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Set 9 is called War Drums. It was released in March 2006.
War Drums will be the 3rd Starter set.
D&D Miniatures Starter Set
New rules and new figures make an all-new Starter Set.
The rulebooks, components, and configuration of this latest Starter Set have all been modified to introduce those unfamiliar with D&D or miniatures gaming to basic skirmish concepts in an easy yet fun manner. Key changes include a new "Start Here" rulebook that takes a step-by-step approach to terms, battle tactics, and other game elements. This rulebook also features the two fixed miniatures that are now found in every Starter Set, allowing every purchaser the same learning experience right out of the box. Two full-color, double-sided maps supply vital play surfaces and also make a great visual impact.
In addition to new components, the overall game rules have been updated to facilitate faster gameplay and encourage larger battles. Rules have been adjusted to accomodate any size figure, from tiny to huge and even beyond, and will be compatible with any D&D Miniatures Game release. Per previous releases, the figures in the set are selected from key D&D roleplaying games titles such as Monster Manual, Monster Manual II, Monster Manual III, Miniatures Handbook, and the Eberron and Forgotten Realms campaign settings. The set also includes an elite group of figures that come with a second, epic-level stat card, allowing players to assemble higher-value armies with which to do battle.
10 randomized and 2 non-randomized miniatures, $19.99
(The two fixed minis are the Orc Mauler and the Wood Elf Ranger)War Drums Booster Pack
Monsters and heroes face off on the miniatures battlefield!
True to the head-to-head nature of the D&D Miniatures Game, the latest expansion set highlights miniatures against the backdrop of war. Per previous releases, the figures in the set are selected from key D&D roleplaying games titles such as Monster Manual, Monster Manual II, Monster Manual III, Miniatures Handbook, and the Eberron and Forgotten Realms campaign settings. The set also includes an elite group of figures that come with a second, epic-level stat card, allowing players to assemble higher-value armies with which to do battle.
Set List8 randomized miniatures, $12.99
War Drums was the first set to have a commander in every booster, thus improving sealed deck play. It also eliminated a lot of the rules that made commanders necessary...
1 Arcane Ballista 48 LG 8 2 Arcanix Guard 9 LG 4 3 Aspect of Moradin 93 LG 10 4 Axe Soldier 13 LG 4 5 Combat Medic 28 LG 7 6 Elemental Wall 33 LG 6 7 Large Bronze Dragon 65 LG 10 8 Sacred Watcher 18 LG 5 9 Sand Giant 79 LG 10 10 Shieldwall Soldier 7 LG 3 11 Warforged Bodyguard 32 LG 6 12 Warforged Captain 46 LG 6 13 Warforged Scout 8 LG 5 14 Warpriest of Moradin 49 LG 12 15 Brass Samurai 56 CG 9 16 Dragon Totem Hero 58 CG 9 17 Dragonne 36 CG 9 18 Halfling Slinger 12 CG 2 19 Hunting Cougar 9 CG 5 20 Lion of Talisid 51 CG 7 21 Mephling Pyromancer 38 CG 7 22 Steelheart Archer 15 CG 4 23 Warbound Impaler 52 CG 6 24 Warforged Barbarian 49 CG 7 25 Wemic Barbarian 53 CG 8 26 Wood Elf Ranger 23 CG 5 27 Gulgar 47 Any 10 28 Aspect of Hextor 75 LE 10 29 Flameskull 25 LE 4 30 Goblin Blackblade 12 LE 4 31 Goblin Underboss 28 LE 6 32 Hobgoblin Archer 11 LE 3 33 Inspired Lieutenant 45 LE 9 34 Karrnathi Zombie 11 LE 3 35 Khumat 51 LE 10 36 Large Duergar 15 LE 4 37 Night Hag 43 LE 8 38 Shuluth, Archvillain 59 LE 10 39 Skeletal Legionnaire 4 LE 1 40 Snig, Worg Rider 42 LE 6 41 Terror Wight 20 LE 6 42 War Troll 69 LE 10 43 Zakya Rakshasa 36 LE 7 44 Blood Ghost Berserker 37 CE 5 45 Chimera 50 CE 9 46 Derro 11 CE 3 47 Fiendish Girallon 36 CE 7 48 Frost Dwarf 11 CE 7 49 Hill Giant Barbarian 78 CE 8 50 Hill Giant Chieftain 95 CE 10 51 Horde Zombie 14 CE 2 52 Howling Orc 15 CE 3 53 King Obould Many-Arrows 65 CE 9 54 Ogre War Hulk 56 CE 8 55 Orc Mauler 26 CE 6 56 Orc Wardrummer 19 CE 4 57 Quaggoth Slave 10 CE 4 58 Tiefling Blademaster 27 CE 5 59 Troglodyte Thug 11 CE 3 60 Warduke 70 CE 10
Maps
- 4 Unique figures in War Drums
- There is a commander in every booster
- War Drums introduces a number of changes to the rules, particularly the use of maps instead of tiles.
- By the time War Drums releases, there will be 12 legal maps: 4 in War Drums, 4 in Fane of the Drow, 3 in Hellspike Prison and one published in Dragon Magazine.
- The Arcane Ballista requires a Spellcaster or similar
- 1st map: Tower of Teleports (Epic) - has teleportation squares interspersed across the map. When you walk onto a teleport square, you can jump to any other teleportation square on the map. They are spaced far enough apart that a speed 8 or speed 10 beater can basically reach nearly anywhere on the map in one turn. The exit squares are shared between side A and side B and are in the middle of the map.
- 2nd map: Broken Demongate - Half of the map is a holy temple, and the other half is a scarred wasteland. It includes a smaller portion in the centre for the introductory game (Orc Mauler vs Wood Elf Ranger).
Designer Comments
- War Drums starter maps are 22x34 - the same size as the blank grids in the old starter. Fantastic Locations maps are 21x30. Skirmish maps for the forseeable future will be one of these two sizes. - Stephen Schubert
- For the record, the maps rank up there as some of the coolest things ever done for D&D and the minis game. Ever. Think of the best tiles you've seen released, increase the level of detail by factor or two, stretch it out to fill 22 inches by 34 inches (!), and then think about how amazing it would be to run a skirmish or a D&D encounter on them. Heck, I'd expect non-skirmish D&D players, upon seeing the maps, to buy a starter just for the maps - and the cool minis are a bonus!
I won't go into much more detail now, but I will point out that the fixed minis don't take the spot of your rare. Hopefully, the approach will soften the learning curve of the game, allowing people like yourselves to more easily bring newcomers into the game. - Stephen Schubert
- Double-sided maps, not just grids. You still get a rare in the starter. Interesting, indeed. - Stephen Schubert
- We are NOT doing chase rares. Epic is our new name for 500 point play. Some figures come with two stat cards: a normal one for 200 point play, and a second, epic one for 500 point play. - Mike Mearls
- As Steve hinted at the fixed minis are only commons that you will be fine with multiples of (a common orc and elf). These are just in there because there is a teaching the game guide that walks you through a fight between the 2 minis.
The maps are all full color like the Championship map. Additional maps will be available through fantastic locations so you will have many maps to choose from right away. Each of them is beautiful also (I just saw a bunch of them finished this week and they made me quite happy!). Fantastic Locations contain 4 maps (2 double sided).
Epic cards and epic play will continue being part of the game but will not replace 200 as the primary format. It will be the new way to play at 500 points. We have numerous Epic maps also which are all huge friendly and legal in the 500 point epic format.
Initiative will be used to determine which player's map is used and then again to determine who chooses the side they want. Each player brings one map with them to the tourney as part of their warband.
The 'simplifications' are not anything to be excited about. The biggest one is the use of maps to get the games started faster (more playing and less setting up). We were also able to do some really cool stuff with the maps that we could never do with tiles (hint: teleporters). So we managed to make some of the maps even more tactical than tiles could be for the people who are into that style of play.
The only other significant change is the speed 2 rule went away. This seems to speed up the game and make it more fun because you don't have to keep checking that everyone is under command constantly and you don't have to worry about accidentally moving someone full speed when they were not under command (I hate when I do that). It was also necessary due to some maps with heavy walls which would block commanders from seeing their troops. - Mike Donais