| 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.
- Judgement - RNG 12, POW 12 pistol.
- Glory - RNG 1, P+S 12 saber.
- Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)
- Paymaster [Steelhead] - This model starts the game with 5 coins and can spend them at any time during its activation. For each coin you spend you choose one of the following Incentives. Incentives can only target friendly Steelhead units within your CMD range. A Steelhead unit can only benefit from one Incentive per turn.
- Battle Maneuvers - The unit gains Reposition [5"] for one 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.
|When Convection destroys a living enemy model, you can give 1 focus point to a warjack in the caster'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 caster'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 caster'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 be knocked down. Models are not affected while out of formation.|
While in Damiano's control range, friendly Mercenary models gain +3 STR and ARM and can move or be moved only during your turn. Conquest lasts for one round.
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 3 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.
The best theme to take him in is almost certainly The Kingmaker's Army as it can run his Steelheads, which he has obvious synergies with - and 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.
Soldiers of Fortune is a solid second choice, and has better free models than Kingmaker's and all the Steelheads Damiano could want, including flanking cavalry and the same money shooting artillery the Kingmaker's want but doesn't have the Trencher synergies.
Damiano is not a Warjack caster - but Road to War for 3" extra movement, and an awesomely hard hitting melee feat means that his heavies make for a wrecking crew.
- Rocinante, his personal warjack, had to be significantly buffed to be playable. Fortunately this happened, and Rocinante is very focus efficient when shooting (needed on early turns) and hits like a Mat 7 heavy warjack while if Rocinante wrecks what it charges it gets another 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.
- 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
Damiano is the Steelhead leader, and his Paymaster ability means Damiano likes Steelheads of all types; everyone loves both Sure Foot for and Battle Maneuvers for tactical flexibility. They also appear in all his themes
- 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 boosted ranged attack and damage to go with their combined attacks; a pair of Steelhead Riflemen making a CRA are effectively RAT 11 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.
- 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
- 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 both Kingmaker's and 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. He should make his points back with 1-2 turns of reinforcements, making him cheap at the price.
- 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.
- 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.
- Other effects that buff infantry, such as Ragman's Death Field or Rhupert Carvolo, Piper of Ord's various buffs, only make Damiano's forces stronger.
- Deadeye and Eilish Garrity's Puppetmaster push the chance for criticals on ranged weapons up to roughly 70% on the Hammerfall Siege Crawler for Stagger - or even higher on the Mule if it boosts.
- 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.
Warjacks he can take
|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)