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Kroot DIY: Workshop


Schlitzaf

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Basically I am looking to better flesh and make kroot a better standalone army. Here are the basic core fixes.

1) Kroot Rifle now has “a model armed with this weapon may attack an additional time with it”/work as a chainsword

2) Kroot ‘Monsters’ (Knarloc’s And Krootox) given an extra attack)

3) Carnivores replace Rifle with a Sniper Rifle (Heavy 1 Sniper Rifle, counted as Melee Weapon +1 strength).

 

New Units

HQ

Master Shaper (Priest Attack Aura)

Kroot Seer (A Pysker or a Prayer (like Dark Apostle)

 

Fast Attack

Vulture (Kroot Flying Infantry)

 

Then Knarlocs get moved to the Elite Slot while Krootox moved to Heavy Support. Also Knarloc units are given 1 power = 20 points for point value. Any other suggestions?

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Basically I am looking to better flesh and make kroot a better standalone army. Here are the basic core fixes.

1) Kroot Rifle now has “a model armed with this weapon may attack an additional time with it”/work as a chainsword

2) Kroot ‘Monsters’ (Knarloc’s And Krootox) given an extra attack)

3) Carnivores replace Rifle with a Sniper Rifle (Heavy 1 Sniper Rifle, counted as Melee Weapon +1 strength).

 

New Units

HQ

Master Shaper (Priest Attack Aura)

Kroot Seer (A Pysker or a Prayer (like Dark Apostle)

 

Fast Attack

Vulture (Kroot Flying Infantry)

 

Then Knarlocs get moved to the Elite Slot while Krootox moved to Heavy Support. Also Knarloc units are given 1 power = 20 points for point value. Any other suggestions?

 
My main suggestion would be to start from first principles instead of just throwing buffs at existing units. What do you want a Kroot Mercenaries army to be good at? What do you want a Kroot Mercenaries army to feel like? What tactics do you want to encourage, what gaps are you comfortable with leaving, what units does it have, want, and need?
 
e.g. rather than saying you want there to be a Kroot Psyker, I'd instead suggest looking at what kind of role you might need to fill with a Kroot with psychic powers.
 
For my part, I think the main problem Kroot have always faced is that they are - ironically - neither fish nor fowl. Kroot Carnivores are shootier than Imperial Guard, but not as shooty as Fire Warriors. They're better in combat than Imperial Guard, but not as good in combat as Orks. They're faster than Space Marines, but not as fast as Eldar. There's nothing they do really well, which is okay for a core troop unit in another army, but not good enough when they're meant to act as specialists backing up the main T'au force.
 
The same applies to Kroot cavalry. Krootox are pretty punchy in combat, but also pay for a heavy gun. They get a boost to Advancing that makes them quite fast, but they don't have an Assault weapon. Knarloc Riders are decent in combat, but they're slow as hell compared to any other cavalry in the game, and get a boost to Advancing without any Assault weapons or an Advance-and-Charge ability. At least they're not trotting around with sniper rifles any more...

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