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Cartography of Suffering. |
Trench Crusade is a miniature wargame set in a horrifying alternative timeline set around World War I, in which the forces of Hell have been unleashed on Earth. Created by a fantastic team of talented individuals, including artist Mike Franchina (who created the setting), sculptor James Sherriff (who created some of the initial miniatures), and game designer Tuomas Pirinen (the designer of Mordheim), the game has attracted a lot of interest and held two successful Kickstarter campaigns. I have been following the game’s development for the past few years, but just recently played my first game of Trench Crusade! Dave Taylor provided all of the terrain and miniatures for my first game, which was fortunate, as I have yet to paint any models for the setting. I controlled a small New Antioch warband engaging in a skirmish against an Iron Sultanate warband for the game. Perhaps unsurprisingly, Trench Crusade plays very similarly to other popular skirmish games like Necromunda and Mordheim. The game distinguishes itself by using a +/- DICE system that influences how easy or difficult it is to be successful with an action (like successfully hitting a target with a machine gun). Usually, you need to roll a 7+ on 2D6 for an action to be successful. If a + DICE is added to a roll, you roll 3D6 and choose the two highest to determine if the roll is successful. Conversely, if a - DICE is added to a roll, you roll three dice and pick the two lowest to assess the success of the action.
The biggest strength of the Trench Crusade ruleset is how it streamlines and removes some of the unnecessary dice rolling that characterizes classic skirmish games. Trench Crusade removes most traditional stat lines, including weapon strength, as commonly seen in Games Workshop games like Warhammer 40,000 and Necromunda. After successfully hitting an enemy model, you simply roll on the injury table to see how the target is affected. Weapons in the game are differentiated instead by their ability to nullify armor or the number of shots they are capable of. This simplification goes a long way to streamline the game without removing anything important. Rather than having a number of wounds a model can take before dying, as a model gets injured, they accumulate Blood tokens, which can be spent by the opponent to add - DICE to the opponent's rolls. This gives players additional agency during a game because they can partially influence the results of important rolls, provided the targeted model has Blood tokens.
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Trench Crusade utilizes a heavily streamlined rule system that removes many of the cumbersome and unnecessary dice rolls used in traditional skirmish games. |
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Trench Crusade has a very flexible action economy, allowing an activated model to perform as many actions as they want so long as none are repeated. |
-Adam Wier
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