Tuesday, 25 March 2025

Trench Crusade - Musings

I'm allowed myself one new system this year, and I've gone for the obvious choice - Trench Crusade.

It seems primed for success.  It's got the fluff - it seems like to was designed art and background first, game second. It's got nostalgia - the art has a very grimdark early-Warhammer 'John Blanche' feel. It's got a familiar aesthetic - WW1 with demons has plenty of steampunk/dieselpunk-y monsters, armour plate and giant guns and swords. It's got pedigree (the game designer Pirinen is the Mordheim guy). 

Just like how Frostgrave bottled some of the Mordheim lightening; I think Trench Crusade will go one better. It's model agnostic so will appeal to the creative 'convert your own' crowd. Your Warhammer bitz box, some zombies and a set of WW1 minis will go a long way.

The only handicaps I see to success is  lack of plastic models (it's 3D print/STL only; and those are quite steeply priced) and the possibility of 'woke/antiwoke' debates damaging the community (which was not an issue in the oldschool era it mimics).

There's a pretty energetic following already, and free playtest rules on the discord: I make no claims of expertise; it's just observations from pushing some minis around by myself, while I await my 3D prints. I'd rate the game as being under very active development and I'm confident it will have been pretty thoroughly playtested when it is finally released.

At the moment the playtest rules are considerately split into 'rules' and 'cool fluff' which can be printed separately. I suspect given the art-dominated design, the proper rulebook will be worth it as a coffee-table book if you like the very grim very dark eerie aesthetic. 

There's more disembowelment and demons than you can shake a severed limb at. It's not a game for the squeamish.

Rules are my thing, so let's look through some. (I'm going off a current playtest set, v1.5 I think) 

 

 Overhead

It's meant for 6-22 models, but I reckon under a dozen or so is the sweet spot and ~20 will slow things too much. It's played on a 3x3 or 4x4 table, and making a trench system will be easy with a small sheet of plywood and rubber camping floor matting (well that's my plan) + plenty of PVA, grit and popsicle sticks. I'm also using red micro d6 to be Blood Markers (more on those later).

The stats are pretty easy - move, shoot, melee, and armour. There are ~30 'keywords' aka universal special rules but also faction specific weapons and rules. Not Infinity level 120+ rules, but not totally insignificant either; e.g. it seems fine to me now, but if more factions/models get added it could bloat a lot. There are very few modifiers to dice rolls; you won't need to consult the rules much for basic gameplay.

Overall, pretty easy to get into - bar the 3D printing aspect. As a bonus, the current playtest rules are free.

Doing Stuff

Activation is alternate - i.e. chess-style - players take turns acting with one model at a time - which is the norm nowdays, though a nifty Fire Team rule allows you to activate two in a row.

Models get to move and shoot, but may take Risky Actions - if the model fails a roll they fail the action AND end their turn early. I liked the element of risk vs reward; I.e. you could attempt to dash to a better spot to shoot, but fail the roll then not be able to dash or shoot.

The models see/act in 360; I prefer a 180 arc myself as it adds more tactics/flanking for little extra rules.

The movement rules are normal, and climbing, leaping and falling etc are as comprehensive as you'd expect from a Mordheimesque game. I liked the 'diving attack' where you jump down on someone Assassin's Creed style. 

Dice Mechanics

These are weird.  I like the novelty and unfamiliarity but they are a little clunky and may lack granularity. You roll 2d6 for actions. A 7+ is success and 11+ is a crit. 

Basically instead of stats and modifiers you have (+) dice and (-) dice. These cancel each other out. But if you have extra (+) dice you add that many dice to the 2d6, roll them all then combine the best 2. If you have extra (-) dice you do the same, but pick the worst 2.

I like the novelty but (admittedly without having done the math) it seems to lack granularity. In my experimenting, even a +1 dice modifier seemed to make a model twice as good.  I'd call them "interesting" rather than "good."

Damage

This used a similar 2D6 mechanic, only 7+ Downs a model, and a 9+ Kills a model. Any hit (even a 6 or less) applies a Blood Marker - which represents wounds, shock, bleeding etc. Unless a model has a special rule, it can be knocked out in one hit. A downed model has -1 dice penalty, halves movement, is more vulnerable etc; so you might down a major enemy monster; then be able to kill it easier. Overall, a similar feel to Necromunda/Mordheim.

Morale is pretty simple. Roll once you lose 50% of your force; fail and the game is over. Fear is just a -1 dice to melee.

 

Blood Markers

Marking wounds/"damage" with a d6 next to a model - hang on, isn't this hitpoints you hate so much?

Well kinda yes, but it's not needless recording. They're more interactive and cinematic. Also, one shot kills are still possible anytime. 

Your opponent gets to spend the Blood Markers on your model, to inflict their choice of debuff - maybe a -1 to your attack roll, or +1 damage to their damage against you. The Blood Marker/s is then removed.  Blood Markers aren't permanent, and they can be fun (for your opponent). 

It's more a temporary status effect/debuff than a hitpoint. This is borne out by their opposite effect, Blessings, which are a buff dice which work in similar fashion, but in a 'nice' way.

Warbands & Weapons

The remaining 110+ pages is taken up by warbands, weapons, scenarios and gear. It's done well - a page of faction fluff/overview, a sentence or two describing units, and clear stats and abilities. 

Campaigns

This is a separate document currently. It's pretty crunchy and should tick all your Necromunda/Mordhiem boxes. You choose a warband patron (saint or infernal noble) which helps choose upgrades. There are rules for:

- (Detailed) injuries for heroes 

- Experience/advancement - skill charts to roll on (melee, speed, ranged etc)

- Loot and explore (hello, Mordheim), find caches of heavy weapons, shrines, lost survivors...

- Request reinforcements/hire new recruits, trade, and use 'glory points*' to get special/legendary gear or mercenaries.

These campaign rules are obviously pretty beta at the moment, but will be very comprehensive when fleshed out - not the 'campaign lite' of many current rules (where the campaign is stuck on as an afterthought) - but a proper old school narrative campaign with lots to do. 

This deep campaign, along with the grimdark art style and background fluff, is what will carry Trench Crusade.

*Glory Points?  Yeah, I forgot to mention - doing cinematic stuff in the game like throwing enemies off cliffs, multiple kills, etc gives you 'glory' to spend later. These glorious deeds can be determined by the scenario or sometimes random roll - kinda like a secondary objective.


Verdict

The rules themselves take up ~12 pages. Interesting dice mechanics are a tad clunky and seem to lack granularity. Blood Markers add table clutter, but are a fun debuff choice for your opponent. Special rules aren't excessive (yet). Some risk vs reward in choosing actions. Movement rules detailed but generic and morale rules are minimal.  The rules are interesting but not revolutionary. While the rules allow cinematic moments, you probably won't be choosing Trench Crusade because of the rules themselves anyway.

You'd play it for the art, grimdark 'vibe', kitbashing potential and the promise of a proper oldschool skirmish crunchy campaign game with more modern underpinnings.

10 comments:

  1. Personally I like the limited granularity of the dice mechanic.

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    1. Limited granularity (in stats/dice) is fine when you are using similar forces i.e. human vs human normal WW1. You don't NEED a lot of differentiation because all the units are pretty similar. There isn't much variation needed.

      It doesn't work as well for fantasy/weirdness.

      When you have pit fiends vs humans vs undead humans vs mutant humans vs mechs vs monsters you NEED plenty of granularity to differentiate.

      Otherwise, you end up needing 'special rules' (aka extra rules) to make units different. And that leads to rules bloat.

      It's similar to games like Song of Blades. There's only 1 stat, so there ends up being 101 special rules. Likewise, if your only differentiation is +1 or -1, there will be a need for special rules to make units meaningfully different.

      It's robbing Peter to pay Paul. "Limited granularity"= "Lots of Extra Rules" = "Rules Bloat."

      -eM

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    2. No you don't, unless you're a hardcore simulationist who believes that different looks need to be reflected in different stats. Should an orc and elf knight have different stats? I don't think so, they're fine if treated both as just knights. I'm fine with just a handful of carefully designed basic troop types and don't have any need for either granular stat differentiation or the zillion special rules.

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    3. In that case you're just playing chess with different figures. Make the orc grunts and elf warriors pawns, an elf wizard and orc shaman get to be queens, etc. if there's no differentiation what's the point? Just grab any game you live and swap the minis.

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  2. I am worried about bloat and list building being or becoming more important than tabletop tactics.

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    1. Looking at the discord, balancing seems pretty frequent. Extra rules creep is hard to combat though.

      The target audience I think is the older hobby gamer who recalls fondly the old quasi-RPG 40K editions/Mordheim not the competitive crowd. The sort that will enjoy a bit of artistic kitbashing.

      Ultimately, any rules can be cheesed and you'll get win-at-all-cost meta-list players even in the most creative fluffy kitbash events.

      While tightly balanced rules can help; ultimately it's a 'people' problem.

      -eM

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    2. I don't think it's a people problem. It's more of a deliberate choice in the hope to seduce the former GW player by offering them pretty much the same but in a less aggressively marketed version. That balancing is frequent is not a good sign. They've been balancing for quite some time now, and they're still not anywhere near a good balance between the various factions. That book is supposed to come out in a few months. I guess it will be invalidated upon release as the designers are going for the living rulebook approach. *shudder*

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    3. "It's more of a deliberate choice in the hope to seduce the former GW player by offering them pretty much the same but in a less aggressively marketed version."

      -If the secret seduction involves allowing me to use any minis I want for their game and always free rulebooks, I'm comfortable with all mini companies seducing me with this approach. I think the phrase I'd use is 'less aggressively monetized.'

      "That balancing is frequent is not a good sign. They've been balancing for quite some time now, and they're still not anywhere near a good balance between the various factions."

      -Not sure how frequent balancing before release is a bad thing?

      "That book is supposed to come out in a few months. I guess it will be invalidated upon release as the designers are going for the living rulebook approach. *shudder*"

      -As opposed to what? Frequent paid for codexes? Aren't LRB the defacto for oldschool games like Mordhiem, Bloodbowl etc (the target audience of Trench Crusade) - well, in the periods the community ran them?

      I'd imagine the only people actually buying the glossy rulebook would be those who want it for the art. The gamers will use it digitally/print it off for free.

      *Shrugs* I'm not sure I see a problem here...

      -eM

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  3. That's a neat thought on how to do wounds - I've never considered tracking wounds to let an opponent "spend" then for an effect. I'm gonna be chewing on that for a bit!

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    1. I believe I have seen similar systems in one ore two other games, but called "suppression" or "stress" instead.

      It seems like it might be an interesting way to handle suppression for a modern or "Vietnam in space" type game actually.

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