Trollbloods: The Quickening Part II
Musefolk! Midsouth Gaming is proud to be cross posting a select handful of our articles here on Muse. This is the second in a series of articles that began on MSG last week. You can catch up here. In my last article, I spent some time breaking down Quicken on Jarl. Today, I want to break down his other two upkeeps: Tactical Supremacy and Weald Secrets. Specifically, I want to continue to talk about jamming with Jarl. Jarl loves to jam, maaaan. Seriously, I have no idea what’s happening in this photo. First, let’s talk about Tactical Supremacy. Unlike Quicken, which has a direct effect on threat ranges, Tactical Supremacy allows for 3 inches of additional movement after everything has ended its activation. While I don’t think it’s as amazing as Quicken, it does have a few distinct awesome factors: Like Quicken, it targets friendly model/unit. That means that it can be applied to solos, units or beasts–even Minions or Jarl himself. This continues Jarl’s theme of being extremely flexible. It allows for movement shenanigans. It’s possible to sacrifice movement for the aiming bonus or to stand up a knocked down model and they can still “move” 3 inches. It’s also possible to use it like the world’s tiniest Ride By Attack–move forward, attack, use Tactical Supremacy to retreat. Much like Ride By Attack, it does nothing to prevent you from retaliation, so be aware of free strikes and effects that trigger on movement. It allows second line units to keep pace with a Quickened front line. This is the biggest reason I use Tactical Supremacy.