Brood Brother |
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Joined: Sat Jul 09, 2005 12:12 am Posts: 2241
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I'm asking for help here guys. The Alien Auiliaries section of the Tau list is lack luster and not really formations the masses consider valuable. So...
Will the new field craft do enough to fix the Kroot formation? If not, how do we fix the Kroot?
Kroot in general The 'typical' consensus is that the kroot don't work in v4.1...
From memory, we kicked around giving all of them scout (probably too powerful), giving them all guns (to uncharacteristic), giving them all armor (too uncharacteristic), giving them teleport (mixed feelings on this one but never fully explored) and ultimately settled on a cover save bonus. Ergo, my creation of "Field Craft" Tau Special rule.
Field Craft I took the liberty to create the Field Craft rule to try the previously agreed upon 'cover save bonus' for kroot to see if it helped them become more appealing to the Tau community in general and more valuable to the army as a whole for their points. Again, this solution was by popular opinion the last go around (before the epicomms boards got hosed). In creating Field Craft, I pulled the concept and all the flavor text straight from the Tau Codex! The bonus they now recieve is in effect the one they receive in 40K. Their is no 'move through cover' bonus in Epic for infantry and a simple +1 to cover is pretty easy comprimise to work with.
Reasoning we (the Tau community) went with this solution as I recall The Kroot formation really dies in troves in combat, but they do fight better than Tau do. So to Tau, the Kroot's 'combat prowess' is something to behold and has some merit if it can be used in our list - even if only sacraficial and counter measure oriented at best. The question is - do the Kroot afford us some utility to be worth their points?
Worse than becoming sacrificial in combat, the Kroot have historically had trouble making it to combat as they have absolutely no armour save. They also have no transport (like IG) to get them to combat fast. Furthermore, with no significant guns, they are of no threat at range. So if the formation can't move fast, gets shot to bits when it tries to move, can't really assault, and cannot shoot - the formation is basically not working to say the least in v4.1. We've (the development public) struggled to do the kroot some justice since their inception.
So, what do you think of the new Field Craft Tau Special rule? With Field Craft now in the list, is there now a role for the kroot in your force?
If Field Craft is not going to fix the Kroot, should it stay in?
If Field Craft is not going to fix the Kroot, do we have other suggestions?
Please give the Kroot some playtesting and report on your thoughts of this formation. Field Craft cover enhancement won't allow them to move out and engage the enemy any better, that's for sure... but it may afford them a way to last longer and make the enemy come for them (lure). This factors into the Patient Hunter way of the Tau. I don't think their's anything reasonable for us to do to make them part of Killing Blow... that's more an area for the tanks and suits.
As they generally have no armor, Ignore Cover weapons are still going to be just as effective on them of course. We all know what happens to IG (no armor infantry) when they meet our Stingrays (ignore cover weapons). 
Personally, I wasn't a big fan of the Field Craft rule solution from agest past. However, I don't know what else to do for them to make them of value that most will agree on either. The rule is definitely in context with what Kroot do on the 41st millenium field of combat and seems better than actually giving them an armor save - which seems way out of character to me.
Final thought on Kroot...
If the existing kroot mob type formation isn't working - even with Field Craft, would it work if we split the mob type formation up into seperate formations anywhere? Example kroot, krootox, and hounds could remain one formaton - but great knarlocs could become their own formation... obviously you would have to take a mob of kroot before you could take anything like Knarloc Riders are Great Knarloc formations - if they existed... but, would this help in any way? If so, how?
So please, weigh in with thoughts...
_________________ Rob
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