Cold One Knights is a Dark Elves cavalry unit in Total War: Warhammer II. Armed with a mighty lance for a powerful charge, then enchanted swords to deliver punishment up close.
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.
- ↑ Anti-Large: Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
- ↑ 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.
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A solid shock cavalry, able to counter enemy cavalry with their bonus vs large or deliver crushing charges to the frontline from behind. They are both armed with armor piercing weapons as well as armored themselves, giving them a bit of staying power, but should still rely on repeated charges against enemy infantry. The Cold One Knights´ only weaknesses are their relatively slow speed and the primal instincts of their mounts which can cause them to rampage when wounded, the combination of both meaning that they have trouble retreating out of an engagement gone wrong. Pick their fights carefully and support them with magic or your infantry if they get into a bind.
Concept art for cold ones