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View Full Version : Kroot unit type.



Conor Halcyon Wollbaum
04-07-2013, 08:44 PM
So in the new Tau codex we see kroot ( infantry) with kroot hounds ( beasts) how does this work for the various rules associated?

lobster-overlord
04-08-2013, 06:25 AM
I would think that because they are mixed, they function like Infantry, but once you've removed all infantry models, and all that remains are hounds, beast rules kick in, and they are no longer an as useful unit as when they are mixed with kroot masters.

MajorWesJanson
04-08-2013, 07:06 AM
So in the new Tau codex we see kroot ( infantry) with kroot hounds ( beasts) how does this work for the various rules associated?

Generally, movement is covered by "slowest model in the unit"
Only places where it might get odd are things like the SW ability to pick a unit type they are better at killing, ect.

Learn2Eel
04-08-2013, 07:29 AM
Essentially, as long as they are all in unit coherency, they can move as they normally would. In that sense, you can try and form a conga line with the Kroot Hounds by utilising their twelve inch movement and making sure to keep Kroot within three inches of the back Hounds, and sling-shotting the unit into an assault. Definitely odd, though.

Nabterayl
04-08-2013, 11:42 AM
So in the new Tau codex we see kroot ( infantry) with kroot hounds ( beasts) how does this work for the various rules associated?

As Learn2Eel said, in 6th edition each model moves individually. The only restriction is that the unit remain in coherency. Thus, the kroot hounds are free to move their full 12", ignore Difficult Terrain, and always pass Dangerous Terrain tests just as they normally would, so long as they remain in coherency with the slower infantry. See page 10: "Sometimes, a unit will contain models that move at different speeds. When this is the case, each model can move up to its maximum movement allowance so long as it remains in unit coherency."

Unlike movement, units charge at the speed of their slowest model, so nobody benefits from the kroot hounds' Fleet or the fact that they ignore Difficult Terrain when charging unless all the kroot are dead. See page 21: "If a unit has models that roll differently for their charge range, the whole unit must charge at the speed of the slowest model."

As with charging, units Fall Back at the speed of their slowest model, so even the kroot hounds fall back 2d6" unless all the kroot are dead. See page 30: "Units with models that Fall Back at different speeds always Fall Back at the speed of the slowest model in the unit."

Think that covers everything that's unique to Beasts.