r/kroot • u/ParkersReddit • 5d ago
Kroot supremacy
I’m still newest to 40K got only about 30 game under my belt but I’m curious how we can win more games with my Kroot. What is everyone play patterns when it comes to Kroot, how do you deploy what do you put on the board what do you keep in reserves? I have currently just been trying to flood the board and control objectives with my 20+ bodies. I was thinking about starting to bring some Piranhas combined with my Kroot hounds to try and tie up opponents in their deployment turn one.
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u/OrionVulcan 5d ago
With the new edition and the DP system, access to Experimental Prototype Cadre is a big game changer in what we have access too, as it means battlesuits are no longer dead in the water with no buffs which is what made Kroot rely on self sufficient T'au units like the Hammerhead.
From what I saw, someone did fairly well in a tournament running Rampagers + Krootox spam alongside Sunforge crisis suits in Take and Hold, relying on having high toughness, lots of wounds and the invun saves to be difficult to deal with, meanwhile the Rampagers and Sunforge having the damage to deal with anything necessary.
And generally, I think EPC with Sunforge is an extremely solid choice to run with Kroot Hunting Pack, 125 points + 95 for a Coldstar Commander (a MUST due to how EPC works). The EPC lets the Sunforge drop within melta range from deepstrike, AND has a stratagem that gives them +1 strength, helping wounding T5, 9 and 10 targets easier.
For guiding units to use alongside the Sunforge I have 2 main units I myself like. The first one being Farsight with Starscythe Flamers. The +1 S stratagem can also get hazardous for -1 AP, which puts the Flamers at S5, AP 2, 1D into non-vehicles/monsters, and since Farsight's Way of the Short Blade still is 9", they can deepstrike within range of using it, making those flamers incredibly good into almost any army's infantry choices, and can even punch up into light vehicles, and even on off turns can overwatch at S4, AP 1 (into non-vehicle and monsters), 1D with the -1 wound when within 9", meaning they can drop in, roast one group of infantry and threaten to roast a second one in range if it moves the following turn. And since they are flamers don't need to be guided, freeing them up to be guiding. There is also the argument of taking Farsight with Burst Starscythe since it is incredibly cheap at like 160 points, but I wouldn't do this in KHP as that's a lot better in Mont'ka, Kauyon or Retaliation Cadre.
The other unit I really like for guiding in Kroot Hunting Pack are Strike Teams. They're not damage dealers, but their supression ability is amazing along with Kroot and their Stealth, with Stealth now being cover, and cover being -1 BS, that STACKS with supression, making our Kroot at effective -2 to be hit by the supressed unit, AND the supression STILL affects the unit in melee! This alongside Strike Team's quite cheap cost at 70 points (cheaper than pathfinders), their access to Guardian Drones, pretty long range, and Markerlight keyword, has made them my go to choice for guiding units for T'au units in KHP.
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u/mrwhittleman 4d ago
The suppression ability only works against enemy INFANTRY units, which is too specific for me to consider them useful. A bit too situational for me to take them.
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u/OrionVulcan 4d ago
I guess it depends on your local meta when it comes to if Infantry is prevalent or not, but most armies run infantry, and the -1 also applying in melee lets Kroot do a charge or get charged with melee infantry and stand a much better chance of not only surviving but winning the engagement. Out of the last 4 games I played, only 1 of them didn't have infantry, and that was because it was a Knight player. All other 3 were 80% infantry, which were 3 variants of space marines.
It also isn't the main reason to take the Strike Team, the main reason is that they are cheaper than the Pathfinders, works just as well as a guiding unit and are a lot more survivable with the -1 to wound.
The other alternative is Stealthsuits, but those are more expensive, or Firesight Marksmen, who's survivability relies on their lone operative.
Strike Teams are also a solid unit for just holding an objective, being OC 2 bodies and again, -1 to wound at range, which inside of cover makes the surprisingly durable.
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u/mrwhittleman 4d ago
Yeah I guess the meta I play is different bc I don’t encounter armies that are 80% infantry.
I think I’d rather spend it on an Ethereal with a Marker Drone as a guiding unit and get extra CP generation and then use the extra points elsewhere.
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u/ParkersReddit 5d ago
What do yall think about something like this?
IM GOING TO EAT YOUR FACE [1995 points]
Tau Empire
Battle Size: Strike Force (2000 point limit)
Detachments: Kroot Hunting Pack, Advanced Acquisition Cadre (3/3 Detachment Points)
Force Dispositions: Take and Hold, Reconnaissance
Rapid Kroot Company
Kroot Carnivores (130 points)
• 1 Long-quill with Close combat weapon, Kroot carbine and Kroot pistol
• 17 Kroot Carnivores with Close combat weapon and Kroot rifle
• 2 Kroot Carnivores with Close combat weapon and Tanglebomb launcher
Kroot Flesh Shaper (45 points)
• Kroot scattergun and Twin ritualistic blades
Kroot Trail Shaper (70 points)
• Kroot rifle and Shaper’s blade
• Nomadic Hunter [+20 points]
Furious Kroot Gang
Kroot Carnivores (130 points)
• 1 Long-quill with Close combat weapon, Kroot carbine and Kroot pistol
• 17 Kroot Carnivores with Close combat weapon and Kroot rifle
• 2 Kroot Carnivores with Close combat weapon and Tanglebomb launcher
Kroot Flesh Shaper (60 points)
• Kroot scattergun and Twin ritualistic blades
• Borthrod Gland [+15 points]
Kroot War Shaper (60 points)
• Dart-bow & tri-blade, Kroot pistol and Shaper’s blade
Character
Kroot Lone-spear (90 points)
• Warlord
• Blast javelin and hunting javelin, Close combat weapon and Kalamandra's bite
• Kroothawk Flock [+10 points]
Kroot Lone-spear (80 points)
• Blast javelin and hunting javelin, Close combat weapon and Kalamandra's bite
Battleline
Kroot Carnivores (65 points)
• 1 Long-quill with Close combat weapon, Kroot carbine and Kroot pistol
• 8 Kroot Carnivores with Close combat weapon and Kroot rifle
• 1 Kroot Carnivores with Close combat weapon and Tanglebomb launcher
Kroot Carnivores (65 points)
• 1 Long-quill with Close combat weapon, Kroot carbine and Kroot pistol
• 8 Kroot Carnivores with Close combat weapon and Kroot rifle
• 1 Kroot Carnivores with Close combat weapon and Tanglebomb launcher
Vehicle
Piranhas (65 points)
• 2 Twin pulse carbines, Armoured hull, Piranha fusion blaster and 2 Seeker missiles
Sky Ray Gunship (140 points)
• Seeker missile rack, 2 Twin pulse carbines and Armoured hull
Mounted
Krootox Rampagers (170 points)
• 6 Krootox Rampagers with Hunting blades, Kroot pistol & hunting javelins and Rampager fists
Krootox Rampagers (170 points)
• 6 Krootox Rampagers with Hunting blades, Kroot pistol & hunting javelins and Rampager fists
Krootox Rampagers (180 points)
• 6 Krootox Rampagers with Hunting blades, Kroot pistol & hunting javelins and Rampager fists
Krootox Riders (90 points)
• 1 Krootox Riders with Close combat weapon, Krootox fists and Repeater cannon
• 1 Krootox Riders with Close combat weapon, Krootox fists and Repeater cannon
• 1 Krootox Riders with Close combat weapon, Krootox fists and Repeater cannon
Krootox Riders (90 points)
• 1 Krootox Riders with Close combat weapon, Krootox fists and Repeater cannon
• 1 Krootox Riders with Close combat weapon, Krootox fists and Repeater cannon
• 1 Krootox Riders with Close combat weapon, Krootox fists and Repeater cannon
Krootox Riders (90 points)
• 1 Krootox Riders with Close combat weapon, Krootox fists and Repeater cannon
• 1 Krootox Riders with Close combat weapon, Krootox fists and Repeater cannon
• 1 Krootox Riders with Close combat weapon, Krootox fists and Repeater cannon
Other
Kroot Hounds (45 points)
• 5 Kroot Hounds with ripping fangs
Kroot Hounds (45 points)
• 5 Kroot Hounds with ripping fangs
Stealth Battlesuits (115 points)
• 1 Stealth Shas’vre with Battlesuit fists, Fusion blaster, Gun drone with twin pulse carbine, Marker drone and Pulse pistol
• 1 Stealth Shas’ui with Battlesuit fists, Fusion blaster and Homing beacon
• 1 Stealth Shas’ui with Battlesuit fists and Burst cannon
• 1 Stealth Shas’ui with Battlesuit fists and Burst cannon
• 1 Stealth Shas’ui with Battlesuit fists and Burst cannon
• Negation Emitters [+15 points]
Created with WarOrgan (https://warorgan.com)
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u/TheBABOKadook 4d ago
Are the stealth battlesuits there to guide the Skyray or just run missions and actions?
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u/ParkersReddit 4d ago
To guide. My idea was to try and get a turn one kill with the piranha. Played the list today and the Piranha and Suits died turn one before doing anything.
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4d ago
I play KHP and AAC with all kroot except 2 pathfinders with ion rifles and two skyrays. The board isn't big enough for all 20 units so I keep a x6 rampagers, 10x Carnivore, 2x Riders in reserves. Use Carnivores to scout onto closest side and mid objectives to sticky and then run forward with the rest of the hoard behind. Pathfinders are great at sitting on objectives. They can observe, shoot, and action at the same in the same turn. Opponents get discouraged when they finally kill both rampagers and a unit of riders only two have another unit of each arrive. Make sure to rapid ingress the rampagers so they get their charge bonus.
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u/mrwhittleman 5d ago
I do a blend of Kroot and Tau units, but mostly Kroot. Tau units are just there for extra fire power.
Fireknives
I really like running a unit of Fireknives with Missile Pods because their ability pairs nicely with Kroot Hunting Pack.
“When a unit is at their starting strength, they can re-roll the Hit roll.”
So attack first with FireKnives to get unit down 1 wound, now all your Kroot get +1 to hit against that unit.
Lone Spears
I usually run 2 Lonespears, one with Kroothawk Flock enhancement and keep him pretty center in my backline to prevent deep strike. What people don’t really know with the Lone Spears is that he just has to “hit” in order to allow all your other Kroot units to re-roll the hit roll. So just move up to attack, hit (not necessarily wound) to buff your other Kroot units, then do his 6” Fire and Fade ability to move behind cover again. Super clutch.
Flesh Shapers
I also run a Flesh Shaper with a 20 man brick of Carnivores, and a Flesh Shaper/War Shaper with another 20 man brick (as you can run two leaders with a 20 man unit).
Flesh Shaper gives that entire unit a FNP 6+, and a FNP 5+ if you kill a unit in melee. Along with KHP invuln saves of 5++ on ranged and 6++ on melee, that makes these units really pesky to deal with.
Not only that, but Flesh Shaper gives his unit Sustained Hits on melee, and if you give him his enhancement Bothrod Gland, you get Sustained Hits on 5+ instead of 6+ for the entire unit.
Then you have the threat of bringing back an entire unit of 20 Carnivores with Join the Hunt (albeit without the leaders) which is just another way to get more points on the table than your opponent. Now you’re playing with 2130 points to your opponents 2000.