Shas'O R'Kai wrote:Hey all,
I was having a think about the composition of various powerful lists I've seen from lots of different battle reports, and I began to notice a trend. A lot of very powerful lists (Daemons, Orks, AM, SM) rely on character synergy. There's usually one or two characters that form the backbone of all the really strong buffs that can be given out, and I've noticed that once these supporting characters are removed, these armies tend to crumble. A good example of this is orks, who without their Kustom Force Field + Waaaagh! banner go from tough and very hard hitting, to very squishy and quite hard hitting. Another would be Daemons with Plaguebearer spam. Remove those Scriveners, and Herald equivalents and the Plaguebearers lose a LOT of killing power. So as a solution to this kind of meta, I found a lot of success against this type of army by using 2 Coldstar Commanders. In every game I played against a buff reliant army, these two managed to advance with Mont'Ka right next to a squishy lynchpin character and assassinate it, greatly reducing the effectiveness of my opponent. Then they can charge any shooting units nearby to shutdown some firepower. Then one will usually die, but by then the damage is done.
Using two Coldstars (and I do believe you need two to make this really work), there are actually very few supporting characters that can stand up to their point blank firepower. I've managed to kill the likes of Dante, Farseers, Creed, SM Captains/Lt's, Big Mek w/KFF, and Necron Lords. This kind of tactic is almost never predicted (I've yet to not completely shock someone when I've done this), it puts them on the back foot, often gets you warlord, can put you into position to charge/shutdown big shooty units near the buffing characters, and generally gives opponents a big headache to deal with right in their back lines. Now of course, not every army is composed like this and some use buffing characters that are beyond the firepower of 2 coldstars (looking at you Guilleman/Cawl), but in cases like this you still have 2 coldstars. Use them to shut down enemy shooting by charging, harass the sides, take objectives across the map, and do other coldstar things in general. The inclusion of two Coldstars may hurt your overall damage output slightly when compared to a CIB commander, but the ability to completely shut down buff reliant armies, along with manoeuvrability that not many others can match, I believe using the Coldstar commanders to assassinate is extremely powerful, extremely fun, and brings a bit of variety to our otherwise bland armies.
Let me know what you think! Do you think there is merit to this? Have you tried something similar? I'm keen to hear everyone's thoughts
JancoBCN wrote:Okay, first of all, I love that post, as I have always found the Coldstar worth taking for many reasons (great versatility, almost perfect Relic bearer, he can keep up with your Y'vahras), even though that means less firepower (although not that less).
My experience has been the same, and I have a lot of tactical flexibility with him, in order to kill a key hidden unit, usually stealing the objective they are holding. I have to try 2 yet, but I will for sure!
Another thing that I really wanted to point out is that my interpretation of the Mont'ka ruling is that you cannot charge after advancing, so if you move 40", you will not be able to charge anything. So either you move 20", shoot at 2+ and can charge, or you advance and shoot at 3+ (or 2+ if mont'ka has been called), but with no legal charges available.
I am saying that because I have heard many players saying they charge after advancing when Mont'ka is declared, and I am pretty sure that cannot be done. Also, the huge surprise factor of the Coldstar comes when you actually advances, as you can get yourself in the enemy lines with ease.
I guess you mean moving + charging, with no advancing, but I just wanted to clarify for unexperienced Commanders!
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