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====Fast==== * '''[[Kroot_Hound|Kroot Hounds]]<sup>{{W40kKeyword|Kroot}}</sup>''': Cheap bubblewrap at 6 points each (minimum 24 per unit) for more valuable units. They have M12 A3 WS3+ S3 AP-1 D1 for melee as well as re-rolling charges (and advances, if you're trying to reach the enemy quickly, but they can't charge after advancing), as well as the Kroot-wide Scout move and the Carnivore ability to improve Light Cover by +1 for a whopping 4+ save in cover. Try to stick to MSU if you can, to circumvent their low Ld of 5. You can also use them to squeak an extra Commander in or to cover the Fast Attack portion of a brigade. * '''[[Lesser Knarloc]] Riders<sup>{{W40kKeyword|Kroot}},Legends</sup>''': FW legends finally gave their {{W40kKeyword|CAVALRY}} points. They're PL4, 90pts for a unit of three. Basically, 3-6 Kroot rifle-wielding hooligans lumbering about on a low, fat, beaky K-Rex each. Knarloc Riders fill an odd niche where they've got a similar stat-line to Krootox Riders (inc. a flat +6" Adv move); two less Strength & one less Toughness, but with a 4+ save and more melee attacks so are kind-of focused towards assaulting infantry. The Knarloc itself, like all 9th edition Cavalry, gets to have a go at the target at pulse weapon strength with -2AP and 2D, after the rider's had his one standard Carnivore swing. Thunderous Pounce gives the Knarloc Riders +1 Str and A on the charge, giving them two S5 rifle swings and and two S6 knarloc bites. A minimum unit of 3 will rapid-fire 6 shots then hit with 8 attacks on average (3-6 at S4/5 & 4 at S5/6 -2AP) so they're not amazing at killing much but should take a big chunk out of an equal-value unit of Gaunts or other T3 crappy-save death-fodder before getting hit back. Three of these vs 12 Hormagaunts (60pts) will kill off 7 standard Gaunts with rapid-fire and then on the charge, taking a wound back on average. Vs GEq that's 5.8 Guardsmen and for MEq it's 2.5 dead Marines. Double that up for a full unit of six Knarlocs and you end up with 14 dead Gaunts (obviously), a wiped unit of 10 Guardsmen or one dead Marine combat squad, on average. On terrain-heavy tables they may be useful but you've still gotta get them onto target first so...rare models, questionable value. Plenty of character for rounding out a Kroot fanatic's list but beyond that...? * '''[[Vespid|Vespid Stingwings]]<sup>{{W40kKeyword|Vespid}}</sup>''': They're cheap at 12ppm and they chug out a fair volume of 18" Assault 2 S5 AP-2 D2 now because fucking Space Marines, and they move like greased lightning - M14 and '''Fly''' is nearly as fast as a Piranha, plus they have standard Deep Strike. Point for point they can ruin heavy infantry, get in close for the kill with excellent mobility, all the while staying at a comfortable 18"range. These are phenomenal flankers/harassers. Unfortunately, these crazy bugs will become Ld5 if the Ld8 strain leader is slain, so don't be stupid. Use them to take care of the random supporting units or anything that tries to buff your enemy. They also have A1 WS4+ S4 AP-1 D1 melee (with A2 on the Strain Leader), in case you're desperate for some reason. ** Unfortunately, at T4 W1 Sv4+, these are going to die very easily. Get them cover or have something more threatening on the board for your enemy to worry about. **Consider Dal'yth so they can benefit from those Markerlights. 10 S5 shots at 3+ with D2 will toast most stuff in game. **Relatively excellent at completing mobility-centric objectives. A unit of 4 Shield Drones is much tougher per point, but isn't just slower, it isn't {{W40Kkeyword|infantry}} and hence can't complete potentially important actions like Retrieve Nachmund Data.
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