“ | Those able to ride Cold Ones charge headlong into enemy lines, thrashing with crude but effective clubs. | „ |
Cold One Riders are a Lizardmen melee cavalry unit introduced in Total War: Warhammer II.
Recruitment[]
Lizardmen
Unlocked with: Cold One Caves
Spirit of the Jungle
Unlocked with: Cold One Hollow
Description[]
Saurus warriors are formidable fighters, but when mounted atop a Cold One they become a shock force capable of delivering an absolute mauling. Those foes who can muster the courage to stand before the sight of oncoming Cold One cavalry find themselves beset by a whirlwind of biting jaws, slashing talons and jabbing spear thrusts. Those Saurus Warriors blessed by Itzl have an innate aptitude for mounted warfare. They exude a musk not dissimilar to the rank odour produced by the Cold Ones themselves, allowing them to form bonds with the otherwise hostile creatures. The Saurus have dewclaws that are perfect for gripping the thick-scaled hides of their reptilian steed, leaving them free to carry both spears and shields. All such spawning produce a Pack Leader who instinctively leads the group - knowing where to find the Cold Ones and how best to break them in as mounts.
Attributes[]
Cold One Cavalry
- ▲ Armoured & Shielded: Armoured units can block damage from any source apart from
Armour-Piercing damage.
Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
- ▲ Armour-Piercing: The damage of
armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
- ▲ Predatory Senses: These units are natural hunters that can sense prey hiding nearby.
- ▲ Primal Instincts: When under pressure, the primal instincts of these natural predators take over, improving their combat potential.
Unit Abilities[]
Passive Abilities[]
Strategy[]
Cold Ones without spears. The Lizardmen generally do not lack for anti-infantry options, even the most basic Saurus Warriors can be relied upon to chop most other races´ basic (and sometimes even elite) infantry to pieces. Enemy cavalry is what you should be worried about and although the regular Cold Ones´ melee stats are slightly better, the lack of bonus vs large really hurts them in cavalry vs cavalry engagements. However, when facing factions such as warriors of chaos or dwarves, Cold Ones can bring decisive armor piercing charges against enemy heavy infantry quicker than red crested skinks or monsters.
In campaign, they should only be recruited if money or time is a concern. Horned Ones are the same tier and are superior to both cold one variants.