Jarl Skuld, Devil of the Thornwood

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Trollblood Trollkin Warlock

Jarl Skuld is an infamous bandit and highwayman who has become an unlikely guerilla leader among the desperate trollkin remaining in the Thornwood. A skilled gunfighter, Skuld uses a pair of customized, rune-scribed pistols to deadly effect. With lightning raids and devastating ambushes against Cryx, Khador, and other enemies of his people, Jarl Skuld has truly earned the moniker “Devil of the Thornwood.”

Basic Info[edit]

Jarl Skuld, Devil of the Thornwood
Base Size Medium
Warbeast Points +30
DEF 15
ARM 15
HP 16

Weapons and Attacks[edit]

  • Rune Pistol x2 - 12" RNG, POW 12 ranged weapons
  • Axe - 0.5" RNG, P+S 10 melee weapon

Special Abilities[edit]

  • Warlock - All warlocks come with a stack of standard special rules - most notably being awesome.
  • Gunfighter - This model can use its ranged weapons even while in melee, but when it does so it can only target models it's in melee with. It can even make ranged attacks after charging.
  • Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
  • Tough - When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. While knocked down this model loses Tough.
  • Dodge - When an enemy misses this model with an attack at any time except when it is advancing, this model can immediately advance 2" ignoring free strikes.
  • Field Marshal [Swift Hunter] - Warbeasts/warjacks in this model's battlegroup gain Swift Hunter.
  • Swift Hunter - When this model destroys one or more enemy models with a basic ranged attack, immediately after the attack is resolved it can advance up to 2".


Targets a friendly Faction model. If its next ranged attack directly hits, choose another model within 4" of the model hit. the chosen model suffers an unboostable POW 12 magical damage roll. The point of origin for this damage is the model hit and the damage is not considered to have been caused by an attack. Magic Bullet expires after this damage roll or at the end of one turn.
  • Quicken - Cost 3, 6" range, Upkeep
Target friendly Faction model/unit gains +2 SPD, and +2 DEF vs ranged/magic attack rolls.
Target friendly faction model/unit gains Reposition [3"]. (Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.)
Target friendly Faction model/unit gains Pathfinder and Hunter. (Hunter - This model ignores cover and concealment when shooting.)

Feat: Rolling Fog[edit]

Places D3 + 3 4" cloud effects completely within Jarl's CTRL for a round. These clouds do not block friendly faction LOS and friendly faction models can move through space occupied by other friendly faction models that are in these clouds. Enemy models in these clouds get an -2 to attack rolls.

Analysis of Jarl Skuld[edit]

Jarl Skuld in a nutshell[edit]

Jarl Skuld is a warlock who looks as if he's wandered over from the Circle Orboros to lead Trollblood armies. Tricksy and full of movement shenanigans, Jarl is an excellent change of pace for a troll player and would be utterly broken in Circle where he could stack his tricks with theirs - but in Trolls he mostly adds a splash of tricks to add flavour to an army.

Until recently, thanks to his three upkeep spells (and a near inability to cast them all in turn 1) Jarl was considered all but unplayable among Trollbloods because of the overreliance on upkeep spells. However Storm of the North gives him free upkeeps on Northkin - and that plus the Krielstone now being able to generate fury itself makes him far more viable. Although he's personally unchanged these changes to other models have re-written his utility to the point he almost deserves the tag for recent changes.

Typical Army & Strategy[edit]


His main win condition is to frustrate the enemy and win by hitting when they can't hit back.


Jarl normally goes for a ranged army that can also work in melee. That said the obvious start to him is the Krielstone (as with all trolls) and the Trollkin Runebearer as he's fury-strapped in the opening turns, and Magic Bullet is both safe for the Runebearer to cast and almost always good.

  • Dire Troll Bomber or Troll Impaler gives Jarl Snipe - and he's pretty good with his guns.
  • Dire Troll Mauler as it's very good, gives you melee hitting power.
  • Ranged light warbeasts like the Slag Troll or Storm Troll are good at taking advantage of his field marshal.
  • Rök can be taken under him in Storm of the North. An assault spray with swift hunter, a damage upping animus and the ability to take krielstone buffs makes him beat out the Mauler in that theme easily.

His infantry of choice is primarily ranged.

  • Northkin Raiders benefit from most things Jarl does and are more combined arms than the highwaymen.
  • Pyg Lookouts provide Mark Target - which works really well with Black Penny - and of course have Prowl to take advantage of Jarl's feat.
  • Trollkin Highwaymen - They love both Quicken and the way his feat can get them into back arcs to take advantage of Braylen Wanderheart's buffs.
  • Everything likes Tactical Supremacy and Weald Secrets.
  • Northkin Bear Handler & Battle Bears have Prowl and so love Jarl's feat while providing armour cracking potential.
  • Krielstone Bearer & Stone Scribes are a surprisingly good target for tactical supremacy, letting them move 8-9" while using awaken the stone.
  • Trollkin Champions really like Quickend, hit hard and jam like nothing else. Remember that you don't have to go all in on the ranged army.
  • Don't think his feat cloud wall is enough? Swamp Gobber Bellows Crews are there to help!
  • Speaking of clouds: Lynus Wesselbaum & Edrea Lloryrr help if your enemy tries to annoy you with them. Applied Knowledge and First Aid are awesome, too.

The Solos

  • Trollkin Runebearer mandatory since it can echo Magic Bullet. And you want to cast Magic Bullet as often as possible.
  • Northkin Shaman more clouds? More clouds!
  • Fell Caller Hero he buffs melee infantry and there's never enough buffs you can have on your melee infantry.
  • Brylen Wanderheart she buffs Highwaymen, which are pretty meek. But she is still good on her own, since she's a good combat solo and great at contesting.
  • Bog Trog Mist Speaker Eyeless Sight is a gift from Dhunia for any ranged warlock that sees himself confronted with cloudwalls.
  • Lanyssa Ryssyl has got Prowl too and has a cold damage spell that benefits from the Northkin Elder. But most importantly she lets his warbeasts charge for free.

Jarl Skuld, Devil of the Thornwood and theme forces[edit]

It is the opinion of many that the obvious place to play Jarl Skuld should be the ranged theme of Kriel Company. His spells speed up the army and help when the enemy has access to concealment and cover. His feat does have some redundancy in regards to LOS and warrior models, but still offers the ability to move through models, like a War Wagon which may be blocking a charge lane. It should be noted however that Kriel Company right now is considered to be the weakes troll theme, due to a lack of units that are good when the lines close and no good way to reliably crack ARM. Warlocks like Horgle2 or Grim2 iron these weaknesses out (somewhat) when running double War Wagons, Jarl doesn't.

Storm of the North is and its buffs are a godsend to a warlock like Jarl. Free upkeeps for a warlock with 3 of them? Access to nearly all good troll units and the ability to go for a combined arms approach? A snowdrift for his troops with prowl to hang out in? The ability to run Rök in his battlegroup? Yes, please! Being able to put Tactical Supremacy on the Kriel Stone, Quickend on Raiders or Champions and still having the fury to focus on casting Magic Bullet and fueling the Kriel Stone is great. Weald Secrets can go on him or his Bomber; paying for one upkeep is okay. Ambushing Bears + Champions + Rök will really make a mess of your enemy once the lines close and Lanyssa and Lookouts hang out in the snow drift and provide their buffs.

Power of Dhunia offers superb fury management. A Dire Troll Bomber can effectively use it's animus, boost twice, and reload for only 1 fury if a Dhunian Knot is nearby.

Finally, Band of Heroes provides access to Remove from Play, and fast moving Trollkin Fennblades, who enjoy an extra 2" SPD. Although the units available have no ranged options that benefit from Hunter, being able to pass around Pathfinder can allow a Fell Caller Hero to use its other abilities.

Drawbacks & Downsides[edit]

  • His big weakness is that he has serious problems loading the Krielstone as he also has three upkeeps he wants to cast on turn one.
  • He lacks a damage buff (and doesn't really have an accuracy buff).

Tricks & Tips[edit]

  • With a Trollkin Runebearer and Harmonious Exaltation you can cast all three of his upkeeps on turn 1. This leaves him camping 0 - so make sure he's hiding behind something solid. (In later turns the Runebearer is going to be casting Magic Bullet - a nice effective use of the Runebearer as it keeps him a lot safer than most 3 cost spells would)
  • The enemy are there to be messed with. And to dance out of range of - measure their threat ranges when you play.
  • Try and make sure you play Jarl with a cluttered battlefield.
  • You almost never are going to succeed with a ranged assassination from Jarl (two boosted POW 12s are nowhere near enough) but most opponents will get very worried if you are able to take a few pot-shots at their caster.




Theme Forces this is a member of[edit]

Themes for any & all warlocks (Edit)

Other Troolbloods models[edit]



Warlocks Borka1 - Borka2 - Calandra - Gunnbjorn - Grim1 - Grim2 - Grissel1 - Grissel2 - Doomshaper1 - Doomshaper2 - Doomshaper3 - Horgle2 - Jarl - Kolgrima - Madrak1 - Madrak2 - Madrak3 - Ragnor
Warlock attachments Trollkin Runebearer
Lesser Warlock Horgle1
Light warbeasts Ice Troll - Night Troll - Pyre Troll - Slag Troll - Storm Troll - Swamp Troll - Troll Axer - Troll Basher - Troll Bouncer - Troll Impaler - Winter Troll
Heavy warbeasts Dire Troll Blitzer - Dire Troll Bomber - Dire Troll Brawler - Dire Troll Mauler - Earthborn Dire Troll
Dozer & Smigg - Mulg the Ancient - Rök
Gargantuan Glacier King - Mountain King - Sea King
Units, Solos, & Battle Engines
Units Dhunian Knot - Kriel Warriors - Stone Bearer - NK Bears - NK Fire Eaters - NK Raiders - Pummeler Crew - Pyg Burrowers - Pyg Bushwhackers - Pyg Lookouts - Scattergunners - Thumper Crew - Champions - Fennblades - Highwaymen - Long Riders - Runeshapers - Scouts - Sluggers - Warders
Special WA: Trollkin Sorcerer
Sons of Bragg
Solos Fell Caller Hero - Fennblade Kithkar - Northkin Shaman - Stone Scribe Chronicler - Troll Whelps - Trollkin Champion Hero - Trollkin Skinner
Braylen Wanderheart - Horgle1 - Horthol - Janissa Stonetide - Valka Curseborn
Battle Engines Hearthgut Hooch Hauler - War Wagon
Theme Forces
Band of Heroes - Kriel Company - Power of Dhunia - Storm of the North
Minion Trollblood.jpg


Minion Battlegroups
Warlocks Bloody Barnabas - Calaban - Helga - Jaga-Jaga - Lord Carver - Maelok - Midas - Rask - Sturm & Drang

Requires a 2+ warlock game

Other Controllers Lesser Warlocks: Brun & Lug - Dahlia & Skarath - Rorsh & Brine - Wrongeye & Snapjaw

'Jack Marshals: Raluk Moorclaw

Warjacks & Warbeasts The minion battlegroup members you can include in a Trollblood army depends entirely on what type of model is commanding them. There are too many permutations to list here, please refer to one of the model entries above for full details of what minions it can control.
Minion Units, Solos, & Battle Engines
Units Bog Trog Ambushers - Croak Raiders - Bone Grinders - Brigands - Commandos - Razorback Crew - Slaughterhousers - Bokur & Swamp Shamblers - Gatorman Posse - Gobber Bellows

Nyss Hunters - Blythe & Bull - Boomhowlers - Lynus & Edrea -

Solos Mist Speaker - Bog Trog Trawler - Croak Hunter - Efaarit Scouts - Feralgeist - Witch Doctor - Gobber Tinker - Gremlin Swarm - Ogrun Bokur - Gobber Chef - Thrullg - Totem Hunter

Agata, Queen of Carnage - Alten Ashley - Brun & Lug - Dahlia & Skarath - Eilish Garrity - Gudrun - Hutchuk - Lanyssa - Maximus - Raluk - Rorsh & Brine - Saxon - Victor Pendrake - Wrong Eye & Snapjaw

Battle Engines Meat Thresher

Rules Clarifications[edit]

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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
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Rules Clarification:  : Warlock      (Edit)
(Click Expand to read)

  • General
    • FURY (uppercase) is the stat printed on the warlock's card. Fury (lowercase) refers to fury points a model currently has.
    • Your CTRL area is double your FURY stat, not double your fury points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warlocks are also Battle Engines and thus follow all the Battle Engine special rules.
      There is no particular interaction between the Battle Engine rules and the Warlock rules.
  • Reaving & Leeching
    • If you choose to Reave, it's all or nothing. You must Reave all the Fury (up to your limit) and you can't choose to "let some disappear". (Locked thread)
    • If your warbeast is Removed From Play, you can still reave fury off it. (Locked thread)
    • If your warbeast is destroyed or RFP'd while under your opponent's control then:
      1. You cannot reave fury off it. Because it is still enemy at the time it was destroyed/RFP'd, and you can't reave from enemy warbeasts.
      2. After it is taken off the table, it returns to your control and is eligible for Spirit Bond and (possibly) Return to Play stuff (like Thagrosh1's feat).
  • Transferring Damage
    • If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)
Restrictions on "Any Time" abilities     (Edit)      
  • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    2. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    3. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    4. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    5. You're in the middle of an attack. Note that the attack is not over until you finish step 14 of the attack sequence (Apdx A).
    6. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.
  • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
  • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)
  • Units with "Any Time" abilities
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.

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Rules Clarification : Warcaster Unit or Warlock Unit     (Edit)
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcasters & Warlocks page for the 'regular' rules clarifications.

  • If you're giving an order, it must be done first, before casting any spells or using your feat.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Only the warcaster/warlock model can dominate a Steam Roller scenario. They can do that regardless of where the grunts are.
  • The grunt models can contest Steam Roller scenarios, but not control them.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.