Pinktaco said:
1) a scar vet only have 2 wounds, not 3.
The way I calculated the required wounds to kill was:
Kroxigor: 12 wounds * 1/2 chance save fails = 6 wounds taken
Scar Vet: 12 wounds * 1/6 chance to fail = 2 wounds taken
Initially I calculated the scar vet as having 3 wounds (and requiring 18 wounds to die) but I realized my mistake. I forgot to fix the part earlier in my post where I specified that it had 3 wounds though...
Pinktaco said:
2) kroxigors (if used as special units) also deals S5 stomp.
I completely forgot about the stomps. That definitely makes them even more killy than the cowboy.
Pinktaco said:
3) both the kroxigors and scar vet have predatory fighter, however, (and this is a really small thing) the kroxigors have 2 more attacks to generate additional attacks, compared to the scar vet.
I took PF into account when I calcualted how many wounds each would deal. I gave the Krox +1 attacks (1/6 chance * 6 attacks) and the scar vet +0.66 attacks (1/6 * 4). That being said, the maximum potential of attacks is 12 for the kroxigor and 8 for the Scar Vet. So again, the Kroxigor are more killy.
Sleboda said:
a cowboy with GW and LA comes at 110 pts, this would actually allow us to use an additional 10pts on the kroxigors, giving them a champion and one additional attack
Yeah, I wasn't too sure about throwing out the 110 number due t the rules on listing point costs. And the additional Krox attack barely changes the numbers (it's pretty much a rounding error on the number of wounds delt) And it slightly skews the math when you double the numbers to compare 4 Krox vs 2 Cowboys. But that is a good point.
I think the better choice of 4 Krox vs 2 Scar Vets depends on what you expect to be sending them up against.
Monsters: I think I like the Kroxigor against monsters over the Scar Vets. 4 Krox will probably do better against a Hydra than 2 Scar Vets. Nobody gets their stomps, but the potential for the Kroxigor to do a boat load of attacks is too good to pass up.
Fast Cav/Skirmishers/Flyers: 4 Kroxigor will never be able to out manuver one of these, but individual cowboys are just as maneuverable as a unit of fast cav, and running 2 or 3 cowboys in a cluster (but not a unit) can give your opponent harder decisions on his movement phase.
Infantry: 1 Scar Vet could probably hold up a block of regular infantry troops. He'd only be taking attacks from 6 models per round and probably rarely taking a wound. The Kroxigor would be getting hit by 12 models and would be taking wounds more often (because of the lesser save) but their Stomp would come into play and the Krox would have a better chance of winning combat rather than just holding the unit up. If you chargeed them in the flank I think Krox beat Scar Vets hands down, otherwise it's a toss up.
Monstrous Infantry: I think the Kroxigor's bigger footprint and lower T/AS would be a big disadvantage here.
Shooty Things: Anything shooty is going to pick apart the Krox easier than they will kill a Scar Vet due to the lower toughness and armor save. Although, the Krox might have a better change of getting *something* into combat after running through a hail of bowfire. I've often had my Scar Vets brushoff 50+ shots (of Chaos Dwarf blunderbusses) through 2 shooting phases and a stand&shoot and not even notice (though, that is with a 1+ rerollable save or a ward). I'd go with Scar Vets if there is a lot of shooting lying around.
So, taking Pinktaco's points into consideration I think I would take 4 Krox over 2 cowboys against the DE player that takes 2 Hydra and a block of Witch Elves but I would take the Scar Vets against the DE player that takes a million units of Dark Riders, a unit of sword elves, an a unit of Warlocks. (Those are the DE armies that I've played against at my local game store)
And for 400ish points. It would probably be a nice mix to take 1 unit of 4 Krox (with Ancient) and 1 Cowboy with some magic items and get the best of both worlds.