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Subject: What makes people think the Orc Wardrummer's ...

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kgradert13
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02/23/2006 4:05 PM  
as opposed to the 21 pts of non-offensive capabilities that a Tiefling brings to the table?

If you can fit a quad beater with the tiefling, you can fit this in your band instead of the tiefling. You lose a little on initiative, but that is it. He's no squishier then the Tiefling, and you can keep him completely hidden if you want. His 35 fearless hps makes up for a lack of conceal comparatively speaking.


Zyla
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02/23/2006 4:22 PM  
If you dont have a commander heres what will usually happen:


The Orc Wardrummer is screwed on the Teleport map as it has no place to hide.


Out of command figures will be taken +5 more damage from certain figures, mostly ones with executioners blade or the new Commander Effect in wardrums.


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02/23/2006 4:42 PM  
quote:
Originally posted by Zyla

If you dont have a commander heres what will usually happen:


The Orc Wardrummer is screwed on the Teleport map as it has no place to hide.


Out of command figures will be taken +5 more damage from certain figures, mostly ones with executioners blade or the new Commander Effect in wardrums.



So one map is now viable because of this piece?

How many Executioner's Bladed pieces are useable anyway?

Again, I expect the new Glossary/Rulebook to clarify the range to 6. It's a bit much, but a nifty tech piece then. Range = board is ridiculous. This probably should have neem an LG piece. It's more non-flavor than the Drider was.

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02/23/2006 4:47 PM  
I think we need to wait until the new rules to see the definitions before we can jump to conclusions. But they again jumping to conclusions are what these boards are for. So by all means duke it out. [:D]

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kgradert13
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02/23/2006 4:49 PM  
I didn't say commanderless....just Tiefling-less

3 Eye of Gruumsh and an Orc Wardrummer is 3 commanders and a +5 to morale saves.


Unless they limit the MSD and the other "your warband" effects, it will be not limited by range.


Bert the Troll
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Adelaide

02/23/2006 5:12 PM  
quote:
Originally posted by True_Blue

A lot of ppl are talking about having multiple wardrummers but I dont think it would possible to use two different abilities. Since the ability is the same name, no matter what you choose, it wouldnt "stack". Like wether you picked -4 to morale saves with one and countersong with the other... both abilities are called Drumbeat, so they dont stack and you can't have two going at the same time.

This is my initial reaction, Guy would be the ultimate judge, so who knows. I like the peice, but i dont see it as game breaking as what you would think.


About two drummers in one band... if they are both playing different songs, nothing is actually stacking. Even if it is the same ability, no actual modifers are stacking onto each other.
quote:
Glossary stacking: In general, spells and special abilities are cumulative (stack) with each other. However, some exceptions exist. No ongoing effect produced by a spell or special ability stacks with itself. It’s okay for multiple spells to each grant melee damage +5 to a creature, but a creature can’t gain melee damage +10 from two castings of bull’s strength...


As you said, Guy or errata in the boosters will tell, but I dont see why you couldnt have two playing different songs.

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iluvxtina
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Spain

02/23/2006 5:15 PM  
In my opinion,if the status are right,this creature is one of the best in the game.I hope this creature at last was less powerful than the status in the web.

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02/23/2006 5:18 PM  
guy has already clarified the range isue on the Wotc boards

I <3 Orcs.... what does that say about me?
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Bert the Troll
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Adelaide

02/23/2006 5:19 PM  
quote:
Originally posted by kgradert13

as opposed to the 21 pts of non-offensive capabilities that a Tiefling brings to the table?

If you can fit a quad beater with the tiefling, you can fit this in your band instead of the tiefling. You lose a little on initiative, but that is it. He's no squishier then the Tiefling, and you can keep him completely hidden if you want. His 35 fearless hps makes up for a lack of conceal comparatively speaking.


But no tiefling means when something runs it aint coming back.

A harpy could stun it from anywhere and stop the song. (~45%)

Also countersong might get an upgrade in new war drums rules, and prevent effects of 'drums' within six squares allowing protection vs the -4 to save.

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Tactician
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02/23/2006 5:21 PM  
quote:
Originally posted by jgsugden

The cost of using this figure:

1 nonviolent figure towards the 8 figure limit
19 points
Any protection you need to devote to it

It has lousy AC, and a lousy level, and is incredibly slow (it has speed 6, but can't drum unless it moves only 6); although it has 35 fearless hitpoints.

Other things to consider:

Traditional CE beaters have taken some big hits recently. Average ACs have climbed, and there will always be the justice archon to consider. Independent of these guys CE quad beaters is a much weaker warband than in the days of Archfiends and Giants of Legend.

That cost of 19 really hurts CE, forcing them to down grade their quad hitters substantially. It is also a lot of nonoffensive points ... points you can give a foe, that can't directly generate points for your side.



Agreed. You have to keep something near him for protection.

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kgradert13
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02/23/2006 5:36 PM  
Eye of Gruumsh is a commander and also a Quad-CE component.

3x Eye of Gruumsh
1 Orc Champ
1 Orc Wardrummer
3x Orc Warriors

+5 morale, +1 initiative
3 commanders
Still quad CE


Bert the Troll
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Adelaide

02/23/2006 6:42 PM  
Re stacking. Guy has answered http://boards1.wizards.com/showthread.php?t=592624

Basically as above: It is not stacking if they have different effects.

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Mortusbard
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02/23/2006 7:59 PM  
It is essentially a strategy game. Well your oppenet used 19 point for tech. No offense to speak of.

Here is an Idea Kill It

Rikka = dead drummer
Lonstrider Ranger = dead drummer
Celsetial Pegusus = Dead Drummer

These are three Pieces off the top of my head.

I understand why you might not like the effect. But the save +/- isn't going to matter much in turn 1.

He/She has to move the drummer and either hide it or protect it.

Turn two any fast piece should be in potenetial basing range.
Base it kill it collect you VP's move to a victory area collect 10 more, hunt fodder or help in the main effort.

People will have to start building bands with tacticle flexibility.

I like the piece love countersong and I will use it. But I wont park it in a hidy hole.

I'm going to bring him with Ryld !

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Bert the Troll
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Adelaide

02/23/2006 8:18 PM  
quote:
Originally posted by Mortusbard

It is essentially a strategy game. Well your oppenet used 19 point for tech. No offense to speak of.

Here is an Idea Kill It

Rikka = dead drummer
Lonstrider Ranger = dead drummer
Celsetial Pegusus = Dead Drummer

These are three Pieces off the top of my head.

I understand why you might not like the effect. But the save +/- isn't going to matter much in turn 1.

He/She has to move the drummer and either hide it or protect it.

Turn two any fast piece should be in potenetial basing range.
Base it kill it collect you VP's move to a victory area collect 10 more, hunt fodder or help in the main effort.

People will have to start building bands with tacticle flexibility.

I like the piece love countersong and I will use it. But I wont park it in a hidy hole.

I'm going to bring him with Ryld !



You want to kill it with something that costs less than 19 points or the drummer is being effective in tieing up your warband.
However, with AC:14 it shouldn't be hard to find something to do the job.
Oh my.. a wrackspawn might be able to kill it in two.... minataurs would carve it up, bariaur ranger would be effective, krusky etc etc.

A couple of Orc Warriors would make the drummer rethink hitting one instead of keep singing. The first swing from an orc savage. Abysal maw.

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Mortusbard
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North Carolina

02/23/2006 8:42 PM  
Though I agree with your point by adding the assault points to the cost of the drummer 29 leaves only a couple of points lagging gives activation control and a good mid range hitter in the backfield.

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ChristopherGroves
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02/23/2006 9:32 PM  
A CE quad basically has about 12-15 points free anyway in the move from 12 to 8 figure limit. His inclusion (espescially in orc heavy builds) will be common-place.

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JohnnyFive
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02/23/2006 9:42 PM  
He's pretty bad, that's for sure. If the -4 was for more than just morale saves, I'd be worried. However, between Constructs, Undead, Bold, Fearless, Dwarves (who have insane morale saves anyway), and the like, I'm not willing to go overboard just yet.

Is he Tier 1? For sure. Should we just all go CE now? Not necessarily.

But don't be surprised if you see a lot of Dual Drummer CE builds (one for the bonus to your morale, the other to either reduce your opponent's morale or to provide Countersong) in the very near future.

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northking
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02/23/2006 10:25 PM  
Also, the removal of the OOC 2 rule means that every piece is effectively independent. As such, running a fast hitter down a flank to take out the Wardrummer may be more likely under the new rules. I can see games of Gith Monks streaking in just to take out the 'drummer first and the rest of the band following closely behind to mop up. In a faction where damage output should be maximised, hard to find a place for the 'drummer, IMHO.

However, I'm dreading the Balor a bit more now, since he is less dependent on having Troglodytes, Taers, Ogre Ravagers or a Cursed Spirit nearby to drop my saves. In fact, a Balor/Wardrummer+other hitters combo may be the way to go if he is to be used. You can also hide him quite well behind the Balor. Can't count how many times I didn't notice the EoG hiding just behind the Balor's huge wings!

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02/23/2006 11:00 PM  
@NorthKing

I'm already thinking a mutual friend of ours will possibly field this

2 Orc Wardrummers
2 Orc Champs
1 Eye of Grumsh
1 Red Sam

It's gonna be fun.

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Gunthar
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02/23/2006 11:50 PM  
quote:
Originally posted by Mortusbard

It is essentially a strategy game. Well your oppenet used 19 point for tech. No offense to speak of.

Here is an Idea Kill It

Rikka = dead drummer
Lonstrider Ranger = dead drummer
Celsetial Pegusus = Dead Drummer



And look what you have to spend to kill it. You're then down a hitter against a faction that already hits harder. Again, net loss.

Rikka? 31 points, two rounds of engagement and a hitter short vs. the Orc Champs/Ravagers/Samurai in the main battle.

Longstrider? 34 points and the third round of engagement to kill.

Pegasus? 32 points and the third round to kill.

Gith Monk? 34 points and if you don't use the auto-crit, it's the third round of engagement to kill.

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Zyla
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02/24/2006 1:41 AM  
The Orc Wardrummer can be killed easily on the teleport map.


Gristlemane
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02/24/2006 1:47 AM  
No one is disputing the fact that you can kill the Orc Wardrummer. I also don't think it will make playing CE mandatory. But it's as broken as the Inspiring Marshal's GMA. (Without the tedium of square counting, thankfully.) That's not to say that it is unbeatable. But still something I wish they hadn't made.

It's deja vu all over again.

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02/24/2006 1:51 AM  
quote:
Originally posted by Balrog

guy has already clarified the range isue on the Wotc boards



And what did he say? The WotC boards are down at the moment. [:D]

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Zyla
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02/24/2006 2:02 AM  
Guy said if it doesnt have a range listing on the card or in glossary it has no range limitation, and i doubt drumbeat will appear in the glossary unless it becomes a standard ability that will appear on more then 1 figure. The only thing you find the the the glossary are "standard" abilities that show up on many diffrent figures, not 1 specific one.


As such drumbeat will probably work like the MSD moral booster and the LDD +3 AB to drow, no range limitation

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