Durgen Madhammer feeds on the ferocity of explosive violence and has a compulsion for obliteration that borders upon sadistic. He has combined his impressive arcane skill and mastery of steam craft with demolitions, elemental magic, and mechanikal know-how to become a legendary mercenary respected and feared by both friends and foes.
- 1 Basic Info
- 2 Thoughts on Durgen Madhammer
- 3 Other
Weapons and Attacks
- Buster - 12" range, POW 14 ranged weapon with AOE 4.
- Arcing Fire - When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
- Attack Type - When you make an attack with this weapon you must choose one of the following types:
- Carpet Bomb - After initial ranged attack, deviate two more large AOEs that cause low POW blast damage to models hit.
- Case Cracker - This attack loses its base AOE value and base POW becomes a low amount, but the ARM of the directly hit target is halved when calculating this áttacks damage.
- Incendiary - This attack gains Fire Damage and Continuous Fire.
- Leveler - 2" range, P+S 13 melee weapon.
- Damage Type: Magical - This weapon can damage incorporeal models.
- Warhead - On direct hit, place a 4" AOE centered on the target that does POW 10 blast damage to other models (blast damage is not considered to be from an attack). A critical hit causes all models under AOE to be knocked down. This model is not effected by Warhead.
- Mercenary - will work for Cygnar, Khador and the Protectorate of Menoth.
- Warcaster - This model comes with a bunch of special rules, most notably being really awesome at everything.
- Field Marshal [Continuous Fire] - Warbeasts/warjacks in this model's battlegroup gain Continuous Fire on their ranged weapons..
- Immunity:Fire - Does not suffer fire damage or fire continuous effect.
- Force Field - COST 2, RNG Self, DUR Upkeep
Inoffensive spell with two effects:
1. The caster does not suffer blast or collateral damage and cannot become knocked down.
2. When an enemy AOE ranged attack deviates from a point within the caster's control range, after the deviation distance is rolled you choose the deviation direction.
- Ground Zero - Cost 3
- Center a 5" AOE on the caster. Each other model in the AOE is hit and suffers a POW 13 damage roll. Then, after all damage rolls, push them d6" away.
- Powder Keg - Cost 3, range 8, POW 15, AOE 5
Offensive spell. On a critical hit, models hit lose their initial attacks and cannot make power attacks or special attacks for one round.
- Primed COST 2, RNG 6
Low cost, short range upkeep spell targeting a friendly warrior model/unit. Has three effects:
- Add +2 to melee attack and damage rolls.
- Subtract 2 from model/unit ARM.
- If disabled from an enemy attack, explodes with a POW 14 to everything under a SBT. Model is removed from play.
- Redline - COST 2, Range 6", Upkeep. This spell has 3 effects on the target warjack in the caster's battlegroup:
- It gains +2 STR and SPD.
- It can run, charge, slam, or trample without spending focus.
- It suffers d3 damage point at the end of each activation.
Feat : Bomb's Away
Friendly faction models in Durgen's control range gain gunfighter and boosted attack/damage rolls for AOE attacks for one round.
Thoughts on Durgen Madhammer
Durgen Madhammer in a nutshell
Durgen is all offense. Offense, offense, offense.
Durgen wants to walk his army forward and sock the other army as hard as he can. What he doesn't do is provide any credible protection to his army. Some more threat extension would be nice, too. And a way to ignore clouds and forests...
Thoughts on when & how to use her feat and spells
More then most, Durgen's feat is a matter of timing. Pop it at the wrong time, and you have wasted much potential. At the right time, and it will likely win you the game. First off, it's a massive buff, giving boosted attack and damage with your AOE weapons. It's command range, not battlegroup, so models like Herne & Jonne or the Artillery Corps benefit. Even the OAC hit DEF 14 and damage ARM 21 on average rolls, and without CRA. Gunfighter gives a strange bonus which can save a game gone bad, letting you give some really massive melee hits (with good chances you'll blast your own models, so be careful)
...Which brings this back to timing. If you pop the feat too soon, then some of your models won't be able to take those shots. Too late, and either your models are in melee (mitigated some by the Gunfighter ability) or dead. Finding that goldilocks "just right" moment is hard, but generally comes in sometime on the second round.
A note about his feat: Your first instinct will be to take as many blast weapons as possible. The problem is that this quickly leads to diminishing returns. Your first few blasts will wreck havoc, then you'll end up wasting shots on solos and random leftover troops. This can be mitigated somewhat with some tactical Slams, or even better, Siege Crawlers pushing whole units into an easily-targeted clump.
- Force Field - A upkeep spell that gives the amusing potential to scatter blasts back onto the attacker. In reality, it is best thought of as Durgen's anti-knockdown spell.
- Ground Zero - A somewhat expensive spell that damages and pushes back enemies. Of conditional use, it can save your bacon in certain times... but most games you will never even think of casting it.
- Powder Keg - Another expensive spell, though with the potential to shut down attacks on a model. Though as a critical effect, it's not something you should gamble upon. Still the only targeted ranged offensive spell that Durgen has.
- Primed - Durgen's bread-and-butter spell. You should be casting it every round. Best targets are models with good melee attacks, high DEF, and low enough ARM that the debuff doesn't matter. Models like Kayazy and Nyss are perfect targets. Sadly, one of the best targets for this spell, the Risen, are now no longer able to have this spell on them.
- Redline - A great spell to cast on your warjack before it goes charging in. Drillers, Bashers, Rockrams and Earthbreakers all become nightmares in melee with a Redline buff.
Typical Army & Strategy
Durgen is easily the most aggressive of the Rhulic warcasters. He is designed in the mold of an Ossyan, Caine3 or Kara Sloan where he's all about a crippling alpha strike to build an attrition advantage since he offers his army very little protection.
Unfortunately, his toolbox is not as suited to the job as the others'. He doesn't have a way around cloud walls or forests, and he only boosts damage on AOE attacks, which means it works best with a whole mess of units and jacks that are otherwise below average.
Durgen wants to see a ton of low ARM infantry and that just isn't played in abundance.
If your opponent has defensive abilities that stop your alpha or a better alpha strike, or both, you're in for a rough time.
Durgen wants two things: One, a good unit or two to cast Primed on; this is the main reason to take him out of theme as Horgenhold Forge Guard like their armour. Two, a largish battlegroup. With his Field Marshal ability, you can set your entire opponent's army on fire; this is most useful on Grundback Blasters cleaning out infantry because if they succeed on their tough rolls they are still on fire.
Other models that particularly like Durgen lists are the Horgenhold Artillery Corps and Hammerfall Siege Crawlers; the latter are especially brutal with Critical Stagger and boosted attack rolls. The Artillery Corps damage goes to incredible levels under his feat. Siege Crawlers grant him cover if they don't completely block LOS. He can arc fire over top of them, and they can push whole units together to make for great targets for the blasts and sprays that haunt his lists.
If you're going all out for a blasting list with ARM-skew most of the time you want to be playing in the Hammer Strike theme while Primed can be made most of when cast on a unit like Kayazy Assassins that don't have much ARM in the first place (although Primed Forge Guard still hit incredibly hard and wreck things).
Drawbacks & Downsides
Durgen is tough, but will die a lot quicker than you might expect. Especially as his play style tends to put him 12" or closer to the enemy. Even with Power Up, you'll find yourself struggling for focus quite often. Finally, beware the trap of the feat.
He is badly outclassed by Ossrum, whose Fire for Effect spell replicates Durgen's feat turn over the course of the game and has a lot more tricks.
Tricks & Tips
Primed: This spell is arguably Durgen's best spell. It combines well with low-cost infantry. Apart from the aforementioned Kayazy Assassins and Nyss Hunters (the more expensive options), two popular options are Steelhead Halberdiers and Sea Dog Pressgangers due to their low cost and utility. Used correctly, it can be very frustrating for your opponent. Apart from improving their MAT and POW, a Primed unit can run through an enemy unit tempting free strikes (causing them to explode, which if well placed can trade 2 for 1 or better), or in the case of Pressgangers, using Shanghai to add more Primed models deeper in the enemy formation. Positioning of individual models in a Primed unit needs thought and practice to avoid killing your own models unnecessarily with explosions, so keeping them spaced on the approach is important. A well-placed charge or run deep into an enemy unit can make it almost impossible for them to disengage or counterattack in their turn without losing most of their unit.
Comparison to Mk2
- Of the Rhulic warcasters, Madhammer has changed the most since his release. The MK3 version is an improved version overall. His ammo types are now simply types, not *attacks, letting you get extra shots (from say, Reinholdt). Leveler got a better blast. And of course, there is that lovely Field Marshal ability which turns Avalanchers into flaming death cannons, and Blasters into flamethrowers. Durgen's Blast Armor is gone and replaced with the spell Force Field, which is a great buff to him, and provides a slight buff to his army.
His spell list remains much the same, though the loss of Explosivo does hurt a litttle. Given the problems with that spell, it's not that big of a loss. Redline, Primed and Ground Zero are all much the same. The loss of Inhospitable Ground turns him into an even more aggressive caster.
- Back Blast became Warhead (No focus cost, medium AoE, Critical Knockdown)
- Powder Keg became cheaper with less RNG
- Feat changed: now grants Gunfighter as well as previous effects.
Originally released in Warmachine: Superiority (2006)
How can I include this model in my army?
Mercenaries are a bit more complicated than regular faction models, they can be taken in 1 of 3 different ways:
- This model can be included in a pure Mercenary army.
- This model can be included in the following Faction armies (requires a 2+ caster game):
- This model can be included in the following theme forces:
What models can he take in his battlegroup?
|Rhulic Warjacks (Edit)|
|Heavy||Avalancher - Basher - Driller - Rockram|
Other Mercenary models
Missing the Attack Roll
Gunfighter + an AOE weapon
Gunfighter + a spray weapon
Units of Gunfighters