Jarl Skuld into Khador

Jarl may have the ability to stop some ranged attacks and even hold back a charge with his smoke cloud feat, but I have trouble when dealing with Khador after the stall.

In this version of Jarl, I try out the Bomber, and leave most of the POD list intact.

War Room Army

Trollblood – Jarl 2017-04

Theme: The Power of Dhunia

3 / 3 Free Cards     75 / 75 Army

Jarl Skuld, Devil of the Thornwood – WB: +30

–    Troll Impaler – PC: 11 (Battlegroup Points Used: 11)

–    Troll Impaler – PC: 11 (Battlegroup Points Used: 11)

–    Dire Troll Mauler – PC: 15 (Battlegroup Points Used: 8)

–    Night Troll – PC: 7

–    Dire Troll Blitzer – PC: 16

–    Dire Troll Bomber – PC: 19

Northkin Shaman – PC: 4

Northkin Shaman – PC: 0

Janissa Stonetide – PC: 4

Troll Whelps – 5 Whelps: 0

Troll Whelps – 5 Whelps: 0

Trollkin Runeshapers – Leader & 2 Grunts: 9

Krielstone Bearer & Stone Scribes – Leader & 3 Grunts: 6

–    Stone Scribe Elder – PC: 3

In my photos, I have the Champ pretending to be a shaman.  I’m sold on running 2 shaman.  I only wish their cloud was 4″ rather than 3″.  But otherwise they are a great piece.

Khador ran the following,

War Room Army

Khador –  irusk with uhlan

Theme: No Theme Selected

73 / 75 Army

Kommandant Irusk – WJ: +27

–    Behemoth – PC: 25 (Battlegroup Points Used: 25)

Fenris – PC: 9

Kovnik Jozef Grigorovich – PC: 4

Winter Guard Artillery Kapitan – PC: 3

Widowmaker Marksman – PC: 4

Iron Fang Uhlans – Leader & 4 Grunts: 20

Widowmaker Scouts – Leader & 3 Grunts: 8

Winter Guard Infantry – Leader & 9 Grunts: 10

–    Winter Guard Rocketeer – PC: 2

–    Winter Guard Rocketeer – PC: 2

–    Winter Guard Rocketeer – PC: 2

–    Winter Guard Infantry Officer & Standard – Officer & Standard: 4

Winter Guard Mortar Crew – Gunner & Grunt: 5

with uhlan, putting them out of Theme.  He was basically 4 points under, 2 from Irusk and 2 from the normal 75.  Had I brought him, I would have let him borrow my gobber tinker.  He accidently confused the two irusk models, using the one for Irusk2 instead of 1, and used Irusk 1 for an Artillery Kapitan.

We deployed and I went first, running for the trenches.  Now that I look back, I realize I missed my Blitzer in deployment.

He runs up and takes some shots, with the Widowmakers and the Artillery piece doing well to damage anything Impaler, but not killing anything.  RAT 5-4=1 +2 (aim)=3 +2 (Kapitan)=5 +2 (joe)=7  on an 18″ Artillery piece is amazing, and it is a 12 point piece for a single POW 16.  At RAT 5, he still hit with a roll of 7 vs DEF 12.

I move up some more, giving the Behemoth some scattered damage, taking out one of the Uhlans, and moving up to contest two flags.  I popped smoke and attempted to screen Jarl and the trolls from the uhlan.

Khador looks at the cavalry, and wonders what to do with them.  Irusk feats, spreads some love with some spells, and the Winterguard take the rightmost flag.  I lost the Bomber after the stone got destroyed from ranged whoop-ass.

My next turn is stymied a bit. I didnt realize that the high ARM on the uhlan and the Winterguard no blast was due to the same upkeep… so oops.  I figured it out mid turn.  But we pressed on.  I took Fenris off his horse, made a few Winterguard roll for tough, and took out the Kapitan and a horse.

His turn clears off the Mauler, puts a ton of damage onto Jarl, forcing a shunted kill on the Impaler, and Jarl survives a tough roll.

On my turn, I try for an assassination on Irusk.  I don’t have the damage output to burst through his power field.  He is sitting at three points, and is about to take two on the next turn or kill Jarl outright, so I concede the loss.


Blitzer may have been able to take out the Behemoth, or any of the horses.  I also should position the shaman better when screening or preparing to screen.  I need to remember to use one of the shaman to def debuff prior to spraying with the second.  Tag team, right?

Also, I forgot Jarl has Dodge.  He took multiple hits after a miss, and could have moved just out of range from a few of the Winterguard.   

As for Khador, it’s important to remember that your support pieces have range.  Joe has 7″, the Kapitan had 8″, and Irusk has 5″ and 10″ for the battle plans.  The cavalry can do things when not charging, but relocating to open up a better charge lane is a better idea.  The cavalry didn’t need Iron Flesh.  With 19 Arm when base to base, Troll blast damage isn’t going to hurt.  It’s better spent on the Winterguard.   The cavalry needs to be spaced for an alpha.  Measure appropriately, and use on the flank rather than up the middle.  They could have made piecemeal of the Runeshapers.  Another tactic is to set three in a group, then two in a pair, 9″ apart, so they can flank or charge in waves.




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