8th Ed. Cold One Cavalry

Discussion in 'Lizardmen Discussion' started by Mishaman, Apr 22, 2012.

  1. Mishaman
    Jungle Swarm

    Mishaman New Member

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    Worth taking ? I was thinking 12 but they eat alot of points. I see many lists that do not include them at all and use salamnders instead. I do not own salamanders but acquired 13 CoC models as a part of pre-owned army.

    Any advice ? I am new to Lizardmen and somewhat new to the 8th Ed.
     
  2. Baggies
    Cold One

    Baggies Member

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    Personally I love coc, they look awesome and in my experience good to have in battle, I usually take one rank of eight and try and get the behind the enemy! The major downfall is they r stupid!!!!!
     
  3. rothgar13
    Saurus

    rothgar13 New Member

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    Cavalry in general is a bit iffy in 8ed, and Cavalry that has to make tests in order to have a turn even more so. Personally, I think 35 ppm is too high a price to pay.
     
  4. walkertexasranger
    Skink

    walkertexasranger New Member

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    I play them as I don't have enough models to hit a decent amount of points otherwise.
    I think they are very handy against certain opponents (eg Dwarfs, where their movement, Initiative of 2 and S5 on the charge mean they get first attack, wound on 3+ and typically reduce AS to only 6+)
    But in an allcomers list I rarely find they win me as many points as they cost
     
  5. Mishaman
    Jungle Swarm

    Mishaman New Member

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    ok thanks guys, solves the problems of fitting them into my case...
     
  6. Moniker
    Kroxigor

    Moniker Member

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    Eh, leadership 8 and cold-blooded would make me not worry so much. I've never used them, mind you, because I don't have any models for them.
     
  7. Clockwork
    Cold One

    Clockwork Member

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    They are also pretty good at killing Trolls. Better WS, better I, wound on 3s, can carry Banner of Eternal Flame, and as mounted unit immune to stomp.

    My mission is to run this unit and make the best out of it. What sort of formation is everyone else using? 5, 6, 10? One rank or two? Full command? What magical banners have you tried?
     
  8. walkertexasranger
    Skink

    walkertexasranger New Member

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    Are they worth a run against Orges?
     
  9. Aranak
    Jungle Swarm

    Aranak New Member

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    I tend to run a unit of 5 with a Scar-Vet on the end. They flank and go for support charges whilst my block of Saurus holds up the enemy. I also find that sticking a Scar-Vet in with CoC makes my opponents divert their attention to taking out the unit, meaning the rest of my army can push up relatively unscathed.

    Last game I played was against High Elves. The CoC had a Great Eagle come and sit in front of them to try to divert them from charging his archers. Scar-Vet just charged out of the unit and straight past the eagle, took out the archers on his own and then came back to support the unit a couple of turns later.

    So despite what others say - I really like the Cold Ones!

    Against Ogres I would use skinky blowpipe death :)
     
  10. Clockwork
    Cold One

    Clockwork Member

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    Genius!
     
  11. Turtleneck
    Cold One

    Turtleneck New Member

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    im trying out a duo slann, life light , and a unit of 10 cold ones with two heros in them combo? might work out ? xD
     
  12. Scalenex
    Slann

    Scalenex Keeper of the Indexes Staff Member

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    Two Slann and two Scar Veterans? I'm guessing your plan is to buff the Cold One unit to demigod levels and Regrowth any causualties. Just make they aren't able to avoid the Cold One Riders of the Apocalypse and destroy the rest of the army.

    That might work but I woudn't call it a Cold One based strategy with that much spent on characters. That's like putting a spoonful of icecream in a giant bowl of whipped cream and calling it a sundae.
     
  13. walkertexasranger
    Skink

    walkertexasranger New Member

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    A question kinda peripheral to this topic, but how do people feel CoC compare with the Dark Elves equivalent? Interestingly they seem to be far more popular with DE players (who nearly all seem to field them, from what I see in people's lists) than CoC are with Lizzie players.

    So (assuming they are somewhat comparable) who's the dummy: us or them?
     
  14. Hebus
    Saurus

    Hebus Member

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    I do think that DE have a huge difference with us : they have I6, which means they often hit first, contrarely to our CoC who have... I1. Thus, making our CoC way less effective since they're dead before hitting.
    But I don't know their special rules.
     
  15. walkertexasranger
    Skink

    walkertexasranger New Member

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    But we have 2 attacks, which in my mind balances that. Plus T4 and a better AS (? Not sure about that)
    Plus stupidity isn't a big deal with cold-blooded.
     
  16. Scalenex
    Slann

    Scalenex Keeper of the Indexes Staff Member

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    Don't belittle our elites. Saurus Cavalry have Intiative of 2 not 1! Also they enjoy WS 4. WS 4 is not elite in many armies but it's the best we have.

    -Both Saurus Cavalry and DE Cavalry have 2+ Armor saves. Both hit at S5 on the charge.
    -DEs have better WS and I and Ld and Hatred.
    -Saurus have better S on non charge rounds, better toughness, and an extra attack.

    I would say that Saurus cavalry are slightly better, but they cost 8 more points a model. I'd say they are worth two more points per model.
     
  17. walkertexasranger
    Skink

    walkertexasranger New Member

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    DE CoK are 8 points less?!!? Farout, I didn't have the book so was guessing that they were fairly close in value.

    That in itself probably explains why they take them and we (largely) don't
     
  18. rothgar13
    Saurus

    rothgar13 New Member

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    DE CoC are 8 points less, -1 T, and +1 Ld (though no Cold-Blooded, so if anything that's an advantage for the Lizzie versions). The real reasons why the DE versions rock are the following:

    1. More efficient offensively. They have WS5, I6, S6 on the charge as opposed to the Lizzies' S5 (Lances over Spears ftw), and they re-roll their missed attacks. These combine to make them quite a bit more lethal, especially when you factor in that you're only getting 1 supporting attack anyway.

    2. Magic items on the champs. This can be a big deal - it can mean you can try and pick off characters with The Other Trickster's Shard, among other tricks.
     

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