Monday 2 September 2013

Kroot 'counts as' Dark eldar army fluff

Terradon.

A forest world, with heavily mossed mountains reaching to the skies. The main indiginous species there is the Kroot, who live in the trees. As the planet is incredibly rich in ore, the Tau saw it as a perfect place to expand to. But as mining operations started, the Kroot became distressted; they did not want vast swaths of forests cut down. But the mining operation required it, and it was too rich a planet to pass down. The Tau continued to mine. The Kroot refused to stand down to the Tau and let their planet die, so they lashed out against them. Hundreds of earth caste mining drones were destroyed and hung up around the forest as an act of defience, and lead Shapers declared that if the Tau continued to mine on the planet that Tau would be strung on the trees, not drones. The Tau were not about to give up on the potential 'gold mine' (figurativly speaking), and so reinforced the mining operations with elements of the Fire caste. The Kroot, enraged at the stubborness of the Tau, led a huge strike against the mining bases. The battle was fierce, but in the end the Tau blugend the Kroot attack and crushed the resistance. The Kroot retreated, and left the Tau to their work and preparing to leave the planet to find a new one.

But, after all the Kroot had withdrawn and the Tau had rebegun mining, a portal in the webway opened. Dozens of raiders and venoms poured out of it, and attacked the mining bases, killing some and capturing the rest. Hundreds of Tau were lost that day. By the time the Tau had worked out what happened, they were in-shock. The Dark Eldar disapeared and left a suprise for the Tau in the mining installations. When the Earth and Fire caste went down to the planets surface and started to begin the operation again, something terrible happend. Hidden bombs left in the mines activated even more portals, and more Dark eldar poured into the planet. Desperate and out of options, the Tau begged for the help of the Kroot. Begrudgingly, the Kroot aided the Tau and helped them fight off the Dark Eldar. After a quick and fierce battle, the Dark eldar left, but had brought their fair share of Tau are Kroot with them. The Tau, deeming the planet too risky for further mining, left. The Kroot ate the remaining Dark eldar bodies, so that the next generation could benefit and evolve. Also, to prepare for possible other attacks, the Kroot repaired Dark eldar transports and weapons so that they could use them for themselves.

When the next generation came around, they were quick and agile like the Dark eldar; manned in Dark eldar tanks and armed with some of their weaponry. So far, there hasn't been another raid, but if their was, the Kroot could fight them off with the same lightning fast vehicles the Dark eldar used against them.

So there you have it. I apoligise for any spelling mistakes. I am going to try my hand at converting my first Master shaper (archon) soon so stay tuned for that.

Until then.

Sunday 1 September 2013

Revised Kroot 'counts as' Dark Eldar list

Having a look around the web and looking more at the DE codex, i have come to change some bits in my list. I realise that pulling of an assualt army (especially a DE one) will be difficult. I need to be smart and lucky to make it work. So this is the revised list:

x2:
Archon - Master shaper
Blaster
Djiin blade - Ancestral blade
Shadow field - Blessing of some sort?
Combat drugs - Evolutionary traits
Soul trap - ?

x2:
x9 wyches - Carnivores
haywire grenades
hekatrix - shaper
venom blade
phantasm grenade launcher

x2:
raider - Hunter-skiff
dark lance
night shields - Camo?

x3:
x5 wyches
hekatrix
venom blade

x3:
venom - Scout-skiff
splinter cannon
night shields

x3:
ravager - War-skiff
dark lances
night shields

1491

The Archons jump in with the wychs are zoom forward, get out, blast and tank or try to precision shot a character (not an independant one!) so that in combat when he issues a challenge he doesn't have to waste himself on a crappy sergeant. He will also rarely miss with his blaster. On a charge the archons pump out 8 ap3 hits, on average dealing 2 wounds to power armour or less. Against IC such as Rune priests he should be able to cut him in 2, gain double strength, then help the wyches out of combat and rip everything apart. Also, it gives the squad a pain token so after killing the IC and the squad, the archon and wyches have feel no pain and furious charge giving the archon S7 on the charge (on average killing 5 marines on the charge!)!!!

The venoms zoom forward aswell and pepper stuff the archons units are going to charge while the wychs bust tanks they dont like. The ravagers take out heavy fire power or transports for archons/wychs to charge.

Yes, the archons are the core of the army. Yes, they need to be lucky to kill the IC to become awsome. Yes he is soft (other then his shadow field). But when i do pull it off he becomes a killing machine and i can see it being very fun to use!

The night shields are an interesting one. If i go second my opponent will want to move forward to hurt them with bolters and what not. He needs to move the extra 6'' toward me. Hoping they survive, the transports then rush forward and are almost certaintly going to be able to charge them first turn! And if he doesn't move them forward he has less chance of killing the transports as they are definitely going to be hiding from big guns!

I can see this army being hopefully effective and fun to use, just need to get the 8 tanks and 2 master shapers now!