[Troops] Kroot Carnivore Squad (7th Edition)

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[Troops] Kroot Carnivore Squad (7th Edition)

Post#1 » Feb 19 2009 06:04

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[Troops] Kroot Carnivore Squad
Kroot Carnivores for Tau armies
in the 7th Edition of Warhammer 40,000.


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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



Table of Contents
Last edited by PsyBomb on Feb 28 2009 12:25, edited 6 times in total.

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Re: [Troops] Kroot Carnivore Squad

Post#2 » Jul 22 2009 11:10

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Introduction


Kroot Carnivores are a cheap light infantry Troops choice, notable for their adaptability. Kroot fill the role of irregular infantry in a Tau force and act as a harassment unit, including disrupting enemy lines and forming inexpensive but effective diversionary or screening units. With the options of sniper ammunition and Krootox, Kroot Carnivores can pose a threat to a wide range of targets, ranging from light infantry to medium vehicles, and especially monstrous creatures. However, Kroot are fragile on a model-by-model basis, and rely on cover saves and sheer model count to weather enemy attacks.

Kroot have similar base statistics to the other Codex troop choices of Strike Teams and Breachers. They differ in having a far worse 6+ armour save and having better, although average, initiative and above average Weapon Skill. Each Kroot has a points cost 1/3 cheaper than an individual fire warrior so for any given investment in Kroot the number of models on the table will usually be larger.

All Kroot, including Hounds and Krootox have the Infiltrate, Move Through Cover, and Stealth (forests) special rules. These are all useful abilities, particularly Infiltrate which is made use of in several of their battlefield roles. In addition to allowing Kroot to counter-deploy after normal deployment is complete and outside the deployment zone Infiltrate also grants Kroot the ability to Outflank. Stealth (forests) is less reliably useful since it requires a piece of forest terrain, but significantly increases the survivability of Kroot if it can be exploited. With a poor save that is rarely useful against any weapon Kroot units usually use cover to improve their survivability, the Move Through Cover rule helps in maintaining respectable mobility when doing so.

Although they are non-Tau Auxiliaries Kroot generally receive full benefit from rules which would aid Tau. They may use markerlights to improve their shooting attacks, will benefit fully from the elemental powers of an Ethereal and so on.


Melee

Although described as a melee unit Kroot are in practice mediocre in close combat. Offensively they do only modest damage in assault due to their average strength and only having one attack per model. Having an AP5 melee weapon can help against weak opposition and in general Kroot assault is best used against weak or weakened targets. Being able to ignore the charge distance penalty for terrain, Kroot Carnivores can be useful for taking objectives or advantageous positions by assault from weak units hiding in terrain. When defending against assault Kroot lack resilience, however Kroot units are frequently used in this role to protect other more expensive units from the assault.

Particular care should be taken to avoid situations where an enemy can multi-charge a unit of Kroot alongside a more expensive and resilient unit such as a Riptide. The high losses from the Kroot unit can in this situation cause the other Tau unit to also flee and be swept by the enemy unit.
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Re: [Troops] Kroot Carnivore Squad

Post#3 » Jul 22 2009 11:12

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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 any ranged attack, they gain two points of initiative, a close combat 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 after losing combat. It is exceedingly common to see one Kroot Hound added to a unit of Kroot for these reasons.

Kroot hounds are better in melee than normal Kroot. A unit with many hounds is a tolerable melee unit by Tau standards, although it would be considered weak in most other armies.

As beasts the hounds have double the movement rate of Kroot. Although limited by staying within the slower Kroot unit a hound can extend the reach of the unit towards a scoring objective by 3” using maximum unit coherency of 2" and allowing for the base size of the hound itself.


Krootox

These models have double the wounds and strength characteristics of standard Kroot, and also pack the Kroot gun; a long-range, rapid fire, higher strength weapon capable of tackling vehicles up to AV13. Their cost is significantly higher than standard Kroot and taking Krootox will result in a more powerful and expensive unit that is still rather fragile; with the same toughness and saves as regular Kroot they are vulnerable to Instant Death from medium strength weapons.

Shaper

The Kroot Shaper is a multiple wound upgrade character who contributes improved leadership to the unit; a Kroot unit with a Shaper is significantly less likely to fail a morale check than one without. Kroot squads operating without Ethereal support or other Independent Characters can benefit from the presence of a Shaper especially if high casualties are expected and the unit is required to hold a position, such as an objective. As a character a Shaper can make or accept challenges, this could be used to protect another character attached to the unit or could possibly generate a VP in Maelstrom games.

Sniper Rounds

Sniper rounds are an inexpensive per-model upgrade available to models armed with with Kroot rifles, giving them the option to use a sniper profile shooting attack instead of their normal pulse rounds. This option 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 and models with good armour saves. A comprehensive analysis of their relative abilities can be found here which is summarised in this quick reference:

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Re: [Troops] Kroot Carnivore Squad

Post#4 » Jul 22 2009 11:12

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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 force. 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 large unit size, or the addition of Krootox, or both. A flank assault unit will often need support in the form of markerlights to deliver an effective strike. The inclusion of Kroot Hounds is valuable for units in this role, since they allow accurate outflanking without need of a supporting Positional Relay.

In smaller games Kroot units in the flank assault role can strike a decisive blow; as games become larger the amount of firepower that a unit of Kroot can deliver becomes less likely to deliver a game-changing strike. Even in large games however the ability of a flank assault to direct its damage into units which are otherwise hard to reach, whether cheap objective campers or expensive long-ranged shooting units, can add significant value to the limited shooting power of Kroot.

Firepower Core

Kroot have some use as the core element of a Tau formation. When equipped with sniper ammunition their offensive potential is significant. With sniper rounds their threat range is usually limited to their maximum range because of the Heavy profile. Alternatively when Krootox are added to the unit it can usefully engage medium vehicles at considerable range and while maintaining mobility. When using pulse rounds they can generate more shots – point for point – than Strike teams but the shots are lower strength and typically have less range. These units operate best in the center of a Tau formation, where they can benefit from cover saves from units on the front lines and buffs from supporting characters and other units. The lack of the Supporting Fire special rule 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 per model and can form a protective screen for units behind them, providing a barrier against assault and a cover save. Additionally 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 positioned or infiltrated ahead of the main Tau force for this role and can be stretched out into long lines which are within Supporting Fire reach of many Tau units behind them.

Scout or Infiltrate Blocking

Some armies rely on army-wide Scout or Infiltrate 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 - or an 18" distance if Infiltrating while visible to the Kroot.

Table Control

Kroot are cheap enough on a per-model basis and flexible enough in their deployment options that they can be used to establish table control by their physical presence. Well spread out and in sufficient numbers they can protect high value Tau models from attack by short range weapons such as Melta weapons even when those threats can bypass conventional screening by deep strike, outflank or by flying. A distinctive use of this role is in combination with a Void Shield Generator: the Kroot spread out to the limits of the 12” shield zone to prevent enemy units from entering it thus forcing them to shoot through the shields which protect the high value units within.

A fringe use of table control is drop-pod trap deployment. Kroot are deployed in areas where enemy drop-pods are likely to wish to land in circular patterns where the diameter of the circle is the width of a drop-pod plus 1”. Should a drop-pod scatter into this area it will auto-correct to the centre of this circle but there will be no space at all for any models contained in the drop-pod to disembark; as the disembarkation of a unit from its drop-pod is forced the unit contained within will be destroyed. This tactic can be a considerable shock to opponents and in a spirit of sportsmanship should usually be well explained when deploying in this way.

Objective Scoring

With their ability to Infiltrate Kroot Carnivores are able to start the game on or near objectives across much of the table. When playing Maelstrom missions, tournament missions with a Maelstrom element or the Relic scenario they can enable a Tau commander to start the game in an advantageous scoring position. With their high body count and respectable unit footprint a unit of Kroot can pre-emptively hold and screen an objective to keep enemy deep-strikers – and especially drop-pods – from claiming them.

Kroot held in Outflank reserves are useful for moving onto objectives later in the game, including objectives in the enemy deployment zone if they are anywhere near the table edges. Adding a hound to the unit of Kroot greatly helps in accurately outflanking into the desired spot for claiming or contesting an objective.

With their limited durability Kroot are rarely able to hold objectives in the open against hostile attack. Where objectives have been placed in good cover Kroot are much better able to hold onto them and thus require a concentrated effort by an opponent to remove.
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Re: [Kroot] Kroot Carnivore Squad

Post#5 » Jul 22 2009 11:13

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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 seemingly obvious choice to pair with the Kroot, which increases their resilience by increasing their leadership, as well as providing other benefits through Ethereal powers. Storm of Fire works on pulse rounds which can result in a withering hail of fire from large units of kroot. The Calm of Tides power transforms the Kroot into a cheap tarpit against enemy units by providing Stubborn, when not suffering the leadership penalties from losses in assault a unit of Kroot can sometimes hold up a key threat for multiple turns. An Ethereal in the unit provides a similar benefit in making the unit Stubborn – or Fearless in the case of Aun’Do – at the risk of exposing the Ethereal to a combat which is likely to eventually be lost. Lacking the Infiltrate rule themselves Ethereals may not begin the game deployed with Kroot units either on the table or while Outflanking.

Aun'Va

The unique Ethereal Aun’Va provides table-wide re-rolls of morale checks which is especially useful for Kroot operating away from the main Tau lines in disruption, flank assault or objective taking roles. Kroot within the 12” Failure Is Not An Option range of Aun’Va use his leadership for morale, when made Stubborn with Calm of Tides they are an effective tarpit and must usually be killed to the last model before the enemy unit is free to attack the units they were screening. As Aun'Va may use two powers each turn he may continue to enhance the units around him in another way while maintaining Stubborn on screening Kroot units.

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 and Homing Beacon. They can be used in coordinated flank attacks and harassment, and through the Positional Relay they can allow the Kroot to make attacks from the enemy's table edge. Each of these units can work together in an overall strategy of precise Outflank and Deep Strike attacks into enemy positions. Pathfinder and Stealth teams can bring heavier weapons and the Homing Beacon and Positional Relay wargear items; while the Kroot can contribute massed firepower, scoring presence and the ability to screen the other more valuable units from counter-attack.

Commander Shadowsun

As an Independent Character with the Infiltrate Commander Shadowsun is the only HQ who may begin the game deployed with Kroot.

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 and their general lack of saves other than from cover. Even with a modest cover save of 5+ from terrain or an intervening unit, Kroot with Shadowsun attached will have 2+ cover saves. Commander Shadowsun also has excellent leadership further improving the durability of the unit, while in turn the Kroot provide inexpensive models for Look Out Sir attempts on medium strength wounds which could inflict Instant Death on Shadowsun. While the utility of cover saves varies from game to game, and depends largely on the opponent's ability to ignore cover, such a combination should not be overlooked.

Commander

A Commander equipped to support the unit around them – typically with Puretide Engram Neurochip, Command and Control Node and Multi-Spectrum Sensor Suite can benefit many models when joined to a large unit of Kroot. This is most beneficial when directed at a prime target for the Sniper Rounds; either because the re-rolls to hit generate more Precision Shots or because the target is a Monstrous Creature against which re-rolls to wound will generate a significant number of both normal and rending wounds. The high leadership of a Commander will improve the durability of a unit of Kroot. If positioned nearest to an enemy shooting unit the superior armour save of the Commander can greatly reduce casualties to the Kroot unit.

Lacking the Infiltrate rule themselves Commanders may not begin the game deployed with Kroot units either on the table or in Outflank reserve.

Ghostkeel Wing

The Ghostkeel Wing is a formation of three Ghostkeel units which has the Networked Stealth Field special rule which grants Stealth to any unit within 6" of two Ghostkeel units, or Shrouded if they already have Stealth. As a unit highly dependent on cover saves for survivability Kroot benefit greatly from this formation special rule, especially when in Forest as this then grants them both Stealth and Shrouded for a 2+ cover save. Kroot themselves are well over 25% of the height of a Ghostkeel so when used in a screening role can be positioned to ensure that the larger model retains its own 2+ cover save.

Rules for the Ghostkeel Wing can be found in the Mont'Ka campaign supplement.
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Re: [Troops] Kroot Carnivore Squad

Post#6 » Jul 22 2009 11:14

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Formations and Detachments


As one of the basic troops choices Kroot are available in a number of detachments and formations with which a Tau Commander can build their army. Each of these choices has provides distinct benefits and may suit different combat roles that Kroot may be used in.

Combined Arms Detachment (and Allied Detachment)

When taken in a Combined Arms Detachment (or Allied Detachment) Kroot fulfill the troops requirement and gain the Objective Secured command benefit. Kroot units taken in these detachments are strong in the Objective Grabbing and Disruption roles where their ability to take and hold objectives is utilised to the full.

Hunter Contingent

Either the Hunter Cadre or the Allied Advance Cadre may be taken in a Hunter Contingent. When in a Hunter Contingent the Kroot may use the Coordinated Firepower command benefit to increase their ballistic skill. Multiple small units of Kroot benefit significantly from this in the Firepower Core or Flank Assault roles and the ability to share markerlights mitigates the main unique disadvantage to having many small units in a Tau force.

Dawn Blade Contingent

Either the Hunter Cadre or the Allied Advance Cadre may be taken in a Dawn Blade Contingent. The Killing Blow command benefit is particularly effective on sniper rounds as the re-rolls to wound will also generate additional rending wounds. The improvement in damage is especially noticeable when used on Gargantuan Monstrous Creatures against which the number of rending hits will be almost doubled. This detachment benefit is most suited to Kroot units used in the Firepower Core or Flank Assault roles where their greater killing power is most relevant.

Rules for the Dawn Blade contingent can be found in the Farsight Enclaves supplement or in the Mont’Ka campaign book.

Hunter Cadre

Kroot taken in a Hunter Cadre formation fulfill the troops requirement, they benefit directly from the Ambushes and Feints special rule and indirectly from Unbreakable Bonds of Comradeship. Units in a Screening role have more freedom of placement while still benefiting from Supporting Fire due to the increased 12” range of that special due to Unbreakable Bonds of Comradeship. This can allow units of Kroot to combine the Screening role with the Counter-Infiltration or Objective Scoring roles and greatly reduces the opportunity for an opponent to multi-charge both the Kroot and the valuable units they are screening.

The mobility benefit of Ambushes and Feints is useful to Kroot with sniper rounds as it permits a limited amount of movement without causing them to fire snap-shots; this is of most benefit to Kroot in the Firepower Core role as this is the role in which the Commander or Cadre Fireblade is most likely to be nearby. A unit with Krootox can use this additional mobility to take shots at weaker armour facings of vehicles, or re-position during the shooting phase to avoid the Ion Shield of an Imperial Knight.

Allied Advance Cadre

Kroot in an Allied Advance Cadre gain Supporting Fire for other units from this Cadre, a small boost to Ballistic Skill from nearby Vespid units and Shrouded in Forests. The Supporting Fire and improved Ballistic Skill can be used to build a self sufficient combination of Screening units with a Firepower Core of further Kroot/Krootox and Vespid. The relatively high cost of the Vespid units and the modest benefits of the formation limit its popularity among Tau commanders.
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Re: [WIP:nic][Troops] Kroot Carnivore Squad

Post#7 » Dec 13 2016 03:39

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Competition


Strike and Breacher Teams

Fire Warriors in either Strike teams or Breacher teams compete with Kroot squads in that they are also a candidate for forming the core troop choice of a any Tau Empire army list. Kroot hold the advantage in unit size, cost, and versatility, while Fire Warriors are more resilient model-for-model, have better equipment, and a selection of better base weapons depending on the unit type selected.

Pathfinders, Stealth teams

Pathfinders and Stealth teams have access to Outflank, as well as Scout or 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. Neither unit has access to the Acute Senses special rule to allow accurate outflanking, although either may bring Homing Beacons and Positional Relays to aid other units in precision outflanking or Deep Striking. The Kroot have the distinct advantage of being Troops; their ability to capture enemy backfield objectives when taken in a detachment that grants them Objective Secured makes them markedly more decisive in objective based scenarios than other harassment units.

Farsight Enclaves XV8 Crisis Battlesuits

When taken as part of a Farsight Enclaves detachment or formation XV8 Crisis Battlesuits are a Troops choice and so compete with Kroot Carnivores in that role. XV8 Crisis teams are able to be customised to a wide variety of roles and as Jet-pack Infantry are inherently more mobile than Kroot; they are one of the stronger Troops choices available to the races of the galaxy and are a primary reason why a player might choose to select an army from Farsight Enclaves rather than Tau Empire faction. Kroot retain the advantages of the Infiltrate special rule which is more reliable than the Deep Strike deployment option available to XV8 Crisis Battlesuits. Kroot also have the advantage that they retain their effective Troops role in formations such as the Hunter Cadre - the Battlesuit Spearhead rule which makes XV8 Crisis Battlesuits into Troops has little effect outside of a Combined Arms or Allied Detachment.

Rules for Farsight Enclaves Detachments can be found in the Farsight Enclaves supplement or in the Mont’Ka campaign book.

Sniper Drone Teams

Sniper Drone Teams compete with Kroot squads in the role of sniper shooting. The Sniper Drone Teams are more specialised in this role and have the advantages of greater range, higher ballistic skill and the Relentless rule permitting the drones to move and retain full ballistic skill. Kroot have more flexible firepower with the choice of whether or not to use sniper rounds and have a wider variety of battlefield roles which they can fulfill. Kroot snipers can mitigate their inferior weapon range with the ability to Infiltrate into good shooting positions.

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Re: [WIP:nic][Troops] Kroot Carnivore Squad

Post#8 » Dec 13 2016 03:41

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Counters


Kroot are fragile light infantry, and although they have higher Weapon Skill 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 armour save makes them particularly fragile out of cover or against weapons which ignore cover.

In short: almost everything in the game is good at killing Kroot. Survivability for Kroot comes from their low cost and high numbers rather than any particular ability to withstand damage on a model by model basis.

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Re: [WIP:nic][Troops] Kroot Carnivore Squad

Post#9 » Dec 13 2016 03:43

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Conclusions


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. However, Kroot should not be mistaken for a melee unit. The ranged power of the Kroot Squads is significantly better than their melee skills, especially with the flexibility offered by sniper rounds.

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 and useful for Kroot surviving close combat. 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.


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