Light Magic : Kharibdyss or Cold One Knights ?
Posted: Thu Jul 16, 2015 3:24 pm
Greetings,
I started to use Light Magic and fell in love with it. Especially the spells Birona's Timewarp is a amazing spell. In my list I have 160 spare points and I am doubting between taking a Kharibdyss or a unit of Cold One Knights. Both have great synergy with the Lore of Light spells, especially Timewarp.
The Kharibdyss gets D6 strength 7 hits extra, if all his hits actually hit one model. With weapon skill 5 he hits as 3's most of the time. His initiative 4 also let him strike first against the big things you want him to take down. Normally it is rare that all his 5 attacks all hit, but with Timewarp you really improve his chances. Because of his high WS and I, he is likely to get re-rolls with ASF. With Birona's Timewarp casted on the Kharibdyss he gets 6 attacks with re-roll, likely hitting all of them, therefore +D6 hits. He is also likely wounding most of them because of the strength 7, inflicting 7 - 12 wounds with -4 AS. With Speed of Light (2 dice) you can give him WS and I 10 so he becomes a character killer and might even take out Vampire Lords.
The Cold One Knights are our only heavy cavarly and the Cold Ones add some damage, especially against normal troops. They do however suffer from the 'rubber lance' syndrome or something as they only have one attack which can be failed. As attacks of Cold Ones are at I 2 they come after enemy has hit which result into their loss before they can strike, something we elves don't like. While Birona's Timewarp transforms the Kharibdyss into an elite super-killer, it can transform a small unit of 5 cold one units into a super-tank. As both the knight as cold one gets one extra attack and ASF it adds 10 attacks. With dread knights thats 11 strength 6 attacks followed by 15 strength 4 attacks. That's the same damage output as one unit of 10 black guard and unit of 10 executioners combined, while in this case you have a 2+ armour save and cause fear. Although you already got re-roll for the Cold Ones againt some armies (undead, lizardmen, ogres, orcs & goblins, dwarfs) you can add Speed of Light to grant hitting on 3's with re-rolls. Another synergy with Light magic is Light of Battle making them immune to Stupidity.
So both great options to take ! Therefore I can't decide which one is the better option and hope to get some feedback from the tactical community on this choice.
I started to use Light Magic and fell in love with it. Especially the spells Birona's Timewarp is a amazing spell. In my list I have 160 spare points and I am doubting between taking a Kharibdyss or a unit of Cold One Knights. Both have great synergy with the Lore of Light spells, especially Timewarp.
The Kharibdyss gets D6 strength 7 hits extra, if all his hits actually hit one model. With weapon skill 5 he hits as 3's most of the time. His initiative 4 also let him strike first against the big things you want him to take down. Normally it is rare that all his 5 attacks all hit, but with Timewarp you really improve his chances. Because of his high WS and I, he is likely to get re-rolls with ASF. With Birona's Timewarp casted on the Kharibdyss he gets 6 attacks with re-roll, likely hitting all of them, therefore +D6 hits. He is also likely wounding most of them because of the strength 7, inflicting 7 - 12 wounds with -4 AS. With Speed of Light (2 dice) you can give him WS and I 10 so he becomes a character killer and might even take out Vampire Lords.
The Cold One Knights are our only heavy cavarly and the Cold Ones add some damage, especially against normal troops. They do however suffer from the 'rubber lance' syndrome or something as they only have one attack which can be failed. As attacks of Cold Ones are at I 2 they come after enemy has hit which result into their loss before they can strike, something we elves don't like. While Birona's Timewarp transforms the Kharibdyss into an elite super-killer, it can transform a small unit of 5 cold one units into a super-tank. As both the knight as cold one gets one extra attack and ASF it adds 10 attacks. With dread knights thats 11 strength 6 attacks followed by 15 strength 4 attacks. That's the same damage output as one unit of 10 black guard and unit of 10 executioners combined, while in this case you have a 2+ armour save and cause fear. Although you already got re-roll for the Cold Ones againt some armies (undead, lizardmen, ogres, orcs & goblins, dwarfs) you can add Speed of Light to grant hitting on 3's with re-rolls. Another synergy with Light magic is Light of Battle making them immune to Stupidity.
So both great options to take ! Therefore I can't decide which one is the better option and hope to get some feedback from the tactical community on this choice.