I started this to focus solely on kroot units and vespids. For those of you who want to use them, what is the best way to do so? What uses do they have? How have they been performing with the new codex? The way I see it, kroot ended up in an odd spot...but probably the one they should have always been in. They are cheap, expendable units without a real battlefield role apart from screening. Sure, 3+ to hit in close combat and str 4 (with the weapon bonus) isn't bad, but with only 1 attack and a 6+ save...ehh. However, with the kroot hounds being even cheaper and their re-roll failed charges if the target suffered a wound in the shooting phase does pair well with a unit of kroot carnivores firing a bit to soften a target up. 3+ to hit in close combat, 2 attacks, -1 ap for the cost of a guardsman means they could easily make back their points. The shaper is obviously only worth it if you take 2 full squads of carnivores to maximize his reroll 1's to wound buff, I suppose.
Vespid on the other hand, wow! At only slightly more than a marine, the vespid comes in a perhaps the cheapest jump unit with a fantastic move of 14" and deepstrike. Fly keyword adds to their uses as anti-air. Now with an 18-inch range, their gun is solid with 2 str 5 ap -2 shots. Reserving a group of 5 would be inexpensive, but very useful to hold in reserves for a turn or two, while you deal with screens etc. They can then deepstrike in and help finish off vital targets that have been wounded, or counter enemy units left to take objectives, etc.
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