I wouldn't even call GW Infernal Guard a counter, I ran the numbers and was a bit surprised by the results... 8 Kroxigor [4x2, 400pts] vs 27 Infernal Guard with Great Weapons [horde, 405pts] Since both have ASL, they will strike simultaneously... Kroxigors attacking: [24 attacks + 4 via PF] * [hitting on 4's] * [wounding on 2's] * [no armour save] + [4 stomps]*[wounding on 3's]*[6+ armour save] 28*1/2*5/6 + 4*2/3*5/6 13.9 wounds GW Infernal Guard attacking: [27 attacks] * [hitting on 3's] * [wounding on 2's] * [no armour save] 27*2/3*5/6 15 wounds So the GW Infernal Guard squeak through a very tight victory, but the difference so minute that I'd call it a coin toss before I'd called it a counter. Sure the Infernal Guard will also have a standard bearer and a musician so the victory is a bit more likely to fall in their favor, but on the flip side, a unit of only 27 infernal guard is unlikely to be in horde formation (that was optimized for this scenario). Also, there is a chance that the IG fail their fear check. So what beats Kroxigor? ... the K'daai (both Fireborn and the Destroyer) 9 Kroxigor [4 wide, 450 points] vs. 8 K'daai Fireborn [4 wide, 440 points] K'daai Fireborn goes first... 8 K'daii Fireborn attacking: [16 attacks] * [hitting on 3's] * [wounding on 3's] * [6+ armour save] + [4 Blazing Body attacks @S4]*[wounding on 4's][5+ armour save] 16*2/3*2/3*5/6 + 4*1/2*2/3 7.3 wounds 7 Kroxigor remaining. Kroxigors attacking: [21 attacks + 3.5 via PF] * [hitting on 4's] * [wounding on 2's, re-rolling successful wounds] * [4+ ward save] 24.5*1/2*5/6*5/6*1/2 4.3 wounds So the K'daai come out on top. Bear in mind that the K'daai only have 2 wounds a piece, but even still the Kroxigor are losing combat resolution by a decent margin, and each round the K'daai are the ones striking first. 7 Kroxigor [3 wide, 350 points] vs. K'daai Destroyer [325pts] K'daai Destroyer goes first... K'daii Destroyer attacking: [8 attacks (on average)] * [hitting on 3's] * [wounding on 2's] * [no armour save] + [3 Blazing Body attacks @S4]*[wounding on 4's][5+ armour save] 8*2/3*5/6 + 3*1/2*2/3 5.4 wounds 5 or 6 Kroxigor remaining. Let's assume 6 Kroxigors attacking: [18 attacks + 3 via PF] * [hitting on 4's] * [wounding on 3's, re-rolling successful wounds] * [4+ ward save] 21*1/2*2/3*2/3*1/2 2.3 wounds (1.9 wounds if we assume that only 5 Kroxigors were left standing) Keep in mind that the Destroyer loses none of it's offensive potency in subsequent rounds of combat, but the Kroxigor do (especially in our example where 1 Kroxigor was sitting on a single wound, so 2 Kroxigor would fall in the next round before they can strike). Also, the assumption was made that the Kroxigor passed their fear check (because the Destroyer causes terror). So both variants of K'daai are counters to Kroxigor, although I wouldn't classify them as hard counters. So our Kroxigors are looking pretty good. However, there are two hard counters in my opinion. Sorcerer-Prophet with the magic carpet, lore of death and PURPLE SUN. (no explanation required!) Magma Cannon - it is ultra accurate (especially with the Daemonsmith re-roll) and even with the Kroxigors' larger base size, a 4X2 unit can easily take 4 hits from the front and up to 8 if you expose your flank. The key is that those hits are coming in at S5 and they do d3 wounds each! Even a Sorcerer-Prophet with the Lore of Hashut can do massive damage to Kroxigor with the spells Hell Hammer and Flames of Azgorh.