Wednesday, 17 June 2026

Trench Crusade- My Thoughts

 Where else should I start other than by saying since I've started playing it during the Kickstarter period about 18 months ago, Trench Crusade has become my gaming love. There isn't any other game I'm enjoying anywhere near as much right now, and I recently flew down from Sydney to Melbourne to attend Arcfest for 2 days just to play Trench and meet Tuomas Pirinen, the mastermind behind it. This is to say that none of what I'm writing here is objective, and there is a lot of personal bias behind my thoughts as I really do love the game.

The key to the game is how simple it is- you roll 2d6 and need 7+ for successes, and 9+ on injuries to kill enemies. There's a lot more nuance when it comes down to modifiers and looking into scenarios, but at the heart of it the gameplay loop is incredibly simple and easy to pick up. Generally speaking every faction have basic troops with 0s for bonuses (some have negatives for real cheap chaff), some better troops with +1 in either melee or ranged and then proper Elite models that can have multiple bonuses to stats (Leaders always have +2 or even +3) and can gain experience in campaigns right off the bat. Elites are where your fun is going to be most of the time, but I've found a lot of the better basic troops to be the thing that really draws people in from a purely vibes based level. It's the War Wolves, Artillery Witches, Stigmatic Nuns, Brazen Bulls and Mechanised Infantry that draws people in more than anything. The thing is though that there really isn't any wrong way to do it, as most factions and most playstyles give a fairly rewarding experience and are definitely fun to play. 

Expanding a bit on what I said earlier, the modifiers for success and injury rolls are where the game really comes into its own in terms of the gameplay loop. Whether or not to spend Blood Markers (Trench Crusade's mechanic instead of having wounds on any models- everything is as easy to kill as any other for the most part) on an enemy's success rolls to make things harder for them to achieve, or save them to try and kill them easier is a real choice, although usually it is better to make your opponent fail actions as that is where scoring will come out. The Risky Action mechanic is something to note here as well, as failing a regular action simply means you fail and can continue the activation, while if you fail a Risky Action then your activation immediately ends. This can often end up being incredibly punishing (failing a Dash is likely the biggest gamble in Trench Crusade) but what it usually means is you save Risky Actions until last, so you can do as much as possible.

In a really unique thing compared to most other skirmish games, Trench Crusade doesn't have models with a lot of wounds so that your warband sticks around longer. If you roll a 9+ on a damage roll then the target is dead, end of discussion. Armour plays a factor in this, as well as a few other less-common rules that give negatives to injury rolls, but for the most part killing something is as easy as rolling a 7+ then a 9+. This does mean armour is an absolute must on important models, but even things that are super hard to kill will usually get stacked with Blood Markers that can be used in their own mini-game as I mentioned earlier. Even if you aren't killing something outright, you're almost always putting down Blood Markers or even knocking enemies prone, both of which are important debuffs that you can also use to benefit yourself to achieve victory.

Something I've noticed a lot of people question is the lack of trenches in Trench Crusade. To this I'll say that the game and the world isn't entirely made out of trench lines (just like the 40k universe isn't made up entirely of L-shapes) and there is a ton of scope for tables of all varieties. The game rules specify 3 different setups, all of which are able to be mixed but also built entirely separate to make really immersive tables-

  • No Man's land (where most scenarios should be played) with a mix of trenches, ruins, hills and broken natural features
  • Decimated Ruins in the ruins of towns and villages. These tables will be the most evocative of Mordheim styles of terrain, and indeed Mordheim terrain is perfect for these boards
  • Trench Lines are the table most people expect, with the board being criss-crossed with trench lines and barbed wire, dotted with ruined tanks and bunkers.
The variety in scenarios for Trench Crusade is also something I really appreciate. Although not as massive in scope as some of the other games I've been playing recently, there are still a lot of scenarios and each one operates pretty differently. From simple claiming buildings and looting objectives, killing the foe (or hunting heroes specifically) to hunting a rampaging dragon or storming a beach there are a lot of different ways to express the medieval crusader/WW1 mix of vibes that Trench Crusade has. I haven't played every scenario because I'm missing a couple of the more unique models that I need, but I'm working on getting those done so I can play everything and adapt them into my campaigns.

The campaign system is also a ton of fun, and I really like the way that things end up working out in terms of a narrative. My last campaign for example I had a Trench Cleric become possessed from an injury while fighting a Trench Ghost warband, which I felt was incredibly thematic, and the possession got him facing more injuries as he was forced into danger. He then got a skill while at 2/3 injuries to increase his limit before death, only to get injured again the next game and survive as a result. It's those little things that help in creating your own narrative behind the games and what happens in them that really make campaigns great I think, and the exploration options are really flavourful and often quite useful in what they give. I did have a campaign where almost everyone found a Book of Golems, which was quite funny to see all of them running around afterwards!

I've played and have warbands for every faction currently, and some factions multiple. My real loves though are Red Brigade New Antioch and Heretic Naval Raiders, as they really gel with the style of play I like. Close ranged, high speed and hard hitting but somewhat fragile, it's a playstyle that I lean towards in almost every game and will likely continue to. Plus Red Brigade lets me take a bunch of dogs and that's a huge plus for any wargame.