Search
Thursday, December 04, 2008..:: Forums::..Register  Login
Subject: Eat the Wardrummer alive?!

You are not authorized to post a reply.
AuthorMessages

Thespian
Sergeant
Sergeant
442 Posts


View Have/Want List View Trades View References View Email View Profile

Lethbridge, Alberta

03/20/2006 2:46 PM  
I think the Flying, speed 8 Broze wyrmling would be very effective in dealing with the Wardrummer.

His breath weapon does not rely on making a morale save, but he can still get the wardrummer to move off the board. It is only a 50/50 chance, but then you can start attacking him. If he tries to defend himself, the drumming has to stop.

The main question is to weigh the wisdom of spending 24 points on a specialist fig....

A wand of silence means never having to say you're sorry.
CHAMPION OF THE ANNIS HAG!!!
Hero of Skirmish
doubtofbuddha
Commander
Commander
3371 Posts


View Have/Want List View Trades View References View Email View Profile


03/20/2006 2:52 PM  
The wardrummer is not broken or overpowered and adding otherwise near-useless specialty pieces doesn't help the situation. The best way to deal with wardrummer warbands is the same way you deal with other warbands: You beat them into submission.

I am not gone.

jos1-1
Sergeant
Sergeant
829 Posts


View Have/Want List View Trades View References View Email View Profile


03/20/2006 3:11 PM  
new treat... people cant deal with new treats as it shows time and time again. putting in any figer thats not a fodder peice to kill just the wardrummer is kinda silly imo. warforuged scout would give the wardrummer hell if u think about it, and he's only 8 points...

i think he can beat the drum and a creature is the only thing i find weird. (at the same time)

Poor student looking for minis =D

Thespian
Sergeant
Sergeant
442 Posts


View Have/Want List View Trades View References View Email View Profile

Lethbridge, Alberta

03/20/2006 3:13 PM  
To beat the drums, it says that it replaces attacks to do so, and that it only lasts until the start of his next turn. So that also means no double movements while beating the drums.

IMHO you need to base him as quick as possible...and that scout idea is as good as anything.

A wand of silence means never having to say you're sorry.
CHAMPION OF THE ANNIS HAG!!!

jos1-1
Sergeant
Sergeant
829 Posts


View Have/Want List View Trades View References View Email View Profile


03/20/2006 3:19 PM  
quote:
Originally posted by Thespian

To beat the drums, it says that it replaces attacks to do so, and that it only lasts until the start of his next turn. So that also means no double movements while beating the drums.

IMHO you need to base him as quick as possible...and that scout idea is as good as anything.



that just an exmple. if u know your facing a drummer use your faster fodder peices and be smart on your points vs points.

Poor student looking for minis =D

erisco
Skirmisher
Skirmisher
28 Posts


View Have/Want List View Trades View References View Email View Profile


03/20/2006 3:26 PM  
In my past expirience, I based a wardrummer with TWO sacred watchers (using double movement). Since the wardrummer is fearless however, my opponent made the surprising and witty move of retreating with his wardrummer to a spot far from the battle. It took 20 damage, but it was still alive and now really hard to reach. He followed up by bringing in his Many-Arrows and Orc Champ to stop me from chasing after the drummer.

This meant I don't have to worry about counter song however, so some victory was achieved there. (In truth there was a whole different reason I based the drummer but lets not get off track :p )

Also a member of the official D&D forums at the WotC website

RRedlund
Sneak
Sneak
54 Posts


View Have/Want List View Trades View References View Email View Profile


03/20/2006 3:49 PM  
I would suggest using a timber wolf or a gravehound to take care of the wardrummer. They are fast pieces that can be used for tile grabbing if you don't face a wardrummer. The stuns can stop the drummer, and if they decide to fight back they have to stop drumming.


Chad the DragonLordofAiur
Underboss
Underboss
1085 Posts


View Have/Want List View Trades View References View Email View Profile

Southeast PA

03/20/2006 5:32 PM  
Wolves and Warforged Scout? They can't stop the drummer.

The warforged scout is a poor choice against the drummer. I'll stand there and let the warforged make full attacks on my fearless drummer. It will take 7 hits from a WF scout to kill him. That's 4 rounds minimum. Probably five rounds if he misses just once. That's assuming you attack him on the first round (Impossible I think?). So now he has lived for five or six rounds. I think my band will be just fine getting resistance for five or six rounds. The wolf and T-wolf have a low save to their stun and only a single use. The drummer should be getting save +4 plus his own level of 4 equals an 8. Most likely he'll pass the save. And at just 5 damage a shot the wolves won't do much at all (See argument above for the WF scout who gets twice the number of attacks).

The gravehound is a different story as he gets a stun at DC16 and can do that every round. I'll give you that as a counter but certainly not the others.

Member of Team Amish
3rd Place in 2007 Constructed World Championship
My combined DDM Skirmish record of all games ever played in all formats.
486 - 188 - 4

RRedlund
Sneak
Sneak
54 Posts


View Have/Want List View Trades View References View Email View Profile


03/20/2006 5:41 PM  
Yeah, gravehound is definitely the best low point figure I have found so far to deal with him, but if you don't have room, a timber wolf might be able to slow him down for one round if the stun gets off, or at least annoy him a little. I like the gravehound since it's a +6 attack bonus and yeah the constant DC 16 stun.


warty_nosed_goblin
Underboss
Underboss
1384 Posts


View Have/Want List View Trades View References View Email View Profile


03/20/2006 6:15 PM  
Try the hill gaint barbarian.
He's not low cost (in fact he's sort of a titan), but he'll kill the wardrummer in one hit (and he will hit) and he's also a fairly effective piece on his own terms He's also fast enough to get to the wardrummer fast (particularly on the teleport map) and melee reach two just makes it that much harder for the wardrummer to hide.

On the cheaper end, the orc mauler or howling orc might be a decent piece- particularly the howler, as he can kill the drummer in two hits.

Call me: W.N. Gobo!
originally posted by grim:
While he is clearly insane, he does have a point.

Bert the Troll
Commander
Commander
3964 Posts


View Have/Want List View Trades View References View Email View Profile

Adelaide

03/20/2006 6:34 PM  
quote:
Originally posted by doubtofbuddha

The wardrummer is not broken or overpowered and adding otherwise near-useless specialty pieces doesn't help the situation. The best way to deal with wardrummer warbands is the same way you deal with other warbands: You beat them into submission.


And then beat them some more :)

"Mutton yesterday, mutton today, and blimey, if it don't look like mutton again tomorrer." Bert the Troll - The Hobbit
Semi-Secret sig business: "In the age of the internet attaching a famous name to your personal opinion to give more weight to it is a very valid strategy." - Benjamin Franklin
Champion of Epic Lolth, Orcus, & Demogorgon and bring us Asmodeus!

NinjaRay
Warrior
Warrior
268 Posts


View Have/Want List View Trades View References View Email View Profile


03/20/2006 6:39 PM  
If you really need to kill a Wardrummer, Rikka is a great choice. She should be able to be on him turn 0ne if you really want and she will kill him in 2 swings. I'm not sure this is the best use of Rikka, but Rikka is a great figure to consider using any way.

Beatdown Happens....

warty_nosed_goblin
Underboss
Underboss
1384 Posts


View Have/Want List View Trades View References View Email View Profile


03/20/2006 7:15 PM  
quote:
Originally posted by NinjaRay

If you really need to kill a Wardrummer, Rikka is a great choice. She should be able to be on him turn 0ne if you really want and she will kill him in 2 swings. I'm not sure this is the best use of Rikka, but Rikka is a great figure to consider using any way.



not a bad thought, except that you're tossing a not particularly survivable hitter behind enemy lines (and most likely out of command) where she will likely be totally destroyed- even if you manage to kil the wardrummer, you're opponant still comes out about 30% on points, and with undimished melee potential, whereas you have sacrificed a hitter.

The advantage of doing this with the giant is that he's tough enough to actually last for a turn, and basically is guarenteed to kill the wardrummer, whereas with Rikka you're gambling that she'll be alive next round- and 75 damage is not that hard to deal.

Call me: W.N. Gobo!
originally posted by grim:
While he is clearly insane, he does have a point.

RRedlund
Sneak
Sneak
54 Posts


View Have/Want List View Trades View References View Email View Profile


03/20/2006 7:18 PM  
Rikka is good idea, I wouldn't go with the HGB or those orcs since there are better figures to use those points on. For LE though, I really like the gravehound, it can keep a drummer stunned, and has a 50/50 chance at stunning Blood Ghost Berserkers and Justice Archons (JA's if they hit). He's also undead and fearless with speed 8 so he can also be a good victory area grabber. Also being undead, he is a good Beholder screener(haven't been seeing these in play though lately). I think the gravehound is an overlooked piece that might work well in a lot of cases.

You are not authorized to post a reply.



ActiveForums 3.7
Play Dreamblade Now!
You must be signed in to participate in the games.
Copyright 2003-2008 by maxminis.com   Terms Of Use  Privacy Statement