What do people think of cold one riders? I have them but havnt really had a chance to use them. Iam thinking would it just be better to have 6 krox instead of my 8 cold ones?
Yep pretty much, cold ones aren't used much now. They will hit really hard when they charge, but you need to consider that against most things they won't go first so will lose one or two, and they have little staying power despite their high strength due to stepping up and steadfast working against them. 8 is also not such a good unit size really, you only want a frontage of 5 or 6 with heavy cavalry and the few extras will not give you an extra rank bonus. Having said all that, my usual opponents find my heavy cavalry one of my scariest and deadliest units so you can get them to work for you, however, thats with my elves so I get dragon princes striking first and rerolling misses.
I used 5 COC and scar-vet (with fencers blades) on Saturday against Skaven. I circled around in the watch tower scenario and charged a hord unit (screaming bell) in the flank. When I got into combat with him, I had only 4 left (scar-vet and 3 others). I didn't lose one and I caused 5-6 wounds. He lost the combat (was stubborn of course, horde rule). He rolled 11! The unit broke, I caught it! It was a thing of beauty! I will make sure that I take cavalry more often now. They have been solidly performing for me for 3 weeks now. Also, in the watchtower scenario, Lore of Light giving a unit of 18 cohorts and 2 krox (skink chief with golden sigil sword) ASF or WS10 I10 is awesome! That skink chief gets to reroll misses when he gets ASF. He was the MVP of the battle. He was averaging about 4 wounds with every combat (3 attacks base +1 maiming shield +1 for ASF).
Too bad bells unit is Unbreakable, so netx turn, he would have reformed to face you (no more flank bonus), You would have S4 so you would have eventually lost the combat.
I have looked and found no reference to that unit being unbreakable. Where did you see that reference? I do not have a copy of the skaven rule book handy, but on the GW website, it is not listed in the special rules for either the screaming bell or the plague furnace. Also, I think it may have been the plague furnace that I faced.
Altar of the Horned rat rule says Grey seer and unit pushing teh bell is unbreakable until bell is destroyed edit: Doesnt really matter was it Plague furnace or bell, both units are Unbreakable
I've been playing cautiously with my CoC since 8th hit, having 10 of them (2 blocks, and I don't know why) to pretty much just support my saurus. They've been used a sort of first wave really, aiming for some weak pushover unit to give me some leeway. But for some reason they have a tendency to somehow manage to die, constantly. (Bad rolls really, dice hate me) I do reckon that they work good like that, but I don't know as I've only faced goblins in 8th, that there chaos player and I never get to play. :/ Summed up I find they work good as support, something to mess with target priority and a first wave unit. The latter isn't preferably though, considering the not so merciful price-tag they have. Manoeuvring with them is too time consuming to use them as flankers, lacking the Free reform of Fast cavalry. Something they would have been great for if there are no units nearby to negate the enemy's rank bonus. And of course if you can tie the unit in question up to the front. Cheers!
Games these days are won at a much tighter points difference before - yes, COR are quite tough, but they are easy points compared to an equivalently pointed block of saurus, or even skinks! Especially with the new rules, 10 wounds worth of riders, even with a 2+ save, are easy pickings compared to the 30 saurus the same points could buy, and the saurus can kill a much wider variety of enemies as well. (I said skinks before, because even with T2 and a 6+/6+ save, 80 skinks or 42 skinks and 3 krox will take a long time to die). COR can't break anything even near their points value, and when they do stick out the first round they fail at grinding since every cold one lost lowers the attacks back, unlike with 30 ranked saurus.
I use them a lot as a unit of six. They've proved... Okay. With Fear (and combined with Iceshard Blizzard) I killed several Woc, caused the unit to flee and hacked them to bits.
yea, for the points they are pretty useless now in combat and easy targets for warmachines (similar as steg). and when you stick stupidity on top of it - really no reason to take them. and that's a pity, as the models are nice.
I don't know about you, but Stupidity doesn't bother me. Especially not as it got a boost in my eyes. Ld8, Cold blooded shouldn't have a problem with it either. I've had some bad luck once or twice with it, but bad luck is just that, a situational occasion. Cheers!
You can alleviate that problem (partially) by including a scarvet with BSB. I ran one with fencing blades this past weekend. The reroll that is afforded the BSB will help with the stupidity rolls (plus he is at LD9).
which takes the points cost even higher. a solution to an unnecessary problem, I think. not to mention, that you want your BSB somewhere in the middle of your troops, not somewhere far away on the flank with the riders (and a high risk of losing him easily, as the riders go down quite quickly).
A boost as in stupidity is much less of a problem than before. You can now re-roll stupidity tests if in range of the BSB. Combined with Cold Blooded you are now very very unlikely to fail a stupidity test if in range. Even before we were the best race for not failing stupidity.
I've failed a leadership due to a single skink fleeing for his pitiful life once, didn't rally for 3 turns then when I did I failed stupidity. Bad things happens, but hardly as often with Cold blooded as with say, a regular leadership. Cheers!
well in 2000 points game you can take 13xCOC with standart and music. then add 3-4 scar vets geared to make lots and lots of S5 ataks. than combine with slann and lore of light. and you get march move 28" charge 14"+ 2d6, + ~18 S5 ataks from scars + ~6A S5 (if charge) from COR. put a spell that you pass all LD tests and you wont have to worry about stupidity and you have a hell of a block there. i didnt test it but certenly will in my next game ou and if you have a good magic phase add 24skinks+3krox chargint 12"+2d6 with 10 S3 Ataks and 9 S6 Ataks. i really like it. BTW not everyone will manage to kill COC so you are saving lots andlots of points
sorry for double post. as i said i tested my new list with 12 COC 3 scar vets on CO ant light slann. i can say only one word: AWSOME!!! you dont have to vory about stupidity becouse you have a bsb LD9 near, and if they go away you have a spell where the unit will auto pass all LD tests. then buff the unit with speed of light and birons time warp. what you get: scar vets each does 5A S5 so 5*3=15 S5 ataks, than you have two scar vets equiped with weps that give 2A sp you have 19 S5 ataks, prity cool. than you get (on charge) 6A (if you have rank of5 models) S5 and plus 5 A from second rank, so 19+6+5=30 S5 ataks. that not it you still get 10A of S4 from CO. you strike first and I10 so you get rerol mised ataks. So you hit ~27 S5 ataks and 9 S4 ataks. wounding: T3 = ~22.5wounds with -2AS, and ~6 wounds with -1AS T4= ~18wounds with -2AS and ~4.5 wounds with -1AS and you want to say this is bad? im not even talking about 28"march for COC and 24" for skinks. this is amazing, AMAZING!! like one fela said. lizardmen are like a maChine. You have alot of parts to put together and those parts are not very good. but when you put them together you get a DEATH MACHINE. offcourse slann is the center peace of that machine. we only need to learn how to put our own death machine to win greatly with Lizardmen CHEERS!