• Welcome to the Heroscapers 2.0 site! We've still got some dust to clear and adjustments to make, including launching a new front page, but we hope you enjoy the improvements to the site. Please post your feedback and any issues you encounter in this thread.

The Book of Dumutef Guard

dnutt99

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

OMAr4S4.jpg
Spoiler Alert!
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.

- DEATH KNIGHTS 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.
C3V and SoV Custom Synergies
Spoiler Alert!
_________________________________________________________________
-Strategy, Tactics and Tips-
- TBA
_________________________________________________________________
-Heroscapers Community Contributions-

Power Rankings

Jexik: Dumutef Guard- With new, better filler units, the Dumutef’s play and usefulness will only become worse with time. C

OEAO: C+

Cleon: Tier 4 (157/208)

dok (VC inclusive): C+

Master Index
MKSentinel said:

Unit Strategy Review
 
Last edited by a moderator:
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).
 
I tried a 400 point army of 3 x Shades and 4 x Dumutef Guards.
It didn't work very well, though.
 
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
 
chrono said:
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.
 
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.
 
chrono said:
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).
 
Revdyer said:
chrono said:
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.
 
Eclipse said:
Revdyer said:
chrono said:
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! :shock: 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.
 
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.
 
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.
 
Jandars_Hope said:
Eclipse said:
Revdyer said:
chrono said:
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! :shock: 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.

It's really not that I love the Dumutef Guard that much, I'm just completely in love with the little plastic trees. i should really post my forest map sometime, we had a blast running between the trees dodging fire on it.
 
Agent Minivann said:
Revdyer said:
chrono said:
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.

I've got some results! I made a really small map with a maximum height of 3 and some roads. In games 1-4 we traded off playing Jotun or the Dumutefs. In games 5-8 we did the same, but we counted the road spaces as rock tiles.

Jotun won 3 of the first 4 games. About when we switched to the no roads version I was thinking about how Wild Swing Special Attack was the difference. Jotun was almost guaranteed a kill every turn, but he could only kill one per turn. The Dumutef's are almost going to get one wound per turn, but it isn't that good of an advantage to them. Jotun killed 2-4 per wild swing in the first games (it was a small map, so he could easily get to the other starting zone before the Dumutefs could spread out).

About game 5 my son tried what I was thinking of: putting the Dumutefs in the starting zone in a kind of chain, only adjacent to 2 other guards maximum. He would move every other one, so they were quickly not adjacent to others. Games 5-8 went to the Dumutef Guards with 3 wins. The total was Jotun 4 wins, Dumutef Guards 4 wins.

If Jotun is unable to wild swing I would imagine the Dumutef guards would win more than 50%, maybe 60% to 70%. Especially if the map was larger, and you could spread out from the starting zone without being attacked on the 2nd turn. The worst the Dumutef Guards did was inflicting 4 wounds on Jotun in the 1st game. There were 2 games where they got 5 wounds on Jotun and one with 6, so they weren't land slide victories by any means. Jotun was able to kill 7 of them between 2 Wild Swings. I might try it again some time with a larger map.
 
Now you can add Warden 816 to your team and give Dumutef 7 movement - allowing this guy to keep up with the 7 movement Shades and Marcu to give Devourer Enhancement!
 
Jandars_Hope said:
Now you can add Warden 816 to your team and give Dumutef 7 movement - allowing this guy to keep up with the 7 movement Shades and Marcu to give Devourer Enhancement!

Doncha see how Hasbro just lets it fall into place. "Oh jeez, I wish Dumatef could have one more move so he'll be able to keep up with my prized Shades. That would be awesome!" And BAM! here comes Warden 816! Doncha love it?
 
Jandars_Hope said:
GForce3062 said:
Jandars_Hope said:
Now you can add Warden 816 to your team and give Dumutef 7 movement - allowing this guy to keep up with the 7 movement Shades and Marcu to give Devourer Enhancement!

Doncha see how Hasbro just lets it fall into place. "Oh jeez, I wish Dumatef could have one more move so he'll be able to keep up with my prized Shades. That would be awesome!" And BAM! here comes Warden 816! Doncha love it?
Yes. Yes i do. :D

And same for the Zettians. "Oh jeez, I wish the Zettian Guards could have an extra move so they can keep up with Deathwalker 9k without slowing him down so they can get 9 range. That would be awesome!" And BAM! here comes Warden 816! Doncha love it even more now?
 
Jandars_Hope said:
Now you can add Warden 816 to your team and give Dumutef 7 movement - allowing this guy to keep up with the 7 movement Shades and Marcu to give Devourer Enhancement!

Keep this guy on road spaces like he was built for and he has a move of 10! Can't wait to get him and play me some wolves!
 
dnutt99 said:
Jandars_Hope said:
Now you can add Warden 816 to your team and give Dumutef 7 movement - allowing this guy to keep up with the 7 movement Shades and Marcu to give Devourer Enhancement!

Keep this guy on road spaces like he was built for and he has a move of 10! Can't wait to get him and play me some wolves!
Oh yeah - he will be awesome aslong as he doesn't get K.O'ed straight away.
 
Jandars_Hope said:
dnutt99 said:
Jandars_Hope said:
Now you can add Warden 816 to your team and give Dumutef 7 movement - allowing this guy to keep up with the 7 movement Shades and Marcu to give Devourer Enhancement!

Keep this guy on road spaces like he was built for and he has a move of 10! Can't wait to get him and play me some wolves!
Oh yeah - he will be awesome aslong as he doesn't get K.O'ed straight away.

Well for 25 points it's not really a bad loss if he does die.
 
Not only is 25 points not too bad to lose its a real bonus that the Dumatef is common. For a 100 points you can have 4 of them lined up on the road shooting them out one at a time with a roaring move 10.

Its definitely time for me to go back and rebuild my Devourer army.
 
MKSentinel said:
Power Ranking
Dumutef Guard- With new, better filler units, the Dumutef’s play and usefulness will only become worse with time. C

I believe that Dumutef guard is a good unit even without his low points.
His attack 4/defense 4 is pretty good with his 6 move, and with 1 life
think of him as a good single squad unit. Added attack/defense on road tiles is pretty good too.

A good 500 point army:

Dumutef x5 125
Shades of Bleakewood x2 200
Khoshumet 75
Warden 816 90
Isamu 10

Khoshumet helps the Shades and the Dumutef. And Warden helps the Dumutef move.Isamu is pretty much just a filler, but can still be useful.
This is a major synergy army.

:banana:
 
I think this is the first army that uses khosumet without the wolves....interesting. Well let us know how the army did in playtesting!
 
The Dumutef Guard looked so cool on the box for RttFF. I thought I would always use him whenever I got the chance. When I opened up the box, yanked him out, and played with him (without even getting the RttFF stuff out) I found one flaw: HE SUCKED!!!!!

I think that they could have made him actually a pretty fair unit if they had slapped on 25 more points and made him unique, maybe 4 lives. His specials and stats are nice, he just has that glass jaw. If he was a viable unit as illustrated above, you wouldn't need to swarm with him and he would lose the title of filler.

Who agrees?
 
edridtc123 said:
The Dumutef Guard looked so cool on the box for RttFF. I thought I would always use him whenever I got the chance. When I opened up the box, yanked him out, and played with him (without even getting the RttFF stuff out) I found one flaw: HE SUCKED!!!!!

I think that they could have made him actually a pretty fair unit if they had slapped on 25 more points and made him unique, maybe 4 lives. His specials and stats are nice, he just has that glass jaw. If he was a viable unit as illustrated above, you wouldn't need to swarm with him and he would lose the title of filler.

Who agrees?

Yeah. I always see the potential, but rarely, (if ever), has he lived up to that potential. Especially with his devourer enhancement, it's too difficult to get him out and surrounded by wolves for the bonus before he's gone. I even play with at least 5 of these guys and still,...
edridtc123 said:
I found one flaw: HE SUCKED!!!!!
:wink:
 
Back
Top