Difference between revisions of "Captain E. Dominic Darius"
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===Tricks & Tips=== | ===Tricks & Tips=== | ||
− | * | + | * Darius cannot use his repair ability on himself, as he cannot be in B2B with himself. |
− | * | + | * Feel free to use the halfjacks as charge-lane blockers, or contesting pieces. They're also solos, ideal for scoring on flags. |
− | * | + | * Crane is only limited to ''friendly'' models, not ''friendly faction'' models. Feel free to crane out Eyriss from melee if the enemy ran in to engage her. |
− | + | * Study your opponent's list carefully, especially models with [[Steady]], [[Sturdy]] and blast immunity. | |
− | + | ||
− | + | Darius can be quite unforgiving in terms of order of activation for beginners. Here's a short guide for him: | |
− | + | * Maintenance Phase - This is where you blow up Mine markers, ''after'' you resolved continuous effects, and resolved everything else that happens in this phase (like attacks from [[Rapid Fire]]). If you skipped that, no explosions for you. | |
− | + | * Control Phase - You put new Halfjacks into play ''in the end'' of that phase, so Power up and allocate Focus first, if you don't want to be called out by your opponent. | |
− | + | * Activation Phase - That is where your Crane ability can be triggered. As with all the "any time during its activation", it cannot be triggered after you ran, or failed a charge, but can be triggered for example after you hit something under your Refuge spell, or you made a charge move, but before you attack. Read the [[End of Activation]] artice for a detailed rundown. | |
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=Other= | =Other= |
Revision as of 09:41, 30 July 2018
Encased in his enormous steam-powered armor, Captain Darius strides into battle like a man of iron. The most ingenious element of this walking arsenal is a drone deployment system allowing him to unleash a number of halfjacks to serve as both weapons and battlefield repair assistants. Darius and his battlegroup act in tandem to disassemble the enemy army with the precision of a well-tuned machine.
Basic Info
Darius
Darius1 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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SPD | 5 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
MAT | 6 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
RAT | 5 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
DEF | 13 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
ARM | 18 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
FOCUS | 6 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
HP | 22 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
WJP | +29 |
Weapons and Attacks
- Steam Cannon - 12" range, POW 14, AOE 4 gun.
- Quake Hammer - 1" reach, P+S 15 melee weapon. He apparently stole it from an Ironclad.
- Critical Knockdown - On a critical hit, the model hit becomes knocked down.
- Tremor - (★ Attack) - Before resolving damage from this attack, center a 4" AOE on the model directly hit. Models in the AOE become knocked down. This model is not affected by Tremor.
- Wrench - 0.5" reach, P+S 11 melee weapon.
Special Abilities
- 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.
- Repair [d3+3] (★ Action) - RNG B2B. Target friendly Faction construct model. If the model is in range, remove d3+3 damage points from it.
- Repairable - This model can be targeted with Repair special actions as if it were a construct model.
- Activate Halfjack - At the end of your Control Phase, you can put one Halfjack solo into play within 1" of this model if there are fewer than three Halfjacks in Darius' battlegroup.
- Crane - Once per turn at any time during its activation, this model can choose one other friendly large-based or smaller model within 2" of it. You can place that model anywhere completely within 2" of its current location, and if it was knocked down, it immediately stands up unless it became knocked down this turn.
Feat: Pit Stop
Darius and the Halfjacks in his battlegroup currently in his control range can each completely repair one friendly Faction warjack with which he or it is B2B. Remove all damage from those warjacks.
Spells
- |-
|colspan=7 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff;"| |colspan=1 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff; border-bottom: 1px solid #fff;"| |- |style="text-align:left; font-size:110%; border-bottom: 1px solid #fff; border-left: 1px solid #fff;" rowspan=1| Arcantrik Bolt ! style="border-top: 1px solid #A8A8A8;"| 2
! 10
! -
! 12
! (★)
! Yes
|style="border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"| |- |colspan=8 style="text-align:left; border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"|A warjack damaged by this attack becomes stationary for one round.
- |-
|colspan=7 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff;"| |colspan=1 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff; border-bottom: 1px solid #fff;"| |- |style="text-align:left; font-size:110%; border-bottom: 1px solid #fff; border-left: 1px solid #fff;" rowspan=1| Fortify ! style="border-top: 1px solid #A8A8A8;"| 2
! 6
! -
! -
! Upkeep
! No
|style="border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"| |- |colspan=8 style="text-align:left; border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"|Target warjack in the spellcaster's battlegroup gains +2 ARM. The affected model and any friendly model B2B with it cannot be knocked down, be pushed, or be moved by a slam.
- |-
|colspan=7 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff;"| |colspan=1 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff; border-bottom: 1px solid #fff;"| |- |style="text-align:left; font-size:110%; border-bottom: 1px solid #fff; border-left: 1px solid #fff;" rowspan=1| Full Throttle ! style="border-top: 1px solid #A8A8A8;"| 3
! SELF
! Control
! -
! Turn
! No
|style="border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"| |- |colspan=8 style="text-align:left; border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"|Warjacks in the spellcaster's battlegroup beginning their activations in its control range can run, charge, or make slam or trample power attacks without spending focus that activation. While in the spellcaster's control range, models in its battlegroup gain boosted melee attack rolls. Full Throttle lasts one turn.
- |-
|colspan=7 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff;"| |colspan=1 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff; border-bottom: 1px solid #fff;"| |- |style="text-align:left; font-size:110%; border-bottom: 1px solid #fff; border-left: 1px solid #fff;" rowspan=1| Jackhammer ! style="border-top: 1px solid #A8A8A8;"| 1
! 6
! -
! -
! -
! No
|style="border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"| |- |colspan=8 style="text-align:left; border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"|Target model in the spellcaster's battlegroup immediately makes one basic melee attack.
- |-
|colspan=7 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff;"| |colspan=1 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff; border-bottom: 1px solid #fff;"| |- |style="text-align:left; font-size:110%; border-bottom: 1px solid #fff; border-left: 1px solid #fff;" rowspan=1| Refuge ! style="border-top: 1px solid #A8A8A8;"| 2
! 6
! -
! -
! Upkeep
! No
|style="border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"| |- |colspan=8 style="text-align:left; border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"|At the end of an activation in which the target friendly Faction model hit an enemy model with an attack, the affected model can make a full advance. It cannot be targeted by free strikes during this movement.
Halfjacks
Darius starts the game with 3 Halfjacks solos in play.
Halfjack | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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SPD | 6 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
DEF | 13 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
ARM | 14 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
HP | 1 |
Weapons
- Unarmed - This model has no weapons.
Special Abilities
- Construct
- Companion [ Darius ] - This model is included in any army that includes Darius. If Darius is destroyed or removed from play, remove this model from play. This model is part of Darius's battlegroup.
- Prime Mine (★ Action) - Replace this model with a mine marker. You can have up to three mine markers in play at any time. After resolving continuous effects during your Maintenance Phase, you can detonate any number of friendly mine markers. Center a 4" AOE template on each detonated mine and remove the mine marker from the table. Models in the AOE are hit and suffer an unboostable POW 14 blast damage roll.
- Repair [1] (★ Action) - RNG B2B. Target friendly Faction construct model. If the model is in range, remove 1 damage points from it.
Analysis of Captain E. Dominic Darius
Captain E. Dominic Darius in a nutshell
Darius is a melee brawler of a warjack controller, able to toughen warjacks, to repair them, able to speed up one heavy a turn, and relatively focus efficient.
He is one of five Cygnaran battlegroup warcasters:
- Captain Allison Jakes - speed and fast melee hit and run
- Captain E. Dominic Darius - brawl and win the attrition game
- Captain Kara Sloan - shoot the enemy to pieces
- Captain Jeremiah Kraye - Run and Gun shooter
- Commander Adept Nemo & Storm Chaser Finch - fully loading battle group backed up by shooting.
Common Army & Strategy
Let's get one thing straight: Darius belongs in the Heavy Metal theme. He wants to run a swarm of big stompy jacks, and that theme is perfect for it. If you are running him in a theme, there should be an insanely good reason for having him in any other theme.
Darius likes tough melee warjacks that he can repair.
- Centurion - with full throttle, it can polarity field in the opening turns, and it's a tough and hard hitting melee jack. Fortify makes it even harder to kill
- Hammersmith - a cheap, tough, and hard hitting melee jack. Full throttle means he will definitely get his chain attack off.
- Ironclad and Ol' Rowdy are both cheap (or relatively cheap) and focus-efficient melee jacks. A boosted tremor (thanks to full throttle) can be game ending.
- Defender or Lancer are both ideal targets for Jackhammer, helping them to knock out a warjack's cortex. The former also has decent ranged capability, and the latter can actually help channelling Jackhammer to other targets.
- Stormclad - He has the longest native threat range of any Cygnar heavy, and the highest native P&S, 2 things that Darius struggles to buff.
- Stormwall or Hurricane - Cygnar's two Colossals are both extremely tough and get a lot of mileage out of Darius' feat.
He also likes support
- Sentinel - his ARM and HP boxes make him one of the toughest warcasters in the game, but the Sentinel is still useful for dissuading ranged assassination runs.
- Journeyman Warcaster - Arcane Shield is really useful for making tough jacks tougher. And he can run a Charger or a Sentinel
- Squire - vital to extending full throttle's reach and helping lessen his focus burden.
- Lady Aiyana & Master Holt - he's short on magical attacks, something Aiyana can mitigate.
- Captain Arlan Strangewayes - he hands out extra focus, and can give magical weapons to the jacks that need it. He can also repair Darius in a pinch.
- Arcane Tempest Rifleman and Gun Mage Captain Adept - with a bias toward melee jacks, these solos are tailor-made for Incorporeal and/or stealthy target removal at range.
He has little in the way of infantry support, so any self-supporting infantry works well with him.
- Sword Knights are cheap troops, and really like warjacks for Flanking
- Arcane Tempest Gun Mages help against Incorporeal model, and offer certain level of board control
- Tempest Blazers excel at harassing flanks and hunting solos
- If you bring ranged warjacks, Rangers will help them hit their targets.
Drawbacks & Downsides
- He is focus starved.
- He and his jacks are pretty sensitive to difficult terrain, SPD de-buffs, jamming units, and Incorporeal models.
- No army support outside warjacks.
- Enemies will rarely leave around half-dead warjacks for your feat.
- Grievous wounds and effects like Entropic Force or the Accursed Arcana shut down your feat completely (the latter 2 can affect your colossi as well).
Tricks & Tips
- Darius cannot use his repair ability on himself, as he cannot be in B2B with himself.
- Feel free to use the halfjacks as charge-lane blockers, or contesting pieces. They're also solos, ideal for scoring on flags.
- Crane is only limited to friendly models, not friendly faction models. Feel free to crane out Eyriss from melee if the enemy ran in to engage her.
- Study your opponent's list carefully, especially models with Steady, Sturdy and blast immunity.
Darius can be quite unforgiving in terms of order of activation for beginners. Here's a short guide for him:
- Maintenance Phase - This is where you blow up Mine markers, after you resolved continuous effects, and resolved everything else that happens in this phase (like attacks from Rapid Fire). If you skipped that, no explosions for you.
- Control Phase - You put new Halfjacks into play in the end of that phase, so Power up and allocate Focus first, if you don't want to be called out by your opponent.
- Activation Phase - That is where your Crane ability can be triggered. As with all the "any time during its activation", it cannot be triggered after you ran, or failed a charge, but can be triggered for example after you hit something under your Refuge spell, or you made a charge move, but before you attack. Read the End of Activation artice for a detailed rundown.
Other
Trivia
- Originally released in Warmachine: Apotheosis (2005)
Theme Forces
Other faction models
Rules Clarifications
Rules Clarification : Tremor (Edit)
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Rules Clarification: : Warcaster (Edit) | |||||
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Rules Clarification : Repair (Edit)
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Rules Clarification : Repairable - None yet. (Edit)
Rules Clarification : Activate Halfjack - None yet. (Edit)
Rules Clarification : Crane and/or Power Lifter (Edit)
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Rules Clarification : Arcantrik Bolt (Edit)
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Rules Clarification : Fortify and/or Bracer (Edit)
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Rules Clarification : Full Throttle (Edit)
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Rules Clarification : Jackhammer (Edit)
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Rules Clarification : Refuge (Edit)
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Rules Clarification : Companion - None yet. (Edit)
Rules Clarification : Prime Mine (Edit)
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Rules Clarification : Unarmed (Edit)
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Note to Editors |