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![[Post New]](/s/i/i.gif) 2013/11/19 05:55:11
Subject: Kroot Hounds.....why?
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Big Mek in Kustom Dragster with Soopa-Gun
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I see this all the time, that any kroot should have a kroot hound in there. My question is.....why?
Sniper rounds are what make the kroot even viable, and theyre Heavy so outflanking them with Acute Senses benefit means they fire snaps. Not that superb to me.
Same flaw for move through cover benefit. Why would they move? ive never had them move until either the game was won and they just had to reach an objective, ran away, or wiped out.
Is there some other benefit Beasts give you i am missing?
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/11/19 06:00:06
Subject: Kroot Hounds.....why?
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Fireknife Shas'el
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It's cheap for the option to reroll your outflank if you keep them in reserves. It makes it so that you need 6 wounds on the squad at full strength to make a morale check vice 5. It adds a lot of options. You may never use the options, but having it isn't bad.
Personally for me I've had plenty of times where I've come in from the side to unload 40 shots into a small unit of marines, eldar guardians, IG, and so on. Things where the sniper rounds would have been all but useless anyways.
For me it's the versatility. Just like you pay the points to make each kroot more versatile with sniper ammo, you can make the squad more versatile by spending a little more.
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I'm expecting an Imperial Knights supplement dedicated to GW's loyalist apologetics. Codex: White Knights "In the grim dark future, everything is fine."
"The argument is that we have to do this or we will, bit by bit,
lose everything that we hold dear, everything that keeps the business going. Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky."
-Tom Kirby |
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![[Post New]](/s/i/i.gif) 2013/11/19 06:35:05
Subject: Kroot Hounds.....why?
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Big Mek in Kustom Dragster with Soopa-Gun
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Guess 5pts to make you kill 6 for a morale is actually pretty big, didnt notice that. I was building a troop heavy list and i was going to include 2 full kroot units, and the kroot hound people keep saying is a must popped into my head.
Against guard i can understand using the regular guns since they still wound on 3s and armor 5 isnt that big of a deal (cover is usually better for them). If the marines were in cover i'd agree on shooting them with 20-40 shots too, but if they were in the open im sniping them since the chance to ignore a 3+ armor is pretty powerful to me.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/11/19 07:13:06
Subject: Kroot Hounds.....why?
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Regular Dakkanaut
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Kroot hounds have outflank, which for 5 points is a a steal. Tau have problems taking enemy objectives, and outflank can easily solve this.
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This message was edited 1 time. Last update was at 2013/11/19 07:13:33
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![[Post New]](/s/i/i.gif) 2013/11/19 07:14:12
Subject: Kroot Hounds.....why?
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Honored Helliarch on Hypex
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Kroot already have outflank. It's implicit in their infiltrate rules. All the Hound does is give acute senses.
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![[Post New]](/s/i/i.gif) 2013/11/19 08:01:05
Subject: Kroot Hounds.....why?
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Longtime Dakkanaut
New Zealand
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Even on big squads they are worth bringing. Part of what makes Kroot so good is their flexbility, sometimes there are no useful targets for 20 Sniper rounds but putting 40 Rapid Fire shots into something as you walk onto the board could win you the game. I've even seen people fire the Sniper rounds as they walk onto the board, you just Markerlight something up and remove it before your opponent can remove the Kroot from the board (like say against Eldar Serpent spam + Wraithknights when you are going second). From memory they also have higher initative, which gives you a better chance of getting away/catching someone in a sweeping advance (a big squad can easily win combat against Guard and weakened Marine units).
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![[Post New]](/s/i/i.gif) 2013/11/19 08:39:22
Subject: Kroot Hounds.....why?
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Shrieking Traitor Sentinel Pilot
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Plus they give you that beast movement which is great for contesting objectives. Kroot hound conga line.
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![[Post New]](/s/i/i.gif) 201070/11/19 09:46:33
Subject: Kroot Hounds.....why?
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Big Mek in Kustom Dragster with Soopa-Gun
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Beast movement doesnt confer to the whole unit. it lets the hound himself jump clear across the unit and be unhindered by terrain, but he has to remain in coherency with a 6" moving unit that is slowed by terrain. Believe me, if it did, that 5pt upgrade wouldnt be a debate lol.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/11/19 10:22:40
Subject: Kroot Hounds.....why?
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Warplord Titan Princeps of Tzeentch
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The hound konga line DOES work, if you have a pair or trio of hounds. but most don't take it that far for something that is so unlikely to ever come up.
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can neither confirm nor deny I lost track of what I've got right now. |
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![[Post New]](/s/i/i.gif) 2013/11/19 10:39:25
Subject: Kroot Hounds.....why?
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Grey Knight Purgator firing around corners
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+5 points (hound) for acute senses
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![[Post New]](/s/i/i.gif) 2013/11/19 12:37:04
Subject: Kroot Hounds.....why?
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Nasty Nob
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One of these days I'm going to have a unit of kroot. And I will have 10 hounds. 9 more cheap wounds for an outflanking unit with sniper rounds that fire those twenty sniper shots full ballistic next turn? Yes please.
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I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. |
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![[Post New]](/s/i/i.gif) 2013/11/19 17:39:56
Subject: Kroot Hounds.....why?
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Shas'o Commanding the Hunter Kadre
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Or you could just infiltrate 80 sniper kroot into position and win vs any meta army turn one.
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![[Post New]](/s/i/i.gif) 2013/11/19 19:39:31
Subject: Kroot Hounds.....why?
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Big Mek in Kustom Dragster with Soopa-Gun
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juraigamer wrote:Or you could just infiltrate 80 sniper kroot into position and win vs any meta army turn one. Thats basically what i do with them. Infiltrate snipe snipe. Even without marker support they tend to do way more damage than theyre worth unless im against an armor spam. Hell, i only have 16 right now so i fielded them against newdar and those 16 snipers bumped to BS5 single handedly took out a wraithknight rofl (he wasnt in cover, i caused 4 rends and he failed 2 more 3+) My friend and i tend to play a lot of 1999+1 games, so i was going to field as many firewarriors as i could and see how that went. Thought about it and went "yaknow, they wont all be in range before a lot get blasted. i should get some kroot" so instead i got 48firewarriors and 40 kroot snipers backed by an ethereal and missilesides lol. Kroot are usually way more killy than firewarriors, but they have no armor and shoot a heavy gun so they arent as overall good. Very good that first turn though lol. However i think i should add the hounds since if i dont go first i kinda dont want to infiltrate do i lol
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This message was edited 1 time. Last update was at 2013/11/19 19:42:20
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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