http://wizards.com/default.asp?x=dnd/4ex/20080421a
Today we get a preview of the 4e Warlord class from the Player’s Handbook.
we felt that 4th Edition should introduce one or two classes that weren’t previously part of the core D&D experience.
This gives us an answer as to why the Warlord is present in the PHB.
The 4E warlord now helps alleviate that unfortunate requirement of party composition in all previous editions of Dungeons & Dragons: before, a party had to include a cleric in order to be effective. Very early on in 4th Edition design, our work on character roles led us to the idea that any character serving as the party’s “cleric”—whether a bard, shaman, warlord, or whatever—needed to be as good at that job as the cleric or else we’d have yet another edition of D&D in which every party still needed a cleric. That led us to the idea of the Leader role, and the warlord as just one of several possible classes that can fill this role. Of course, the warlord fills it in his own unique way, with powers that have a strong flavor of clever tactics and heroic inspiration.
This is uplifting to me, as I personally hate it when our group goes through the typical...who is gonna be the cleric/rogue/whatever this time. It sounds as though the only thing “required” will be one of each role. This is a lot easier to be able to have a group (at least my group) fill.
Warlord Overview
Characteristics: You are a strong warrior in melee, able to stand beside the fighter or paladin in your party. Your powers grant allies immediate actions (usually moves or attacks), provide bonuses to attack or defense, and grant healing in the midst of battle.
Religion: Warlords favor martial gods such as Bahamut and Kord, and those who have a particular eye for strategy or leadership esteem Ioun or Erathis. Evil and unaligned warlords often worship Bane.Races: Dragonborn make excellent inspiring warlords, and half-elves are equally inspiring leaders. Eladrin are skilled tactical warlords. Tiefling warlords are versatile, combining powers from both builds, and humans can excel at either path.
The Warlord description seems to be on par with what most have been thinking.
Armor Proficiencies: Cloth, leather, hide, chainmail; light shield
Weapon Proficiencies: Simple melee, military melee, simple ranged
Bonus to Defense: +1 Fortitude, +1 Will
I would have expected the armor proficiency to be heavier, but I guess that would be more medieval in flavor like they said they don’t want this to have to be.
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier
On par with the Cleric according to last weeks excerpt...which is fitting since the class fills the same role.
All warlords have these class features.
Combat Leader
You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.
Seems nifty.
Commanding Presence
Choose one of the following two benefits.Inspiring Presence: When an ally who can see you spends an action point to take an extra action, that ally also regains lost hit points equal to one-half your level + your Charisma modifier.
Tactical Presence: When an ally you can see spends an action point to make an extra attack, the ally gains a bonus to the attack roll equal to one-half your Intelligence modifier.
The choice you make also provides bonuses to certain warlord powers. Individual powers detail the effects (if any) your Commanding Presence selection has on them.
This is similar in makeup to that of other classes (like the Rogue that gets things based on the flavor of sneak attack/etc. that they go with). Both options seems to be pretty beneficial in their own right.
Guarding Attack Warlord Attack 1
With a calculated strike, you knock your adversary off balance and grant your comrade-in-arms some protection against the villain’s attacks.Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. ACHit: 2[W] + Strength modifier damage. Until the end of your next turn, one ally adjacent to either you or the target gains a +2 power bonus to AC against the target’s attacks.
Inspiring Presence: The power bonus to AC equals 1 + your Charisma modifier.
Seems pretty basic to this class for an encounter power and the extra AC for picking the right presence is nice.
Warlord’s Favor Warlord Attack 1
With a calculated blow, you leave your adversary exposed to an imminent attack from one of your closest allies.Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. ACHit: 2[W] + Strength modifier damage. One ally within 5 squares of you gains a +2 power bonus to attack rolls against the target until the end of your next turn.
Tactical Presence: The bonus to attack rolls that you grant equals 1 + your Intelligence modifier.
The other Commanding Presence option gives some decent offensive options.
The daily artwork is interesting as well. The facial expressions of the far left and far right monsters are off a little, but not too bad. I think the images being posted are just another positive for 4e vs other editions.

04/21: Efreet
Art by Eric Vedder and Adam Vehige
Efreets are crafty conjurers of fire native to the Elemental Chaos.