| Unit | Opinion |
| HQ |
| Master Shaper | This guy has some useful kit available to him (see Armoury: Kroot mercs by moir) and can take minor psychic powers if the rules are being used which is nice. However, the best bet for this guy is to give him a meltagun and wings and go tank hunting, give him a nasty combat weapon and make him join a squad or give him an eviscerator and wings so he can fulfill either role. I personally give him a meltagun and wings and shove him in a shaper council with the same but I have used both other options and they work equally well. It's just preference. Plus, as your HQ units are among the only things in the list allowed to take a weapon that always counts as penetrating against tanks (as they are AP1, in 4th Ed they cannot get Glancing hits), and there is nothing else in the list that can damage a land raider apart from an eviscerator, your HQ units are more likely than not, going to end up tank hunters. |
| Shaper Council | These are best used as tank hunters in my opinion. With meltaguns and wings they are great, but far more flexible with an eviscerator and wings as they can be a deadly combat unit too then. In tournaments or games when I don't know who I'm playing, I usually give them all eviscerators except for one with a meltagun. My master shaper always accompanies them with his meltagun. |
| Elites |
| Headhunter Kindred | A nice unit that can pack a punch if used correctly. I normally give them the fleet of foot upgrade to get them into combat fast. I use the poison attack after the first round of combat and normally attack normally in the first round. Fleet of foot isn't essential and, like all Kroot, you can have a unit of twenty with strength four weapons. Nasty. |
| Stalker Kindred | Nice if you’re playing with the jungle fighting rules, otherwise a load of crap that I couldn't give seven retarded socks about. |
| Troops |
| Kroot Carnivore Kindred | Just like all troops, these guys are great. Why? They are cheap, decent in combat and have strength four weapons for the mere cost of eight points each. A bargain. |
| Fast Attack |
| Vulture Kindred | I love these guys! Move 12" rapid fire! And, if the way some people perceive these rules is correct, according to 4th Ed, they may be able to move 6" in the assault! So, you get within rapid fire range of the enemy, unleash hell and get away from them! They’re cheap too at only 12 points! Buy now while stocks last! |
| Kroot Hound Pack | A really simple, nice unit. Max it out, and watch your enemies’ horror as they just won’t run away or die! The fleet of foot rule gives them a much needed increase in speed, and they can still lay down lots of firepower! However, with all those hounds it isn't always worth rapid firing. |
| Tracker Kindred | I always use these guys just because they look cool! I like to place them in a wood, shoot at any enemy units coming my way and then leave the woods if anyone starts me. If I am flushed out of the woods I usually charge into a combat that isn't quite going my way to get some extra numbers in. With sniper rifles, they are quite deadly. |
| Heavy Support |
| Hunter Kindred | Tracker kindred but slower. I still like these guys but prefer tracker kindred because they look cooler. |
| Krootox Herd | These guys are sick! Five of these make short work of light tanks and heavy infantry alike! Plus, if anything gets too close its rapid fire time! In combat they can hold their own too, with an impressively high strength and toughness; they'll really worry your opponent. |
| Punji Pits | Useful if you have the relevant codex and know how to set them up, they can be deadly. They are very useful for a static Kroot force that wants to hold a position because when the enemy tries to assault you, a few of these can often even up the combat a bit. |