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.
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.
- ↑ 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.
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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.
Concept art for cold ones