Cold One Dread Knights

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Cold One Dread Knights
Wh2 main def cold one dread knights.png
Overview
FactionDark Elves
CategoryDark Elves cavalry
Unit size48
Recruitment
Icon treasury.png Cost (MP): 1300 (1300)
Icon hourglass.png Turns: 3
Icon income.png Upkeep: 325
Statistics
Icon stat health.png Health: 120
Icon stat morale.png Leadership: 75
Icon stat speed.png Speed: 66
Icon stat attack.png Melee attack: 39
Icon stat defence.png Melee defence: 42
Icon stat charge bonus.png Charge Bonus: 36
Weapons
Melee
Icon stat damage.png Weapon Damage: 14
Modifier icon armour piercing.png Armour-Piercing Damage: 34
Icon stat speed.png Melee Interval: 4.3 s
Protection
Icon stat armour.png
Armor:
86.67%
Shielded units will block the following percentage of missile damage from the front Shield: 35%
Attributes
  • 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 Dread Knights is a Dark Elves cavalry unit in Total War: Warhammer II. Their charge protected by heavy barding, these mounted warriors wield mighty blades to slash and gore.

Description[edit | edit source]

Cold One Knights count themselves amongst the finest warriors in Naggaroth. They are nobles of great wealth and ambition, whose warrior instincts elevate them far beyond the upstart cavalrymen of lesser races. Their weapons are the finest that can be bought in the great cities: long swords enchanted in such a manner as to never lose their edge, and tall lances sharp enough to pierce the hide of a Dragon. Their mounts, too, are superior to those of other lands; no horse, no matter how well-trained or carefully bred, could ever hope to match the savagery of a Naggarothi Cold One.

Abilities[edit | edit source]

  • 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 & 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.
  • 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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Compared to regular Cold One Knights, the Dread Knights gain better melee attack, defence and armor while losing the very important bonus vs large enemies as well as some of their charge bonus. They might be better at fighting infantry, but the Dark Elf army already has elite infantry and very potent missile units to deal with that particular problem. Deploying Dread Knights in addition to that might prove a bit of an overkill and also deprives you of a good answer to enemy cavalry.

Gallery[edit | edit source]