Scar-Veteran
Pinktaco
Vessel of the Old Ones
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I'm in no way an experienced player as some of you are, but I like to try out new things and not just follow what most considers the most competitive/ideal setup. I want to learn, by myself, what can and cannot be effective.
So, with that said I've now tried to field a large unit of kroxigors twice now. Both times at 11 models, with a champion.
Against infantry units they'll throw out 24 S7 attacks and 4 stomps. 12 of those attacks can generate PF and the unit have a decent movement. They lack in WS, Armour Toughness and always strikes last, due to the weapon. WS and Toughness can we somewhat (if we want to) deal with, through magic, however, at any rate these guys can lose 9 wounds and still attack at full strenght. They can take a cannon ball to the face, hit last and still out-beat most units. They don't have a larger foot-print than 5 COR, but they're (obviously) quite deep.
The unit comes at 3 ranks, so even if they should lose one, but get a charge, they come with 2 CR from ranks and one from charge.
One of the biggest issue, I suppose, is the fact that should an opponent get Purple Sun, Dwellers Below or anything of that sort of it'll ruin your day. They're quite an expensive unit and if they're dead before they do their thing you've just lost yourself 1/5th of your army (@2500pts). Don't do that.
Unless you're playing against something with Mark of Nurgle or a WS6 they'll hit at 4+. Against most things they'll then proceed to wound at 2+ and +1 AS units will save at 5+. Unless my math is wrong (please feel free to correct me) they'll do roughly 6.6 wounds (without PF) at full strenght and agaisnt +1 armoured units. Anything with 3+ saves will take an average of 10 wounds. Against infantry they'll do some extra.
Obviously they are less manoeuvrable than say two ancient stegadons, but on the same time they come with 33 wounds vs 10. 24 S7, 4S5 attacks and PF vs 2 x D6 + impact hit (D3 multiple wounds with horns), 6 S6 attacks and 2 D6 S6 thunderstomps. Vs infantry the ancient stegadons have the potential to do more damage than the kroxigors, but from my experience it's hardly a given that you'll do a lot of wounds with thunderstomp (dem 1 rolls will laugh at you lol). The same with PF.
Obviously the stegs comes with a bunch of skinks and the giant blowpipes, however against the targest we should aim these at they really doesn't come into play.
Personally I think that I might take these a couple of times more, but I don't suppose they're highly competitive, especially due to people 6-dicing uber spells, but these guys aren't as vulnerable to cannons as a couple of stegs. Also, even though such a large unit is taken, one could still field a large unit of templeguards, a unit of cameleon skinks, 600-700pts core, a cheap slann and an oldblood. Or whatever you feel like taking.
It's a huge investment, but they can be a lot of fun if you're seeking something to smash your opponents face in with a lot of S7.
One could consider to instead have 2 units with krox or a smaller unit of krox and a unit 1-2 units of skrox, but personally I think the strenght of these is due to having enough wounds to come into CC at full strenght and then deal those 24 attacks, instead of 6 krox losing one or two before they hit combat and then they "only" deal 12-15 attacks.
So.. Have any of you tried fielding more than 6 kroxigors in one unit? Or is this just utter nuts only meant for friendly games?
*This isn't a tactica in any way, just my view and experience with them and an open discussion about your thoughts.
So, with that said I've now tried to field a large unit of kroxigors twice now. Both times at 11 models, with a champion.
Against infantry units they'll throw out 24 S7 attacks and 4 stomps. 12 of those attacks can generate PF and the unit have a decent movement. They lack in WS, Armour Toughness and always strikes last, due to the weapon. WS and Toughness can we somewhat (if we want to) deal with, through magic, however, at any rate these guys can lose 9 wounds and still attack at full strenght. They can take a cannon ball to the face, hit last and still out-beat most units. They don't have a larger foot-print than 5 COR, but they're (obviously) quite deep.
The unit comes at 3 ranks, so even if they should lose one, but get a charge, they come with 2 CR from ranks and one from charge.
One of the biggest issue, I suppose, is the fact that should an opponent get Purple Sun, Dwellers Below or anything of that sort of it'll ruin your day. They're quite an expensive unit and if they're dead before they do their thing you've just lost yourself 1/5th of your army (@2500pts). Don't do that.
Unless you're playing against something with Mark of Nurgle or a WS6 they'll hit at 4+. Against most things they'll then proceed to wound at 2+ and +1 AS units will save at 5+. Unless my math is wrong (please feel free to correct me) they'll do roughly 6.6 wounds (without PF) at full strenght and agaisnt +1 armoured units. Anything with 3+ saves will take an average of 10 wounds. Against infantry they'll do some extra.
Obviously they are less manoeuvrable than say two ancient stegadons, but on the same time they come with 33 wounds vs 10. 24 S7, 4S5 attacks and PF vs 2 x D6 + impact hit (D3 multiple wounds with horns), 6 S6 attacks and 2 D6 S6 thunderstomps. Vs infantry the ancient stegadons have the potential to do more damage than the kroxigors, but from my experience it's hardly a given that you'll do a lot of wounds with thunderstomp (dem 1 rolls will laugh at you lol). The same with PF.
Obviously the stegs comes with a bunch of skinks and the giant blowpipes, however against the targest we should aim these at they really doesn't come into play.
Personally I think that I might take these a couple of times more, but I don't suppose they're highly competitive, especially due to people 6-dicing uber spells, but these guys aren't as vulnerable to cannons as a couple of stegs. Also, even though such a large unit is taken, one could still field a large unit of templeguards, a unit of cameleon skinks, 600-700pts core, a cheap slann and an oldblood. Or whatever you feel like taking.
It's a huge investment, but they can be a lot of fun if you're seeking something to smash your opponents face in with a lot of S7.
One could consider to instead have 2 units with krox or a smaller unit of krox and a unit 1-2 units of skrox, but personally I think the strenght of these is due to having enough wounds to come into CC at full strenght and then deal those 24 attacks, instead of 6 krox losing one or two before they hit combat and then they "only" deal 12-15 attacks.
So.. Have any of you tried fielding more than 6 kroxigors in one unit? Or is this just utter nuts only meant for friendly games?
*This isn't a tactica in any way, just my view and experience with them and an open discussion about your thoughts.