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In this tactica I will cover the strengths and weaknesses of Cold One Cavalry, typical unit sizes and configurations, along with how to properly utilize their fighting prowress on the battlefield.
Cold One Cavalry:
Classified as heavy cavalry in the warhammer world, Cold One Cavalry are among the hardest hitting MV7 cavalry in the game.
Upgrades:
Unit Champion - Unit Champions for Cold One Cavalry are on the expensive side as far as champions go. Typically, the points spent to purchase one do not outweigh the advantage of the extra attack the model gains by becoming one. Despite this fact, they still are seen on the battlefield especially when a large unit of COC is fielded. Champions are generally only used to maximize the units damage out put across its frontage (since damage is the primary means of combat resolution) or for character protection should the unit be fielded with a Scar Veteran or Old Blood.
Musician - Adding a musician to a unit of Cold One Cavalry is seen as not entirely necessary, although their potential utility can be greater than a unit champion, given the points cost. In small flanking units, a musician is not typically used. While in larger units, they offer the advantage of an extra combat resolution (or insuring the COC doesn't loose to infantry in the case of a tie), and of course the rally check bonus. With the high leadership of the Sarus riders, this typically isn't needed.
Standard Bearer - Out of all the command models available to the Cold One Cavalry, the Standard Bearer is probably the most commonly seen. Due to the fact that the standard bearer may take a magic standard, this allows the unit access to a number of magic standards that give the unit extra threat, protection and utility for their role on the battlefield. While still expensive points wise, it is recommended to have the first upgrade to the unit be a standard bearer. Also, if there are available points, during army construction a magic standard is an excellent choice as it affords the unit a number of extra benefits outlined below.
Cold One Cavalry Common Magic Standards:
Sun Standard of Chotec - The Sun Standard of Chotec is invaluable in helping deliver the Cold One Cavalry into combat with minimal casualties from missile fire. For the purposes of shooting this banner allows COC to be much more difficult to hit and acts as a shooting deterent in most cases. As the unit gets closer to the source of the shooting it becomes increasingly more difficult to hit as well. The only downside to the banner is simply that it has no effect on template based weapons or cannons. Only weapons that use a ballistic skill can be prevented. Because of this, the usage of the standard is dependednt on wether or not the cost of the standard benefits the unit enough to justify taking it.
Huanchi's Blessed Totem - This standard is an excellent choice for all-around lists who don't know wether or not they will be facing a significant amount of shooting or want to get an added threat of additional charge distance. It is also significantly cheaper than SSoC making it a solid choice and giving the Cold One Cavalry a potential 20" charge. The trick is that it is one use only which is a potential downside but does help in getting the extra distance to make it into combat. Any player who takes this standard should not count on it getting them into combat because not enough inches can be rolled thereby failing the charge as normal. It's use also must be declared with the charge and adds another random element to the units movement. Coupled with Stupidity this proves too unreliable for some serious players who will steer clear of the this totem or the COC altogether.
Jaguar Standard - The Jaguar Standard has a possibility of being a viable banner for Cold One Cavalry although slower infantry units seem to benefit much more from it. The extra distance in pursuing means that even cavalry have a decent shot at being run down. Once again, using this banner elsewhere can provide greater benefit.
War Banner - We can't forget about the ever so popular War Banner. This is a great generic, take-all-comers, banner because its additional SCR allows large units of Cold One Cavalry to get a much needed break test for the enemy. Even smaller units can benefit from it provided that it isn't already in use somewhere else in the army.
Unit Strengths:
Charging - Because of the way Cold One Cavalry are equipped as a unit, their primary advantage is on the charge. The extra strength afforded them on the turn they charge means that it is always better to charge than to be charged. With their multiple attacks across a relatively small frontage, this can produce devastating casualties which can win combats outright even when charging directly into the front of some enemy infantry. Their movement rate is also comparable to similar units in its class which affords them solid manueuverabilty on the charge and providing the longest range charge threat in the LM army (second only to terradons).
Damage/Frontage - Cold One Cavalry fight with the ferocity seen in ranked units of Sarus with the added benefit of the Cold One they are riding's savage attacks. A unit of six COC with a champion produces 13 attacks at STR 5 (on the charge) coupled with 6 additional attacks at STR 4 from the Cold Ones. What the riders don't kill on the charge, the Cold Ones will. There are not many cavalry units in the warhammer world that can provide this much potential damage on the charge. I would contend though that while the Sarus riders are indeed very powerful, it's the Cold Ones that really provide the benefit. Typical mounts strike at WS3 and STR3. The extra strength form the Cold Ones is usually what tips the scales in the favor of the COC.
Psychology - Ferocious raptor like beings that are ridden by more ferocious raptor like beings have a tendancy to cause fear in most troops. With the advantage of being immune to fear themselves, Cold One Cavalry can maximize this advantage against low leadership troop types and armies. When properly utilized, this alone can have devastating effects. In most cases, charge targets that are already out numbered by the COC are not worth charging, as the unit's strength can be better maximized by hitter bigger and tougher targets.
Maneuverability - Smaller units of Cold One Cavalry have the ability to maneuver just as well as any other heavy cavalry putting them on par with the best in most cases. As compared to the rest of the LM army, these riders are amoungst the fastest troops the Lizardmen have to offer. While skinks, Kroxigors and Stegadons are very close bringing the average maneuverabilty of LM troops way up, COC are only second to terradons in the speed department. This gives them slightly more protection from shooting, the ability to charge from further away and the ability to wheel just a little more to squeeze into or out of a tight space.
Thick Skinned - Cold One Cavalry enjoy an additional +1 to their armor save for being mounted on the thick skinned Cold Ones. This puts increases their survivability and cements their position in the heavy cavalry category.
Unit Weaknesses:
Stupidity - This is typically the biggest single concern associated with Cold One Cavalry. The Cold Ones themselves have a tendancy (10.5% chance) to become inexplicably confused and befuddled cause them to wander forward 3.5" and do nothing usefull for a turn. Sarus leadership helps keep this to a minimum (an average of one failure over the course of about 1.5 games) any LM player who has played for any amount of time will have a story when the Cold Ones lost the game because they forgot where they were or what they were doing. One tactic used, especially when using COC as a flanker is to get the unit within 3" of its intended charge target insuring a charge wether or not the Stupidity test is passed or failed.
Points Cost - The large sum of points that every Cold One Cavalry model is worth makes them a tantalizing target for destruction from an enemy's perspective. Any LM army that fields these units exposes a weak spot during the shooting phase until the COC are delivered into combat. Usually they need to be screened or avoid certain areas of the table in order to remain survivable and function correctly. The biggest problem is that a single wound to the unit dramatically reduces its combat prowress and also is a large loss in points to the LM player.
Vulerability to High Strength Shooting - Because of their high points cost, Cold One Cavalry are frequently targeted by an enemy's high strength shooting, should they field any. Bolt throwers through the flank can be particularly painful as despite their armor save, an expensive unit can be wiped out with one or two shots. COC seem to survive longer when they are supported by the appropriate units who in turn can effectively reduce or eliminate these threats. Terradons work very well in tandem with COC to eliminate sources of shooting that may be targetting your heavy cavalry.
Typical Unit Builds:
Bare Bones - Five Cold One Cavalry is actually quite effective and works very well in smaller games. They also can serve as a small fast flanking unit in larger games where they can avoid shooting. While still very effective, this unit doesn't have all of the bells and whistles that the larger more expensive units have. If you're unsure of how to play COC correctly, I would recommend using a unit like this to learn how to effectively utilize them. This will minimize loss from points should make an error.
Bare Bones with Standard - Although not as common as some of the other builds, running 5 Cold One Cavalry eqiupped with a magic standard (typically Huanchi's) can also be found. These units are more expensive than a regular bare bones unit, but benefit from having what ever benefit the standard confers. Compared to other COC builds, this unit puts more points into a small unit where survivability can come into question. Sometime this build sees a sarus character join it as well.
Extra Riders - This type of unit is usually the most popular in larger games where the general has more points to invest. The size is increased by one to two riders to accomplish one of two purposes. First the extra riders can be placed in the back rank and used to 'soak' shooting. This allows the COC to get to its target under fire without falling below an effective unit size to accomplish its task. The second reason is to expand the frontage from five riders wide, to six riders. This makes the unit more difficult to manuever but does provide more attacks across a wider frontage to maximize damage output. Newer players should avoid expanding frontage until they've mastered maneuvering the COC properly. I struggle to understand expanding frontage with out investing in command models or adding a character. Expanding frontage makes it more difficult to take a flank but increases your effectiveness of a frontal charge against infantry. It seems more logical to only to expand frontage with a large unit that has command whose purpose is to challenge infantry with a direct frontal charge.
Full Strength - This is the most expensive type of Cold One Cavalry unit typically seen. It uses 6-8 riders and carrys a full set of command models. A magic standard is usually carried for the unit (typically SSC or HBT depending on the situation) and sometimes a dangerous Scar Veteran adds even more threat to the unit. This type of COC represents a very significant points investment and is sure to draw enemy fire quickly. If the enemy does not rely on shooting, count on facing serious opposition and difficulty in attempting to hit your intended target for this crushing monster, as a skilled player will easily recognize the damage potential and threat the unit represents. One can expect to find at least one of these types of units in a Kroq'Gar army while there appearance elsewhere is somewhat more uncommon depending on the player preference. While large units of COC are flexible enough to soak a bit of shooting or expand their frontage to maximize attacks, their targets are generally large dangerous enemy infantry blocks. A large unit slices through these with ease and if given the opportunity can roll an enemy flank on its own. Newer LM generals may find it easier to reduce the points cost of the unit when learning to use COC, but a large unit will often times offer the the newer player a chance to get them into close combat to witness the devastating effects despite any mistakes in movement or deployement.
Other Types & Builds - Admittedly there are other ways to configure a unit of Cold One Cavalry, if you feel that a popular one has been overlooked, post here and I'll consider adding it. Including logical reasons for your decisions and what tactical role the unit serves on the battlefield will greatly increase the chances of it going into the tactica.
Example Damage Potential:
Below is a chart which exhibits the damage potential of a unit of Cold One Cavalry along with the addition of a Sarus Scar Veteran.
5 Cold One Cavalry
Full Command
(225)
Sarus Scar Veteran
Scimitar of the Sun Resplendent
(163)

(thanks to snowywlf)
More to come! I am in the process of typing this at work and will add more soon.
1) Integrating characters into your units
Change Log:
8/3/09 - Updated Stupidity percentages, Added damage chart. (snowywlf)
8/6/09 - Added new section for snow's damage chart including the relevant information. Thanks to stumpyfjord for catching my error.
9/2/09 - Corrected error in stupidity move distance. 3" to 3.5" Made additional notes to the HBT relavant to the current discussion in the thread.
Contributors:
snowywlf
stumpyfjord
Cold One Cavalry:
Classified as heavy cavalry in the warhammer world, Cold One Cavalry are among the hardest hitting MV7 cavalry in the game.
Upgrades:
Unit Champion - Unit Champions for Cold One Cavalry are on the expensive side as far as champions go. Typically, the points spent to purchase one do not outweigh the advantage of the extra attack the model gains by becoming one. Despite this fact, they still are seen on the battlefield especially when a large unit of COC is fielded. Champions are generally only used to maximize the units damage out put across its frontage (since damage is the primary means of combat resolution) or for character protection should the unit be fielded with a Scar Veteran or Old Blood.
Musician - Adding a musician to a unit of Cold One Cavalry is seen as not entirely necessary, although their potential utility can be greater than a unit champion, given the points cost. In small flanking units, a musician is not typically used. While in larger units, they offer the advantage of an extra combat resolution (or insuring the COC doesn't loose to infantry in the case of a tie), and of course the rally check bonus. With the high leadership of the Sarus riders, this typically isn't needed.
Standard Bearer - Out of all the command models available to the Cold One Cavalry, the Standard Bearer is probably the most commonly seen. Due to the fact that the standard bearer may take a magic standard, this allows the unit access to a number of magic standards that give the unit extra threat, protection and utility for their role on the battlefield. While still expensive points wise, it is recommended to have the first upgrade to the unit be a standard bearer. Also, if there are available points, during army construction a magic standard is an excellent choice as it affords the unit a number of extra benefits outlined below.
Cold One Cavalry Common Magic Standards:
Sun Standard of Chotec - The Sun Standard of Chotec is invaluable in helping deliver the Cold One Cavalry into combat with minimal casualties from missile fire. For the purposes of shooting this banner allows COC to be much more difficult to hit and acts as a shooting deterent in most cases. As the unit gets closer to the source of the shooting it becomes increasingly more difficult to hit as well. The only downside to the banner is simply that it has no effect on template based weapons or cannons. Only weapons that use a ballistic skill can be prevented. Because of this, the usage of the standard is dependednt on wether or not the cost of the standard benefits the unit enough to justify taking it.
Huanchi's Blessed Totem - This standard is an excellent choice for all-around lists who don't know wether or not they will be facing a significant amount of shooting or want to get an added threat of additional charge distance. It is also significantly cheaper than SSoC making it a solid choice and giving the Cold One Cavalry a potential 20" charge. The trick is that it is one use only which is a potential downside but does help in getting the extra distance to make it into combat. Any player who takes this standard should not count on it getting them into combat because not enough inches can be rolled thereby failing the charge as normal. It's use also must be declared with the charge and adds another random element to the units movement. Coupled with Stupidity this proves too unreliable for some serious players who will steer clear of the this totem or the COC altogether.
Jaguar Standard - The Jaguar Standard has a possibility of being a viable banner for Cold One Cavalry although slower infantry units seem to benefit much more from it. The extra distance in pursuing means that even cavalry have a decent shot at being run down. Once again, using this banner elsewhere can provide greater benefit.
War Banner - We can't forget about the ever so popular War Banner. This is a great generic, take-all-comers, banner because its additional SCR allows large units of Cold One Cavalry to get a much needed break test for the enemy. Even smaller units can benefit from it provided that it isn't already in use somewhere else in the army.
Unit Strengths:
Charging - Because of the way Cold One Cavalry are equipped as a unit, their primary advantage is on the charge. The extra strength afforded them on the turn they charge means that it is always better to charge than to be charged. With their multiple attacks across a relatively small frontage, this can produce devastating casualties which can win combats outright even when charging directly into the front of some enemy infantry. Their movement rate is also comparable to similar units in its class which affords them solid manueuverabilty on the charge and providing the longest range charge threat in the LM army (second only to terradons).
Damage/Frontage - Cold One Cavalry fight with the ferocity seen in ranked units of Sarus with the added benefit of the Cold One they are riding's savage attacks. A unit of six COC with a champion produces 13 attacks at STR 5 (on the charge) coupled with 6 additional attacks at STR 4 from the Cold Ones. What the riders don't kill on the charge, the Cold Ones will. There are not many cavalry units in the warhammer world that can provide this much potential damage on the charge. I would contend though that while the Sarus riders are indeed very powerful, it's the Cold Ones that really provide the benefit. Typical mounts strike at WS3 and STR3. The extra strength form the Cold Ones is usually what tips the scales in the favor of the COC.
Psychology - Ferocious raptor like beings that are ridden by more ferocious raptor like beings have a tendancy to cause fear in most troops. With the advantage of being immune to fear themselves, Cold One Cavalry can maximize this advantage against low leadership troop types and armies. When properly utilized, this alone can have devastating effects. In most cases, charge targets that are already out numbered by the COC are not worth charging, as the unit's strength can be better maximized by hitter bigger and tougher targets.
Maneuverability - Smaller units of Cold One Cavalry have the ability to maneuver just as well as any other heavy cavalry putting them on par with the best in most cases. As compared to the rest of the LM army, these riders are amoungst the fastest troops the Lizardmen have to offer. While skinks, Kroxigors and Stegadons are very close bringing the average maneuverabilty of LM troops way up, COC are only second to terradons in the speed department. This gives them slightly more protection from shooting, the ability to charge from further away and the ability to wheel just a little more to squeeze into or out of a tight space.
Thick Skinned - Cold One Cavalry enjoy an additional +1 to their armor save for being mounted on the thick skinned Cold Ones. This puts increases their survivability and cements their position in the heavy cavalry category.
Unit Weaknesses:
Stupidity - This is typically the biggest single concern associated with Cold One Cavalry. The Cold Ones themselves have a tendancy (10.5% chance) to become inexplicably confused and befuddled cause them to wander forward 3.5" and do nothing usefull for a turn. Sarus leadership helps keep this to a minimum (an average of one failure over the course of about 1.5 games) any LM player who has played for any amount of time will have a story when the Cold Ones lost the game because they forgot where they were or what they were doing. One tactic used, especially when using COC as a flanker is to get the unit within 3" of its intended charge target insuring a charge wether or not the Stupidity test is passed or failed.
Points Cost - The large sum of points that every Cold One Cavalry model is worth makes them a tantalizing target for destruction from an enemy's perspective. Any LM army that fields these units exposes a weak spot during the shooting phase until the COC are delivered into combat. Usually they need to be screened or avoid certain areas of the table in order to remain survivable and function correctly. The biggest problem is that a single wound to the unit dramatically reduces its combat prowress and also is a large loss in points to the LM player.
Vulerability to High Strength Shooting - Because of their high points cost, Cold One Cavalry are frequently targeted by an enemy's high strength shooting, should they field any. Bolt throwers through the flank can be particularly painful as despite their armor save, an expensive unit can be wiped out with one or two shots. COC seem to survive longer when they are supported by the appropriate units who in turn can effectively reduce or eliminate these threats. Terradons work very well in tandem with COC to eliminate sources of shooting that may be targetting your heavy cavalry.
Typical Unit Builds:
Bare Bones - Five Cold One Cavalry is actually quite effective and works very well in smaller games. They also can serve as a small fast flanking unit in larger games where they can avoid shooting. While still very effective, this unit doesn't have all of the bells and whistles that the larger more expensive units have. If you're unsure of how to play COC correctly, I would recommend using a unit like this to learn how to effectively utilize them. This will minimize loss from points should make an error.
Bare Bones with Standard - Although not as common as some of the other builds, running 5 Cold One Cavalry eqiupped with a magic standard (typically Huanchi's) can also be found. These units are more expensive than a regular bare bones unit, but benefit from having what ever benefit the standard confers. Compared to other COC builds, this unit puts more points into a small unit where survivability can come into question. Sometime this build sees a sarus character join it as well.
Extra Riders - This type of unit is usually the most popular in larger games where the general has more points to invest. The size is increased by one to two riders to accomplish one of two purposes. First the extra riders can be placed in the back rank and used to 'soak' shooting. This allows the COC to get to its target under fire without falling below an effective unit size to accomplish its task. The second reason is to expand the frontage from five riders wide, to six riders. This makes the unit more difficult to manuever but does provide more attacks across a wider frontage to maximize damage output. Newer players should avoid expanding frontage until they've mastered maneuvering the COC properly. I struggle to understand expanding frontage with out investing in command models or adding a character. Expanding frontage makes it more difficult to take a flank but increases your effectiveness of a frontal charge against infantry. It seems more logical to only to expand frontage with a large unit that has command whose purpose is to challenge infantry with a direct frontal charge.
Full Strength - This is the most expensive type of Cold One Cavalry unit typically seen. It uses 6-8 riders and carrys a full set of command models. A magic standard is usually carried for the unit (typically SSC or HBT depending on the situation) and sometimes a dangerous Scar Veteran adds even more threat to the unit. This type of COC represents a very significant points investment and is sure to draw enemy fire quickly. If the enemy does not rely on shooting, count on facing serious opposition and difficulty in attempting to hit your intended target for this crushing monster, as a skilled player will easily recognize the damage potential and threat the unit represents. One can expect to find at least one of these types of units in a Kroq'Gar army while there appearance elsewhere is somewhat more uncommon depending on the player preference. While large units of COC are flexible enough to soak a bit of shooting or expand their frontage to maximize attacks, their targets are generally large dangerous enemy infantry blocks. A large unit slices through these with ease and if given the opportunity can roll an enemy flank on its own. Newer LM generals may find it easier to reduce the points cost of the unit when learning to use COC, but a large unit will often times offer the the newer player a chance to get them into close combat to witness the devastating effects despite any mistakes in movement or deployement.
Other Types & Builds - Admittedly there are other ways to configure a unit of Cold One Cavalry, if you feel that a popular one has been overlooked, post here and I'll consider adding it. Including logical reasons for your decisions and what tactical role the unit serves on the battlefield will greatly increase the chances of it going into the tactica.
Example Damage Potential:
Below is a chart which exhibits the damage potential of a unit of Cold One Cavalry along with the addition of a Sarus Scar Veteran.
5 Cold One Cavalry
Full Command
(225)
Sarus Scar Veteran
Scimitar of the Sun Resplendent
(163)

(thanks to snowywlf)
More to come! I am in the process of typing this at work and will add more soon.
1) Integrating characters into your units
Change Log:
8/3/09 - Updated Stupidity percentages, Added damage chart. (snowywlf)
8/6/09 - Added new section for snow's damage chart including the relevant information. Thanks to stumpyfjord for catching my error.
9/2/09 - Corrected error in stupidity move distance. 3" to 3.5" Made additional notes to the HBT relavant to the current discussion in the thread.
Contributors:
snowywlf
stumpyfjord