Jancoran wrote:But unless you're fearless, you care a lot about this kind of tactic.
No you really don't, because
LD 9-10 units don't really fear pinning much, and
LD 9-10 units with 2+ saves
really don't fear it. It's just a random threat that occasionally hurts you, not something you change your list and/or tactics to avoid.
And what do Kroot do for 3 points less that's worth saving those points in 6E?
Err, what? Where are you getting the idea that kroot are only 3 points cheaper?
Here's what you get:
22 rapid firing kroot shots = 1.83 wounds on the enemy.
6 Pathfinder shots at BS 5 = 1.11 wounds plus pinning
Wait, why exactly are we comparing 77 points worth of Kroot to 6
BS 5 pathfinder shots which cost significantly more than 77 points?
So you're going to let the enemy charge you just to get in an extra .72 wounds MAYBE?
You'd have a point if pinning was guaranteed, not a small chance.
Also, yes, I would gladly give up that small chance of pinning to do an average of 60% more wounds each shooting phase. And to make my bubblewrap much cheaper per unit of area covered with it.
And if i took 15 kroot for 105 points in kroot or 6 Pathfinders with Railrifles:
Why are you dishonestly comparing 105 points of kroot to 132 points of pathfinders, ignoring the cost of the extra squad members and devilfish for the pathfinders, and then giving the pathfinders
BS 5 for free?
So when they lose...and they both generally will... 10 kroot lose by 7.035. 6 pathfinders lose by 4.81. Despite it all, the Pathfinders have the better chance of holding the line!
Which is the absolute WORST outcome you can get, since it means that the unit is locked in combat in your shooting phase and immune to shooting, finishes off the unit in your assault phase, and gets to act freely in your opponent's turn. The Kroot, on the other hand, lose combat by enough to pretty much ensure that they run, the target unit is standing around in the open for your shooting phase, and dies. The job of bubblewrap is to take the first charge, then die and get out of the way so you can get back to shooting.
(In theory you can also have a tarpit that traps a unit for several turns, but Tau can't do that.)