FoxZz wrote:I'd rather have the Kroots improved rather than being made cheaper. Kroots are fierce warriors.
They're average shooters but are very agile and stealthy and brutal fighters, yet fragile. They also have the ability to eat their ennemies and gain some perks.
So as it was said above, Shaper needs to be an HQ choice with ennemy eating and ambush like stratagems as well as reroll ones. Maybe we could have a Kroots Shaman for Psy phase so Tau aren't completely useless at this stage.
Kroots need to have the infiltrate rule back, otherwise we could have Kroots scouts with the sniper rule and infiltrate as a fast attack or elite choice and keep the Kroots troop with just Vanguard. It suits well their guerilla style.
Since they are very agile and stealthy, they should probably have a bonus in cover as well as a hard to hit rule so they are more survivable. Maybe they could also have an even fastest movement like 8"
Lastly, what they really bring to Tau army is some combat capabilities, that's really where they should shine. Auxiliaries are meant to compensate an army weakness. 2 attacks would balance good as well as -1 AP for the sharp blades at the tip of their rifles. Since they have very dense muscles, S4 is needed on their profiles.
With this they could be bumped at 7pts, which is similar to fire warriors. This make sense, Kroots are respected fighters in their field complementary to fire warriors, not some meatshields, mercenaries don't do that.
Kroots hounds and Kroots also need to be looked at, maybe assault D3 for Kroot gun and AP -1 in melee ? Kroot hounds could have a counter charge mechanic when attached to a Kroot troop ?
Kroots really have potential, I love how they contrast with Tau and shows both the flaws, contradictions and pragmatism of the Tau. Esthetically, I the contrast between streamline clean Tau and messy Kroots is also great, it gives diversity and depth to the army. Have
While I agree with you in that those changes could be good for them and useful for us (Commanders), let's analyse the new kroot carnivores you propose:
Basically, an Hormagaunt (they cost 5p) with -1WS (they have 4+), +1S, +2Sv in cover instead of +1, infiltrator, hard to hit and with AP-1 attacks. And all that for the cost of 2p more than him? As a T'au player, you should know how critical the "Hard to hit" modifier is when you only trust in your ranged weapons to kill your opponent. This alone bump those Kroot to 7p already, and the other special rules and better stats make them, at least, at 9p.
Keep in mind that those Carnivores are a pretty flexible unit, they can shoot, hold objectives, charge to weak units, or make a perfect screen at 7" from your deployment zone before starting the game. If you add your suggestions, you make them almost an elite unit (Genestealer?) but with all those extra tactical flexibility.
I am an advocate of making them cheaper as they are now (I cannot see them at less than 5p, though), and then add some auras/weapon options. This way you can use them as Meatshields, or as a tactical unit to bo a specific job if well supported.
I think Kroot carnivors do shine at close combat, if you think about it. The only other troop choice of a similar price that I know that actually beats them are Ork Boys. But they are slow, and only good at that, and they don't have an army behind supporting them with the most powerfull long-range weapons, and tough battlesuits to give them fire support on the up front (I know, we currently don't have them either, but I hope that changes when the codex arrives!). Note that Hormagaunts can have more attacks (2), but with S3 and no shooting make them weaker than our kroot friends.
- Good auras (from the Shaper and other Characters), like +1A or +1S, and better Morale!
- Point reduction from the current version, so changes like "hard to hit", +1A or +2Sv in cover don't start adding from those 6p (they should be at 5p)
- Give them something to make them stealthy, I don't care what is it if it is well costed.