I have been extremely lucky with Jarl and I really feel comfortable with his abilities and spells. Last game I forgot to field 4pts of my army, but still killed a Karchev Jack Brick on the top of Turn 3. Prior to that he survived an Epic Sorscha charge assassination run and capped her with two boosted shots.
I need advice on the current build:
Jarl Skuld, Devil Of Thornwood
Pyre Troll
Troll Impaler
Dire Troll Bomber
Trollkin Runebearer
Trollkin Long Riders (Leader and 4 Grunts)
Horthol, Long Rider Hero
Janissa Stonetide
I feel ok with most of this although Janissa is border line for a swap with a Fel Caller. The infantry and solo are the catching point = 16pts in models. How do you guys feel about them in this list?
Long Riders + Tactical Supremacy = actually pretty nifty with a 7" move, 14" run or 10" charge/slam as its basically "Reform". Helpful to get out of range, move out of a charge lane or even advance 3" to engage etc.
Long Riders + Quicken = 9" base speed and 14 Def against range/magic attacks isn't bad at all :-)
Long Riders + Weald Secrets = Camo and Pathfinder can be downright mean in some situations
I am still learning how to play Long Riders effectively, but the slam ability for a shooting army is always a good thing even when it doubles with the Impaler's Critical Slam. If I drop that 16pts am I going to be able to fill that hole?




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