I really think that anyone who tries to play the Warlord similar to the Beastmaster is going to be sorely disappointed, and is doing the orc mage a great disservice.
I also don't think it's a coincidence that players that are spamming creatures with the warlord are having trouble. That's really not how you are supposed to play him. After testing various Warlord builds over and over against tough Big X creature builds, the "swarm" builds and odd "sniper tower" builds that some players talk about are simply really subpar, if not downright awful, and certainly not competitive.
This isn't totally the fault of the players. The mini-ruleset/intro included in the box implies that the Warlord needs to have a lot of creatures, when in reality that's very far from the truth.
The way to play the Warlord is really not terribly complicated, actually:
1. Use Thorg. Every game. He's that good. I hate playing against him.
2. Use Iron Golems, especially against the Forcemaster and Warlock. Their huge quick attack and various immunity traits makes them excellent guards, and the Warlord is really the only mage that can effectively Command them with spells like Charge, Whirling Strike, Battle Fury, etc.
3. Dwarf Kriegsbiels and Sir Corazin seriously kick your ass in a hurry. The amount of dice they get for their cost is ridiculous, and it only gets worse if (usually more like "when") they attain Veteran status.
4. Orc Butchers are very solid, very cheap meat shields. They're nothing too crazy, like Thorg and Corazin, but they aren't supposed to be; you get a lot more than what you pay for, and that's enough.
5. Leave most of the Warlord's conjurations at home. Maybe they have a place, but I haven't found it yet. The only one that I've really seen work well is Quicksand. It pretty much acts like a Teleport check; if your opponent has a teleport, cool. If he doesn't, well...better hope that creature wasn't important (My poor Cervere
)
6. I think the Warlord's Sledge is actually useful and worth its cost, unlike most weapons. The sweeping attack it gives represents a 5 dice increase, with a decent chance to daze with each strike, and it can't be countered by elemental resistances.
The Warlord isn't meant to be a general, he's meant to lead a squad of elite soldiers with some monsters on the side. Thorg, Iron Golems, Sir Corazin, Dwarves, and Butchers all fill that need very well; everything else seems to be pretty situational (that's ok, all mages have situational cards). Beyond that, he has access to a powerful elemental school and awesome commands like Whirling Strike, which he can use over and over for a discount, unlike other mages.
My group stopped playing the Warlord as a "spammer" and more of a commander, and so far we've never looked back.