T’au Codex Review – Fast Attack: Kroot Hounds

Charlie here from 40kDiceRolls, here again to discuss a subspecies of Kroot, the Kroot Hound. As always, for more tactics articles, check out the Tactics Corner!


Notoriously bad-tempered, Kroot Hounds are utilized for the keen tracking instincts and ability to run a wounded enemy to ground. Like other Kroot subspecies like the Krootox, Kroot Hounds are more “tool” than “friend” to the more intelligent Kroot Carnivores. Their savage nature and ability to strike at vulnerable underbellies of their prey makes them a valuable component to any Kroot force.


On the tabletop, Kroot Hounds consist of anywhere from 4 to 12 Hound models

Kroot Hound

12″ 3+ 3 3 1 2 5 6+


Each Kroot Hound is armed with its ripping fangs (melee S[User] AP-1 D1)

Special Rules

  • Voracious Predators
    • Re-roll failed charge rolls for this unit when targeting a unit that has suffered and unsaved wounds this turn.


Of the four Kroot units currently with matched play rules (Carnivores, Krootox, Hound, and Shaper), I think the Hound may very well be the best. To start with, it’s the cheapest Kroot unit and cheapest overall T’au unit at just 4 points per model (ppm). While not as good as a guardsman, I think they can be niche-level decent. At their “rock bottom” price, they can be excellent fillers in Brigades if you just wanted to farm the CP’s. 3 MSU of Hounds would run you at 48 points and meet the requirements for Fast Attack slots within a Brigade. The next cheapest choice would be Pathfinders at 8ppm at 3MSU’s of those would run you 120 points, almost 4 times as much as the Hounds. Should you convince yourself that you don’t need Pathfinders (plenty of other ways to get markerlights), then you can save yourself the cost of half a 4xFusion Blaster Coldstar Commander by taking Hounds in a Brigade.

It’s hard to go wrong with anything that’s so cheap, but what exactly do you get for those 4 points? Not nearly a Catachan, but something. To start with, Kroot Hounds are fast with their 12″ movement. That means that you’ll be able to run 1st turn and then easily make a charge turn 2. Once they are in close combat, they are passable at best, thanks to their AP-1 and A2. Their S[User] (3) means that they will struggle to take down anything resembling a high Toughness target, but against the multiple T3 chaff units currently popular, they will represent a threat.

Most of the time, Hounds should be taken in minimum strength units as Fast Attack slot fillers due to their abysmal leadership. To circumvent this, you could feasibly take an Ethereal on a hover drone (to help him keep up) and then they would be rolling Morale on its Leadership 9 (or 10 if it was Sa’cea). In larger units, they can cheaply bring bodies to the table and as long as you have a nearby Ethereal, can provide decent board presence. When in larger groups, they represent a more significant threat to vehicles without <Fly>. In my opinion, if a Kroot Hound lives to touch a tank and force it to fall back, then it’s paid for itself many times over. Larger groups are more likely to weather overwatch and survive for the following turn to force their target to fall back and thanks to the Voracious Predators special rule, you stand a better shot at making a longer charge to tie something up.

Speaking of tying something up…Knights can fall back over <Swarm> and <Infantry> units. Kroot Hounds are neither, meaning that you could theoretically tie up a 600 point Castellan Knight with your 48 point Kroot Hound unit. Something to keep in mind.


Like the other flavors of the Kroot rainbow, Kroot Hounds die to a stiff breeze. Any AP at all will just pass through as damage thanks to their Sv6+. Furthermore, they require support (like nearly all T’au units) to stand a chance at making their points back. You’ll have no trouble removing your opponent’s Hounds from the table, even if they bring the maximum 36 of them. However, that will mean you’re investing weight of fire at things that represent no real lethality threat to you. Keep this in mind when choosing target priority.

On the other side of the coin, don’t get caught off guard by Kroot Hounds. If you’ve played against virtually any army that requires melee to stand a chance, you’ll know what to expect and how to mitigate against charges, pile-ins, and consolidations by proper unit placement and screening. In this case, don’t assume that just because you’re playing a T’au opponent that you won’t have to use those tools.


Overall, Kroot Hounds are far from great or even really good. They are cheap though, and anything cheap deserve a look and can be situationally effective. Had it not been for the Rule of 3, 100 Hounds might have had some merit, just as a form of board control, unit tie up, and fringe-case shenanigans. Even still, 36 of them would require your opponent dedicate some firepower to them that would otherwise be aimed at your firewarriors, pathfinders, or drones. For the modest point investment, I’m not convinced they don’t have a legitimate role as a distraction unit.

Do you think Kroot Hounds are worth your time?

And remember, Frontline Gaming sells gaming products at a discount, every day in their webcart!



About Charlie A.

Mathhammer is best hammer. Follow Charlie on twitter @40kDiceRolls for mathhamer, painting pictures, and a generally good time.

8 Responses to “T’au Codex Review – Fast Attack: Kroot Hounds”

  1. Anaximander October 1, 2018 1:14 am #

    Could be useful as a dirt cheap unit to place in your back lines, to block enemy deep strikers

  2. Anaximander October 1, 2018 1:16 am #

    Could be useful as a dirt cheap unit to place in your back lines, to block enemy deep strikers.

  3. Kevin Lantz October 1, 2018 4:25 am #

    I find this a perfect use of them, two units are 32 pts, you can place them in a way to prevent nearly any deepstrike and they are mostly out of the way of any long range shooting (which tends to want to aim at more valuable targets, and even if they don’t they are targeting them after the move phase)

    • Charlie A. October 1, 2018 5:57 am #

      I wrote this before the FAQ, but with the changes to Fly we just saw, I think this is probably the best use for them now.

      • WestRider October 2, 2018 5:05 am #

        Kevin’s comment just jarred loose something that I hadn’t quite noticed earlier on: The cost for three minimum Units is 48 Points, not 36. 36 would be if they came in Units of 3, or only cost 3 Points.

        For something like this, that’s fast, weak, and fragile, I kind of think a larger max Unit size might be better. If they could be taken in Hormagaunt kinds of numbers, that could potentially be pretty awesome.

        • Charlie A. October 3, 2018 4:10 am #

          Whoops, think I mixed up points and model count, thanks!

  4. Dr Zaius October 1, 2018 8:36 am #

    I think Kroot Hounds are a very good unit in the wrong codex. With support, sept rules and more assault units they can be all stars

  5. Rathstar October 12, 2018 8:48 am #

    For me its the cost and their insane speed that makes them so versatile and well worth adding into my army.

    Not tough, not that great in combat, and overwatch getting there is a pain, but want an objective 16″ away in a dangerous area, they are that unit. With an advance move they can claim an objective 16″ away, and if you get luck with the advance roll you can move up to 18″ in a turn. Grabbing an far flung objective, delaying an opponent getting a defend objective, getting line breaker. They can fulfill the usual blocking tactics (even better with the new FLY FAQ), extend your front line to stop deepstrikers, even just being closer to the enemy to take smites is nice.

    I use 2 units of 6 for the paltry price of 24 points each. Even if all they do is distract 32 bolter shots (which is the average it takes to get rid of them) they have done a “job”.

    To me kroot hounds are one of those utility units (like Stealth suits), that allow you to win by the mission if you can’t just shoot your opponent off the board.

    They work best in an army with a decent amount of other infantry (such as Strike and Pathfinder teams) so the enemy’s light infantry firepower has lots of options.

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