8th Ed. Cold Ones

Discussion in 'Lizardmen Tactics' started by carno, Jan 6, 2013.

  1. carno
    Skink

    carno New Member

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    Are Cold ones good for there points or should I just not field them? I like them but they seem like way to many points, especially with all the upgrades.
     
  2. Arli
    Skink Priest

    Arli Moderator Staff Member

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    Currently, our cold ones are almost useless. They cost too much to use effectively. In order to make a unit that will serve any kind of purpose, you would need to take 10 Cold ones and then, on top of that, put a scar-vet or two (mounted) in the unit for some hard hitting power. By that time, the unit costs somewhere in the neighborhood of 750 points.

    They are just too expensive and not worth the trouble in most cases.
     
  3. david l
    Chameleon Skink

    david l New Member

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    I would not quite say they are useless, but they are relatively poor. Equal points in a variety of other things (stegadons, mounted scar-vets, maybe even kroxigors) are definitely stronger.
     
  4. carno
    Skink

    carno New Member

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    thanks
     
  5. Scalenex
    Slann

    Scalenex Keeper of the Indexes Staff Member

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    I'd say they are useful as a Stegadon alternative when you are facing cannons.

    Also they can serve as a bus for Cold One riding Saurus characters.

    I'd say they are overpriced but they aren't useless.
     
  6. Carny
    Jungle Swarm

    Carny New Member

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    I think cold ones have several advantages.
    First they are our only swiftstrider and our only movement 7 troop.
    Saurus block can be counted on to charge 10 inches (70%+ chance).
    Skroxigors and skinks can be relied on to charge 12 inches (70%+ chance)
    Cold ones provide an almost certain charge of 14 (80% chance) and and a good reliable (68.3%) chance of 15 inch charge.

    This can be very important, especially against cavalry/chariots. Also Small units of cold ones are less vulnerable to cannon and can replace a steg. They are also good busses for characters.

    Finally lizardmen have a +1d6 charge range banner. I am considering a vet + cold one and a largish unit of cavalry and then have them god for that extra long charge.
    (such a unit would probably charge 16-17 inches, maybe even longer. Thats usually reserved for elven cavalry..

    So far from useless, especially if you have empire/Dwarves around.
    Agrees that if you are sure you will never see a cannon then Stegs are probably better allround.
     
  7. Scalenex
    Slann

    Scalenex Keeper of the Indexes Staff Member

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    Carny is mostly correct but we have other swiftstriders. Salamanders, Razordons and Terradons. They don't have near the hitting power of Carnosaurs though.
     
  8. Hinds
    Saurus

    Hinds New Member

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    uhh, there seems to be something I missed here. Where do you find that salamanders and razordons have the swiftstride special rule?
     
  9. n810
    Slann

    n810 First Spawning

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    Hmmmm... Maybe it's in the warbeast description..?



    YeaI know Cold ones are expensive, the only good comparison
    is comparing them to stegadons.

    Stegedons:
    impact hits
    poison shots (crew)
    Thunderstomp

    Cold ones:
    more wounds
    can be joined by character
    +1 st on the charge
    movement 7
     
  10. Arli
    Skink Priest

    Arli Moderator Staff Member

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    I always forget the +1 str on the charge.
     
  11. The Hunted
    Carnasaur

    The Hunted Active Member

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    The 'ability' to be joined by characters is quite huge. It's a pretty effective (and scary) delivery system for an oldblood or scar-veteran. Once the character goes on his own adventure, and if you still have SCOR standing, they can go for a flank or hunt some light units. Even with just 2 models, they're still a threat to skirmishers and the like.

    I like them very much, because I never have had any cavalry playing dwarves. So I like the speed and maneuverability they give my army. They are not a cavalry unit you can send into the front of an infantry unit and expect to come out on top.
    I use them as a flank buster without character or, as said, as a delivery system when joined. A SCOR and a unit of skink skirmishers are pretty capable of holding/taking/not giving up a flank.

    The Hunted
     
  12. maximus
    Skink

    maximus New Member

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    Personally I run 8 COC 4x2 with a scar vet included in this. For me this has won me more than 1 battle, they hit hard as hell when charging and have a very good armour save.

    They are expensive but this just means you have to use them very tactfully, when you do, they are devastating.

    I would like to add that I usually buff these guys to the nuts with Lore of Light, Birona's and SOL on these guys make them like gods.
     
  13. Qupakoco
    Skink Chief

    Qupakoco Keeper of the Dice Staff Member

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    Yes.

    You also need to consider things like Steadfast, Disruption, and Step-up when you use them. I'm actually in progress of writing a tactica for these guys as we speak! Many good points covered here are included.
     
  14. T`hinker`er
    Salamander

    T`hinker`er Active Member

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    Looking forward to reading that!
     
  15. Maazie
    Cold One

    Maazie Member

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    Oddly enough Cold One Saurus have Weapon Skill 4 instead of 3, I find alot of players somehow miss that.

    I would say Fear, Immune to Psychology(Stupid), and Cold Blooded make them better, but the cost isn't ideal.

    BUT THEY ARE SO UGLY! ... So I don't play them... hah
     
  16. Eladimir
    Salamander

    Eladimir New Member

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    Immune to psyc is nice but the stupidity can be pretty bad, as they usually operate outside BSB range. You can almost count on at least one failure a game.
     
  17. Maazie
    Cold One

    Maazie Member

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    Yes, Stupidity is annoying. But with Cold Blooded and Leadership 8 we usually have it covered. Cold Blooded is nasty.
     
  18. The Hunted
    Carnasaur

    The Hunted Active Member

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    I wouldn't mind the stupidity if they were just thát much better :p. A big scary cavalry unit with a small drawback is fine, but a mediocre cavalry unit with that same drawback...yeah, you got it.

    The Hunted
     
  19. n810
    Slann

    n810 First Spawning

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    I've dine the odds of stupidity before, with cold ones it's only once every other game if they never get into combat,
    if they get into combat for one or two turns a game they fail their test like once every three games.
     

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