GIVVUZA COLD ONE!! 🍺 🥶

Dredded Led

Vassal
Dear Oldhammerz. Since we are standing fast on 3rd edition rulez, my friends and I are having fun discussions about a ‘certain dark elf cold one riders unit’ and the fun rules that govern the beastsssss. There is one particular rule(attached) that states that you must declare a turn in advance that you will (the following turn) be charging an enemy unit, if this turns out to be not possible the unit charges closest friendly unit, or splits in two and fights itself!!! Has anybody had any experience with this in the past?? Why not tell us about it!! Cheers DreddedLed.
 

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Dear Oldhammerz. Since we are standing fast on 3rd edition rulez, my friends and I are having fun discussions about a ‘certain dark elf cold one riders unit’ and the fun rules that govern the beastsssss. There is one particular rule(attached) that states that you must declare a turn in advance that you will (the following turn) be charging an enemy unit, if this turns out to be not possible the unit charges closest friendly unit, or splits in two and fights itself!!! Has anybody had any experience with this in the past?? Why not tell us about it!! Cheers DreddedLed.
So if they don't run off the table, suffer from stupidity, or eat each other... I may just be able to do some damage! :lol:
 
As the owner of Slann and Dark Elf armies, both currently and back in the day, we sort of fudged this a bit as a house ruling. Basically we used the declaration bit, but if there was no one within charge range the next turn we just made it that the Cold ones had to take a stupidity test. Automatically attacking your own side/each other was funny the first few times, but got boring quickly.

I've not spent £25 on a unit of 20 Cold Ones for them to be near useless! :lol:
 
I know the chance of infighting is bad, but the rest of their rules are not terrible you know.
  • Cause fear
  • -1 to hit the cold ones
  • Two attacks
  • STR 4
  • -2 modifier on enemies armour saves
Classic GW though. "You can buy this wand for points, but maybe your wizard will lose his eyeballs if he uses it."
 
I know the chance of infighting is bad, but the rest of their rules are not terrible you know.
  • Cause fear
  • -1 to hit the cold ones
  • Two attacks
  • STR 4
  • -2 modifier on enemies armour saves
Classic GW though. "You can buy this wand for points, but maybe your wizard will lose his eyeballs if he uses it."
Oh yeah, they were great as a unit, but as a gaming group at the time we thought the stupidity rules were enough to hamstring them.
 
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