The Daemonsmith's Handbook - K'daai Destroyer
Jul 28, 2018 18:22:28 GMT
grandmasterwang and NIGHTBRINGER like this
Post by strutsagget on Jul 28, 2018 18:22:28 GMT
This post is an amalgamation of the thread of the same name from the Chaos Dwarf Online forum.
I have added the first impression of the comments I thought added value
Strutsagget
FAQ & ERRATA UPDATE:
ERRATA
Page 184 and 185: Replace the Blazing Body rules text with the following:
‘Any model (friend or foe) in base contact with one or more Bale Taurus or K’daai, except a Chaos Dwarf using it as a mount or another K’daai, takes an automatic Strength 4 hit at the start of the Close Combat phase. This is a Flaming attack.
Additionally, any non-Magical attacks must re-roll successful To Wound rolls.’
FAQ
Q. Do I roll for the K’daai ‘Burning Bright’ rule at the start of each player turn? A. No, the test is made at the start of each game turn from turn 2 onwards, and is made by the Chaos Dwarf player.
Q. Can the K’Daai Destroyer take any of the options from the Monstrous Arcanum book?
A. The K'Daai Destroyer cannot take upgrades from the Monstrous Arcanum book unless bought with a Binding Scroll in a game where these rules are being used.
Q. K’Daai are considered as Daemons for the purposes of spells & effects. Does this imply that K’Daai attacks count as Magical?
A. The K’Daai do not have Magical attacks. The reason for this is that binding them into their iron bodies renders them ‘mundane’; their magical essence is trapped within the metal shell.
The Daemonsmith's Handbook - K'daai Destroyer
Thread creator: Nicodemus - Dec 2012
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Honestly, I find it the most hit and miss unit in the army.
If you can get it into the right place at the right time, it will win the game. It is horribly easy to counter though. Its reputation stems from its undoubted potency against poor to average players - for people who can't deal with it, it is the most broken thing in the game. But the better the player, the easier it becomes to blunt its impact. Frenzy and items that bestow 2+ ward vs Flaming are its bane, meaning it can actually end up being a liability as chaff units redirect it into a compulsory overrun move.
Remember: it's the best stat is that Movement of 9. If it looks like it might get held up/countered, use that to your advantage and redeploy. Run 18" across the battleline if you have to, keep your opponent guessing.
Also, avoid poison-using enemy units - they circumvent the Blazing Body rule something rotten. Main culprits are Ghouls, Skinks, Gutter Runners and possibly Maneaters.
Support is key, and mounted Khans and BC Tau'ruks are the Destroyer's best friends. Keep them close enough to charge any chaff that tries to redirect the big guy, or even keep them just 1" away so the Destroyer can't align to the chaff, thus forcing the chaff to align to the Destroyer.
If your opponent is clearly unprepared, a straight rush down the centre will often yield good results; I've had quite a few turn 2 kills on enemy generals by early rushes. Alternatively, if they have mounted Heroes in their centres, try sneaking around a flank: no one can ignore that.
Whatever the Destroyer does, it will be the focus of your enemy's attention. The best way to capitalise on that is up to you.
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Braggoronor really covered most all the bases.
In my few games, I've found that if I feign aggressive with the K'daai, the whole opposing battle plan shifts. So you can get him in a position, then with his m9 (and monstrous moves) get him back into a position, luring the whole enemy out of formation.
Some things to watch out for are anyone non-stompable with the dragon helm/gem.
Don't forget your terror check when you charge units. You can pick on units outside the General/BSB bubble, or go straight for the nasty ones like Warriors of Chaos with Halberds.
---
The only thing i can think to add is the tactic of 'moon walking'. That is placing your destroyer so that it is facing away from enemy units so as to get into the position you find most advantages. You will have to watch out for flank and rear charges, but it is a sneaky way of getting around frenzy checks.
I also find they work best while hitting an enemy flank, i love paring one up with a stubborn Sorcerer-Prophet on a Tauraus, Bull Centaur Renders, Iron Deamons. The first will hold a unit in place while the Destroyer comes around a flank and mauls it.
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This might seem common sense, but rember when you put your destroyer into a fight, you want most units into his flank. Massive flank means lots of models hit with blazing body, and this will just about ensure he never loose combat. While its hard to hurt him in hand to hand, he still can crumble.
I have added the first impression of the comments I thought added value

Strutsagget
FAQ & ERRATA UPDATE:
ERRATA
Page 184 and 185: Replace the Blazing Body rules text with the following:
‘Any model (friend or foe) in base contact with one or more Bale Taurus or K’daai, except a Chaos Dwarf using it as a mount or another K’daai, takes an automatic Strength 4 hit at the start of the Close Combat phase. This is a Flaming attack.
Additionally, any non-Magical attacks must re-roll successful To Wound rolls.’
FAQ
Q. Do I roll for the K’daai ‘Burning Bright’ rule at the start of each player turn? A. No, the test is made at the start of each game turn from turn 2 onwards, and is made by the Chaos Dwarf player.
Q. Can the K’Daai Destroyer take any of the options from the Monstrous Arcanum book?
A. The K'Daai Destroyer cannot take upgrades from the Monstrous Arcanum book unless bought with a Binding Scroll in a game where these rules are being used.
Q. K’Daai are considered as Daemons for the purposes of spells & effects. Does this imply that K’Daai attacks count as Magical?
A. The K’Daai do not have Magical attacks. The reason for this is that binding them into their iron bodies renders them ‘mundane’; their magical essence is trapped within the metal shell.
The Daemonsmith's Handbook - K'daai Destroyer
Thread creator: Nicodemus - Dec 2012
---
Honestly, I find it the most hit and miss unit in the army.
If you can get it into the right place at the right time, it will win the game. It is horribly easy to counter though. Its reputation stems from its undoubted potency against poor to average players - for people who can't deal with it, it is the most broken thing in the game. But the better the player, the easier it becomes to blunt its impact. Frenzy and items that bestow 2+ ward vs Flaming are its bane, meaning it can actually end up being a liability as chaff units redirect it into a compulsory overrun move.
Remember: it's the best stat is that Movement of 9. If it looks like it might get held up/countered, use that to your advantage and redeploy. Run 18" across the battleline if you have to, keep your opponent guessing.
Also, avoid poison-using enemy units - they circumvent the Blazing Body rule something rotten. Main culprits are Ghouls, Skinks, Gutter Runners and possibly Maneaters.
Support is key, and mounted Khans and BC Tau'ruks are the Destroyer's best friends. Keep them close enough to charge any chaff that tries to redirect the big guy, or even keep them just 1" away so the Destroyer can't align to the chaff, thus forcing the chaff to align to the Destroyer.
If your opponent is clearly unprepared, a straight rush down the centre will often yield good results; I've had quite a few turn 2 kills on enemy generals by early rushes. Alternatively, if they have mounted Heroes in their centres, try sneaking around a flank: no one can ignore that.
Whatever the Destroyer does, it will be the focus of your enemy's attention. The best way to capitalise on that is up to you.
---
Braggoronor really covered most all the bases.
In my few games, I've found that if I feign aggressive with the K'daai, the whole opposing battle plan shifts. So you can get him in a position, then with his m9 (and monstrous moves) get him back into a position, luring the whole enemy out of formation.
Some things to watch out for are anyone non-stompable with the dragon helm/gem.
Don't forget your terror check when you charge units. You can pick on units outside the General/BSB bubble, or go straight for the nasty ones like Warriors of Chaos with Halberds.
---
The only thing i can think to add is the tactic of 'moon walking'. That is placing your destroyer so that it is facing away from enemy units so as to get into the position you find most advantages. You will have to watch out for flank and rear charges, but it is a sneaky way of getting around frenzy checks.
I also find they work best while hitting an enemy flank, i love paring one up with a stubborn Sorcerer-Prophet on a Tauraus, Bull Centaur Renders, Iron Deamons. The first will hold a unit in place while the Destroyer comes around a flank and mauls it.
---
This might seem common sense, but rember when you put your destroyer into a fight, you want most units into his flank. Massive flank means lots of models hit with blazing body, and this will just about ensure he never loose combat. While its hard to hurt him in hand to hand, he still can crumble.