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Captain E. Dominic Darius & Halfjacks
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Cryx
Cygnar
Khador
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Protectorate of Menoth
Retribution of Scyrah
Convergence of Cyriss
Mercenaries
Four Star Syndicate
Highborn Covenant
Puppet Masters
Searforge Commission
Talion Charter
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
Circle Orboros
him to unleash a number of halfjacks to serve as both weapons and battlefield repair
Legion of Everblight
Skorne assistants. Darius and his battlegroup act in tandem to disassemble the enemy army with
Trollbloods the precision of a well-tuned machine.
Minions
Blindwater Congregation
Thornfall Alliance Basic Info
Statistics
Darius Halfjacks
SPD Slow Good
Newbie Page MAT Average N/A
Faction Overview RAT Average N/A
General Strategies DEF Low High
Scenario Play ARM Very High Average
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Tournament Analysis CMD Average -
Army List Builders FOC Average -
Army List Archive Hit Boxes Very High Warcaster 1
Theme Forces Warjack Points Low N/A
Glossary of Abbreviations
Darius is built like a warjack - mostly because he's inside one.
Special Abilities
Warcaster - All warcasters come with a stack of standard special rules - most
notably being awesome.
Activate Halfjack - If you have fewer than three Halfjacks in play, place one within
1" of Darius at the end of his control phase. Be very, very careful to not place a
halfjack before you're done with allocation, as a strict opponent will (rightly) call you
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on it.
Crane (★Action) - This action has two effects. Firstly, it will remove knockdown
effects on all models within 2" of Darius. Secondly, pick a single model within 2" of
Darius and place that model within 1" of its current location. That means that you
can move a model 1" plus the width of its base, minus a sliver. This second ability
can be used to extricate models from melee without taking free strikes, but more
commonly will be used to give a heavy warjack a 3.5" boost to its movement.
Detonate - Darius can detonate any placed mine markers in his maintenance phase.
Place a medium AOE over each mine marker, and any models under the template
suffer an unboostable moderate POW blast damage roll.
Repair (★Action) - If this model passes a skill check, it can repair d6 damage boxes
on a friendly warjack in B2B. Certain non-warjack models can also be repaired, as
detailed in their special rules. - Darius has one of the highest repair skills in the game,
just below Arlan Strangewayes.
Spells
Arcantrik Bolt – A cheap single-target attack spell. Also, warjacks damaged by this
spell become stationary for one round.
Fortify - A defensive upkeep spell that can be cast on a warjack/beast in the caster's
battlegroup. It gives the warjack/beast a decent ARM boost, but the main draw is its
other benefits. The Fortified warjack/beast, as well as any friendly model in base-to-
base contact with it, is immune to knockdown and cannot be moved for any reason
whatsoever outside of their activations. This effectively renders anyone in that
formation immune to slams, pushes, and throws. However, place effects such as the
Telekinesis spell can still move affected models.
Full Throttle - Warjacks in the caster's battlegroup that start their activation in the
caster's control area can run, charge, slam, or trample for free and gain boosted melee
attack rolls. This spell lasts for one round and is not upkeepable.
Jackhammer - One model in the caster's battlegroup immediately makes one normal
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melee attack.
Halfjacks
Darius' Halfjacks move a full inch faster than him, so they can keep pace with light 'jacks if
you field any. Since Cygnar currently has no light warjack with powerful melee abilities, it's
not likely something you should bother with. Apart from that they are relatively hard to hit
single-wound solos with enough ARM to survive blast damage and low-powered attacks.
They're constructs and dependent upon Darius to stay in play; if he dies so do they. They
have two special abilities:
Bodge (★Action) - Repairs one damage box on a 'jack in B2B with this model.
Prime Mine (★Action) - Turns this model into a mine marker. You can have up to
three mine markers in play at a time.
Construct - This model is not a living model, not an undead model, never flees, and
always passes command checks.
Darius is all about 'jacks. Full Throttle and Jackhammer benefit melee oriented 'jacks the
most. He doesn't offer much to infantry, so it's best to field infantry that stand well on their
own. If you field a Stormclad it's worth fielding Stormblades in larger point games. The
Stormclad gets a free focus point from Stormblades being nearby when it starts its
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activation. Darius has only two focus free after upkeeping Fortify and casting Full Throttle,
so he needs every little bit of focus he can scrounge. For that reason Arlan Strangeways
and the Squire are auto-includes in any list worth considering. If you manage the points
cost of a Stormclad, Stormblades, Arlan, and a Squire you've already spent fourteen points,
and to add two Ironclads to the list will bring it to twenty-eight points. In larger point games
fielding two Stormclads and two units of Stormblades is worth serious consideration. Junior
is also worth considering, since he can provide Darius with a magic weapon and Arcane
Shield.
Prevailing opinion is that Darius runs best with many heavy jacks, no light warjacks, and
that the Halfjacks are prime targets for the random crackshot that players would normally
forget about. Fortunately, the Stormwall makes him into a brutal threat in and of itself.
Darius is difficult to master, and was until recently considered by many to be somewhere
beneath a dead dog in a competitive environment.
All of this changed with the release of the Stormwall. While Darius's Crane special action
does not work on the Stormwall, he can take it from one damage box all the way back up to
58 on his feat turn! Fortification will prevent any friendly jacks that are base-to-base with
the Stormwall (i.e. all of them, if you place them right) from getting knocked down. Full
Throttle gives it and everyone around it a free charge. And at least one warjack will GET
that free charge, as Darius can use his Crane ability to position it slightly in front of the
Stormwall it's been walking alongside. Basically by using it as the centerpiece of Darius'
army, you dramatically magnify everything good about him, turning him into a potential
game-winner.
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should have two Colossals, points allowing. Timing for when to use this feat is critical as it
can't repair actually wrecked warjacks.
Spells:
Arcantric Bolt: You might want to zap incorporeal models with this. (Hint: Gun
Mages). It's a zap with no other real use.
Fortify: An excellent defensive spell which will grant most Cygnar heavy warjacks
ARM equal to Khador heavies, and the big stuff even higher ARM. It is best used
on a warjack that can keep pace with Darius. Darius's crane maneuver works on a
warjack with Fortify, since it is a place effect.
Full Throttle: Should be cast every turn if he has four or more warjacks in his battle
group, or at any time two or more of either him or his warjacks are in close combat.
This requires that Darius get within about a foot of the enemy models he wants his
warjacks to attack. If a warjack uses its free charge, slam, or trample to move outside
of his control area then it won't get the benefit of the free boosted attacks.
Jackhammer: This spell gives Darius a serious amount of versatility, and it can be
combined with Full Throttle for even greater benefit. Running a Stormwall for 12" of
threat and then delivering three/four out-of-activation P+S 20 attacks with boosted
attack rolls can easily win you a game.
Note that there's nothing in there to either extend the threat range of his jacks or to help any
shooty jacks he has.
Abilities:
Repair: He's pretty decent at it
Combat: He'd rather not - although the Steam Cannon is good for clearing chaff.
Fortify and Colossals are immune to knockdown so the Quake Hammer does pretty
well.
Halfjacks: Bodge gets systems back working. Mines are seldom useful but
occasionally. And they help the feat
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Common Army Selection
Warjacks
Stormwall: the jack that brought Darius back into the game, the Stormwall kicks arse
and takes names. Always bring at least one.
Hurricane: The other Colossal. Second choice to the Stormwall, but you sometimes
want an arc node if you expect to spread out so Darius can Jackhammer on a split
battle group. Much more useful to Darius than the Lancer, the previous choice of
Arc Node.
Ol' Rowdy: Focus efficient beat stick. Useful, but half his focus efficiency vanishes.
Stormclad: Cygnar's hardest hitting heavy has a shield and hits hard. A great
beatstick that can keep up with the heavies.
Centurion: If you want to protect against charges, this is the jack to do it. It has
problems moving fast - but is very tough and can be unchargable
Ironclad: Cygnar's cheapest heavy - free boosted attacks do a lot of work.
Sentinel: Because Darius is a big target and unless behind a Colossal easy pray for
Eiryss1 - while Gorman can Black Oil a Colossal. It also shoots stuff, is tough, and
gets in the way.
Units
Darius has no magical weapons and shouldn't use Arcantrik Bolt. Some form of Gun
Mages are therefore pretty useful with him. With Black Penny and the ability to
cancel Stealth and throw Mage Storms, the Black 13th are especially good while
Tempest Blazers have a lot to hide behind.
If Darius is bringing Colossals or even Sentinels and Stormclads, he has little way of
making them more accurate. That's where Rangers come in.
Sword Knights love the number of melee jacks Darius brings.
Solos
Arlen Strangewayes is excellent jack support.
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Squire as every point of FOCUS matters.
Journeyman Warcaster - if you're throwing around huge models, you get a lot of
work out of Arcane Shield. Especially if you have a second Colossal as you can
Fortify the first one.
Lanyssa Ryssyll is one of the few things to make his jacks faster.
Jackhammer deserves further discussion as it allows for many different shenanigans, from
clearing out blockading models before a warjack's activation begins to extending the threat
range of a 'jack by having it run and then casting Jackhammer multiple times (bonus points if
you take out a cortex using a Lancer or Defender this way!). Consider the following
scenario:
A running Stormwall or Stormclad with no movement buffs has a 12" threat range,
which can threaten a respectable area.
Arlan Strangewayes uses Power Booster on it, allowing the Stormwall to essentially
run for free.
Assuming Darius can get into Jackhammer range and pulled a focus point from the
Squire, the Stormwall can now make seven melee attacks. This should scrap most
heavies and terminate a large quantity of the infantry/support models around them.
Another variant of this uses Lanyssa Ryssyll to charge for free with the same effective
threat range, which removes the Arlan requirement but limits the Stormwall's movement to a
straight line.
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The key to making Jackhammer work well is melee buffs/debuffs that persist outside of the
Jackhammering model's activation. Knockdown and stationary will greatly assist a
Jackhammering warjack, so the Reliant and Avenger may warrant additional consideration.
The usual suspects (Aiyana & Holt, Gorman di Wulfe and Ragman) all provide excellent
melee modifiers and are good all-around inclusions as well.
edit
Darius' Theme Force - Wrecking Crew
A normal Captain E. Dominic Darius army may be made up of any options normally available
to Cygnar. A theme or tier list is more restricted; the requirements to unlock the special
abilities of the Wrecking Crew are as follows:
Battle
Warjacks Units Solos
Engines
Cygnar non-character Field Captain Arlan None
warjacks Mechaniks Strangewayes
Thunderhead Sword Journeyman Warcaster
Knights Ref
Journeyman Warcaster
Lieutenant Allison Jakes
Gastone Crosse
Requirement Benefit
Tier The army only uses the Models in Darius' battlegroup gain an in-game
1 above models. effect on the first turn.
Tier At least two units of Sword Free Sword Knight UA. Ignores FA
2 Knights restrictions
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Tier There are no light 'jacks in Heavy warjack costs one point less.
3 Darius' army.
Tier Thunderhead must be in In-game effect for turn one.
4 Darius' battlegroup.
It's a Darius jack wall backed by Sword Knights. Two units of chaff in its best possible
situation, and a discount on all the heavies you'd normally take.
edit
Darius' Theme Force: Field Tests
Originally found in No Quarter 43
A normal Captain E. Dominic Darius army may be made up of any options normally available
to Cygnar. A theme or tier list is more restricted; the requirements to unlock the special
abilities of Field Tests are as follows:
Battle
Warjacks Units Solos
Engines
Cygnar non-character Field Mechaniks Squire None
warjacks Rangers Stormblade Solos
Stormblade Infantry Stormblade
Stormsmith Units Captain
Stormsmith Storm Stormsmith Solos
Tower Stormsmith
Stormcaller
edit
edit
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Wanderer - - Harlan Versh -
- Lanyssa Ryssyll - - Lord
Rockbottom - - Madelyn
Corbeau - - Dougal
MacNaile - - Reinholdt - -
Rhupert Carvolo - - Ragman
- - Raluk Moorclaw - -
Rutger Shaw - - Savio
Montero Acosta - - Sergeant
Nicholas - - Stannis Brocker
- - Taryn di la Rovissi - -
Thor Steinhammer
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