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  1. #1
    Battle-Brother
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    Default Codex: Kroot Mercenaries V5.86 Now up

    Hi Everybody,

    A couple of people over at the Kompletly Kroot forums have asked that I bring our dex to the attention to the wonderfull peoples at the BOLS. Many of you may be aware of this already but for those that are not i give you

    Kodex: Kroot Mercenaries V5.86

    Within this 38 page (39 if you include the sweet cover page) Warhammer 40k mini-dex you will find:

    -Background
    -Modeling section
    -Army List (including 1 Special Character)
    -Lots of cool fluff and Kroot stories.

    It has been a long road, lots of debate, lots of back and forward but I feel we have finally reached a point where we have nailed it. As you may already know this list is for fielding a 100% Kroot force within the Warhammer 40k 5th edition rules set. Some of the rules have been borrowed from other sources, some have been made by us, but all rules are 100% Krooty and 100% Awesome!! SO!! Click away, download and Enjoy.

    [url=http://trobarts.customer.netspace.net.au/5th_ed_kroot_mercenaries_army_list_by_kompletely_k root_V5.85.pdf]DOWNLOAD HERE[/url] 4 mb



    Please leave any feedback, comments, (mistakes we might have missed)

    Thanks for reading.
    The KK Team

    *Edit* Link changed for updated version 5.86
    Last edited by Turbo_MMX; 10-18-2011 at 09:23 PM.

  2. #2
    Brother-Sergeant
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    Talking

    *Whistles*

    Now thats pretty well done, I didn't get through all the fluff, but wow, stunning.

    Some of the units seem eh, and not necessarily useful, imo at least, also I kinda frightened by the lack of Anti-Armor.

    9/10

    Some units feel a little redundant and not that useful, but overall its well balanced, though I do have some slight worry about mech, and lack of transport options. GJ to all those who worked on this!

  3. #3
    Grand Provost Marshal
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    Default

    Quote Originally Posted by Inquisitor Soren View Post
    *Whistles*

    Now thats pretty well done, I didn't get through all the fluff, but wow, stunning.

    Some of the units seem eh, and not necessarily useful, imo at least, also I kinda frightened by the lack of Anti-Armor.

    9/10

    Some units feel a little redundant and not that useful, but overall its well balanced, though I do have some slight worry about mech, and lack of transport options. GJ to all those who worked on this!
    I think it looks really good, and pulls in all the available units from the two GW lists, as well as FW models. The modeling section looks loads of fun, and the fluff is a good repository of all things Kroot.

    I think the main hope against armor in a list like this is Infiltrate 18-d6" away from vehicles, or outflank, and use fleet (or flight-capable troops) to assault with Eviscerators (8+2d6 armor pen) or meltaguns (more range, but only 1 BS3 shot). In 5e, with hitting on rear armor, Shapers are only glancing most vehicles by rolling snake-eyes.

    Otherwise, yes this is an all-foot list, and will always have humongous problems with fully-mechanized forces. The Kroot are made to sit in woods and fight guerrilla style, with outflanking, flight, and fleeting through terrain. I've always thought 6th sense was definitely worth the points, and although they toned it down from its original form, it's still worth the 2 points in the post-IG world.

    Good job, guys!

  4. #4
    Brother-Sergeant
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    Default

    Quote Originally Posted by Faultie View Post
    I think it looks really good, and pulls in all the available units from the two GW lists, as well as FW models. The modeling section looks loads of fun, and the fluff is a good repository of all things Kroot.

    I think the main hope against armor in a list like this is Infiltrate 18-d6" away from vehicles, or outflank, and use fleet (or flight-capable troops) to assault with Eviscerators (8+2d6 armor pen) or meltaguns (more range, but only 1 BS3 shot). In 5e, with hitting on rear armor, Shapers are only glancing most vehicles by rolling snake-eyes.

    Otherwise, yes this is an all-foot list, and will always have humongous problems with fully-mechanized forces. The Kroot are made to sit in woods and fight guerrilla style, with outflanking, flight, and fleeting through terrain. I've always thought 6th sense was definitely worth the points, and although they toned it down from its original form, it's still worth the 2 points in the post-IG world.

    Good job, guys!
    It does look good but the biggest glaring weakness is its Anti-Armor, particularly against Skimmers ya know? Tau and Eldar would be a horrific army to fight relying only on CC to deal with them is kinda a gimp. Meltas do give them some power and with the infil and outflank they have a better chance of using them true, but still as you said BS:3 is kinda eh. I've seen the old Kroot Chapter Approved list and this is definitely an improvement imo, and its still true to its origins but it still suffers its nice and fluffy and probably loads of fun in certain games and on certain boards, city covered terrain and swamp covered terrain most likely where vehicles take a hit already do to narrow streets and difficult terrain. I bet its a great army to play but it does have a glaring weakness but who knows if I play tested it maybe I'd change my opinion on that one. ^^

    Good job on it again guys that is one nice piece of work!
    Age: 17, Army: Imperial Guard Infantry Spam

  5. #5
    Chaplain
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    Default

    Agreed, very nice job, very deep and well done, considering you basically HAD to fit in certain rules and models.

    I agree that the lack of anti-armor lowers its viability though. You really have only two good anti-armor options, putting a eviscerator in every squad, which relys very heavily on getting close to very mean and/or very fast tanks, or wasting a Master Shaper and Shaper council by giving them all melta-guns, which does give you a pretty good infiltrating melta-squad, but you can only take one and kind of kills the spirit of the unit. Still, the Kroot gun on the Krootox should be okay against transports, for the most part.

    Still, fun army list. Unfortunately, it adds another army onto my already too-long list of projects, because now I want to do a 1000 point Kroot Force, just for show, but oh well.
    Proud Battlefleet Gothic evangelist. You got BFG questions? Just ask!
    Check out my fancy BoLS user blog for stories, ideas, and army lists!

  6. #6
    Battle-Brother
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    Default

    Thanks for the comments guys. The anti armour thing is really one issue that many of the Vet Kroot players (not many of us!) have been able to work around fairly well. Ive been able to use this army in a few tournaments this year! First tournament this year I faced a Armoured company fighting it to a Tie by destroying everything apart than 1 Chimera (that was a scoring unit ) Ya just have to get out of the traditional style of tank hunting . But I will say that even against skimmers ive not had much trouble dealing with em. Kroot ox still work fairly well when it comes to skimmers.

    My favorite tank hunting unit is the Tracker kindred, Infiltrating scout cav armed with an evicerator! The only thing that Ive had constant issues with are Dreadnaughts. They scare kroot something horid
    Last edited by Turbo_MMX; 09-15-2009 at 10:53 PM.

  7. #7

    Default

    Great codex!

    I've always wanted to put together a Kroot army, maybe this will get me in motion...

  8. #8
    Veteran-Sergeant
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    Default

    Just got to look at this and I love it. I've already shown it to my gaming group, because I'm dying to get my Kroot Mercenaries back on the tabletop.

    Great work. Many thanks for all your efforts.

    Exitus Acta Probat
    http://thegrimcheapness.blogspot.com/

  9. #9

    Default

    I was just thinking about making just such a force. You have my full attention and my appreciation. Cheers!

  10. #10
    Battle-Brother
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    Default

    Hi again all.

    Im calling on all ye loyal Kroot fans as well as the Fly lords themselves (if they are reading).

    We have found a HUGE screw up in the book, we thought we had em all sorted but this one constantly has sliped past us. The Stalker ambush rule was ment to allow them to deep strike and assault in the same turn (like a lictor but for a squad of 10) BUT, after all these revisions that line was not in the book and thus remained un fixed :S

    Id like everyone who has read this to go over it again, if they can find some problems, things they would have done better, or things they think are just plane wrong. Let us know. We are working on a V5.85 but we want this to be the LAST one.

    Thanks for any help
    The KK Crew

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