Wednesday, 8 July 2026

Heretic Naval Raiders- Trench Crusade Faction Overview

 Next up for my Trench Crusade overviews is my favourite Fallen faction, the Heretic Naval Raiders. I really love the idea of the piratical heretics scourging the Mediterranean, and I've created my own little warband based on a submarine crew of heretics raiding the coastlines of Italy and Greece.

Unique Rules

Close Assault Weapons- Submachine Guns costing Ducats instead of Glory is really great, as in such a close-quarters focused warband being able to take more Submachine Guns for more shots and ASSAULT is really good. It also means you can start campaigns off with SMGs immediately, which starts you off so much easier. 

Fast as Lightning- +1 Dice to Dash actions is just action efficiency, and will make your mobility quite a lot more reliable. It doesn't guarantee Dash successes though, and I couldn't even guess the amount of times I've still failed Dashes even with +1

Let Sleeping Dogs Lie and Light Troops- No War Wolf, only 1 Artillery Witch and 2 Anointed. Restricting all of the big troop options means you have less to work with, but in a campaign you're likely starting with all 3 ELITE models and a range of regular troops. It also means that later in a campaign you won't have much access to models that aren't simply Heretic Troopers or Wretched, so Naval warbands will end up going pretty wide later down the line in a campaign.

Unseen Advance- The ability to buy 3 non-ELITE models INFILTRATOR is fantastic, as you can put your close assault units with melee weapons, SMGs or Flamethrowers close to your opponent right from the start of the game (assuming the scenario allows it, which isn't always) and makes for a great 2-stage team added with your Death Commando. Either for early game pressure or objective taking you'll get value out of more infiltrating units, but be careful not to overextend.


Heretic Legions Units

Heretic Priest- As your LEADER model you have to take one, and there are few slightly different ways you can build a Priest. No matter what loadout you give it though, it's a great generalist profile with +2 dice to both melee and ranged making it fairly reliable at everything (and meaning you want to give it both kinds of weapon to make the most of it) while TOUGH keeps it in the fight a bit longer. The other thing to note is Puppet Master as you can use this to manipulate positioning and being able to move any model within 12" D6" is quite good. Early game you want to use it to move your own models up the board and get things into better positions, while later game you can use it to move things into combat with your own models or out of cover where you can really punish them. My personal favourite loadout, at least at the start of a campaign, is giving them a Silenced Pistol or grenades so they have an ASSAULT weapon and 2 Sword/Axes with Standard Armour. This is a fairly budget build so you can fit in more of the other elites (Priest, Chorister and Commando to start is something I'm a big fan of) and it's quite easy to kit them out later on with better gear as you should be making decent amounts of money for a campaign. 

Chorister- When you have a close-range warband having a close-range debuff piece is really great, and -1 to all success rolls from enemies makes it so much harder for them to actually achieve things in game. Also having a +2 melee piece means you can have a really consistent Sacrificial Blade with a 2nd action for another weapon. Polearm is another great option as you can use it to set up near an objective and just make it really obnoxious for an opponent to get near you or to even attempt objective actions, as in order to attack you from a charge they'll be -2 dice base. Choristers are really great models all around and I think they're something every Naval Raider warband, especially with the new plastic model looking so nice

Death Commando- As an ELITE with INFILTRATOR the Death Commando is a piece that you can use to put some really early pressure on an opponent, and they can do a lot of damage if they succeed with their rolls. You can pair them with other models with INFILTRATOR in Naval Raiders and make use of the +1 Dash to play really aggressively early on and try and take away activations from your opponent. Tartarus Claws make this way easier as it gives multiple attacks and another movement with even more attacks if you kill something, so with a good grenade throw you can get a heap of damage out in a single activation. They're harder to shoot with a native -1 dice to shoot them (which you can stack with the Chorister) so as long as you're keeping them moving between cover they'll be really annoying to take out. I always start with a Tartarus Claws Commando to get experience on it early, but also to have things that are going to give value early on and flesh out the numbers later. 

Anointed- The heavy-hitters of your non-ELITE, and often the things you want to promote, but they are quite expensive and tend to want even more expensive gear. I haven't tried out a starting roster with any Anointed yet but they are one of my first purchases, as they can put in a ton of work and tend to be one of the tankier units in the roster with their built-in Reinforced Armour. As the only models in the warband with STRONG they are also a natural place to put HEAVY weapons onto, and things like Greatsword/axe or Hellblades are great on them. None of the HEAVY weapons in the warband are especially fantastic, as you usually want ASSAULT on at least a grenade option so you have the option of charging in mid-game. A turn of shooting with a non-ASSAULT weapon is a turn you're losing out on combat so is something to consider, although Heavy Flamethrower is a really good option early game to put the hurt out as an alternative to grenades.

Heretic Trooper- Your basic troop, and something that will be decent enough any time you take it. Regular Troopers I tend to just keep with rifle and bayonet just to have something that can sit back on an objective and plink shots off, or move up and take positions aggressively while the rest of the warband do the killing work. Legionaries on the other hand are great with the INFILTRATOR upgrade, as with an SMG and 2 melee weapons you can infiltrate them in, dash out to shoot twice and then charge with 2 attacks. I personally put the +1 into melee so your 2nd attack is still at flat dice normally, and although they add up in terms of cost they also get work done in terms of creating a threatening presence that your opponent has to deal with while the rest of your warband makes it up the table. 

Wretched- The lightest infantry option in the faction, but also quite garbage. I do want to take the time to try out a few Wretched with double melee at some point as light, disposable shock troops but they aren't really that much cheaper than Heretic Troopers for a significant drop in quality. You probably don't want to take them outside of meme lists, but it is a tempting meme that I want to test out. 

Artillery Witch- While you can only take 1, a Witch is a great take as it gives you some long ranged blasting in a faction that tends to want to play closer up. There's not much else to say about the Witch that isn't standard for all Artillery Witches, as you need to keep it fairly safe and Witches can be pretty squishy. As a non-ELITE it is also far more likely to just die if it gets taken out as well, which you don't want to happen. Try and keep it in cover where possible, and out of melee. 


Mercenaries

Sin Eater- Physically imposing and fairly hard-hitting, the Sin Eater works with Naval Raiders but it will get stuck behind a bit as it isn't necessarily as fast as the rest of the warband. Being able to hit multiple models is really helpful and plays into the Naval Raiders theme of SMGs and multiple melee weapons to keep attacking. I don't think it's worth taking over a Goetic Warlock or the glory items for the warband though, and its definitely something I would take far later in a campaign and only really consider for one-offs rather than actually take. 

Goetic Warlock- For a close-assault, fast-moving warband I really like the Goetic Warlock as it has its own ways to teleport around and jump to better positions or steal specific enemy pieces for assassination. I've played it a fair bit in one-offs and it works quite well, and as the cheapest Mercenary for Fallen factions it is also something easier to get to as opposed to the other options. 

Scripture Guardian- Still quite expensive, and Naval Raiders have great ways to spend Glory otherwise. If you somehow manage to buy everything else and run out of Glory later in a campaign then sure buy it, but I wouldn't go out of the way to get it before other things.


Glory Items

Blasphemous Staff- This is going to go on your Heretic Priest if you take it, nothing else will get enough value out of it. Death Commando can't spare the hand as you want Tartarus Claws on it, and the Chorister doesn't have actions to get enough out of the Staff. +1 to Puppet Masters is good, but potentially at the expense of a 2nd melee weapon so it's something to consider and not always take

Anti-Materiel Rifle- The single best hard-hitting gun you can get. This rifle will tear through armour and reliably kill non-TOUGH models or trigger TOUGH on those that have it, you want it on something that can hit more reliably like the Heretic Priest. In the case you take the AMR on a Priest I'd pair it with Grenades of some kind just so you still have an ASSAULT weapon, but you will get great value out of this every time. Heavy is a downside here though, and in a list where you likely want to be charging you do have less charge range which hurts. 

Hellblade- A very good melee weapon, but also likely going on Anointed as the ability to one-hand it on an Anointed while pairing it with another hand is fantastic. The LIMIT:2 doesn't even really matter here either as Anointed are also restricted to 2 so you can give them both Hellblades and not have to worry.

Automatic Rifle- An option for slightly longer range compared to an SMG, but generally speaking I think not as good given the Glory cost vs simply paying for an SMG. 

Thursday, 2 July 2026

Red Brigade- Trench Crusade Faction Overview

As the first in what will become a series of my thoughts about specific sub-factions for Trench Crusade, I'm starting with my favourite faction in Red Brigade. This faction really does hold a spot in my heart as it is quite unique for New Antioch and is also something I really love thematically. 

Unique Rules

Displeasure of the Church- Clerics and Sniper Priests both occupy the same slot, with you being able to take 1 of each or 2 Sniper Priests. 1 of each is all you really want I think, as the Cleric gives you a decent bit of support and a 2nd Priest will just take up cost and Fireteam slots more that you will want just as much on your other models. 

Fury of Saint Ernest- Molotovs for 5 Ducats still aren't great, and no Troop Flag doesn't matter when you have the Red Banner anyway. This rule does give you the best thing in Red Brigade though- the Gunslinger Lieutenant. Lieutenant with double Automatic Pistols can put out a ton of shots, and use the guns in melee as well to make a really terrifying leader. I love gunslingers in any game, and this build of Lieutenant is my favourite thing to play in Trench Crusade from a fun point of view. 

Glory Hounds- This is basically what lets you buy Dogs for Ducats as a normal part of the warband, although they must be half your total models or less. It also gives you double Glory points for Glorious Deeds that you score with Dogs once per game, which will let you earn Glory for things like gear and Mercenaries far quicker assuming you can claim them with the Dog. 

No Retreat- No Red Brigade model can voluntarily leave combat. You have a few ways to get around this, but this is a really big factor in how you should play Red Brigade. You'll get in combat eventually and should give everyone a melee weapon so they can brawl, knowing you can't leave unless your opponent is dead. 

Remember the Fallen- Skipping Reinforcement and Exploration to instead reclaim all the gear of models that die in the previous game is quite good, assuming you suffer mass casualties and lose a ton of gear that you can't regain as easily. This will usually be used to get Glory Items back, as without it you can just Reinforce and get not only the value of the Battlekit that's lost, but buy the wielders back too. 

Wear and Tear- Starting with Blood Markers is a big downside, and you will need to play into this knowing that you can have some really rough matchups. Hiding the important pieces is one thing, but taking Medi-kits is equally as important to mitigate the downside a little. This rule also means you have an especially rough time into Court as you basically give them a free Goetic spell if they go first, and if that spell is a Burning Inferno from a Sorcerer? It's going to really hurt


Unique Equipment

Red Banner- The first thing I spend Glory on when I have access to it. This is a Troop Flag and a Polearm in one, but with a better bonus than the Troop Flag as it gives +2 Dice rather than just +1. This is all to say, it's excellent and the official sculpt on a Shock Trooper looks really great. 

Blood Cloak- 5 Ducats for Skirmisher, this acts as a great way to avoid being engaged when you don't want to be. It won't always work, but it will help at least some of the time.


Unique Units

Crimson Communicant- A few things together make Big Red something I will always take without fail in Red Brigade lists as the 2nd model after the Lieutenant. The melee stats on this thing are already great, without factoring in that they get an extra dice for every Blood marker they have and can't have Blood spent on their melee attacks. That alone makes the Communicant a great brawler and it can hit really hard in melee, although it can become easier to kill as your opponent absolutely will spend the Blood on damage rolls. The other big plus for it though is the Atonement Bell, which can knock enemies out of combat and even trigger extra attacks on your own models. It means you have ways to get out of combat, but also that you can get 2 attacks with a Greatsword on this guy for relatively little effort. I like to Fireteam him with the Lieutenant to guarantee things get out of combat with the Lieutenant, and I can keep shooting dual auto pistols as much as possible. 

Trench Dogs of the Red Brigade- Another mainstay of Red Brigade lists, the Trench Dogs come in a few varieties and are pretty valuable in all their forms. The ability to give Grenades to the dogs for 5 Ducats and use it on any model within 1" is fantastic, as it gives you Ducat economy and makes the dogs great support pieces for Fireteams (which they can also pay to form extra Fireteams giving you a total 4). 2 dogs can also be upgraded into Mercy Dogs which carry a Medi-kit that gives +1 dice to anyone using it within 1", so again fantastic economy although these 2 together make dogs into a pretty easy target as they can't take armour at all. The ability to move around prone friendly models is also quite nice, although with the restriction that it can't be done if any of them are engaged so will often not be useful. Attack Dogs having +1 dice to attacks is nice, although not as great utility as Mercy Dogs, and the 1 Guard Dog you can take is good for potentially screening Infiltrators, although again not as great as the other options. As dogs they get +1 dice to Dash natively, making them much faster with their 8" movement as compared to the usual 6", and can attack in melee despite not having melee weapons. 


New Antioch Units

Lieutenant- You're playing Red Brigade, you have to take a Lieutenant and are you really playing this sub-faction without playing a gunslinger? Double Automatic Pistols is my go-to build every time, with the armour being the only thing I change out depending on how much I have to spend. Sure you could build them differently, but at that point you're deliberately not using some of the warband rules. 

Sniper Priests- Your long range option. This is what you take if you want to be able to pick things off early game, which you really do want, and gives you board control in a faction where you likely will have a majority of close-range combat models. Starting a campaign with a Sniper Priest is good because it gives you early access to advancements too, and they're pretty reliably levelling up early if they can get a Glorious Deed or 2. 

Trench Cleric- The Cleric I think is highly dependent on whether you want anti-FEAR tech in a campaign, because that's the most use you'll get out of it. As an ELITE it's the least important of the 4 you have access to, and as such will probably not make it into a starting campaign roster but will likely be added in later down the line. Anti-FEAR is quite great though especially for a melee-focused warband, so it should always at the very least be considered every time you can add to a roster. 

Yeomen- Your basic troop variant. Couple of Yeomen with Bolt Actions and Bayonets are fine enough, and I like using a Yeoman as the body for a Musical Instrument to help everyone else get up the table. The Westfalia Yeomen sculpts are all great too, so later in a campaign I try and fit them in. Usually they're later takes as I want to fit Shocks, Dogs, a Medic and an Engineer first if possible and build out later

Shock Troopers- My favourite troop in the New Antioch roster, the Shock Troopers are great close assault troops which play really well into the Red Brigade playstyle. +1 dice in melee and more reliably charging makes for a perfect Fireteam partner for Trench Dogs, as you can move quicker to keep up with the extra movement on dogs and access their grenades before charging in. I like sword and board builds to give them a bit more staying power, but double melee is quite tempting as well as you can get a lot of damage out between a grenade throw and then 2 melee attacks. All around Shocks are a really solid unit to take in any Antioch list let alone in Red Brigade, and I will always take 2-3 at least.

Combat Engineers- Satchel Charge access mostly, but they're also pretty good budget skirmishers with built-in Engineer Armour helping a lot against other grenades and Artillery Witches. My preferred build is Satchel Charge, SMG for a mid-field threat that takes some heat away from the Shock Troopers or Lieutenant/Communicant Fireteam, or goes untouched and has the potential to wreak havoc

Mechanised Heavy Infantry- A great way to get some heavy armour into your warband, but they are primarily ranged units and don't get any bonuses in combat. I still think building them for skirmishing with Heavy Shotguns is the best use for them, as the only STRONG models in the warband they can move and shoot reliably with a gun that hits really hard. 

Combat Medic- As a 0-1 choice I think the Medic is something you always take for Red Brigade, because it gives you access to a reliable Medi-Kit on a solid platform. The armour goes a long way, and although it won't always matter Misericordia can do work on taking out downed opponents. 


Mercenaries

Communicant Anti-Tank Hunter- Red Brigade tend to lack a bit of long-range punch, and that's what the Anti-Tank Communicant is for. AMR access is fantastic, and on a fairly tanky platform it does a lot of work every time it hits the table. Definitely worth the Glory investment, and although I don't think personally it makes it into one-off lists over the other Mercenary options it is something I consider. 

Mendelist Ammo Monk- Although the gunslinger blast combo is gone, the Ammo Monk can still be quite reliable with traditional Red Brigade builds in a campaign. Having access to +1 to injure on a gunslinger Lieutenant is fantastic, and BLAST and SHRAPNEL is still great on a Sniper Priest early game while you move the Lieutenant into position. It's not the always take it used to be, but it does still have very good applications. 

Combat Biologist- A favourite Mercenary of mine for Red Brigade, because it has such a nice package for supporting the warband that it works really well for relatively little Glory. The Vivisector being able to push enemies out of engagement gives you a 2nd source outside of the Communicant, and free Gas Grenades is just nice to have to put some more Blood out there early. Plus the model is just awesome and I love getting it onto the table

Scripture Guardian- Although it is quite decent it is very expensive, and Red Brigade have a lot of other good options for their Glory for cheaper. I'd go for any of the 3 above before I'd go for a Scripture Guardian, and honestly probably also an Observer and Mamluk

Witchburner- Even after the changes, it isn't really that great for the cost. Really cool model, but unfortunately doesn't really help Red Brigade at all in ways you can't get elsewhere

Observer- Another fantastic take, because the Observer is generically quite good and comes with a Medi-Kit to help take Blood off. Not much to say, for 3 Glory it is more than good enough

Mamluk Faris- An extra Fireteam option if you really need 5 Fireteams, it can also be a really tough lynchpin with Polearm and Shield