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8th Ed. Chiefdon vs Cowbow?

Cold One

cyberhawk94

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Everyone loves Scar-vet Cowboys, and I was wondering what the comparison between them and Chiefs on Terrdons is.
Below I have the "most common" set ups for pairs of them, and was wondering which you all thought was best:
2 cowboys? 2 chiefs? 1 of each?
Cowboys are undeniably better in most situations, but chiefs are cheaper, and can fly so are better at threatening back lines.

Thoughts?

Sarus Scar-Veteran (155pts)
Cold One (Thick Skinned), Dawnstone, Dragon Helm, Great Weapon, Light Armour

Sarus Scar-Veteran (164pts)
Armor of Destiny, Cold One (Thick Skinned), Great Weapon

vs

Skink Chief (114pts)
Enchanted Shield, Light Armour, Spear, Terradon, The Egg of Quango

Skink Chief (121pts)
Light Armour, Sacred Stegadon Helm of Itza, Shield, Spear, Terradon
 
I would take one of each as their roles are quite different. Cowboy: see something nasty, smash him into it. Flyboy: is that a wizard I see in the front rank? He looks soooooo tasty.... :walkingdead:
 
They definitely have two different roles, and it really depends on what you need them for. I've used cowboys in smaller battles like T&T and they have kicked major butt. I use a chief on a ripper in bigger battles like 2400 and using him as a war machine hunter really pays off.

I think I'll use a terradon chief sometime soon, but it really depends on what need you have.
Morewar said:
I would take one of each as their roles are quite different. Cowboy: see something nasty, smash him into it. Flyboy: is that a wizard I see in the front rank? He looks soooooo tasty.... :walkingdead:

This sums it up real nice, I just use a ripper chief because it has more kill power than a terradon
 
The rest of my list is:
Tooled up Slann
Scroll Caddy
2 blocks of Saurus
10 skirm
3 Rippers
Temple Guard
2x6 Chameleons
Ancient Steg
2 Salamanders
 
I like it, if you're feeling ambitious you could dump the TG for a bastiladon and amp up the saurus block. What has worked for me is this:

Have my huge block of 30+ saurus in my main zone, right in front of the solo slann behind them. The bastiladon and ancient on the flanks of the saurus offer cannon targets who won't be firing at the slann.

The chaff are the only things that go forward, my three units of ten skirmishers, salamander, terra dons, rippers, and ripper chief take out all enemy chaff and force opponents to change their tactics. When people get close, the saurus charge in fully buffed with a combat scarvet BSB on foot.

BTW the slann can have effective range on all damage spells by using the scroll caddy.

I know people may not take tetto for several reasons, but he's a must in my list, too good to pass up.
 
cyberhawk94 said:
Sarus Scar-Veteran (164pts)
Armor of Destiny, Cold One (Thick Skinned), Great Weapon

Isn't this 154? that would be 80 for the SC, 20 for the mount, 4 for the GW an 50 for AoD?
 
True that, that's my favorite build for the cowboy. He has so many more uses, and is more durable that a chiefdon. I think of a chiefdon as only a warmachine hunter and mage snipe. The Cowboy is a great all around tool. He can tank a whole unit, tear apart monsters, and join our saurus for some combat res. Not to mention that most of my opponents don't seem to think of him as a real threat because he's not mounted on a monster, just a random lone cavalry hero. They may learn soon enough to give him some consideration, but for now he's a lone ranger. Hi-ho Silver-scales! Awaaay!
 
@Professor_Skink
I unfortunately need the TG because the people I play are so used to my crazy Slann doing 50% the damage of my army, he is a target for literally everything they can throw at him, plus no bastilodon model yet

The same reason is why I don’t take tetto, with Slann+bunker + Tetto+bunker, its just too many points sitting in the back. If I took a Light Slann with lower upgrades Id consider Tetto, and make an oldblood cowboy with the extra lord points

@machi
It very well might be, idk if my battlescribe file is fully accurate
 
The Steghelm on a Chiefdon or Ripperchief is kinda wasted because the +1 T doesn't work out.
 
sorrowquin said:
The Steghelm on a Chiefdon or Ripperchief is kinda wasted because the +1 T doesn't work out.


I think its more for impact hits when charging warmachines and wizards than it is for toughness.
 
sorrowquin said:
The Steghelm on a Chiefdon or Ripperchief is kinda wasted because the +1 T doesn't work out.

except for arrows coming his way, which should be the only thing able to catch him if you play him right.
That and a 2+ AS should keep him going long enough, anything that negates that is probably wasted at him so good deal just the same.
 
sorrowquin said:
The Steghelm on a Chiefdon or Ripperchief is kinda wasted because the +1 T doesn't work out.

It does not?

I'm quite certain the BRB enry states "use the higher of the riders or monsters values for etc. tougness etc.".

A terradon and ripper has toughness 3, a skink chief w/ helmet has 4
 
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