« on: April 13, 2013, 09:34:35 AM »
That is the thing about Kroot: they are never effective in combat until the unit is weakened by shooting. The biggest change is losing str and attacks, but you now have rifles that will still remove ork and imperial guard saves, including gaunts. In addition, you have rifles that can switch between rifle and sniper modes if you pay extra. You wound everything on a 4+ at one shot a piece (assuming sniper rifle) or you can close up and rapid fire, which means you have a lot of tactical diversity. You can choose to add cheap hounds to try to wound creatures that are supposed to strike before you (anything I 4) or throw on a Krootox for str 6 attacks. And if you want them to be anywhere on the board you have a good chance to do it. The downsides are minimal: they still get killed fast, they are not the strongest attackers, and they are not great because they lack frag grenades (always had that issue). The decision to attack is based off of the shots. Maximize their shots at 24 inches and your cheap units will do their job. I personally am thinking about 2 squads, 15 kroot 10 kroot hounds.
Allied with imperial guard I can make up for the lack of pulse fire, or I can beef up my missile pod counts between drones and crisis suits. I want to thank the author personally. However, I hate the lack of target arrays... and there is no combat armor option for the ethereals.