Again with COK v COR it depends who gets the charge. If the COK don't get the charge they have problems getting past the COR's toughness and AS, they get a lot of hits but not so many wounds.
they hit on 3's with rerolls nad wound on 4's, not to shabby really. and it lowers the COR armour to 3+ witch, as any space marine player knows, you fail more often than not
Aren't COK base S3, which would mean wounding on 5's? The Cold Ones would be wounding on 4's but would be hitting on 4's with no re-roll.
Ok ran the mathhammer, it seems CoC & CoK are fairly even eith a slight advantage to CoK in the forst round and a slight advantage to CoC in later rounds, basicly it worked out that whoever charged won.
COK are S4, and idd they don't get rerolls afer the 1st round unless they got ASF banner but thats a different story. COC against COK would be a win for the COK.
I find that Cold One Cav are great against normal infantry, e.g High Elf Spearmen, Clan Rats, Marauders and the like. A added Scar-Vet or Oldblood can also enhance the unit so that it can hold its own against other units. I generally take 5 Cold One Cav, a scar-vet and oldblood in the same unit and smash anything that gets in my way.Th Cold One Cav beat normal guys, the Scar-vet and Oldblood beat up other stuff like other calvary or elite units (with the right upgrades.) Also, try Lore of Light. Weapon Skill 10 spell, phas protection and timewarp make the unit nigh unstoppable.