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		<title><![CDATA[Latest posts for the thread "How many kroot? What size squads?"]]></title>
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				<title>How many kroot? What size squads?</title>
				<description><![CDATA[ Just finished assembling my 2k Tau army. I still need more broadsides (over hammerheads) and crisis suits. But I've been having issues with my kroot bubbles not holding up long enough. I keep getting hammered by template weapons early and them failing their leadership. Should I max my number of troop choices to have smaller squads if there is leadership breakage or are there pros to having large squads? I'm leaning toward trying blocking with devilfish and a modified <span class="glossaryitem" onmouseover='gp(463);'>FoF</span> action to allow my big guns more time. Any thoughts?<br /> <br /> Also, I'm loving piranhas. But don't really get the squadron rules. Any advice in setting up my <span class="glossaryitem" onmouseover='gp(35);'>FA</span> slots?]]></description>
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				<pubDate><![CDATA[Sun, 25 Sep 2011 21:41:39]]> GMT</pubDate>
				<author><![CDATA[ rush0312]]></author>
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				<title>How many kroot? What size squads?</title>
				<description><![CDATA[ multiple of 4+1<br /> 5, 9, 13, 21, etc.  <br /> <br /> Take krootox and assign wounds.  Not every kroot squad needs to infiltrate.  Take the sgt upgrade for leadership 8.  Don't forget, you can join characters (<span class="glossaryitem" onmouseover='gp(67);'>ic</span>'s) to kroot squads to provide leadership, then leave before they get assaulted.  ]]></description>
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				<pubDate><![CDATA[Sun, 25 Sep 2011 21:53:46]]> GMT</pubDate>
				<author><![CDATA[ scuddman]]></author>
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				<title>How many kroot? What size squads?</title>
				<description><![CDATA[ You could fit 100 Kroots, 9 Broadsides, 6 Fire Warriors, and 9 Fire Knife Suits at 2K. It's a lot of fun infiltrating, bubble-wrapping, or outflanking loads of models.]]></description>
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				<pubDate><![CDATA[Mon, 26 Sep 2011 01:41:22]]> GMT</pubDate>
				<author><![CDATA[ SabrX]]></author>
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				<title>How many kroot? What size squads?</title>
				<description><![CDATA[ 2 or 3 units of 10 kroot, with 3-4 hounds each (to save a few points).  They need to break immediately when assaulted so that you can shoot the assulters, and when you start getting above 14 models, they run the risk of sticking for a turn.<br /> <br /> Krootox have never seemed like a good idea to me.  Missiles on crisis suits should provide all the Str7 shooting you need, and krootox run the risk of holding out in <span class="glossaryitem" onmouseover='gp(58);'>HtH</span> long enough to allow the enemy to assault you.<br /> <br /> 2 piranhas in a squad is optimal.  That way one can close in to threaten a fusion shot while the other one stands off far enough to get the disruption pod save (both need to have the pods on them since the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>, but as long 50% of the squadron gets cover, both models get cover).  Also having two models lets you interdict with one model while allocating single hits to the second one. ]]></description>
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				<pubDate><![CDATA[Mon, 26 Sep 2011 02:16:49]]> GMT</pubDate>
				<author><![CDATA[ Flavius Infernus]]></author>
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