[Troops] Kroot

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[Troops] Kroot

Post#1 » Nov 08 2013 08:36

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[TROOPS] Kroot


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"Kroot" by skirill


"The Kroot? Consummate hunters, excellent soldiers, and loyal allies... Bad table manners, though."

-Shas'El T'au Rin'ven

Index
Introduction
Upgrades, Options & Wargear
Battlefield Roles
Synergy
Competition
Counters
Conclusions
Last edited by BabaGanoosh on Nov 08 2013 08:51, edited 7 times in total.

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Re: [Troops] Kroot

Post#2 » Nov 08 2013 08:37

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Introduction:


Kroot Kindreds are a cheap light infantry Troops choice, notable for their adaptability. Units of Kroot can be built to serve a number of functions, including disrupting enemy lines, forming powerful shooting units, and inexpensive but effective diversionary units. With the options of sniper ammunition and Krootox, Kroot Kindreds can pose a threat to a wide range of targets, ranging from light infantry to medium vehicles, and especially monstrous creatures. However, Kroot are relatively fragile on a model-by-model basis, and rely on cover saves and sheer model count to weather enemy attacks.

All Kroot, including Hounds and Krootox have the infiltrate, move through cover, and stealth (forests) special rules. These are all useful abilities, particularly infiltrate. Stealth (forests) is unfortunately not reliable, since it obviously requires a piece of forest terrain, but significantly increases the survivability of Kroot if it can be exploited.
Last edited by BabaGanoosh on Nov 08 2013 08:44, edited 3 times in total.

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Re: [Troops] Kroot

Post#3 » Nov 08 2013 08:37

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Upgrades, Options & Wargear:


A Kroot Squad is composed of 10-20 Kroot, 0-10 Kroot Hounds, and 0-3 Krootox. One of the Kroot can be upgraded to a Shaper.

Hounds:

Kroot hounds are one point less than a normal Kroot. While they lose the Kroot rifle, they gain two points of initiative, an attack, and carry the Acute Senses special rule, allowing significantly more accurate outflanking. They are most commonly included in squads for outflank accuracy, but their high initiative is also useful for escaping sweeping advances during combat. It is exceedingly common to see one Kroot Hound added to a unit of Kroot for these reasons.

Krootox:

These multiple-wound models have a very high strength characteristic, and also pack the Kroot gun; a long-range, rapid fire, medium-high strength weapon. These are heavy hitters in a Kroot squad, and are dangerous to AV12 vehicles and below. Their cost is significantly higher than standard Kroot, however.

Shaper:

The Kroot Shaper is a multiple wound upgrade character, whose primary contribution to the unit is good leadership. Kroot squads operating without Ethereal support or other Independent Characters can benefit greatly from the presence of a Shaper, especially if high casualties are expected.

Sniper Rounds:

Sniper rounds are an inexpensive per-model upgrade available to Kroot, giving them the option to use a sniper profile shooting attack instead of their normal pulse rounds. This option wildly increases their threat potential - pulse rounds are effective mainly against light-medium infantry, but sniper rounds can pose a serious threat to high-toughness models, light vehicles, and models with good armor saves. The average BS of Kroot often limits the impact of these shooting attacks however. It should also be emphasized that sniper rounds are not better than pulse rounds across the board: each ammunition is effective against a different set of targets. A comprehensive analysis of their relative abilities can be found here. In general, light infantry (GEq) are more susceptible to pulse rounds at all ranges, while heavier infantry are more vulnerable to sniper rounds at range, but pulse rounds within rapid fire range. Monstrous creatures and light vehicles are of course a perfect candidate for sniper rounds.
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Re: [Troops] Kroot

Post#4 » Nov 08 2013 08:37

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Battlefield roles:


Disruption:

Outflanking and Infiltrating units of Kroot can be tactically useful in a disruptive role, throwing a proverbial wrench into the enemy's plans. This disruption can be accomplished by using the Kroot to target vulnerable backfield units, draw off assault units from their primary targets, or even threaten objectives in the enemy deployment zone. Since Kroot are a scoring unit; they can pose a threat beyond their offensive potential. The inclusion of Kroot Hounds is key for units in this role, since they allow accurate outflanking.

Flank Assault:

Large units of Kroot can be outflanked offensively to attack the enemy in a substantial way (greater than disruptive attacks). With a positional relay in position near the enemy's table edge, they could even arrive behind enemy forces. These units need substantial offensive power to function in their role, in the form of sniper ammunition and/or Krootox. As in disruption, the inclusion of Kroot Hounds is key for units in this role, since they allow accurate outflanking. A positional relay reduces the benefit of including a Kroot Hound, since it eliminates the outflank roll, however positional relays are subject to enemy action and other perils. Given the other benefits of Kroot Hounds, there is good reason to bring a one even if planning to use the positional relay.

Firepower Core:

Kroot are also useful as the core element of a Tau formation. When equipped with sniper ammunition their offensive potential is significant, but limited to their maximum range, and firing sniper rounds is a 'Heavy' shooting attack, reducing mobility. Kroot benefit greatly from the presence of an Ethereal, whom increases their leadership and can augment their survivability or firepower. These units operate best in the center of a Tau formation, where they can benefit from cover saves from units on the front lines. The lack of supporting fire is a notable deficiency of the Kroot in this role.

Screening:

Kroot can also be employed as a screening unit for a larger formation. They are inexpensive, and can form a protective screen for units behind them, providing a barrier against assault and a cover save. In addition, A Kroot unit spread out across the front of a Tau formation can benefit from many sources of overwatch via supporting fire. The Kroot's capacity for high model count makes them uniquely well-suited to the role of overwatch-collectors. Kroot can be infiltrated ahead of the main lines for this role. While Kroot are not a melee unit, they can be used in a tarpit role, if supported by Ethereal-boosted leadership and the stubborn special rule via Calm of Tides or attachment of an Ethereal.

Counter-Infiltration:

Some armies rely on army-wide scout moves to close the distance with enemy forces. Units of Kroot can be infiltrated ahead of the main Tau force in order to push back enemy infiltration and scout moves. Even a small unit of Kroot can be effective in this role, as the enemy forces will have to maintain a minimum distance of 12" from the Kroot after scout moves, or during infiltration (18" if they are visible).
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Re: [Troops] Kroot

Post#5 » Nov 08 2013 08:38

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Synergy:


In general, the Kroot have one edge over any other unit in terms of synergy: they can bring the most models of any unit. Benefits applying over an entire unit are amplified by the sheer body count of a large Kroot unit. Markerlights, Support Suit Crisis Commander abilities, and other effects can be well spent on a large unit of Kroot.

Ethereal:

The Ethereal is an obvious choice to pair with the Kroot, increasing their resilience by increasing their leadership, as well as other benefits through Ethereal powers. Storm of Fire works on pulse rounds, but not sniper rounds, so the benefits of the Ethereal powers do not always apply. The Ethereal is protected in turn by the many ablative wounds of a Kroot unit. The unique Ethereal Aun'Shi can also act as a tarpitting character, using his rerollable invulnerable save to absorb enemy attacks in combat.

Pathfinders and Stealth teams:

Both of these units pair well with the Kroot for the same reasons: the ability to outflank, as well as bring a positional relay. They can be used in coordinated flank attacks and harassment, and through the positional relay they can consistently allow the Kroot to make attacks from the enemy's table edge.

Shadowsun:

When joined with a unit of Kroot, Shadowsun confers stealth and shrouding to the whole unit, as per those special rules. Although this works with many units in the codex, there is particular advantage applying this to a large unit of Kroot, by virtue of the sheer size of the unit. Even with a modest cover save of 5+ from terrain, Kroot with Shadowsun attached will have 2+ cover saves to spare. While the utility of cover saves varies from game to game, and depends largely on the opponent's ability to ignore cover, such a formation should not be overlooked.
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Re: [Troops] Kroot

Post#6 » Nov 08 2013 08:38

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Competition:


Firewarriors:

Firewarriors compete with Kroot squads in that they are also a candidate for forming the core of a Tau formation. Kroot rifles and pulse rifles are similar in weapon profile, with the notable exception of sniper rounds. Since Kroot and Firewarriors are also the only two Troops choices in the codex, they will always compete for the role of scoring unit. Kroot hold the advantage in unit size, cost, and versatility, while Firewarriors are more resilient model-for-model, have better equipment, and a better base weapon.

Pathfinders, Stealth teams:

Pathfinders and Stealth teams have access to outflank, as well as scout and infiltrate, respectively; allowing similar flexibility during deployment as Kroot. They also have access to weapons that can pose a threat to a variety of targets in the enemy backfield. However, neither unit has access to the acute senses special rule to allow accurate outflanking, and cannot bring the sheer weight of models as the Kroot. The Kroot also have the distinct advantage of being Troops; their ability to capture enemy backfield objectives makes them markedly more dangerous than other harassment units.
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Re: [Troops] Kroot

Post#7 » Nov 08 2013 08:38

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Counters:


Kroot are relatively fragile light infantry, and although they are much better than most Tau units in close combat, they struggle against many units in melee. They are vulnerable to assault, anti-infantry shooting, and template weapons. The lack of a substantial armor save makes them particularly fragile out of cover.
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Re: [Troops] Kroot

Post#8 » Nov 08 2013 08:39

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Conclusions:


There are two options that are particularly useful to Kroot: Sniper rounds and the Kroot Hound. Sniper rounds open up a wide range of targets to the Kroot, while Hounds are extremely beneficial to outflanking units. If a Kroot squad is being taken with the intent of being a flexible-role unit, both these upgrades are highly recommended. Such units work well in conventional and unconventional hunter cadres.

While Kroot are probably the best unit in the Tau codex in close combat, they should not be mistaken for a melee unit. The ranged power of the Kroot is significantly better than their melee skills, especially with the flexibility offered by sniper rounds.

Kroot are an incredibly adaptable unit in the Tau Codex. A unit of Kroot can be customized to operate in a number of roles during list-building, and are versatile enough on the table to adapt to the challenges of each match-up.

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