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Old May 17th, 2007, 02:02 AM
dnutt99 dnutt99 is offline
 
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The Book of Dumutef Guard

The Book of Dumutef Guard
Road to the Forgotten Forest -
Road, Tree and Bridge Pack with Guard

If you cannot see the Army Card graphic, check Hasbro's Unit Page for stats and special powers, plus "character biography" and other non-game unit info.

Character Bio: Originally trained as sentries on their home planet of Feylund, the Fiantooth now serve Utgar on Valhalla as guards. Utgar uses them to protect several roads and bridges that lead to the important wellsprings in the Forgotten Forest because of their unrivaled reputation. They are relentless guards that are most powerful on roads and bridges. Devourers always seek to fight with the them as a Devourer’s attack is more powerful when they are adjacent to any Dumutef Guard. (Hasbro)
_________________________________________________________________


-Rulings and Clarifications-
- MOVEMENT : Receiving Road Bonus When Starting on One Road Tile
If a double space figure has only the leading hex on the road at the start of its turn, but stays on the road the rest of its turn, can it get the +3 road bonus?
No, your entire move (including both starting hexes for double spaced figures) must be on the road. The trailing hex started its move on a terrain tile that was not road. (Hasbro FAQ)

- ROAD STRENGTH : Receiving Bonus With Only One Hex on Road Tile
If Dumutef Guard, (being a double-spaced figure), only has one hex on a road tile, does he still receive the Road Strength bonus?
Yes. Per the card, as long as Dumutef Guard is “on a road space”, he will receive the bonus. (dnutt99)
_________________________________________________________________
-Combinations and Synergies-


Synergy Benefits Received
- KHOSUMET THE DARKLORD : Relentless Assault
Having a Relentless personality, Dumutef Guard may benefit from Khosumet the Darklord’s RELENTLESS ASSAULT attack bonus.

- DEATHKNIGHTS OF VALKRILL : RELENTLESS HEROES : UNHOLY BONDING : As a large hero with "Relentless" personality, the Dumutef Guard may benefit from the Death Knights of Valkrill's UNHOLY BONDING activation synergy.

- WARDEN 816 : Guard Leadership
As a guard, Dumutef Guard may benefit from Warden 816's GUARD LEADERSHIP movement bonus.
Synergy Benefits Offered
- DEVOURER ATTACK ENHANCEMENT : Devourer Units
* Anubian Wolves
* Marcu Esenwein
* Rechets of Bogdan
* Shades of Bleakewoode
note: this benefit "stacks;" i.e., if you have more than one Dumutef Guard adjacent to a devourer, each guard adds one additional attack die.
_________________________________________________________________
-Strategy, Tactics and Tips-
- TBA
_________________________________________________________________
-Heroscapers Community Contributions-

Power Ranking and Master Index
Quote:
Originally Posted by MKSentinel
Dumutef Guard- With new, better filler units, the Dumutef’s play and usefulness will only become
worse with time. C

Dumutef Guard
General Discussion
http://heroscapers.com/community/showthread.php?t=7409
Unit Strategy Review
Unit Strategy Review: Dumutef Guard


Last edited by R˙chean : April 2nd, 2012 at 04:47 AM.

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  #2  
Old June 3rd, 2007, 08:11 PM
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Cleon Cleon is offline
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I use him in my offensive Utgar army to pump up my devourers: Wolves, Shades.

My team is:

395pt.

Khosumet
Wolves
Krug
Dumutef
Shades

I think it is very good, athough it is made up of everybody's least favorite units (except for Krug).


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  #3  
Old June 3rd, 2007, 10:19 PM
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Revdyer Revdyer is offline
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I tried a 400 point army of 3 x Shades and 4 x Dumutef Guards.
It didn't work very well, though.


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Old June 16th, 2007, 04:14 PM
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i,ve never tried it but what if you had 500 pts worth of dumteff in one battle. im not really sure but it sounds like a heck of a swarm army

of course i dont play with order markers it could just be me


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Old June 16th, 2007, 05:02 PM
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Quote:
Originally Posted by chrono
i,ve never tried it but what if you had 500 pts worth of dumteff in one battle. im not really sure but it sounds like a heck of a swarm army

of course i dont play with order markers it could just be me
You would need a 40 space starting zone, and not many maps have that.


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  #6  
Old June 16th, 2007, 07:01 PM
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Hex_Enduction_Hour Hex_Enduction_Hour is offline
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Hex_Enduction_Hour knows what's in an order marker Hex_Enduction_Hour knows what's in an order marker Hex_Enduction_Hour knows what's in an order marker
The Dumetef die too easily nearly every time I use them.
Keeping them protected and around an opponent's destination/goal may extend their usefulness.
Field a bunch of Fiantooths on the ground level of a castle scenario - one in which, behind the castle door, is an expansive foundation of road spaces.
As the enemy enters the castle (IF he succeeds in getting past the door), send up a Dumetef (with a flexible movment of 9 spaces within the castle) to pat them on the back with a swipe of the paw.
If there is a road leading out, 9 spaces can also extend the welcome outside for a Dumetef bumrush.
Might be nice to have some Shades handy to fly out to get the attack bonus and be able to retreat away if the Dumetef fails to hold his ground.

As well, their large-sized status protects them somewhat from many abilities.


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Old June 20th, 2007, 03:49 PM
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yeah your right but maybe we could bring it dow to 300 pts


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Old June 20th, 2007, 05:29 PM
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Quote:
Originally Posted by chrono
yeah your right but maybe we could bring it dow to 300 pts
That would fill up a standard 24 hex starting zone, but could be done.

I'm still waiting for someone to post the results of the Jotun vs. nine Dumutefs battle (225 points each side).


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Old June 20th, 2007, 06:54 PM
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Quote:
Originally Posted by Revdyer
Quote:
Originally Posted by chrono
yeah your right but maybe we could bring it dow to 300 pts
That would fill up a standard 24 hex starting zone, but could be done.

I'm still waiting for someone to post the results of the Jotun vs. nine Dumutefs battle (225 points each side).
I think I'll give this a try this weekend or next. It shouldn't be too long of a battle, so I'll try it a few times. I'll take the Guards one game and then alternate with Jr Agent Minivann. Hopefully that will give a pretty good idea of the outcome. I'll report back here and in the unit effectiveness thread.


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  #10  
Old June 21st, 2007, 06:34 AM
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Quote:
Originally Posted by Eclipse
Quote:
Originally Posted by Revdyer
Quote:
Originally Posted by chrono
yeah your right but maybe we could bring it dow to 300 pts
That would fill up a standard 24 hex starting zone, but could be done.

I'm still waiting for someone to post the results of the Jotun vs. nine Dumutefs battle (225 points each side).
Sadly, I only have 8
I have 2! I only plan on getting one more - 3 of each is my rule (but there are exceptions)!
Whenever i play a game with Dumutef i find it hard to bring him into battle whilst trying to fight/defend with other characters.


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  #11  
Old June 21st, 2007, 10:21 AM
tsukifu tsukifu is offline
 
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Dumutefs are good for castle assault as well. I just played a Castle game with an army that included 8 Dumutefs, 5 squads of Wolves and Khosumet. With road outside the door and Khosumet adjacent, Dumutefs were rolling 6 attack against the door--with only 1 automatic shield because of largeness.

Sad to say, the door didn't get destroyed before I had Minions over and in anyway, but I came closer than we ever had--8 hits on the door in 5 or 6 attempts.


Anyway...I'm feelin' like pie.

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  #12  
Old June 21st, 2007, 10:31 AM
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I don't know even on completely path battlefield he's not too good, yes I know thats a little weird, but me and my brother did this yesturday. On path with Wolves two attacks from Warriors of Ashra managed to kill both of the Dumutef Guards. According to records I have kept, the Dumutef has never won a game that I have played with him/against him.


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