I have a tactics question.. ..Lets say i have 15 cold ones and one BSB on a cold one. In a 2500 pts game, how do you think I should organize these? Field 3 units of five with banner+music and run the bsb with one of them, maybe one big fat block of 15+fc+bsb, or one unit of 7+fc+bsb and one of 8+fc. Im going for a fast and maneuverable army, lots of skinks and a carnosaur instad of a slann.
I would lean toward the two units (7 & 8). However, with the hit that cavalry has taken in 8th edition, it may work better as one large unit. The large unit could be too many points in one basket. I would also try to make sure that I got at least 1 or 2 scar-vets (plus the bsb) into the unit.
I'd also say two units. But maybe you could try something like 10 and 5. The bigger with banner and musician and the BSB making this your main cavalry unit. The smaller one acting as a flanking force with maybe just with musician? BR Agrem
hmm yeah I like the idea of 10 and 5.. get the punch from a big unit and the flanking from a smaller one, 3 5s is probably to messy to play with Think I'll go with the 10 and 5 build, but feel free to come with more tips!
I'd definitely go with the 10 and 5 too. You can use the 5 for a fairly solid flanking unit since it's more maneuverable or send it off hunting war machines. The other ones I'd do 9 (2 ranks of 5) + BSB + the extra D6 charge banner to make sure they get the charge. Might be worth putting the skavenpelt banner on your BSB too. That'd make them a little more deadly, but they can be kited using fast cav with the frenzy.
What if I go with one unit of 9+bsb and one unit of 5+scar-vet. is that a good build or is it just waste of points better used elswhere? thinking of a pretty cheap build for the scar-vet, shield, armour, cold one and maybe sword of swift slaying or some.
More power to you if you can make them work man. I2 and Stupidity are irritating, and they are hideously expensive for what they do. Even Terradons and Camo Skinks do the warmachine hunting job better, and Temple Guard provide more attacks for the same points. Generally speaking, I'd run three units of 5. You'll never out-static Combat Rez people anyway (huge blocks laugh at your 2-3 ranks and Steadfast you), and three units is more of a problem than a giant block of 15. With three units, one will die horribly, one will get mauled, and one will make it through. With a giant unit, one spell or template later and you're mush.
Have you guys even tried them? Last game 5+oldblood held a horde of 40 tzeench marauders for 5 phases and would've lasted much longer had my own comet not made sure to kill almost everything in the vicinity. And that was me being extreemly stupid that unit was meant to flank.
I really want to use CoC but every time I try to fit them into a list it just feels like I'm giving up something else that does the same job but better.
40 marauders (im assuming HW and shield, full command and MoT) cost 280 points 5 CoC (full command) and an old blood (assuming 100p magic items) cost around 500 points YOU didnt hold HIM for 5 turns. HE held YOU for 5 turns! this is the weakness of CoC. they are good, but they are also very expensive for what they do. for 500 points you could get 43 saurus warriors. do you think that 40 marauders would last 5 turns against 43 saurus warriors? no. for 280 points you could get 23 saurus warriors. they would likely have dispensed the 40 marauders faster than 5 turns too.
It really depends. Battalion - $105 20 Saurus 12 Skinks 10 Temple Guard 8 CoC 16 Saurus -$ 35 24 Skink - $35 10 Temple Guard -$ 41.25 $111.25 I didn't buy the Battalion when I started because I didn't need the TG as I sat at 1k for 1 1/2 months before moving up. A store near me has the battalion + 1 box of Saurus on consignment for $90 I'm going to pick up if it's still there when I go by to bulk my core up as I push to 2.5k and I want CoC to paint.
Someone brought up combat res. Remember that in this edition, rank bonus is worked individually, not on difference, and each player only gets Max rank bonus of 3. But they will have more ranks, so they'll be steadfast if they lose. Another point. To negate ranks with a flank charge, you need at least 1 full rank. With 5 CoC, if you lose 1, you can't negate ranks anymore, which to me is a huge part of what cavalry is all about.
Its worse than that. To disrupt ranks, your flanking unit needs to have at least 2 full ranks. If you plan on Cold Ones disrupting, you have to make a major points committment (10+ models). I think flanking Cold Ones are great, but they have to win combat based on kills, not negating ranks.
Yea they are a bit expensive, but they are stll one of the most surviveable units in the army. forget combat resolution, they win but killing things and not runing away, charge them into a flank a rank and file unit short of chaos wariors and watch them destroy it. They are still best used in cooperation with another unit be it a stegadon or a unit of saurus warionrs. OH and if you are wiried about stupidity, the odds are if they runaaround unengaged taking a stupidity test every turn for 6 turns, they will fail the test once every other game (about 1 in 12 turns). That being said you only test when you are not in combat, so actualy odds are even lower.
I play my CoC very situationally. I really like the models but their point cost is quite a bit in my opinion considering what else those points would buy. I usually play a unit of them in higher point games and like to use them as a flanking unit or simply support. I rarely use them to charge openly by themselves unless its against warmachines.. which I prefer using terradons and chameleon skinks. - Lord Cedric