14 Kasım 2017 Salı

Oversight cool units "krakots"

Everybody lovels sukeuls, they are rock stars. Clipsos are no joke. Makauls are best. Anyways, we have also less used good units, i want to write about them this time.

i will start with a unit that i take alot these days. Oversight cool unit called krakots.


KRAKOTS

krakot comes with an interesting stats line. Many skills, very good on close combat. really high ph is really interesting. This kind or mercenaries oftenly bring new things to some armies. and tohaa really enjoys especially one of these variants below. You have ava 2 and there will be times that you will take 2 units in one list.


To understand krakot more, we have to check metachemistry level 2. So,lets go one by one. If you roll between 1-4, you get a total of arm 2 and bioimmunity. so against viral weapons you only roll arm 2 instead of double bts of 0. Against shock weapons, you get unconscious only and dont die suddenly.

METACHEMISTRY L2 TABLE
RollResult
1-4Natural Armor (+1 toARM) + Bioimmunity
5-8V: Dogged + Total Immunity
9-12Superior Mobility (MOV: 6-4) + Super-Jump
13-16Superior Mobility (MOV: 6-4) + Climbing Plus
17-20Super-Physique (+3PH) + Regeneration

If you roll between 5-8, you get vdogged and total immunity. Getting interesting here. You can continue to march even, if you take a wound and continue killing stuff. total immunity also makes much more harder for krakot to die. Even against a missile luncher, you take the wound with even one lucky roll and continue to move forward.

If you roll between 9-16. You get superior mobility. 6-4 movement with 40% chance. You get either super jump or climbing plus, which both of them are really fun.

If you roll between 17-20, you bring a skill line to synergy well with tohaa strategy. Ph +3 and regeneration. Already strong ph of 13 becomes a tag level ph 16. ph is the main stat for dodging,damaging opponents and very important here "throwing grenades". Regeneration can be good sometimes and normally it is a very expensive skill.

Lets turn back to stats line. forward deployment level 1 and impetious movement makes you move quickly to mid table very quickly. This movement can be done after a free makaul move + smoke impetious movement to make krakot to move freely with move + move idea.

Morat skill makes them to not turn back. They know no retreat and continue to fight ,if even you loose your Lt.

Kinematica level 1 is not a bad idea, especially on a high ph unit. You can move 3 inch, when you need to dodge or charge in to a fight. with metachemistry, there is a chance you can get +3 ph.

Berserk is a very good skill on a close counters oriented unit. with an attack mode of +6 you get a total of cc27. With DA weapon in hand and with good PH , this attack is really threatening. check metachemistry table. you can be vdogged or get extra ph. think about it.

Now lets come to variant which is really essential and fills some of the holes in tohaa.

2 x chain rifle + grenades option for 14 points, DA ccw

Before this profile, we havent got any unit with grenades. Well, in N2 we had swarm grenades. But in N3, we have other grenade types in other units, except a real damaging one. ( e/m on kotail, eclipse on makauls, smoke on kerail. ) Now you have a chance to attack with speculative fire against opponents' units with ph 13 + 3 (range) -6( sup.) = ph10 with a %50 chance.



Grenades in close quarters brings a new tactical edge to our army. You can use a clipso fo before and you can get a very high chance of hitting your opponent in a best case scenario.

Ph 13 ( base stat ) + 3 ( metachemistry 17-20 ) + 3 ( close range bonus ) + 3 ( marked ) = ph22

Fantastic. Against links especially.

Furthermore, he is damn cheap for 14 points. I advice to bring more units with sensor ability, so you can make an early rampage with clipsos,igaos and krakots to clear the mid table from the rats.

There are some interesting weapon choices on other variants. among them, chest mines are interesting. It gives extra +3 on cc, self detonation etc. can be useful.

red furry is a serious weapon. bs11 not strong but think about that you are getting closer to mid table with forward deployment and impetious movement. it can be an option.

Submachine guns are cool weapons in close range. Even a strong HI infantry can not feel safe against it. there is an option with 2 smgs. imagine that you get vdogged too. totally 8 AP burst in two orders is very deadly.

However, if you are playing tohaa, you will get the grenades option most of the time. Cheap, grenades, brings orders and bring synergy.

There are some units that you can take to coordinate your tactics. Free makaul ( not in a triad ), clipso fo and chaksa baggages are needed for better efficiency.

Use him in coordinated orders with these units. Makauls,krakots,kaauris,chaksas can be used in a coordinated move.

Dont forget that krakots have normal impetious. You dont need to use them, if there are sniper threats nearby. March on mines and against template weapons, if you get a ph16.

And if you dont have the model, you can enjoy converting daturazi model.

Funny to play too. Jump, scare people, use grenades and enjoy playing a morat unit in your army.


Hiç yorum yok:

Yorum Gönder