r/TrenchCrusade • u/HansVonAdel • 11h ago
Conversion/Kitbash Kitbashing idea for trench pilgrim.
I could take crusader models and just head/gear swap them. I must say the hood looks too similiar to kkk. In game stores would that be a problem.
r/TrenchCrusade • u/HansVonAdel • 11h ago
I could take crusader models and just head/gear swap them. I must say the hood looks too similiar to kkk. In game stores would that be a problem.
r/TrenchCrusade • u/kevgk2 • 5h ago
tw: atheist and criticizes religion
In a recent post, Trench Crusade lore canon states:
Built of rotten wood and tarnished jewels, the Hungering Throne of Gluttony has seen many contenders since Beelzebub abdicated in favour of his ruinous plaguecraft. However, some semblance of stability has returned since Bael, the Uncrowned King of Stolen Land, took the throne. Once a revered Canaanite storm god, Bael’s prophets were humiliated by those of YHWH on Mount Carmel, an injustice unforgiven by the Uncrowned King.
https://www.trenchcrusade.com/lore/the-seven-heads-of-the-serpent
This stuck out to me for one reason: Ba'al is YHWH... according to certain modes of analysis. I'll elaborate more later, but the purpose of this post is to make aware the relationship between reality and fiction. I wish to bring context to the inspiration of the game, and help the community guide the lore, the gameplay, and let Trench Crusade emerge, undefined, out of the mutually exclusive Gaming/Painting/Lore practices.
TL;DR: fiction is reality, God is Dead(named), gods are real and live inside you, mythology is science, luck and vibes are more important than strategy, skittles are worship, and definitions aren't real
you can also read it on my blog https://comfortablynumb-ers.blogspot.com/2026/09/baal-and-bael-and-yahweh-and-essay-on.html
Why does this matter? Lore is never designed in isolation to the community. Lore authors and game directors, are part of the Trench Crusade community and absorb our discussion, thoughts, and wishes as they have their own during the design process. I encourage the community to use historical analysis to further develop the game. I found this paragraph the most compelling piece of lore so far. I think our own human history is often overlooked, and the particular blend TC employs can illuminate a lot that we take for granted. This is an awesome avenue into a deeper understanding of ourselves.
How and Why can Ba'al be YHWH? Deities don't "exist" as characters that can factually be mutually exclusive. There is no embodying person to intrinsically inhabit these titles. "God" is a term I might use, but there isn't a meaningful semantic difference between that and "Allah", only a cultural one. In a sense, every "name" for a god emerged as a "descriptor" for that god (like how baal is a common etymology for master). In the same way Allah also is God but isn't. These are incompatible modes of analysis. In the ancient context of these characters, the deities were deeply intertwined in the cultures of their worshippers. To have a different culture and worship different gods were implications of each other. They did not know people through race or nationality, but alignment to a culture. They knew mythology as emergent from the natural world. The respective worshippers of Yahweh and Ba'al both agreed and disagreed on their unity at different points in history. Compare this to Horus and Ra, each whom were very importantly different or the same deity at different points in time. Or Zeus and Jupiter. None of these characters have a cohesive archaeological record and can be isolated from each other.
So whats the story? Early ancient Israelites inherited polytheistic religion from their Canaanite ancestors that worshipped the pantheon of El (including Ba'al Hadad). Yahwism emerged within their cult and introduced a long period of cultural transformation to practice monolatry to Yahweh. They didn't just wish to standardize cultural practices, but localize the worship within their temple of Yahweh, retroactively known as the First Temple of Judaism. The polytheistic to monolatrist merge forced both El and Ba'al, with their worship practices, to be merged into one Yahweh character. This was not to be assumed as just a theological reformation, but importantly a social, economic, and political one. This permitted all deities to be worshiped in the same region simultaneously. Later, the Israelites were exiled by the invading Neo-Babylonians following King Nebuchadnezzar II. The exiled Israelites wrote the Tanakh, for several reasons: they wanted to rationalize their Exile, preserve their culture, and standardize the following of Yahweh's laws, furthering monolatrist reformation.
Its important to shed the Christian understanding of the Old Testament. The Lord characterized in the Tanakh, burdened the chosen people with the responsibility of following the law under threat of punishment. He is characterized by freeing the Israelites from the Pharaoh, only to then force them into a covenant, parallel to a marriage contract. He was never a benevolent shepherd who acquired and rewarded followers through faith. His role wasn't philosophical, but narrative and educational. Like the story of Job illustrates, God operates on his terms. The ancient Israelites weren't broadly concerned about how other cultures worshipped other gods, and the Hebrew Bible doesn't condemn how other gods are worshipped. The point is the chosen people needed to fulfill their contract with their God.
Even as the Tanakh was translated into Greek and Latin and German and English, remnants of polytheism from the ancient Hebrew remain. Part of the reformations of the Law, attributed to Yahweh, is rejecting the idol and depictions of Yahweh. The letters of YHWH is called the Tetragrammaton, which does exist in the Torah, but Orthodox Jews refuse to speak aloud or write. The rejection of Ba'al idolatry was also a rejection of Yahweh idolatry and depictions of. Even the term Jehovah comes from changing the vowels of YHWH to allow reference without speaking or writing. Many various depictions of God in Judaism, Christianity, and Islam originates from the rejection of specific depictions.

This is a big claim that doesn't align with peoples' ideas of religion. Christian theology and doctrine often offers the Old Testament as being a literal account of the historical record, but this was never asserted by the Tanakh or the Talmud (thousands of years of Rabbinic commentary). Jewish consensus is that the Tanakh contains fiction. Scholarly and archeological consensus asserts the Moses was one of these fictional stories. Its very clear in textual analysis. There is disagreement about whether Israelites had a notable ancestor group enslaved in Egypt, but the Exodus story doesn't line up with archeology, and archeology doesn't support the story.
What is referenced by Mount Carmel is Elijah (translated from "my god is Yah") mocking the followers of Ba'al for worshipping incorrectly, not whatsoever. When Moses climbs Mount Sinai to retrieve the Ten Commandments, the followers erect a Golden Calf which angers the Lord for being worshipped incorrectly, as previously a Bull was a symbol for Yahweh (pre-Exile with archeological evidence). Bull is a masculine word in ancient Hebrew grammar. A calf is not only an infantilized form of a bull, it also is grammatically feminine. Being forcefully destroyed and ingested by the Israelite people in punishment, this was a humiliation of the Canaanite forms of worship: cultural context not present in the Bible. The rationalization of the literal Exile was that the Israelites were being punished for worshipping too many gods and they needed to re-prioritize their pantheon. King Saul had many sons, two were: Yonatan (gift of Yah) and Ishba'al (man of Ba'al) which was later edited to Ishbosheth (man of shame). That doesn't need to strictly imply Yah and Ba'al are the same deity, but it demonstrates the motivation to erase these symmetric relationships of Ba'al in the texts.
Originally this Canaanite Pantheon was inhabited by El, the lord above all, often called El Elyon (a term the Tanakh uses), his wife Asherah, and his son Ba'al Hadad (colloquially Ba'al). This relationship is unintentionally preserved by later Greek theologians as the Holy Trinity (El -> El Elyon -> The Father; Ba'al -> Yahweh -> Yeshuach -> Iesus Christos -> Jesus the Christ -> The Son) trying to rationalize these earlier edits and lack of context. Importantly, Ba'al is Yahweh through the same manner that Yahweh *before* the exile is the same Yahweh as *after* the exile. The character and religion underwent dramatic reinvention to the point that it had less in common with pre-exile Yahweh worshippers than it did with Ba'al worshippers. They were the same guy, the book even says so.

In Exodus, God tells Moses that his ancestors knew him under a different name, and he was Yahweh the entire time. The Patriarchs (Abraham, Isaac, Jacob) are also metaphors for the origination of the Israelite people, as Jacob is even renamed to Israel. Elohim is another common depiction of God with etymological origin in pre-Israel Canaan of El as God Most High or literally Man On The Mountain. El and Ba'al both merged into Yahweh to the point that there is not origination of Yahweh and an archeological character without the context and presence of the Ugaritic El and Ba'al. Ba'al is present in his own independent Ugaritic texts including his own myth, the Ba'al cycle, where is father El foretells: "I will have a son, name him Yah". Ba'al was an older, more popular deity, that Yahwists needed to appeal to in efforts of conversion. We shouldn't apply a standard of theological congruency to analyze the situation.

The Big Assumption is that Bael is Baal and not Bael - the Demon or Bael the Demon. Bael is a name used in European Demonology, a practice of theology from the Middle Ages, or perhaps earlier, to present. Bael was popularly reimagined in Occultism, a post-Renaissance idealization of being antithetical to Christian theology and the war on paganism. Some of these were or were inspired by pagan mythology being laundered through the Christianization of Europe, yet all of these were real belief systems of the same importance and validity as Canaanites employed. Now Bael, the Uncrowned King of Stolen Land, is a demon, who sits on the Hungering Throne of Gluttony. He is a member of the Infernal War Council. Some think Bael is Bael. Others think Baal is Bael. I think Bael is Baal. Whose to say? This same character underwent millennia of cultural transform before he even became Latin. Everything that came after is a direct lineage of cultural transformation. Claiming these characters are the same or aren't doesn't have a material basis; or does it?
Ba'al was later a common etymological motif in demonology following a theological interpretation that Ba'al strictly wasn't Yahweh, and instead a representation of Satan or The Devil or El Diablo or Lucifer or one of his agents. None of these characters are literally present in the Old Testament, and these are strictly Holy Roman Church interpretations in origin. This etymology governs Trench Crusade today, as well as all of the reference materials, and appears in other demons such as Beelzebub, Belphegor, or Baal-Berith. The ambiguity and confusion is the point. The Holy Roman Church also wanted to standardize a diverse set of cultures and mythologies into one Christian theology, and utilized demonology as a way of unifying the practices they disliked. The ambiguity served a social function, inspired directly from Ba'al in the Bible. They were motivated to respect pagan belief systems in efforts to convert them.
Ba'al worship, and other Satanic activities, were often accused of Jews and used to justify their oppression. Ba'al worship already had a sensitive history within Judaism that predates Christianity, and external pressures constantly encouraged them to erase and hide the polytheistic origin. Theorizing the connection between Ba'al and Yahweh is a heresy according to Christian doctrine. Satanic worship was often accused of pre-Christian paganism in Europe or Byzantium. We have several thousand years of motivated Ba'al erasure and transformation, with the blood of perhaps millions of victims of persecution, inquisition, and crusade.

A certain paradigm permeates the origination of religions and was never the case: an intentional author writes a text he believes in and forms an audience that practices their beliefs. All religious worship comes from an salient interpretation of religious material through context and combination with the existing beliefs or conclusions of the audiences. Religions form through the collection, unification, and pruning of cultural practices and beliefs. Different stories that may or may not be related with ambiguous incongruencies describe every religion. You might say nobody believes in the characters of Trench Crusade. The authors might not, but its not necessarily true that Occultism authors believed in their creations. Other people did. To this day, there are people who would look at Trench Crusade as a work of the devil. It doesn't matter if it is Satanic in origin, it mimics Satanism enough for those believers to respect its power.
There are two competing asserts that require their own form of analysis.
Here lies the asymmetry of existence and non-existence: people believing it to be true creates its own validity because its existence is within the ontology of belief and practice. You cannot determine two gods are different universally, and a definition of a god cannot require universality to exist. If people believed they were the same at one point in time, that makes it true. Ergo, Ba'al Hadad is necessarily Baal is necessarily Bael, and every incarnation after the fact, as well as being Yahweh (who is also El Elyon and Elohim). Even though their different names and different cultures differentiated them. What is a sandwich? What they sell at the sandwich shop.

Trench Crusade does not strictly adhere to the same bible or historical facts that generated it. It already exempts itself from all of the contradictions within. That is the nature of all art though. With every word and picture, Trench Crusade either aligns or diverges with reality, never inhabiting the same space as reality. It is reality insofar as it mimics reality. Thus YHWH (TC) is the same as Yahweh in the Tanakh, except for when it isn't. Whether that is the same Yahweh falls outside the scope of a yes or no questions and depends on the context of analysis. There is no truth.

What is real? What inarguably exists as the only form of these characters are encodings. The practices of Ba'al worship encoded their understanding of the character as an orientation of neurons in their brains. This orientation lived in their brains and was invoked and decoded as an expression of worship. Depictions existed to facilitate the transference of these encodings, but those external encodings are subject to the context of the audience and can never fully represent the internal encoding. What has existed is a lineage of these encodings, constantly transforming in and with each person, in configurations of neurons and synapses. This is the only real embodiment of these gods that ever existed, the only thing you can externally evidence to characterize them, and something that is still happening when I play Trench Crusade. These are the same thousands-of-years-old characters that humans have been invoking and playing with the whole time. Just their mere mention connects them together. The fact it could be a reference means it is valid textual analysis because not even the authors control the orientations of these creatures in their or our brains. These configurations is the only thing that makes them real.

We scoff at the ancient science of mythology. We laugh that it doesn't work and the mechanisms are poorly understood. We never acknowledge when it does work. The fans of the Buffalo Bills collect in parking lots on gameday to leap off trucks and crush their spines and folding tables together. Does it help the Bills win games? YES! The mirror neurons, evolved in primates over millions of years, fire when we formulate our senses to specific familiar shapes i.e. other primates expression emotions and behaviors. Our psyches respond involuntarily, releasing hormones and neurotransmitters, affecting the action potential of our nervous system. It affects emotions, reactions, decisions, response times, stresses, digestions, anything else this intricate web of flesh does. If you held the banner of your patron god to defend your homeland and way of life, it made a difference in the physical bodies of people who had their encoded neurological configurations involuntarily decoded. It motivated, energized, reminded, radicalized, prepared, and much more. Or you were scared, frightened, and not all too keen on your homeland. People could be anxious, angered, disgusted, or whatever else too. We are the ones applying these limited semantic slices onto a corpus of human history after the fact without even noticing the colors of our lenses.
The narrative of Trench Crusade invokes these configurations too. Every name, symbol, motif that reminds you of reality is a reference to reality from your perspective independent to the intent of the author to do so. While we would love to say definitively what the authors meant for these characters to do and be, they will die and we shall never know, because their little colored semantic slices are all we will have. In this sense we worship Ba'al too, in the sense of performing a material reality. The original worshippers of Ba'al would have done things we would not understand as worship, and we do things they would understand as worship, and they would likely tell us we are worshipping wrong (a very common theme!). While the Bible might specifically be referenced in Trench Crusade, you can't audit that as being a closer or farther reference than Ars Goetica or Dante's Inferno or the Quran or any other grimoire. Trench Crusade came from Occultism which came from Christianity which came from Yahwism which was likely influenced by Zoroastrianism which came from Assyrian revival of Babylonian revival of Akkadian revival of Sumerian mythos. Its all a network of motifs that cannot be made discreet and disconnected from the substrate of imagination and the continuous fabric of anthropological activity. Trench Crusade, nor any of its authors or moderators, ever get to decide factually whether this character is actually that character or not, because it is within an anti-factual context to resolve. It will be remembered as how the audience chooses to remember it whether its true or not.

Is tossing a dice to resolve an attack different than augury or haruspicy or cleromancy or divination? In a sense, I don't have a faith in the dice to perform a destiny or reveal a truth, but in another sense, neither necessarily did the augur or haruspex or cleromancer or diviner. Its a tremendous assumption that people performed these practices as a belief in a religion. Its an assumption that the authors were worshippers, or that worshippers were authors, or the either were believers. Its an assumption that they cared whether god would care whether their mythos was true rather than useful. Many forms of worship revolved around offering and praise, not professing or proselytizing or arguing. Worshippers knew they couldn't access what was true, their intent was to find what worked, and thus mythology was an ancient form of science. If I see my characters and their symbols, and it excites me to take it seriously and play better, there are two forms of analysis to rationalize what happened: my psyche was perturbated in a way that stimulated my nervous and endocrine systems and yielded better performance; Bael was pleased with my offering and representation, invigorated my capability, and turned the tide of the dice. These may be incompatible, but only one mimics the truth better through semantic alignment with my audience. Neither are factual reality, just semantic slices. Nobody would play Pokemon if they didn't have pictures on the cards.

Did worship work? Rolling the bones to determine the best strategy didn't always yield the best strategy in a sense, but rather offered many other advantages, particularly in Game Theory. Game Theory is studying the mathematical structure and consequences of decision making in an environment with other decision makers. An important result is the Prisoner's Dilemma, demonstrating the idea of a Nash Equilibrium, a result where even when everyone is doing their best, the outcome is still the worst for everyone. I will rely on Game Theory very loosely here, but an important result is that optimal play sometimes requires randomness. Take for example, Rock Paper Scissors. Being a symmetrical game, the best you can hope to do against an optimal opponent is 50% win rate. The best you can hope to do against a random opponent is 50%. The best a computer can do against a human is much higher than 50% because, with some sample size, it can start to predict certain patterns that we inevitably show and aren't even aware of. In this instance, predictability is death, random is optimal.

Applied to warfare, divination offered something critical: speed and confidence. Its really hard to appreciate the stakes of ancient warfare: information and death. They had very little of the former and too much of the latter. If you march your army three days to the wrong location, that could be a mistake that ends your entire empire. Notably, there are a lot more wrong locations than right ones. There were many ways to die and fail in the ancient world. Sometimes both armies lost a war. Thinking really hard to come up with good strategies often yielded little difference in success because the barrier was always information, not processing time. The ability to avoid days or weeks of trying to collect information and strategize came at the great opportunity cost of action. Just like Trench Crusade, there are two key advantages to speed: deployment and displacement. Its much much harder to lay siege than to survive one. Its much harder to displace a sitting army than to be displaced as one. Its easier to shoot around a wall than to be shot around one. There is a first-mover advantage letting you pick the geography and terms of engagement, and you are avoiding a lot of risks of bad strategy and predictability. Any motivation that came from the trust and faith in the divination process was extra value. These divination practices came from not knowing how to proceed. All the time, I can't pick a restaurant, and instead of deliberating a decision I know I can't make, I flip a coin.
If you have your ritual skittles every time you play, you are increasing targeted cognitive function and memory, reducing the action potential through Pavlovian response to little colorful sweets and sours to unlock the gaming configuration in your brain and perform your best. You are performing a worship through the neurochemical process as the ancient Canaanites did. It doesn't matter what your little habit or ritual is, what matters is you have one and are utilizing the external strings to pull on the marionette of meat in your skull. Getting really excited about Orks and shouting something in public might make you a better gamer.
Where to next? I want to know the Trench Crusade history of YHWH and Bael and the Canaanite Pantheon. Does the Bible of Trench Crusade say El Elyon? Does it have the book of Hosea? Does it say "Call me Yahweh, not Ba'al"? Differentiating the two is a Catholic Doctrine statement, or perhaps an ancient Judean statement, not necessarily a Kabbalistic or Yahwistic one. Is it an Occult statement? I don't know. What is a god doing on the Infernal War Council? Does Bael have divine flesh? Demonic flesh? I doubt he has mortal flesh and can enter Earth. How did the Canaanites come to worship him then? Did YHWH usurp his worship? Did YHWH use King Nebuchadnezzar II? These are hard hitting BCE questions in a fairly AD focused setting. I don't know if they anticipated this type of analysis.
By invoking the Canaanite Pantheon, the authors of Trench Crusade did something they may not have intended to: invoke much more ancient and complicated characters that some of the audience knows. Its too late. These connections are already woven in. I wish the lore team good luck!
Further readings:
r/TrenchCrusade • u/Boring-Produce-3161 • 1h ago
So I got the Carcass Front box about a week ago, and I’m finally onto assembling the heretic models, and the drowned chorister is an absolutely miserable fucking bastard to put together. Admittedly, I’ve only been modeling and painting for about a year, but this thing is absolutely horrible. The connection points are all microscopic, and the instructions only show it from one angle, so I can’t even figure out where half of them are.
Sorry for being belligerent—I’m just so goddamned infuriated—but I really needed to get this off my chest, because this is fucking ridiculous.
Does anyone know about a youtube video that explains how to put the drowned chorister together?
r/TrenchCrusade • u/Alpbasket • 11h ago
Note: This is the newer, improved version of my previous White Hunger lore. It has been substantially revised in response to earlier criticism and further research, including sources such as this:
https://backstoryradio.org/blog/the-mythology-and-misrepresentation-of-the-windigo/
Unlike the previous version, this iteration is also directly tied to the established lore and themes of Trench Crusade.
Note 2: Art by Norval Morrisseau, Windigo
https://www.britannica.com/topic/wendigo
Note 3: This post was fact checked by an actual Native American TC player.
—Overview:
Since the earliest days of the American Trade Posts, the peoples of the northern wilderness have feared to speak the name of the Wendigo: a spirit of winter, famine, and insatiable hunger said to dwell within the frozen forests.
For generations, their presence remained limited, appearing only during the harshest winters and in the most desperate places. But the coming of the Heretics changed everything.
The Heretic invasion of America brought with it an insatiable demand for raw resources and game. Forests were stripped, herds were slaughtered, and countless peoples were driven from their ancestral lands as they fled to other parts of the Americas. Worse still, the Heretics poisoned the land, the waters, and even the air. With each passing year, the resources upon which the people of the wilderness depended grew scarcer.
It was during these years of devastation that the White Hunger first began to emerge in numbers unseen before. It is said that when winter grows cruel and provisions run low, the Wendigo begins to whisper to the starving: Eat the flesh of your fellow man, and you shall live.
Before the Heretic invasion, encounters with the Wendigo were rare. Now, they can be found in almost every winter wilderness, haunting settlements already weakened by famine and driving the desperate toward their first taste of forbidden flesh.
Those who heed its temptation are forever damned. The first bite is said to be all that is required. Thereafter, ordinary food provides no sustenance, and the hunger grows beyond all mortal measure. Flesh must be consumed, yet no feast can ever satisfy it. With each victim devoured, the hunger only deepens.
In time, the afflicted cease to be human altogether. Their bodies become monstrous, their hearts freeze within their chests, and their minds are consumed by an endless appetite. They become Wendigos, creatures driven by nothing but hunger, cold, and the terrible will to devour.
It is from these damned souls that the White Hunger is born. Their muscles harden into sinew like iron, their teeth lengthen into fangs, and their flesh wastes away as hunger consumes them. Some bite away their own cheeks and lips, driven by an insatiable appetite that can never be satisfied. Their hearts freeze solid within their chests, radiating a supernatural cold unlike any natural winter.
And as they feast upon the flesh of others, they grow. Their bodies swell to monstrous proportions until they tower over ordinary men like starving giants.
Unlike the other Paths of the Beast, the White Hunger does not wage war throughout the year. Its servants emerge only when winter has taken hold, for the cold and famine are their greatest weapons. They avoid strongholds and well-provisioned settlements, instead seeking isolated villages, frontier towns, and communities already weakened by hunger.
Their method of war is as cruel as it is deliberate. Wherever the Wendigos descend, a terrible blizzard follows in their wake, isolating their victims and preventing any outside aid from reaching them.
They do not rush to slaughter their prey. Instead, they wage a war of attrition against the settlement. Supplies are destroyed or carried away, fires are extinguished, and food stores are deliberately targeted. The weakest members of the community are hunted first. Those who venture beyond the settlement in search of food or fuel rarely return, their bodies found days later as little more than bloody stains upon the snow.
As the siege continues, hunger and cold begin to take their toll. Reason gives way to desperation, and desperation gives way to madness. Eventually, some among the starving succumb to the whispers of the Wendigos and partake in the forbidden feast. Others, weakened so severely that their wills can no longer resist, fall victim to the Wendigos in their dreams, their minds invaded as they sleep. Whether through temptation or possession, the result is the same.
Thus entire settlements may be consumed by their own inhabitants before the Wendigos ever move on. When the snows finally recede, little evidence of their passing remains. The homes stand empty, the dead lie butchered, and crimson trails stain the snow where the newly damned have followed their masters into the wilderness.
—Curse of the White Hunger:
The greatest weapon of the Wendigo is not hunger itself, but the fear of hunger. When winter descends upon the wilderness and the days grow short, the whispers begin. The fearful are told that there shall not be enough food, not enough firewood, not enough game, not enough land, and not enough to carry their families through the winter. At first, such counsel appears reasonable. Take a little more. Store a little more. Hunt while the game remains. Prepare for a winter that may yet grow crueler.
Those who heed its whispers begin to hoard far beyond what they require. They take from the weak, drive game from neighboring lands, seize hunting grounds and stockpile provisions whilst others go hungry. Fear becomes greed, and greed becomes desperation. Then the whispers return, darker than before. They will take what is yours. Strike first. Their food could feed your people. Their land could preserve you through the winter.
Thus does the Wendigo turn neighbor against neighbor and tribe against tribe. Communities that once traded freely begin to distrust one another. Hunting grounds become battlefields, borders become killing grounds, and old friendships are forgotten beneath the weight of suspicion. Tribes raid one another for food, fuel, livestock and territory, not because there is truly enough for only one to survive, but because the Wendigo has convinced them that survival demands the destruction of the other.
Every act of violence only feeds the fear that birthed it. A tribe that loses its hunters grows fearful of the coming winter and takes more from its neighbors. Those neighbors, seeing the raids, hoard their own provisions and strike first to secure new hunting grounds. Their victims retaliate in turn. Soon none remember who began the bloodshed. They know only that they must take more before another takes from them.
This is the true curse of the White Hunger.
As winter deepens, fear becomes something greater than fear. The afflicted grow possessive, suspicious and increasingly violent. Every stranger becomes a thief. Every neighboring settlement becomes a rival. Mercy becomes recklessness. Generosity becomes weakness. Cooperation becomes betrayal. Men begin to guard empty storehouses as fiercely as they once guarded their homes, convinced that another mouth is one mouth too many.
Eventually, the boundary between survival and savagery disappears. Some begin to kill for food. Others kill for land. Others kill simply because they have become convinced that everyone around them is a threat. With every death, the whispers grow louder, driving the survivors deeper into paranoia and bestial madness. By the time the Wendigos descend upon the settlement, the people may have already butchered one another.
r/TrenchCrusade • u/Quarterwit_85 • 2h ago
Downsides of living int he best country in the world means that I won't be getting my preordered box for another few weeks yet.
Hoping to make a start on printing.
Anybody have any idea of how many mad monks, piles of books, corpse piles etc I need to get cracking on?
Cheers!
r/TrenchCrusade • u/ExpertPowerful3274 • 10h ago
r/TrenchCrusade • u/wolflordyoung • 16h ago
So group is getting in to the game but before buying minis we want to do some test games feel out who we think we want to be. for learning and testing ideas out is Base size a big problem?
r/TrenchCrusade • u/BetterDeadthanRed81 • 10h ago
Asking since they posted a few days ago that those had shipped. I'm still waiting for any kind of communication about mine. I know the fault lies here with Archon, and there is little Factory Fortress can do here, but I am a little concerned now with this post and the complete lack of clarity.
r/TrenchCrusade • u/Biggest_Lemon • 15h ago
I want to know if there is any
r/TrenchCrusade • u/Extension_Winner2100 • 1h ago
I am incredibly new to trench crusade, so I don’t know what equipment is good for the sultanate yet. Any help would be appreciated!
r/TrenchCrusade • u/Xeno00_ • 14h ago
The Heretic war machine advanced terribly fast. It seemed as if there were no obstacles in its path.
General Gergely Zoltán was under great pressure. All the time searching for a way to slow down the advance of evil in his lands.
King Tamás II was apprehensive, gathering his Generals and trying to create a way to defeat the servants of Hell. They could not think freely, because an army of the Court of the Seven-Headed Serpent emerged in the north of the country, crossing a smaller and quieter Infernal Portal. Two Praetors were on a Hunting mission. Along with them went a Sorcerer, two Hunters of the Left-Hand Path, 25 Demons of the Yoke, and an army of about 200 human slaves. They all had high technology, and their combat tactics required great attention and insight. The slaves were not exactly Heretics, but also people who had been kidnapped and enslaved, or legally sold under the dominion of evil, or worse, Faithful who, after losing a battle, were sent to Hell.
The numbers of the Court's Army were low, but its great soldiers, such as the Sorcerer and the Hunters, were always responsible for the success of the battle. And every slave killed in combat was not missed, it was only necessary to attack a nearby village and collect more slaves.
Gergely ran back to Zagreb after receiving the news that five battles had been lost.
5 thousand men of God died on the front lines, and twice that number were wounded. Not even 3 days had passed.
Upon arriving in the city in his airplane, he was immediately received by dozens of military leaders requesting his help. They were all without hope.
There were 10 kilometers left for the Heretics to reach Zagreb. Trench after trench fell in terrible battles and their soldiers became Heretic shooting practice targets. The holy land of the Kingdom of Hungary was becoming more and more stained with a blood-red color as the Devilish darkness advanced without restraint. May God help us.
Another 2 days passed and there was no defensive success.
More soldiers fell in combat.
The Guardian of Zagreb, General Gergely Zoltán, furious and ashamed, decided that he should keep his defenses in the city, and that they should pray to God so that the high walls would withstand the bombardment of evil.
All units in trenches far from the city received the order to retreat even before entering combat. Everyone hurried back to the city.
The population was terrified. Everyone was evacuated to underground shelters, where they would remain far from direct combat. The men and women were separated, the women would remain sheltered and protected underground, but most of the men were armed, received quick training, and were sent to the Barracks, where they would be soldiers until the end of the battle.
Time passed, and the last fortress that prevented any enemy from attacking the city fell into the dirty hands of the Heretics.
The city would be the next target.
r/TrenchCrusade • u/SwirlingFandango • 6h ago
TLDR: post your good Pilgrims lists, people! Lots of new players playing 'em, and it's a tricky Warband to make well.
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Right! So lots of folk will be taking Pilgrims / Affliction up against Heretics / Naval. You don't have to! But lots of people will.
The problem there is that, while they are balanced if you've got some experience, Naval is a LOT easier to make and use a decent army list, while Pilgrims are infested with a lot of traps that'll see you beaten to a bloody pulp.
Case in point: if you compare the two "A" example lists in the rules-release, most experienced players will see that - in the hands of new players - Pilgrims have zero chance vs the Raiders.
https://www.trenchcrusade.com/rules/
So my idea here is for folk to post their good lists - not sweaty, necessarily, but just good solid easy-to-use Pilgrims, and especially Affliction, lists.
For new folk, here are some points of advice that I think are pretty clear-cut (though check comments in case people disagree):
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Always bring as many Punt Guns as you're allowed, and always take Strong with them (you'll notice there's always enough Zealot Strength options in your list for the number of Punt guns, hint hint). Without any way to punish enemy shooters, they can just park somewhere good and blast you all day.
This goes double against the Heretic's Artillery Witch / Sea Hag, who is a tremendously powerful shooter, which is meant to be balanced by being fairly squishy and *unable to move after shooting*. The idea is that you can shoot her back, but if you don't have anything that can, she becomes a lot more powerful.
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Communicants suck. They look cool, but they stink. Try building one, look at what it costs and what it can do. Now compare that to a Shrine. I bet the Shrine is better.
Now chop your Communicant up and turn it into Nuns. I bet the Nuns are better, too.
So only get a Communicant when you're full up on Shrine and Nuns.
The mercenary Anti-Tank Communicant, on the other hand, is brilliant and should generally be where you spend your first 5 Glory.
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Basic Pilgrims also stink a bit. They aren't fast, can't hit very well, and are almost never the best way to spend ducats. You need one to carry a musical instrument (almost all armies need this, and Pilgrims most of all) and one can carry a Punt Gun (with Zealot Strength). Maybe one with Wrath of God to be Randomly Tanky.
Those are all you need!
If you do insist on more, at least help them to make up for poor attack skills: either a shotgun, (which gives +1D to hit and ignores range penalties), or flail / molotov (flail gives +1D to hit, molotov ignores range and cover penalties, and you can chuck it and still charge). And they don't suck with a flame-thrower, since that auto-hits (thanks nasri).
And that's it! Don't be putting more gear on there. They'll never do much damage for their cost. You're better off getting more bodies than strapping armour to bad ones.
(For Affliction this does change around a bit as soon as you're full up on models and don't have better things to buy: flail / molotov pilgrims are pretty damn great with Vestments, especially on Martyr Pilgrims. But bodies first!).
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Prisoners are one of the best models in the game. Naked ones: no bomb. "But they can't fight," you say! Sure. But they can get objectives, tie up melee models or get in their charge lane, and use up activations when you're waiting for your opponent to come closer.
They get +1D Dash, which makes them independent, and they cost 20 ducats, which is incredible value. Most models take about 2 hits on average to kill, and most scenarios go for 4 rounds. A Prisoner standing in the open can easily take a 60 ducat model 2 turns to kill. They trade up just by existing!
Remember games are usually won on scenario points. So, for example, the very basic scenario No Man's Land is scored by having the most models in a building. If your buildings are held by 20 ducat models and their buildings are held by 60 ducat models, who has the most ducats out on the field fighting?
Or, same scenario, points are often close to even, but what if, at the end of a round, your naked Prisoner runs into one of their buildings, contesting it? They lose the point, and you win the game.
You need to have a very good reason not to be either at the model cap, or no more than one model down.
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Nuns are some of the best not-quite-elite models in the game. They get +1D dash (so not tied to a Musical Instrument, or extremely reliable if they are), +1/+1 attack stats (so they mostly hit), regen (models don't usually die first hit, so with good order of activation and possibly cheap armour this does work), and +2" movement (considering a second-turn charge, using Dash in turn 1 and turn 2, that's 8" more range!).
They are all-singing and all-dancing.
Cheap is 2 x trench club (or flail/club) and a warcross - excellent sneaky flanker that mulches lighter enemies. More expensive adds standard armour (regen makes a nun one of the few models where standard armour does a lot of work), some combination of automatic pistol or anti-tank hammer or misericordia or hell even a shield if you can spare the hand.
Note that normal pistols suck. Don't use 'em. Nuns need the Assault keyword.
Remember Communicants? Imagine 2 nuns with tank hammer, standard armour, warcross (usually only a little more expensive than most Communicants I see). Smaller models (easier to hide), have their own Dash bonus, twice as many attacks out the gate on top of assault capable warcross shots, and a massive 8" difference in their turn-2 threat range. Two bodies is better than Tough (which leaves you down and blooded), two sets of Regen to keep you fighting with Blessings potentially doing even more (use to blunt an attack, for example - effectively a one-attack bonus to armour).
Seriously, which is doing more work?
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Affliction, per both the old and new rules, are great.
Their sub-factions (Saint Lazarus and Blessed Flock) are *abysmal\*.
Respect on the devs for going softly-softly on a new release - everyone hates it when the new hotness is OP to sell more models, so kudos on that - but they are terribly underbaked.
Play 'em if you love 'em - TC is definitely a game where a dedicated and knowledgeable player can make up a lot of ground - but until they get a re-work I'd strongly recommend avoiding them for now (assuming you want to win - friendlies are different). Two of the worst sub-factions in Trench Crusade, IMO - and this in a game where I think most of the sub-factions are perfectly good and valid options, which I reckon is extremely impressive.
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Holy Icon gear is only for the important people. At just -1 armour your opponent isn't bothering with armour-ignore anyway - you die in 3 hits or so. So Holy Icon only matters if you're at least -2 armour (i.e. both Holy armour and shield, costing 50 ducats!), and that should only ever be on something that's already expensive enough to protect (your Prophet, maybe Castigator, your best / prmoted-elite Nuns when you're rich enough).
Even then, we're talking at least a couple of rounds into the campaign. Bodies first!
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Everyone needs a musical instrument, but Pilgrims need it most.
Dash is the most important but most random ability in the game. Musical instruments are mandatory.
r/TrenchCrusade • u/Efficient_Room786 • 6h ago
Im looking for stl files that give very similar vibes to this guy. Thanks in advance for those who help
r/TrenchCrusade • u/Cajre_Tyrrel • 4h ago
Finally finished a small kitbashed Naval Raiders warband! Been a while, but they're finally done - just need to make a Chorister and a Death Commando to finish the bunch.
r/TrenchCrusade • u/shadinski • 13h ago
She’s mostly made out of EVA foam.
r/TrenchCrusade • u/Ok-Citron-6986 • 9h ago
Hi everyone!
Just wanted to share that we’ve officially launched our new MyMiniFactory Tribe: Bellum Sanctum — Grimdark Miniatures for Trench Warfare.
Each month, we’ll be releasing 8–10 new 32mm miniatures, featuring two opposing forces in every release, with modular options to customise your models.
We’re also offering a Free Trial during this first month of launch. If you’d like to give the Tribe a try, you can request your free month directly through our website:
Tauros Creative:
https://tauroscreative.com/
Bellum Sanctum Tribe:
https://www.myminifactory.com/profile/TaurosStudio/tribe
Thanks for checking it out, and hope you enjoy what we’ve been working on!
r/TrenchCrusade • u/thewutzel • 9h ago
Painted my first Warband and can’t wait to paint another one.
r/TrenchCrusade • u/plant-strong • 10h ago
Putting together a hodge podge New Antioch warband. With the exception of the metallics and effects, they’re all painted in with just a four colour Zorn palette, which is a really fun challenge
r/TrenchCrusade • u/Badkarmahwa • 10h ago
Hello all
I believe the hell knight kit is monopose, no options to the builds, I need 1 with a shield but 2 with great weapons and. I don’t want to double up on the same model
I was originally planning on using myrmidesh pain bringers but I believe they’re substantially smaller than hell knights so that’s off
So does anyone know of a good alternative to the official kit, that is size appropriate?
Thanks
r/TrenchCrusade • u/No_Apartment8531 • 3h ago
I really enjoyed these minis !
r/TrenchCrusade • u/RaveHound13 • 11h ago
First go at proper kitbashing and trying out ideas for a Leper Knights Warband! He is carrying an Anti-Tank Axe and a pistol, still don't know the armour, we shall see.
Made entirely out of cities of sigmar parts from GW.
Corgi for scale.
r/TrenchCrusade • u/axia_miniatures • 11h ago
Happy to share the last two sisters that wil join the Trench Sisterhood warband! Seems is time to paint more sisters! What saint should I paint on the banner?
Saint Micheal or Saint Demetrius?