30pts for one model. No magic banners. Have to pay for spears. No lances or Great Weapons. Armour save 2+. But here's the thing and I have no idea if it'll change anything, but: 6 models wide including champion and predatory fighter = a total of 27 attacks. To reach a similar resault with saurus warriors we have to have spears and two additional ranks being able to attack. The issue is that even hitting a flank of sometihng which can deal back 6 attacks at S4 we risk losing a model before we attack. I just... The amount of attacks is all kinds of ridiculous and it baffles me that it cannot work. Is it due to the meta? If we use them without characters spears come off as a must have IMO. If we were to hit a flank of something T3 we'd be able to remove 10 models (assuming no better than 5+ armour save) just like that. Hitting a flank of white lions with 5 models deep (realistic?) who can attack we'll lose 1,8 models before we swing. Against S5 it'll be 1 model. However if we could remove 10 white lions it might just be worth it. I suppose the biggest issue is that like all other elite cavalry models it's really easy to dream that scenario up. What really happens is that before we reach combat we've likely lost a model or two to shooting and then another before they swing. having 3 guys attackins isn't sexy. I really really really want these models along with kroxigors to be more viable. I have to try them out some more. -.-
30pts for one model. (was 35) No magic banners. (used to get one) Have to pay for spears. (for 5 points) No lances or Great Weapons. (nope they always had spears) Armour save 2+. (whats wrong with 2+) Cold One Cav win against other cav by denying the other guys lance bonus by charging first. or flank charging while they are distracted by another unit. Saurus in general win by just the large quantity of attack rather then quality of attacks.
Cold One Cavalry aren't that bad in my opinion. They aren't a powerhouse unit by and stretch of the imagination, but they are decent. Stupidity is a hindrance of course, since you never know when you'll fail it and it prevents you from choosing a flee charge reaction. The no magic banner really bugs me. I don't see why they had to remove that option; we have such limited access to magic banners already. I think much like the Kroxigor, you have to anticipate some losses before you get into combat (and then again before you get to strike in combat). As a result, when army building it is a good idea to put in a bit of a "crumple zone". Make the unit a bit bigger so you can absorb some losses and still have a full rank of 6 models when it is time for your counterattack.
I just put my Cold One Riders together so I'm hoping they do alright. averaging 27 attacks across 6 models is decent, didn't think of it like that before. I think I've finally found the hammer for anvil! 2+ is not 1+ is the problem with it. And when you face S4 suddenly you're losing 1/3 of your stupidly expensive unit because they aren't saving . I normally run a life Slann and getting models back is pretty easy so I usually only take what I need, no crumple zone for me. In comparison, my Dark Elf CO's have one less attack and toughness but have ASF, LD9, +2S on the charge, don't have to pursue due to predatory fighter and are 30pts per model, not 34. The lack of banners really bugs me with this unit too, in fact it bugs me with the whole army. Temple Guard can take a banner and that's basically it. Even getting +1 movement on them would be a huge help.
Well CB ld 8 is actually better than Ld9. and wile stupidity is a drawback it also has the benefit if immune to psychology, and realistically you are only going to fail a stupidity roll once every 4 games.
But it is usually the one time when you really need to have that charge! (or maybe it just feels that way)
Wild riders are hands down the best hammer unit pts for pts in the game.... combine that with ridiculous movespeed and a price of 28pts UPGRADES INCLUDED and you pretty much have something I call unbalanced. The only thing I like about them, is when my skinks get in range of them. To fix CoR I would go with one of these Package 1. - Move CoR to Core Package 2 - Give them spears as default - Magic banner option. - light armor option Package 3 - Spears and light armor as default - Option to take the Skavenpelt Banner.
You guys know what's funny about wild riders? They just got buffed with the new grand pointy ear legion D: Also we do have our own "wild riders". Ripoerdactyls might not remind you of them, but they too can put out a fvckton attacks. I once did the math and they are quite equal in terms of damage output. The real issue is that wilder riders are a bullet you can fire and except to kill something Due to high initiativ and ASF. Rippers could really do with a better initiative.____.
thats the point exactly... ASF + re-rolls is what make them so ridiculous. And have mercy on the poor fool who takes them on in a Forrest ..
The players in my gaming group tend to take gleaming pennant for that double-rare occasion that his riders don't want to charge, and fail their frenzy check.
That's a good point. They are both glass hammer units. Rippers are pretty good little units, you just have to direct them at the right combat. They might not be up to the level of Wild Riders combat-wise, but flight is admittedly a big advantage.
I've had a unit of rippers run amok due to failing frenzy test. They murdered a unit of Inner Cirlcle Knights with great weapons Ideal target I suppose