Deathjack

From Warma-wiki
Jump to navigation Jump to search

Template:Cryxbox This model is playable only in an Unlimited format.


For more than 200 years the necromechanikal horror called the Deathjack has haunted the wilds of Western Immoren. Striking without warning, this infernal machine voraciously devours souls and leaves nothing but death and destruction in its wake. Template:TOCbox

Basic Info

Template:Infobox-Model

Template:Warjack

Abilities

Weapons

Necroclaw (x2)
File:Sword icon.jpg  RNG   POW   P+S   LOCATION 
1 6 18 1 each side
Horns
File:Sword icon.jpg  RNG   POW   P+S   LOCATION 
1 3 15 Head

Spells

{{Category: Template:Necromancy }}[[Category: Template:Necromancy ]]


Theme Forces


Thoughts on the Deathjack

File:Deathjack.png
Classic sculpt

The Deathjack in a nutshell

Deathjack is a beatstick heavy - one of the best in the game - who also happens to be a spellcaster. He can one-round anything he gets to (including colossals with a little help), but he is too expensive to ever trade up (except against colossals), so he needs to get value from spellcasting in the first few rounds.


His positives are being fast, accurate, decent DEF/ARM/hitpoints, gets 3 focus per turn for free (and can be allocated another 2), and has a damage output on par with a colossal (up to seven P+S 18 attacks and a P+S 15 chaser). On top of all that, Deathjack can cast spell off of your caster's spell card (with some restrictions).

All this comes at a downside: his points cost. He is only slightly more durable than a Slayer but costs about twice as much, and he is a top priority for your opponent (even if they've never seen Deathjack on the table before, his physical model alone will tell your opponent "If you let me get in combat, you're going to regret it.")

This means that the formula for including DJ in your army very simple: Does you caster have a spell for him to cast every turn? Will DJ have an impact on the game every time he casts it?

  • If the answer to both of these is "yes", Deathjack can be a worthy inclusion; but even then it is not guaranteed that he is the best choice for your list.
  • If the answer to even one of these questions is "no", there will be a better warjack for you to spend your points on.


Deathjack is a flexible problem solver, but he is not something you put in the frontline to start a piece-trade. In truth, Deathjack is more of a 2nd warcaster than he is a warjack and you should treat him as such. Put him in the second line, casting spells as support, and don't let things get up close and personal until Round 3 or later.

DJ as a spellcaster

First off, a couple of notes about Necromancy:

  • Unlike Spell Slave, this is not a Special Action. So DJ can cast spells at any time during his activation (like your warcaster does).
  • He can cast more than one spell per turn, if he has enough focus (like your warcaster can).
  • He can cast spells even while in melee (like your warcaster can).

Secondly, a couple of extra restrictions on Necromancy:

  • He doesn't have a control range, so if a spell says something happens "in the spellcaster's control range" then that doesn't happen.
    • For example, he can cast Excarnate but he can't use it to spawn a new Grunt.
    • Notably, he cannot cast Overrun.
  • However he does have a battlegroup, so he can target other warjacks with stuff like Locomotion.

Lastly, when it comes to DJ casting a spell from the warcaster's card, what you're looking for is:

Combos & Synergies

When considering whether or not to use Deathjack, seek two qualities in your caster:

  1. They should have a good spell for Deathjack to cast (see above)
  2. They should have something they can use to buff the DJ. Preferabbly something to increase DJ's threat range (e.g. Telekinesis, Mirage, Assail, Damnation).

Casters

  • Aiakos2
    • DJ can cast Stranglehold and White Squall. Also DJ is more accurate with spells than Aiakos himself.
    • Aiakos can give DJ Assail for +2" move, or Scything Touch for +2 melee damage, and Carnage for +2 to hit.
    • Aiakos' feat makes DJ faster
  • Deneghra2
    • DJ can cast Breath Stealer (which is good), Hellmouth (which is great), and Venom
    • Deneghra can use Damnation to increase DJ's speed.
    • Deneghra's feat makes DJ incorporeal which can be a great way to keep him alive, or to deliver him straight through the enemy frontline.
  • Scaverous
    • DJ can cast Excarnate (note it won't spawn a Grunt) or Telekinesis. Telekinesis is such a great spell that you can never have enough TK over the course of the game.
    • Scaverous can give DJ Death Ward for +2 ARM, or various debuffs on the enemy.
    • Scaverous's feat makes DJ spells more accurate. Scaverous's soul-based Knowledge of the Damned makes DJ overall better (if you can get souls)

Non-caster combos

  • A Warwitch Siren is always useful to get rid of Disruption on your jack, and fill it up with a focus, so it can still charge and get stuck in.
  • The Black Ogrun Ironmongers officer packs Curse, which gives DJ a to-hit buff on both his melee AND spells.
  • The Hermit make him hit either harder or more accurately with spells. Mad Visions is also great for a model that is so very high on the enemie's priority list to take down.

Drawbacks & Downsides

  • Infamous and feared; DJ is a high priority target.
  • Despite his improved DEF/ARM/hitpoints, DJ is still a Cryx jack and so dies pretty easily.
  • Only available in one theme.
  • Such a big points investment that he warps your army list design to be centred all around him.
  • No native Pathfinder
  • His Skulls of Hate are vulnerable to targeted damage (Sniper, Precision Strike) and Disruption

Tricks & Tips

  • Deploy him facing your army so he can cast friendly spells on them first turn, then trample towards the enemy battlelines. You don't need LOS for a trample.
  • If you aren't ready to commit Deathjack into combat, use him as a glorified arc node for offensive spells. You could, say, give him just two focus from your caster and suddenly you've got 5 focus to cast a spell with. That's enough to cast a COST 3 nuke and fully boost the attack and damage, but at an effective cost of only 2 focus from your caster!
Just try not to leave him charge range after casting a spell.
  • Deathjack has some really impressive combat output while his arms and cortex are uncrippled, and can operate near-autonomously. Whether or not you'll need an extra focus from your caster to get the job done depends on your target. As a rule of thumb, with DJ's intial attacks, it will take him on average...
    • 1 focus to kill a Slayer chassis warjack.
    • 2 focus to kill a Ironclad chassis warjack.
    • 3 focus to kill a Crusader chassis warjack.
    • 5 focus to kill a Juggernaut chassis warjack.

Other

Trivia

Other Cryx models

Template:Index Cryx

Rules Clarifications

Template:RC Open Fist Template:RC Magical Damage Template:RC Hard Head

Template:RC Warjack Template:RC Construct Template:RC Advanced Deployment Template:RC Magic Ability Template:RC Necromancy Template:RC Skulls of Hate Template:RC Snacking