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Kroot auxiliary http://www.tacticalwargames.net/taccmd/viewtopic.php?f=23&t=5547 |
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Author: | clausewitz [ Sun Feb 19, 2006 11:25 pm ] |
Post subject: | Kroot auxiliary |
Hena, in comparison to the Hormagaunt I think you need to take into consideration the special rules that have a big impact on their usefulness. The 'Nids have a number of big advantages in assault that the Kroot do no have. The individual Hormagaunt can also be respawned. Similarly with the Ork Commando (e.g. 1+ to engage). |
Author: | Tactica [ Mon Feb 20, 2006 12:58 am ] |
Post subject: | Kroot auxiliary |
Hena, "What Cw said!" I encourage you to do this though. You have to take into account all the army special rules that affect the units in question. Orc bonus' to activate on doubles, orc BM management, ork bonus to engage...etc. Tyrands can respawn their dead gaunts so that one model may come back quite a few times in a turn not to mention over the course of a game. Tyranids ignore BM where kroot tally them then run. The ability to move up and dump blast markers on an emey from shooting is quite handy - it means you don't have to engage to do the damage - it means your net 'game effect' range is double your move + your guns range + any damage potential of your gun. Kroot don't shoot. Looking forward to your analysis. Cheers, |
Author: | Tactica [ Mon Feb 20, 2006 6:47 am ] | ||
Post subject: | Kroot auxiliary | ||
I'll agree that presently the hounds and kroot prices don't seem to align. Raising the price of kroot will not make me play them any more though, I'll tell you that much. Outside of trying to make them work in the occassional playtest game - I don't field them. I've yet to see the Kroot make it as a staple in anyone's list that posts regularly either... so, |
Author: | asaura [ Mon Feb 20, 2006 8:03 am ] |
Post subject: | Kroot auxiliary |
Brainstorming: The Kroot could perhaps only have FF6+. They currently have FF5+, which is pretty nice, combined with Infiltrate. They cover some real real estate with an FF threat. Granted, 5+ is not great, but it's not all bad, either. |
Author: | Xisor [ Mon Feb 20, 2006 3:01 pm ] |
Post subject: | Kroot auxiliary |
I'm not quite sure about dropping the Kroot FF value. I mean, Kroot Mercs are a better deal with their rifles than their equivalent number of guardsmen. The only edge the guard have on them are their heavy/special weapons. To this end, I propose that Kroot be priced as they should be regarding the value of other units in the list. Why? Well, surely a unit of Fire Warriors will always feel 'instinctively' better. Kroot, unless they are relatively cheap, are a waste in a Tau army where you can have things that do their job better. If anything they need to be slightly better for their cost to make them either: 1- Useful or 2- competative with other things in the list. Kroot aren't regarded as sub par via 40k Fluff. Rather, the Tau empire use their numbers to 'hold the line'. A couple of Formations of Kroot should make an excellent garrissoning setup. Not particularly useful overall, but not simply 'bodies on the objective'. Okay, I'm arguing myself in circles without a large basis in the stats of the game.Tactica's final point is IMO the most pertinant point that's been made so far. Xisor |
Author: | Honda [ Mon Feb 20, 2006 3:12 pm ] |
Post subject: | Kroot auxiliary |
I've yet to see the Kroot make it as a staple in anyone's list that posts regularly either... so, |
Author: | Legion 4 [ Mon Feb 20, 2006 4:23 pm ] |
Post subject: | Kroot auxiliary |
Yes, not letting Kroot or Gue' use Transport ... limits their use in a mech force like the Tau ... IMO ... ![]() |
Author: | The_Real_Chris [ Mon Feb 20, 2006 4:36 pm ] |
Post subject: | Kroot auxiliary |
Garrisson wise aren't the human allies a better deal? After all firepower is more useful in such a force than assault capabilities typically. |
Author: | Tactica [ Mon Feb 20, 2006 6:30 pm ] | ||
Post subject: | Kroot auxiliary | ||
Honda, This is an interesting idea. This would get away from the 'buy a kroot formation and add additional units' which was the legacy mentality in the 40K tau codex. If I understand your proposition correctly, we would essentially assemble two different types of kroot formations: 1. Light scouting force, featuring Warriors, Hounds, and Knarloc riders (the cavalry guys, not the Super Turkey). |
Author: | Xisor [ Mon Feb 20, 2006 8:00 pm ] |
Post subject: | Kroot auxiliary |
I suppose the two Tau name things for tactics(the names escape me, Kauyon is one...I think} could be adapted here. One, fast moving strike team formation, formed of cavalry, hounds and carnivores, gets a significant boost in CC, perhaps even a good ability to actually win a combat! The other, predominantly Kroot Ox Herds(like the Merc List} and Greater Knarlocs, with smaller beastmaster and attendent Kroot supervising the formation. This works nicely, the second formation has room for the long ranged weapons as well as a decent FF value(4+}, whilst the former, as I say, would be quicker, and have a more impressive combat value. Seems like a good twist. Good idea Honda. Xisor |
Author: | Tactica [ Mon Feb 20, 2006 11:11 pm ] |
Post subject: | Kroot auxiliary |
Seems like a good twist. Good idea Honda. |
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