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 Post subject: Do you have to take Cold One Riders and a Carnosaur ?!
PostPosted: Wed Oct 28, 2009 5:21 pm 
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My regular Lizardmen opponent has had little luck with Stegadons, held his own (just about) with Saurus and Temple Guard (plus Mage Priest), dealt out a lot pain with skinks and been absolutely devastating with Cold One riders accompanied by a Carnosaur riding Old Blood.

When I first reviewed the book I thought Stegs and the Mage Priests might be my problem. Now, after several battles I can find several reasons why I would not take a Stegadon or a Mage Priest but I cannot find many reasons why I wouldn't take a unit of cold ones with an Old Blood on a Carnosaur.

Does the usual Lizardmen army always contain such a unit ?!

This is the only lIzardman enemy I have faced so I'm not sure what other players opt for.

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 Post subject: Re: Do you have to take Cold One Riders and a Carnosaur ?!
PostPosted: Wed Oct 28, 2009 5:25 pm 
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I don’t take them because they don’t do much for me… I would take an army fool of skinks then them

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 Post subject: Re: Do you have to take Cold One Riders and a Carnosaur ?!
PostPosted: Wed Oct 28, 2009 6:19 pm 
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I like taking Cold One Riders. A lot of people seem to underestimate them, besides, I always like to have a couple of fast units in my armies. COR's are great for blocking enemy units, or just harrassing their flanks.


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 Post subject: Re: Do you have to take Cold One Riders and a Carnosaur ?!
PostPosted: Wed Oct 28, 2009 9:16 pm 
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Our local guy takes one unit of Cold Ones and one Engine of the Gods. Makes you pick your poison since he usually has a Slann as well. As for your question elsewhere regarding protecting them from missile fire, a unit of Chameleon Skinks can often shoot them down...though not always. So I am used to seeing that as well.

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Warriors of Chaos: 12 wins, 2 losses
Wood Elfs: 5 Wins, no Losses
Lizardmen: 1 win, no losses
Dwarfs: 1 win, 1 loss, 1 draw
Chaos Dwarfs, 0-0-1 Draw

Including Warband games, 21-4-2 total


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 Post subject: Re: Do you have to take Cold One Riders and a Carnosaur ?!
PostPosted: Wed Oct 28, 2009 11:42 pm 
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Chameleon skinks can ruin your day if you don't have some fast cavalry or something similar to get to grips with them quickly ! Anyway, I guess that's a new thread.

People don't seem as impressed with Cold One riders as I had suspected. Remember that I am specifically referring to a cold one unit including a Carnosaur and Oldblood.

Does that change your mind ?

I have been having difficulty coping with the Oldblood & Carnosaur in particular, the rest of the cold ones are really just for mobile cover and combat res on the charge. I'm writing from the perspective of a Lizardmen's opponent.

Do the usual Lizardmen builds include multiple Stegadons rather than Cold Ones ?

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 Post subject: Re: Do you have to take Cold One Riders and a Carnosaur ?!
PostPosted: Thu Oct 29, 2009 12:02 am 
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whoops, sorry about that...somehow completely mis-read the Carnosaur portion. that I have no experience with.

I have found the builds depend on where they sit on "friendly" versus "competitive" spectrum. The more interested they are in winning, the more monsters (stegadons, carn osaurs) they take. The Stupidity of the Cold Ones renders them highly ineffective.

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Warriors of Chaos: 12 wins, 2 losses
Wood Elfs: 5 Wins, no Losses
Lizardmen: 1 win, no losses
Dwarfs: 1 win, 1 loss, 1 draw
Chaos Dwarfs, 0-0-1 Draw

Including Warband games, 21-4-2 total


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 Post subject: Re: Do you have to take Cold One Riders and a Carnosaur ?!
PostPosted: Thu Oct 29, 2009 3:47 pm 
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hmmm... that turns what I thought was my chilled out opponent into a vicious no-holds-barred competition beserker !

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 Post subject: Re: Do you have to take Cold One Riders and a Carnosaur ?!
PostPosted: Thu Oct 29, 2009 10:11 pm 
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Location: Portland, Or
When I went to myfirst tournament, there were all of 6 of us. I had a list I posted here, not sure if it was soft, average, or hard. Everyone pretty mcuh said it was average, maybe a little on the soft side...then spent the rest of the time saying the guy who brought a double Engine list was playing something that did not belong in a game outside 'Ard Boyz tournaments.

Of course, this is a very small sample size to measure by and not scientific.

I did, however, find it amusing that the double Engine uy thought my 10 power dice was "a bit excessive" yet never had less than 12-14 of his own :-)

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Warriors of Chaos: 12 wins, 2 losses
Wood Elfs: 5 Wins, no Losses
Lizardmen: 1 win, no losses
Dwarfs: 1 win, 1 loss, 1 draw
Chaos Dwarfs, 0-0-1 Draw

Including Warband games, 21-4-2 total


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 Post subject: Re: Do you have to take Cold One Riders and a Carnosaur ?!
PostPosted: Thu Oct 29, 2009 10:13 pm 
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Location: Portland, Or
And I should add...again, it depends on group. My lists, which those guys said was average to soft is probably too hard to play against in our local group. In short, it depends on the army building and generaling abilities of your opponents. I have one guy in our group where I would need to ramp up my list to be competitive...but against 3 or 4 others, I need to tone it down. So it is all a balancing act. It depends on who you play and how good you are yourself whether it is a chill list or a tough one.

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Warriors of Chaos: 12 wins, 2 losses
Wood Elfs: 5 Wins, no Losses
Lizardmen: 1 win, no losses
Dwarfs: 1 win, 1 loss, 1 draw
Chaos Dwarfs, 0-0-1 Draw

Including Warband games, 21-4-2 total


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 Post subject: Re: Do you have to take Cold One Riders and a Carnosaur ?!
PostPosted: Sat Oct 31, 2009 11:20 am 
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COR and carnisar sounds very deadly. the only slip is it is extreamly expensive and therefore is avoided

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 Post subject: Re: Do you have to take Cold One Riders and a Carnosaur ?!
PostPosted: Mon Nov 16, 2009 6:09 pm 
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Well my friend brought his cold one riders again at the weekend (including carnosaur) and my weresharks made fish bait out of them :)

It was an epic encounter and I'll be writing it up on my Nautican deisng notes site this week.

He seems to have gone right off Stegs and says he probably won't bother with the Slann again at all !

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