Norngahl:
Anyhow, Kdaiis seem very expensive (55 points) for what they do. A cool theme, granted, but I doubt they are really competitive.
I don't think so. Kdaai units are great, the 4+ ward save is hard to go through, and we can't say that 55 pts are expensive for what they do...
With the blazing body rule, the unit can go through a lot of infantry troops...
Strengh 5... Stomp attack...
And the destroyer is also too much good to me, even if its cost is far better (295 pts, in comparison of a hellpit or warhydra, it's well cost... But they are undercosted...).
I think that, what is nice, is that CD can now be very aggressive, and not a stand and shoot army... Even if a stand and shoot army is still competitive.
Movement : kdaai, BC, wolf raiders, destroyer. And good infantry melee to conclude.
Finally, now, I'm thinking that this list will have minor corrections. So, we can assume that every entries are in the book, but rules and stats can be modified.
zhatan87
I think their main issue is the following: They have T4 (through having a 4+ ward), have to make an T test from turn 2 and easily add up in point costs, for which you already get a big block of Infernal Guard or Warmachines.
When minimum szize is 3, and each one has to test, they at least (statistically) auto-loose 2 LP = 1 Model per round, so they die statistically just due to their own rule throughout the game, without the fact that the enemy needs to do anything more than just to block or avoid them.
Personally I find it VERY harsh to loose 55 points per turn. And that“s just when you field 3 Models.. When you field 6 of them, you might loose 110 points per turn. Not funny and at least not competitive. When it only was 1 throw for the entire unit and then on 5-6 you might loose an model they would be okay, but as it stands now they simply die before they make up their points AND they confer their whole victory points to the enemy.
On the opposite, the destroyer only suffers 1D3 wounds on the roll of a 6, which isn“t that bad in my opinion. At 295 points I consider him pretty balanced. He is unbreakable, has M9 (in CC on turn 2), has 7-9 attacks per round and those with S7 and a Thunderstomp attack while having T6, 6 wounds and a 4++ save. Personally I think there is no need for hellcannons as the Dreadquake Mortar will do the same job cheaper and better, so I guess the rare slot goes to this nasty little guy!
Me thinks that CDs are best at 3k games, where you have plenty points to buy everything. They might struggle at 2.000 points, just because they are so expensive, unable to build a really well rounded army list with more than one (CC/shooty) element.
I think blunderbusses are better (!, not only)used for a gunline where the enemy is forced to come to you, otherwise with 12" range they will poorly loose to any dedicated shooty force. So core goes to CC warriors with GW in my opinion, maybe even to goblins (but I wouldn“t fill to much with them, just because the main goal aka tarpit can be fullfilled by a big block of warriors / + castellan as well).
Aggressive Forces might have some Dreadquake Mortars with a Dameonsmith (Metal), 1-2 castellans in GW warrior blocks, 1-2 units of Infernal Guard (my feeling says still to prefer the fireglaives) and then BC and/or an Destroyer at 2000 points.
A nasty trick (best on 3k) might be-
40 Goblins (5x8) as a tarpit. Tarpit the enemies main unit (or any expensive unit). Then throw flames of Azgorh onto them over and over again (can be cast onto any desired point=. If you loose some gobbos nobody cares, but he can“t move away or hide in CC with your expensive forces from this.
Also nice might be the combination of Dark Subjucation and the -3 LD spell from lore of death.. combined with a massive shooting face the enemy unit will most likely turn tail, even if it had LD10.
Metal magic is also a very nice addition for those dwarfes. I think Dwarf warriors with 3+ AS or IG (with Hand Weapons+shields) with 1+ Save (of 2+ if with GW or fireglaives) is nothing to sniff on.
But nontheless, even if magic wouldn“t work the army wouldn“t fail, as everything is pretty resilent (T4, good armour, stubborn) and the army itself doesn“t depend on magic. At least I think they need their warmachine support to stay competitive. Otherwise, magic heavy races (HE, Slann, DE) would force heavy losses until the dwarves are finally in the CC. As well, they are very elite, low in numbers and usually short ranged (except for the warmachines). A Skavenplayer could bind your whole force with skavenslaves while shooting you to the ground (same goes for a slann with skink masses, but than it“s magic) and as the dwarves have no flyers to go for the weak spots, they need the range of their warmachines.