"They are fierce indeed these Kroot, and savage. I look
upon them and tremble at their ferocity. I can only hope that when the enemy
sees them they tremble as I do."
— Por'Vre'Tau'Cho - Water Caste Envoy to Sy'l'Kell prior to
the ambush of the 17th Brimlock Dragons
Let’s
start by examining how the Kroot have changed in the Tau Empire 6th
Edition Codex. They begin with dropping the Kroot cost of 1 point per model, and
followed through with taking away Strength 4 and 1 Attack. The recent Codex has also granted the Kroot a
6+ armour save without having to pay for the ridiculously expensive Kroot
Shaper, and thankfully they gave the Kroot
Rifle AP 5 in close combat.
Their
abilities of Stealth and Move Through Cover maintain the theme
that these troops are the scouts and skirmishers of your army, and as such
their role hasn’t entirely changed in your Cadre. You can multiply the
effectiveness of this role for +1 point per model with Sniper Rounds, giving them the Sniper
and Rending special rules which will
force your opponent’s vehicles, characters, monstrous creatures, and other
heavy targets to respect their distance (or risk getting wounded on a 4+).
The Acute Sense in Kroot Hounds will make
their Outflank role viable with more
reliable tactical precision and it’s strongly recommended that any army
planning on using Outflank take at
least one Kroot Hound.
While
the Krootox has lost a wound, it now has a 6 Toughness, meaning that it can soak
some fire and likely be around to return it. The 48” Strength 7 AP 4 Kroot Gun allows them to move and shoot at
48” or double the volley at an impressive 24” (which ironically is the same range
as the rest of your Kroot). It is also important to note that taking the Krootox no longer prevents your Kroot from using the Infiltrate special rule. With a Krootox or two in your Carnivore Squad they
can effectively counter your competition’s lightly armoured vehicles.
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