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The Cold One Knights (COK) are some of my favourite models in the DE army, and I dont think that their stats are too bad: Ld 9, cause fear, WS 5. But low S and T.
But, I usually find that in a game of about 2000 points, in the second round of combat, after the COK's have charged, they dont have the staying power wrt their low strength and toughness to duke it out against that regiment of the opponent that causes the greatest threat. I understand that the COK's should be used to break a enemy unit on the turn that they charge, but lets say that doesnt happen, then what? Any good tactics to use here?
Also, how big a unit of COK's should be taken in a 2000 pt game if one fields them at all? Two ranks of 5? Or three? Just thinking of the high point cost... :confused:
Now with Ld 9, should one place a character in the COK's seeing that one doesnt need the increased Ld of the hero to combat the stupidity rule?
Any answers to these questions would be greatly appreciated!
That's why one should use them as flankers! With somethong boosing them up, either magic banner (hint hint hydra banner) or a character or both, they will break about anything if you get a charge in the flank.Originally Posted by Reignfire
Use a big unit of Spears, corsairs or Black Guard (yes I use them... very good but not worth their points... but damn cool models ) as block. Lure them with Dark Riders and flank them with your COK once they've carged your block, then they'll defenetely break. If not then rear them with your Dark Riders.I'd say no more than one rank of 5-6 models, againts more sootly armies (wood elves or shootly empire and dwarves) I'd take a few more models to 2 ranks (7-10). Cause only the first rank gets to fight and when you break a unit on the charge you doesn't really need to have more models . If your COK desn't break the enemy on the charge they're pretty doomed anyway. So I say take more smal units and you get to flank more enemies .Originally Posted by ReignfireAs said before, I use them to power up my COK and make shure that I'll break them on the charge, Ld9 is usually enough and you don't wanna waste a highborn on a smal unit of COK. I usually go with full attack heroes (all om magic weapons ; Blade of Spite, Crimson Death, Hydra Blade ar good options. Save the greatest Magic Weapons for you character/monster hunters) to accompany my COK or Deathmask... terror if I don't have other characters on flying monsters. Don't bother with magic armors, cause you can get 1+ with all mudane armor and 2+ if you use 2handed weapons. Save Black Amulet, Ring of Darkness and Heart-stone of Darkness for your lords. If you're up against some really heavy hitters such as getting hit by a cannon or up against a greater daemons you'd better use something else.Originally Posted by Reignfire
Thanks for your insight Zhaf!
I see what you mean by keeping the units of cold one knights small.
Also, thanks for the hints on what magic items to use and when. It can be quite tricky sometimes finding the right combos!
np... if you want futer help... just post
You could also use 10 of them to try and win combat and break your opponent automatically by outnumbering them with a fear causing unit. Normally works if you get the charge and have a character in the unit, they do however attract missile fire like nothing else I know.
Helper monkey, bring me beer and donuts
I don't know... IMO 10 models rarely outnumbers any units... and most standanlone models already cause fear of terror so your fear kinda don't have any effect.Originally Posted by Lurch
I wouldn't rely on unit strength in a 10 model unit cause almost everytime one or more COK perish from enemy shooting before they get to charge so they wouldn't get their rank bonus either. So if you wanna benefit from outnumbering or/and rank bonus you should at least have 15 COKs... and that doesn't agree with my tactics as I'd rather have 3 units of 5 or 2 units of 7 COKs.
Bare in mind that a cold on knight has a unit strength of 2, so 10 models = unit strength of 20. If you get the charge you will wittle down a few of the enemy and most infantry units only start with 20 troops. You win combat, they auto run.
Helper monkey, bring me beer and donuts
Aww crap... I did forgot that... but my 5 strong COK w full comand and a noble usually is more than enougth to break a unit so I don't really consider with more models... but that's just my way of playingOriginally Posted by Lurch
So 5 is enough to break a unit? Thats cool in terms of their high point cost - I am imagining a unit of 10 or more means in excess of 300 points!Originally Posted by zhaf
How do you use them for them to be so effective? Obviously use them on the flank of a unit, but what combo's do you use in terms of magic banners? heros included etc?
Well in smaler games (<2kpts) I usually have 5 COKs with one noble powered by a decent magic weapon. I rare with Dark Riders if that's not enough.Originally Posted by Reignfire
In >2kpts games I use a battle standard with hydra banner and maybe 2-3 COKs more.
I usually don't play games bigger than 2500pts cause I don't have the models for that yet.
But hey that tactic works fine for me.
I don't play skaven that way thought... I rely myself much on shooting and magic then. Skaven are tough to break when they're many but when they're thinned out they're much easier to break in CC.