prioritise your targets.
6) Use them to take out KeyTargets (Outflank, Infiltrate) or Support the rest of your force.
7) Beware Flamers and other Cover Save removing weapons – take them out before they take you out.

8) – Trust your Mercenary Kroot Barbarian Scum – they wont let you down.


Now go out there and eat a Space Marine! (Ketchup improves the flavour).
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Old 19 Apr 2009, 19:26   #3 (permalink)
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Default Re: Kroot Tactica for 5th Edition.

Karma'd and included in the Stickie - well earned, GoneFishing!

Cheers,
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Old 19 Apr 2009, 20:13   #4 (permalink)
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Default Re: Kroot Tactica for 5th Edition.

Absolutely unbelievable work. I wasn't sold on the Kroot for 5th because I didn't exactly know how I should use them. I'm so going to go back and experiment with the tactics you've posted. I'm sure I'll be able to play with them much more effectively. You da man.
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Old 19 Apr 2009, 21:29   #5 (permalink)
Shas'Ui
 
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Default Re: Kroot Tactica for 5th Edition.

There's one thing you mention a few times I just can't agree with: that the kroot rifle is a bolter with benefits.

Yes, it counts as 2 CCW, but so does the bolt pistol and CCW on boltgun chaos marines. The AP makes all the difference though: where a bolter rams right through a guardsman on a 3+, the kroot rifle gets a third less kills due to that nasty little difference. Plus, you can't assault after firing, unlike a chaos marine.

Its not that its BAD, but I wouldn't put it on par with a bolter+pistol+ccw combo.
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Old 19 Apr 2009, 23:47   #6 (permalink)
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Default Re: Kroot Tactica for 5th Edition.

One thing you must absolutely remember to address (that I've brought up numerous times to you) is the changes from 4th editions charging into cover vs. 5th editions.

Kroot are severly hampered by the changes to grenades, especially when charging into cover.
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Old 20 Apr 2009, 03:15   #7 (permalink)
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Default Re: Kroot Tactica for 5th Edition.

Quote:
Originally Posted by GoneFishing
The main disadvantage of this is the fact that whatever unit you attach the Commander too loses the Fieldcraft Special Rule (as the Commander does not have it).
I hate to break it too you, but they do not loose the Fieldcraft Special Rule. They just can't move their full distance through woods/jungle (As the Shas'o must take a Difficult Terrain Test, and unfortunately without the aid of Move Through Cover 'cause the Kroot don't have it), but they still get their +1 to their cover in there with any wounds allocated to them.

Quote:
Originally Posted by GoneFishing
If you rapid fire you will get 20 Shots, 10 will hit, 5 will wound – 5 dead Orks. The 13 remaining Orks will then charge you next turn (Getting there furious charge bonus). You will fight at the same time, so 13 Orks with 52 attacks on the charge….To cut a long story short all your Kroot will die :P – you will get to fight too – 20 attacks, 10 will hit, 5 will wound – 5 Dead Orks.
Again, sorry to be that guy, but your math is wrong. 20-5=15, not 13. Though I understand the end result is the same, I just thought you may want to know.

Quote:
Originally Posted by GoneFishing
For example if the Orks were in Woodland they would receive a 4+ Cover Save against your firing, but with the Kroots Field Craft skill if the Kroot assaulted the enemy would not get to strike first in CC for being in cover (Kroot don’t have to take a Difficult Terrain test in Woodland so would strike in normal I order). – So in this situation the Assault would kill more Orks.
Again, there is something wrong with this. The Field Craft Special Rule does not eliminate the advantages of cover all together. They just don't test for moving through it. Orks would still be in cover when assaulted and therefor would get the advantages of such.

Other than those minor mistakes, a very good article. I use a full squad of Kroot in practically every game I can squeeze them into (20/12 w/Shaper) meant as a CC unit against objective holders.
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Old 20 Apr 2009, 18:05   #8 (permalink)
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Default Re: Kroot Tactica for 5th Edition.

Quote:
Originally Posted by Nova
There's one thing you mention a few times I just can't agree with: that the kroot rifle is a bolter with benefits.

Yes, it counts as 2 CCW, but so does the bolt pistol and CCW on boltgun chaos marines. The AP makes all the difference though: where a bolter rams right through a guardsman on a 3+, the kroot rifle gets a third less kills due to that nasty little difference. Plus, you can't assault after firing, unlike a chaos marine.

Its not that its BAD, but I wouldn't put it on par with a bolter+pistol+ccw combo.
I thought you had to choose what you gave your marines, and that you could only have a bolter OR a pistol and ccw.

Oh, and the points difference is such that getting a third less kills isn't really a problem when you have so many models firing.
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Old 20 Apr 2009, 19:29   #9 (permalink)
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Default Re: Kroot Tactica for 5th Edition.

Thanks to Knightperson for correcting my spelling on a key section and Tiptop for pointing out the wrong number on the Ork Casualties and clarifying the field craft rule - I have edited the post to include these points

Quote:
Originally Posted by TipTop1987

Quote:
Originally Posted by GoneFishing
For example if the Orks were in Woodland they would receive a 4+ Cover Save against your firing, but with the Kroots Field Craft skill if the Kroot assaulted the enemy would not get to strike first in CC for being in cover (Kroot don't have to take a Difficult Terrain test in Woodland so would strike in normal I order). – So in this situation the Assault would kill more Orks.
Again, there is something wrong with this. The Field Craft Special Rule does not eliminate the advantages of cover all together. They just don't test for moving through it. Orks would still be in cover when assaulted and therefore would get the advantages of such.
Actually no, 5Th edition rewrote the assault in cover section - it reads now that -

"To represent this, if an assaulting unit had to take a difficult or dangerous terrain test during their assault move, all of its models have their Initiative value lowered to 1 when attacking, regardless of other Initiative modifiers"

Kroot do not take Difficult Terrain tests in Woodland, so when they assault an enemy in Woodland (even though the target is in cover) they fight at there normal Initiative Order.

Quote:
Originally Posted by enderwiggin
One thing you must absolutely remember to address (that I've brought up numerous times to you) is the changes from 4Th editions charging into cover vs. 5Th editions.

Kroot are severely hampered by the changes to grenades, especially when charging into cover.
We have discussed this one at great length already in a previous thread Ender and failed to reach an agreement - you think the changes have affected them negatively, I think its a positive - and I don't think either of us is going to change there position on this one and I don't want to derail the whole thread by having the same argument again. To clarify (both our positions) though:

There is only one change between 4Th and 5Th edition that effects Kroot who are charging Into cover. Kroot have no access to grenades in 4Th or 5Th, so when they charged into cover they would fight in the Close Combat last (as there opponent would gain I"10 for being in cover). The only difference now with Kroot Charging into cover is the fact that if they charge into Woodland they get to fight in normal I" order and there opponent gets no advantage for being in cover. So Kroot charging into cover have actually lost nothing, but gained a slight boost between the editions.


Where there is a change between 4Th and 5Th is Kroot being charged when they are IN cover. The rules for Frag Grenades (or there equivalent) have now changed, so in 4Th a unit with Frags assaulting a unit in cover would fight simultaneously, in 5Th the Combat now runs in Initiative order (Just as the Eldar Grenades did in 4Th). So in 4Th edition your Enemy (equipped with Frags) and the Kroot would fight at the same time and both sides would get there full attacks. In 5Th the fight goes in normal Initiative order, which is sometimes in the Kroots favour and sometimes against them. Basically it breaks down like this.

A Unit of Basic Kroot (or Possibly with Shaper or Krootox) assaulted in Cover by a Unit equipped with Frag Grenades.

Any opponent with I 2 or under would strike last in CC. - Meaning the Kroot could hit them before they get any attacks.

Any opponent with I 3 will strike at the same time as the Kroot. - Exactly as they would have in 4Th Edition.

Any opponent with I 4 or above will strike Before the Kroot in CC - So here the Basic Kroot are at a disadvantage, as they will face assault before they get to fight back.

A Unit of Kroot with Hounds (as stated above the most versatile choice for Kroot now) assaulted in cover by a unit with Frags.

Any opponent with I 2 or under would strike last in CC. - Meaning the Kroot could hit them before they get any attacks.

Any opponent with I 3 will strike at the same time as the Kroot, but the Hounds will strike before they fight - so the Combat Order would be Hounds - Then Kroot and Opponent Simultaneously - Better for the Kroot because the Hounds can kill some of the attacker before they fight.

Any opponent with I 4 will strike Before the Kroot in CC, but after the Hounds (So Combat order would be Hounds - then your Opponent - then the basic Kroot last) - So here the Basic Kroot are at a disadvantage, as they will face assault before they get to fight back, but the Kroot Hounds have an advantage because they will strike first). - It's here where you can start practicing the Kroot tactic mentioned above where you remove any casualties caused by the attacking unit from the Kroot Hounds who have already fought, and this enables you to still get your full attacks from the Basic Kroot (as long as the enemy does not cause more Wounds than you have Kroot Hounds - a good argument for taking at least 10 Kroot Hounds).

Any opponent with I 5 will strike at the same time as the Kroot Hounds and then your Kroot will fight last (so the combat order is Kroot Hounds and Opponent, then Kroot). The Kroot Hounds will still get all there attacks and the same tactics above holds true - take your casualties from the Hounds and your Kroot will still get there full attacks (as long as your opponent does not cause more deaths than you have Hounds).

[it's worth pointing out at this point that I 5 Models are very rare, and in most Codex’s are limited to Special Characters and in some cases Elite Troops - the only Codex’s that have a high percentage of I 5 or above models are the Eldar and Dark Eldar, however Eldar and DE do not have Frag Grenades, they have a grenade that means the unit charging into cover strikes in normal initiative order - From 4th edition. So Kroot being charged in cover by Eldar or Dark Eldar with Grenades are no worse off in 4th or 5th edition, the combat would fight in the same order].

Any Model with I 6 or above [Very Rare] would strike before your Hounds and Kroot. So this would be a Worse result than the 4Th edition Frag rules which would have meant your Kroot fought at the same time.

Breakdown of results of assault with Frags in Cover.


Initiative Basic Kroot Kroot with Hounds
1 Better Off Better Off
2 Better Off Better Off
3 The Same Better Off
4 Worse Off *Better Off
5 Worse Off **The Same
6 + Worse Off Worse Off

* The Hounds Strike First
** As long as your Opponent does not cause more casualties than there are Hounds.


This is where myself and Enderwiggin were unable to reach agreement, I believe that the new Grenade/assault in cover rules favour the Kroot more in 5Th than 4Th, because they get a slight boost to assault (They go in normal Initiative in Woodland) and in defence - Basic Kroot are the same or better off up to I" 3, and Kroot with Hounds are better off up to I 4, the Same (the majority of the time) at I 5 and Worse off only at I 6. - Overall I believe the Kroot are better off.

Ender believes that the Kroot are worse off, because in 4Th in all situations no mater what the Initiative of their opponent (apart from when fighting Eldar or Dark Eldar) when Kroot were assaulted in Cover by a unit with Frags they fought simultaneously with there opponent and were always guaranteed to get there full attacks. Whereas in 5Th with the new rules this does not always happen and the enemy may get to attack them without them fighting back.

Basically the argument (and what your opinion is) will boil down to this - Do you use Kroot Hounds?

If you don't use Kroot hounds, when you are assaulted in Cover by a unit with Frags with I 4 or more you will be at a disadvantage under the 5Th edition rules.

If you do use Kroot Hounds , when you are assaulted in Cover by a unit with Frags you will have the advantage 99% of the time.

So if you don't use Kroot Hounds you will probably think the Kroot have been hurt by this rule change and if you do use Hounds in your battles you will think Kroot are better off.

I use Hounds as a matter of course, which could explain why I think Kroot work better under the 5Th edition rule set in this situation

Quote:
Originally Posted by Nova
There's one thing you mention a few times I just can't agree with: that the kroot rifle is a bolter with benefits.

Yes, it counts as 2 CCW, but so does the bolt pistol and CCW on boltgun chaos marines. The AP makes all the difference though: where a bolter rams right through a guardsman on a 3+, the kroot rifle gets a third less kills due to that nasty little difference. Plus, you can't assault after firing, unlike a chaos marine.

Its not that its BAD, but I wouldn't put it on par with a bolter+pistol+ccw combo.
I would not put it on a Par with a "bolter+pistol+ccw combo" either - but the point is comparing it to a Basic Bolter - Apart from the difference of AP it has exactly the same stats (Range, Strength, Rapid Fire etc) as a Basic Bolter and on top of this it doubles as an extra CC weapon - hence Bolter with Benefits.

No its not as good for the assault principle as a Bolt Pistol and CC weapon etc (where you can fire, assault, and get +1 attack), but it does mean that Kroot can lay down strong fire power where they need to and still get a potentially devastating charge in CC (3 attacks per Kroot). For a price which is significantly cheaper than your average Space Marine/Sister of Battle etc with a basic Bolter.
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Old 20 Apr 2009, 19:57   #10 (permalink)
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Default Re: Kroot Tactica for 5th Edition.

good write up, but I see a typo.
Quote:
Significant advantages. - 3 Wounds (useful Wound sink), higher leadership, 3 attacks (5 on the charge with Kroot Rifle). Can give Kroot a 6+ Save (but this is not really that useful).
It should be 4 attacks, 5 on the charge. The kroot rifle always gives an extra attack, not just on the charge.

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