As I focused on the Fire Warriors last time, it only makes sense that I cover the Tau Empires only other troop choice, Kroot. Some fans may have been disappointed that the option to have a Kroot Mercenary army doesn’t exist*, but I think that the unit still have their place in the army and even have a few new roles with the codex.

First off, lets see what you get for your points. The biggest change to Kroot is that they have lost strength 4, but they get a better combat weapon, the Kroot rifle giving them AP 5 in combat. Stealth and Move Through Cover keep with the theme that these guys are hunters. And they get proper Infiltrate this time, which is awesome! Less amazingly, they get a 6+ save for free now. Just what I’ve always needed.

This should be a signifier to most people that their role has changed from assault powerhouse of the Tau army to something a little different. Still, it’s possible to bulk up on the squad and add additional Kroot Hounds and Krootox and throw them into combat as a sort of buffer between the enemy and your more important units (read: everything else in the army).

A squad over 30 in number is still pretty rare in 40k, so there will be a significant psychological impact on you opponent seeing that many models get plonked down in one go. Just don’t expect them to remain that size by the time they reach combat.

Now, on to their more interesting uses. For 1 point a model, Kroot can take sniper rounds, which gives the Kroot the option to fire their rifles with the sniper rule if they remain still (or hitting on 6s if they move thanks to snapfire). Sniper rifles have always been a pretty underrated aspect of the game due to not many armies having units with access to them, but think about it. Kroot can now wound everything on a 4+ (if it’s less, they can switch back to the normal profile of the Kroot Rifle and rapid fire things to death) and have rending.

Kroot squads just gained the ability to topple even the mightiest of creatures in the 40K universe. Which will certainly surprise someone the next time they take their all Monstrous Creature ‘Nid army!


My best advice would be to stick a small squad of 10 in cover (to maximise the benefits of cover and make your opponent doubt if it’s worth targeting them) with a few Kroot hounds for combat purposes. They give the unit Acute Senses, which is very useful if you plan to have a bit more control over just where Kroot will pop up if you plan to outflank them close to an objective.

Kroot are going to fulfill a very similar role to the one they did for me last edition.  Sitting in cover near objectives and moving to claim them late in the game, or else just hugging terrain and acting as an irritant all game, or the ‘Eldar Pathfinder’ effect as I call it. They still can have a role as a counter assault unit, but the changing of the units focus is a clear indication of how the designers see them being used this edition. I’m not sure they are vital to a Tau army, but for one that wishes to be aggressive and keep an opponent of the back foot, Kroot squads will help you achieve that for a minimal cost and provide you with a unit that can reliably advance on an objective and hold it.

As such, despite what some parts of the internet may believe, I view the Kroot squads as very much alive and kicking in the new book. If an opponent isn’t careful, they may take their legs off.

See you soon for another Short Tau Tactica.


*Players with a predisposition towards “count- as” may note that due to the slight change of wording in what effects what in the Tau book, it’s entirely possible to proxy a Kroot Mercenaries army.