Cold One Chariot

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Cold One Chariot
Wh2 main def cold one chariot.png
FactionDark Elves
CategoryDark Elves war machine
Unit size12
Icon treasury.png Cost (MP): 1000 (1000)
Icon hourglass.png Turns: 2
Icon income.png Upkeep: 250
Icon stat health.png Health: 1545
Icon stat morale.png Leadership: 65
Icon stat speed.png Speed: 66
Icon stat attack.png Melee attack: 24
Icon stat defence.png Melee defence: 23
Icon stat charge bonus.png Charge Bonus: 50
Icon stat damage.png Weapon Damage: 12
Modifier icon armour piercing.png Armour-Piercing Damage: 32
Modifier icon bonus vs infantry.png Bonus vs. Infantry: 22
Icon stat speed.png Melee Interval: 4 s
Icon stat damage.png Weapon Damage: 8
Modifier icon armour piercing.png Armour-Piercing Damage: 24
Icon stat ammo.png Reload Time: 7
Icon stat range.png Range: 125
Icon stat armour.png
  • Causes fear.png Can Cause Fear: This unit frightens all enemy units, reducing their Icon stat morale.pngleadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Hide forest.png Hide (forest): This unit can hide in forests until enemy units get too close.

Cold One Chariot is a Dark Elves war machine unit in Total War: Warhammer II. A charge so devastating that it rends the flesh and bone from its victims.

Description[edit | edit source]

Cold One Chariots are sometimes given as gifts to those rare individuals who have pleased Lord Malekith with their devotion and prowess in battle. To possess such a machine is a symbol of great prestige, and is ranked amongst the highest stations in battle, even though the Cold Ones' truculent nature can often bring the chariot to a jarring halt at the most inopportune moments. Should the crew retain mastery of their chariot, they thunder across the battlefield like gods of war, wicked spears levelled and Cold Ones roaring fit to freeze the blood. In the last moment before impact, the crew goad their steeds to one last effort and the chariot crashes into the enemy ranks, crushing foes with the weight of its impact and opening flesh to the bone with the blades upon its flanks.

Abilities[edit | edit source]

  • Anti-Infantry: Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that effects a large area.
  • 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.
  • Armoured: Armoured units can block damage from any source apart from Armour-Piercing damage.
  • Primal Instincts: When under pressure, the primal instincts of these natural predators take over. They then may go on a rampage against nearby enemy units, attacking the closest one and ignoring any orders given.

Strategy[edit | edit source]

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The Cold One Chariot is rarely use over the much more efficient Scourgerunner Chariot in both campaign and multiplayer. However, the Cold One Chariot holds up surprisingly well in a stats comparison. First, it has 1000 more health, 30 more armour, much more armour-piercing in melee and a higher charge bonus. It has a ranged attack as well, that is not as effective, but it retains the ability to do damage from a distance. When you want a tankier anti-armour chariot the Cold One is for you. Best used against factions like Dwarfs or Chaos.

The weakest part of the Cold One Chariots is their ability to rampage after hitting a certain amount of hitpoints. This cripples the best part of a chariot which is its ability to cycle charge and be mobile. A rampaging unit will charge in and then sit in combat. For a chariot, that is a death sentence.

Gallery[edit | edit source]