Friday, September 11, 2009
Kroot Carnivores. Vicious, stealthy, barbaric, yet noble and naked. It's a topic that's been pecking at me for some time. More and more I've been thinking about this unit as something that has really come into it's own in the latest edition of 40k. In past years, I would never leave home without a unit of at least one 10-strong pack of Kroot. I used them as to prevent enemy infiltrators from getting too close. Nowadays, I haven't recruited Kroot Warriors to battle because I had been disappointed by their preference about attending battle in their birthday suits. Fieldcraft does mitigate their vulnerability slightly but generally requires that they stay put, hidden in foliage and generally not taking an active role in the battle.
Recently however, on gaming boards across the Tau Empire, I've seen huge warbands, great kroot hounds in tow, conducting wide sweeping maneuvers and outflanking foes of the greater good with great success. It seems that the outflank ability has greatly increased the usefulness of this seemingly weak troop choice.
The options available to a kroot pack leave much to be desired. The first thing I have to say is don't bother with the Kroot Shaper. He's too pricey for what you get, it's best to get more kroot bodies in the unit than one character. Also, the krootox strips them of their ability to outflank so that won't work either. Kroothounds on the other hand give the I3 kroot some speed. With a good amount of kroothounds (6-10) you'll have plenty of attacks on all those space marines before they get to strike back. When they do strike back, take your casualties from the hounds, so that the Kroot will get their full attacks when its their turn to strike.
Use them to attack any units within range, the chances are that a full 20-Strong Kroot pack with 10 kroothounds is going to steamroller over anything in its path. Until it gets shot to death. Keep them in combat and safe from enemy fire.
Outflanking...it's up to you but I've witnessed more success with kroot warbands that outflank rather than deploying at the beginning of the game. Keeping them in reserve will keep them alive. Deploying them at the start of game will likely put them in harm's way and bolter fire rips through their naked flesh. It seems in this case the early bird doesn't get the worm.
By outflanking you'll likely be throwing your opponent out on a limb when 20+ gnarling xenos show up behind his lines. An unsettling prospect for all generals. It creates a huge distraction and can buy time for your faster units, like Devilfish carrying troops, to take objectives in the later phases of the game.
Now, to be honest, I'm speaking straight from my rear end. I barely ever use kroot. What are your stories? How valuable do you think kroot are to the Tau? Are they worth taking or am I full of hot air?