|We have 1323 articles and 90% are complete!||Please help review these models from 12+ months ago: (and/or the rest)||(Edit)|
| Captain Damiano |
Captain Amador Damiano fights for glory, fame, honor, and the certainty that he will in time become a living legend. His Steelheads march in perfect lines and display a unity and responsiveness on the battlefield equal to or surpassing the infantry of any army in western Immoren. Damiano sees himself as much more than a mercenary captain; each contract he takes is not simply a paycheck, it is another conquest, another chance to show the world he is a battle commander without equal.
- 1 Basic Info
- 2 Thoughts on Captain Damiano
- 3 List Building Advice
- 4 Other
- Mercenary - In a game with multiple warcasters, this model will work for Crucible Guard, Cryx, Cygnar, Khador, and Protectorate.
- Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.
While in Damiano's control range, friendly Faction models gain +3 STR and ARM and can move or be moved only during your turn. Conquest lasts for one round.
- Paymaster [ Steelhead ] - At any time during this model's activation, you can mark one or more coin boxes on its card (there are 5 coin boxes). For each coin box you mark, you can use Paymaster once. When you do, choose one of the following incentives. Incentives are RNG CMD and can target only friendly Steelhead units. A Steelhead unit can only benefit from one Incentive per turn. When all five of its coin boxes have been marked, this model loses Paymaster for the rest of the game.
- Battle Maneuvers - Affected models gain Reposition [5"] while in formation this turn. (Reposition [5"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 5", then its activation ends.)
- Money Shot - Affected models gain +2 to ranged attack and ranged damage rolls for one turn.
- Judgement - 12" range, POW 12 ranged attack
- Glory - 1" reach, P+S 12 melee attack
|When Convection destroys a living enemy model, you can give 1 focus point to a warjack in the spellcaster's balttlegroup that is in its control range.|
|Target friendly Faction model/unit gains an additional die on each model's first non-spray ranged attack roll this turn.|
| Death March
|Target friendly Faction unit gains +2 MAT and Vengeance.
| Road to War
|When a friendly Faction model in the spellcaster's control range destroys one or more enemy models with a melee or ranged attack during its activation, immediately after the attack is resolved one warjack in the spellcaster's battlegroup that is in its control range can advance up to 3". A warjack can advance as a result of Road to War only once per turn.|
| Sure Foot
|Target friendly Faction model/unit gains +2 DEF and cannot become knocked down. Models are not affected while out of formation.|
Thoughts on Captain Damiano
Captain Damiano in a nutshell
Damiano is an upkeep-heavy infantry support caster and the best at that job the Mercenaries have to offer. He is unusual among warcasters as he has tools to improve accuracy, damage, threat range, defense and armor. His melee ability is unremarkable but his magic hand cannon is useful when needed, so he should hang as far back as possible to avoid incoming fire. Few warcasters support an army as well as Damiano. He is considered a top 5 Mercenary caster.
Most of the time you want to use the feat when it's time for the big charge. On rare occasions, it may be used to counter an opposing feat like Exulon Thexus or Krueger2 as it prevents his army from being moved (they can still be placed).
- Convection - This is almost never cast. Damiano has a magical hand cannon which is better and can be AOE 3 so you'd only cast this spell if you needed to kill quite a few incorporeal models in one turn.
- Deadeye - You will probably be casting this every turn as it negates a lot of defensive bonuses out there.
- Death March - Good to put on any larger unit that's likely to be taking losses frequently - usually Steelhead Halberdiers although people have found it very useful on a 15 person unit of Trencher Infantry.
- Road to War - Always a helpful spell to have up right away on Damiano before your 'jacks have closed to engage, especially if his battlegroup is following closely behind other units and can benefit from their kills.
- Sure Foot - An outstanding infantry support spell, best used on high DEF models with Tough. Most famously, Trencher Infantry. Idrian Skirmishers with help from Rhupert also fit the bill.
Drawbacks & Downsides
- Damiano is pretty dependent on upkeeps to do much for his army, especially if he didn't bring Steelheads. This means any army that brings upkeep removal makes his life more difficult. He does not want to see Purification.
- He doesn't have a strong assassination game and tends to bring a lot of infantry, which means long games that will test your clock management skills.
- His end game ability to pull out the win by himself is well below average.
- If you have all 3 of his upkeeps active that's half of his focus stack gone per turn. Use Sylys and/or Arcanists to remedy this.
Tricks & Tips
- Combining Money Shot and Deadeye on a Steelhead unit with a ranged attack makes them surprisingly powerful.
List Building Advice
Damiano hangs well back and upkeeps 2 of 3 spells. One is usually Surefoot and the other is either Road to War or Death March depending on the matchup. Once things get going, it's up to you to decide what most needs to happen during the turn, whether it is casting Deadeye, using his Blaster gun, or allocating focus to warjacks.
Surefoot works best on a unit that is tough, has good DEF, and can shrug off blasts. Trencher Infantry fit the bill, so he's often seen in Kingmaker's with a full 15 Trenchers anchoring the middle of the board. He's not very tricky so he mostly relies on having more bodies than the other army which he can turn into high quality bodies thanks to his spells and abilities.
- Steelhead Halberdiers are almost essential with him; they will be dying and Death March is likely to trigger Vengeance - and as cheap models they get excellent use out of his feat
- Money Shot is excellent on any Steelheads
- Steelhead Riflemen, giving them +2 ranged attack and damage fron Money Shot to go with their combined attacks; a pair of Steelhead Riflemen making a CRA are effectively RAT 9, POW 15 even without aiming but return fire will melt them.
- Steelhead Calvary hit harder at range, especially with Deadeye on them. These probably gain less with him than any other choice though they hit like truck on feat turn.
- For the artillery units, a Volley Gun under Money Shot can reliably put a large dent into medium armour heavies with d3+1 RAT 7 POW 16 attacks. Or it can move up, drop a covering fire template and back up 5".
- The Cannon with Money Shot and Deadeye can provide a very accurate knockdown to open up assassinations.
- The Mortar with Money Shot both gets POW 12 blast damage and might actually be able to hit a heavy occasionally.
- Stannis Brocker is free in Soldiers of Fortune and useful for Steelheads.
- Sergeant Nicolas Verendrye brings the reinforcements - and can even bring enough armour with Damiano's feat to shrug off blast and light melee damage on the halberds. Beat used to reinforce a Surefooted Halberdier unit.
- The Steelhead Arcanist brings magic weapons to this whole mess, plus both Empower and a way to get rid of opposing cloud walls
- The Steelhead Ironhead does nice things for threat ranges - and for tying up enemies.
- The Steelhead Gunner is useful if you're bringing the artillery - either extra movement or a touch of extra damage. Though it is much less needed with Damiano.
Steelheads are available in 2 themes: Kingmaker's, and Soldiers of Fortune.
This is probably the best theme to take him in, as it can run Trencher Infantry which, under Sure Foot, become an almost immovable cloud wall with DEF 15, no knockdown, and tough (and Brutal Charge) - while with their extra range Trencher Long Gunners are better at staying safe than Steelhead Riflemen. And you can and should bring Steelhead Halberdiers, especially ones powered up by Death March.
- Trencher Infantry are amazing under Sure Foot; a max unit of 15 models with DEF 15, Tough, no Knockdown, and Dig In are as difficult to remove as infantry gets. Toss in Deadeye and the Trenchers do lots of work - with a startlingly powerful charge on feat turn.
- Trencher Long Gunners don't melt the way Riflemen do. And you can put Money Shot onto a Volley Gun, which at least survives better than the rifles.
This is a solid second choice. You get free Alexia2 instead of Trenchers, and Mark the Target is better than Feign Death. However, without a Trencher cloud wall, you are far more vulnerable to just getting shot off the board.
While there are no Steelheads in this theme, he can still put together a pretty convincing list in this theme. It's probably not going to be as powerful as eitehr of his other two themes, but it does work, especially because it has the hardest hitting options available and some good outs to his struggle with incorporeal models.
- Asphyxious the Sanctified - Probably the best case for this theme, as Gaspy4 is an excellent target for both the feat and his two unit wide upkeeps, making him a terrifying combatant or harder to take down. Leadership: Bloodthirst and possibly a Beacon from a Diffuser (that also gets to hit reliably with deadeye, a boost and Luck) in conjunction with Road to War also makes Damianos jacks threaten far, while Dark Shroud and the feat make them hit hard.
- Precursor Knights are your resident pseudo weapon masters hitting like a ton of bricks under the Captain's feat and all the damage fixers in the theme. You can also engineer a Tough/Rise/Vengeance combo with Death March, Battle Priests, and Heroic Call from either Gabriel Throne or Rhupert. Death March also make it so that they hit actually more accurately than PKs in Flames with an Archon nearby.
- Speaking of Throne, he becomes a stellar combatant under Conquest himself, and stacking Stir the Blood and said Conquest on a unit of PKs is a thing of bloody beauty.
- Idrian Skirmishers are a very good target for Deadeye and Sure Foot due to their ranged prowess and native blast immunity respectively. With their guns they also proc RtW easily.
- Lady Aiyana & Master Holt - The usual damage fixers. More importantly for him, though, they provide magic weapons, something he can't do on his own. Holt is also a nice trigger for Road to War.
- Harlowe Holdemhigh - He becomes terrifyingly accurate with Deadeye, making him do his job of sniping out high value targets with even more ease. As a ranged combat solo with 4 shots he also triggers RtW very well.
- Kayazy Eliminators - The operate well on their own but also massively benefit from his feat thanks to their two melee attacks and Gang.
- J.A.I.M.s is basically another Eliminator, but with Grievous Wounds and Weapon Master on top. If you bring Gaspy (and you should) he also gives her Blood Thirst for more speed.
- Eilish Garrity - If you want to reliably crit fish with a Dead-Eye'd Mule, Puppet Master is a very good tool for that.
- Sylys - With so many upkeeps and so little focus it's always appreciated if one upkeep is free.
- Gorman1 - No particular synergies here, he is just a very good solo thanks to his bombs and a good answer to battle engines which cannot shake blind.
Damiano is not a warjack caster - but Road to War for 3" extra movement, and an awesomely hard hitting melee feat, means that his few heavies make for a powerful wrecking crew.
- Rocinante is his pet warjack that he can take in any theme. Historically Rocinante was kinda of bad, but he got better and now Rocinante is very focus efficient when shooting (needed on early turns) and hits like a MAT 7 heavy warjack should, and if Rocinante wrecks what it charges it gets a free shot. Excellent all round.
- Toro - ARM 18 + Shield becomes ARM 23 on feat turn for impressive durability. Counter-charge + Road to War is some seriously nice mobility. Since the increase in price of the Nomad the Toro has become his favourite non-character jack. Note that Damiano's feat prevents it from using counter-charge on your opponent's turn.
- The Mule likes to be able to aim, which is helped by Road to War. Also Deadeye is great for crit fishing but only if you have the spare Focus - and Eilish Garrity can boost the attack roll still further. This is more for fun than tournaments - but Critical Devastation is amazing.
- A Buccaneer is useful to knock Damiano down in the Kingmaker's theme force, just so you can protect him via Feign Death.
- Nomads, Talons and Mariners provide cheap options that Damiano can make great use of as he doesn't particularly excel at running warjacks
First Seven Purchases
A few veteran players have put their heads together and tried to figure out the seven best things to buy for this specific caster. This is not designed to add up to a nice round points limit, nor be balanced vs other "First Seven" lists you find on this website. It is simply going to give you some of the essentials this caster needs most of the time.
- Warjack: Rocinante
- Warjack: Nomad
- Solo: Steelhead Arcanist
- Solo: Steelhead Gunner
- Solo: Steelhead Ironhead
- Unit: Steelhead Cannon Crew
- Unit: Steelhead Halberdiers
- Originally released in the Warmachine: Wrath expansion (2011).
- Captain Damiano appears to be based off of Don Quixote, a fictional Spanish 'knight' made infamous for charging windmills in the play "Man of La Mancha" (Wikipedia: Tilting at Windmills).
- The name of Don Quixote's old decrepit horse and Damiano's bonded family warjack, "Rocinante", is a Spanish pun meaning either "Foremost Steed" or "Old Workhorse." (Wikipedia: Rocinante)
- Ironically, in Portuguese "amador" has the meaning of amateur, dilletante or nonprofessional, contradictory to Amador Damiano's personal entitlement to not only fight for gold and coin (as some other mercenary warcasters), but also for fame, honor and glory.
- Killed in action at the Battle of Henge Hold by Zaateroth's army
Warjacks he can take
With the way Mercenary battlegroups work, this model can't simply control any Mercenary warjack, and instead is limited to the following choices:
|Mercenary Warjacks (Human) (Edit)|
|Light||Buccaneer - Renegade (Magnus only) - Scallywag - Swashbuckler - Talon - Vanguard|
|Heavy||Freebooter - Gallant - Mangler - Mariner - Mule - Nomad - Rocinante - Rover - Toro - Swabber|
|Colossal||Blockader - Galleon|
- Note: Other restrictions may apply, such as 'Jack Marshals can't control Colossals, character warjacks aren't allowed in most theme forces, etc.
Other Mercenary models
Video Battle Reports
- 2018.08 Feat Fetish 75 points vs Sorscha2
- 2018.07 Feat Fetish 75 points vs Hexeris2
- 2018.06 Feat Fetish 75 points vs Jakes2
- See also Category: Video Battle Reports for more casters with videos.
|* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)