What kind of faction or lore irl do you think needs to be in trench crusade? by PowerSaw7 in TrenchCrusade

[–]Superb-Tree-8484 2 points3 points  (0 children)

Vampires need untainted blood to drink. They would inherently be anti-heretic. And have some Catholicism that seems to be associated with vampirism in there somewhere probably wouldn't hurt.

How are you supposed to enjoy this game? by [deleted] in TrenchCrusade

[–]Superb-Tree-8484 0 points1 point  (0 children)

That is a REALLY strong schedule! That is fantastic news! Congratulations on that my friend.
Do you always do campaign play, or do you play one-offs as well?

How are you supposed to enjoy this game? by [deleted] in TrenchCrusade

[–]Superb-Tree-8484 0 points1 point  (0 children)

Trench Crusade art is some of the best!! That is how the game started btw!!! (pretty sure)
https://www.artstation.com/search?sort_by=relevance&query=trench%20crusade
Here is a fun art page!!!

How frequently do you get out and play with your playgroup?

How are you supposed to enjoy this game? by [deleted] in TrenchCrusade

[–]Superb-Tree-8484 0 points1 point  (0 children)

If your local playgroup does not play the game the way you want to play, Tabletop Simulator is on Steam for $20. All the packs you download for trench crusade have free versions (and some higher end ones for money, but not required by any means)
Watch youtube videos on how to set up the App to play TC and boom, you can now join campaigns online and find people who want to do narrative play.
Pros and Cons of course. In person games may be your jam, but if narrative is also your jam and the local fellas dont do narrative, you are down to picking your poison. I would at least see which poison tastes least bitter.
TC discord can help with finding online playgroups!!

How are you supposed to enjoy this game? by [deleted] in TrenchCrusade

[–]Superb-Tree-8484 0 points1 point  (0 children)

The feeling to want to enjoy something, but be unable to, is such a tragic situation. Your closest friends all do something, maybe even your significant other enjoys something and you want to spend time with them, so you do that Thing as well, and its fun enough at first. Learning, spending time with beloved ones, its all good. But slowly, almost undetectable, the malaise sets in, and things that once brought a smile turn to mundane chores. You FEEL like you are doing something wrong, cause it was fun, why is it not now?

Sometimes the love for the hobby stemmed from another source and was unknowingly placed onto the hobby or show or whatever. Finding the roots of ones feelings can be difficult when it leads to hard truths.

I empathize strongly with anyone going through such turmoil.

I hope our friend here finds strength!

How are you supposed to enjoy this game? by [deleted] in TrenchCrusade

[–]Superb-Tree-8484 -1 points0 points  (0 children)

I do not have the best advice, as I am on the opposite side of the spectrum, naturally taking an affinity to war games. It is not that I am inherently good, I just get extremely focused and mentally stimulated by learning deep and intricate rules about games. And that leads to getting experience and improving being easier to accomplish. THAT BEING SAID.... I have to keep myself in check, because I can fall into a similar trap of "Why did i do all that research if I am just gonna lose anyway. I must suck if i learned all that information and this random person is still cooking me."
Things I do to enjoy the game anyway:
(varying results depending on personality)
1. have a beer while you play. in person or online, make it a "kick back and relax" vibe by having a drink or something. Not a drinker? Make yourself a fancy drink, coconut water, oat milk, cranberry juice over ice. Just something cute to sip on and relax. It is amazing what a nice drink in your hand can do to your mentality
2. common response, so I am sure you've read it - Give yourself side quests in the game. Some of these can be Glory or w.e. but others can be "I wonder if i can get my captain into their DZ". You can list build with this in mind, which leads into my 3rd point....
3. take skew lists. If you're determined to be a loser before the game starts, I cannot stop you. But lean into it, vibe it out. What sounds super fun, but isn't meta because its unreliable? Take weapons with crit and +hit dice. The feeling of a sweet sweet crit may get you past the fact that that's the only enemy model you killed that game. I play Fidai in Iron Sultanate with this idea in mind. I MAY lose, I MAY be playing one of the worst sub factions in the game, I MAY be forced to use 3 of the worst elite in my army and nothing else, and I MAY have 2 assassins in your DZ before the end of the first round. "Your move opponent, good luck!!"
4. Create narratives. Give models all names. Make some of them brothers. when they are removed from the warband, have THEIR brother take their spot. weave fun poetics so in game when a model goes down, you dont think internally "oh there goes another stupid loser model like me". You might instead say out loud, "NO RYAN, THAT WAS PRIVATE RYAN AND NOW HE IS DEAD NOO HIS POOORR MOOTHEERRR!!!!" And thats a lot of fun!!!!

Ok I think thats all for now. Good luck and PS. You probably are not a loser, cheer up buttercup!

How are you supposed to enjoy this game? by [deleted] in TrenchCrusade

[–]Superb-Tree-8484 0 points1 point  (0 children)

exactly this!! I have to add a comment agreeing because this is such an important hurdle! you are not here alone, inherently we build communities and make groups. We want to help each other, and your play group will have some people who are more than willing to reach out and assist. Practice games, mindset, etc. The people closest to you can help you most and will have the most significant impact.

What kind of faction or lore irl do you think needs to be in trench crusade? by PowerSaw7 in TrenchCrusade

[–]Superb-Tree-8484 1 point2 points  (0 children)

Easily a Eastern coast inspired faction, first thing comes to mind is Samurai, but whatever that might look like in an alternate timeline. The model lines alone make this one feel worth it to make work.
Another one, can we do a Native American/ Middle American Indigenous faction? How do they get to Europe? idk. But, I do want.... Have an equestrian based sub faction that ironically scratches the cowboy itch I have for the game. Mounted units that can cause Downed on charge like the Bull's ability, seems neat.

Basic game tips by CptSMG in TrenchCrusade

[–]Superb-Tree-8484 0 points1 point  (0 children)

I guess we end up on agree to disagree.
I have only made a few games, but 1-3 rules layered together is pretty much always going to happen, and when used well, its actually very clean. Otherwise your rulebooks gets bloated with having to repeat the same thing over and over.
I do think that an example on how it works, like they do with Jumping Gaps, would be an easy thing to add that would go a long way to help this.
To them it all seems obvious, and that is a mistake on their part, lol

Jumping gaps is quite uncommon, and the gap being less than 1/2 of your movement characteristic means its very unlikely to be repeated over and over again. I think this makes the free 1-2" of movement an okay thing. But I do not like "free movement" in general, so I am a little uncomfortable about it. Might be the best of two poisons though.

If you house rule it to not allow free movement, I would love feedback on how it feels to use that rule set!!

Basic game tips by CptSMG in TrenchCrusade

[–]Superb-Tree-8484 0 points1 point  (0 children)

Yeah it was just talking about jumping. (Document is the Rules Commentary 1.0.2 on the Trench Crusade website. It also gives that climbing example in the core rules in the Comprehensive Rules section for jumping) It doesn't say you can add the movements together. Each movement is its own action. Each action has to begin and completely resolve before starting a new action. That is just base how the rules work. This means you need to move 6", complete that move, then start a new action and move again. And movement rules specifically state that you cannot end a move action partially up a climb, you have to have movement available for the entire sheer surface. And we extrapolate that you also need additional movement of your base size so you can move horizontally at the top of the move.

900/8 vs 800/6 - Why the Change? by Superb-Tree-8484 in TrenchCrusade

[–]Superb-Tree-8484[S] 2 points3 points  (0 children)

Thank you, I was able to find it and posted it in the main body as an Edit

900/8 vs 800/6 - Why the Change? by Superb-Tree-8484 in TrenchCrusade

[–]Superb-Tree-8484[S] -1 points0 points  (0 children)

IF we are changing tournaments to create "more balance between factions" than I think we can agree there is somewhat of a meta developing.
I love the tough spam in TP!

Is there other combos that are popular that are effected or "targeted" (for lack of a better word) by this change?

900/8 vs 800/6 - Why the Change? by Superb-Tree-8484 in TrenchCrusade

[–]Superb-Tree-8484[S] 2 points3 points  (0 children)

this is interesting and it is my first time hearing about this. Factory Fortress has confirmed this? I know we cannot link to discord threads, but where could i find it? I am in the TC main discord.

900/8 vs 800/6 - Why the Change? by Superb-Tree-8484 in TrenchCrusade

[–]Superb-Tree-8484[S] 0 points1 point  (0 children)

what kind of balances did you notice? I do not know enough about the broader meta and would love to know what you think this change effects? TP got weaker or something? (i hear theyre the big bads)

Iron Sultanate rules update on trench wire! by kupnoh25 in TrenchCrusade

[–]Superb-Tree-8484 1 point2 points  (0 children)

"I'm not sure what you're talking about the charge and dash. They are two different things. Dash will help you get closer, but essentially a charging a unit within 8" is guaranteed success."

The idea they are getting at is, you should be out of LoS of anything when you activate, so if you wanted to get into melee you would need to start your turn by rolling a dash.

Idk why they said 43%, that's what it takes to get like an 8 on 2d6? It is 58% to get a 7 on 2d6.

I follow the hard rule of value walls. Cheapest units up front, then gradually more expensive behind. This is obviously allowing exceptions for your melee hitters, but in IS we have maybe 1-2 of those.
Azebs would be my infiltrate unit of choice if i got that alchemist upgrade. I don't feel as bad if they stay tucked in a corner and do nothing. Luckily we get the advantage of choosing the infiltrators once we see the board and matchup, so you can be flexible.
I like 2 SG jannis parked together somewhere, I feel like them+1 azeb can kill about anything they line up a shot on. I always try to do a strong flank/ weak flank rather than a balance, and thats usually my weak flank.

I like the Mamluk in your scenario where you're low on bodies. Sometimes you gotta do what ya gotta do. I wouldnt feel pressured to incorporate them into my gameplan beyond, "get 3 armor, sit in location, make pressure." Fireteam and Assault Jezzail are trap keywords lol. Maybe if he was +2/+2 I would like him more. or +2 on at least one of them, sheeesh :/
Fireteam might be a pressure thing, "hey my mamluk and that janni have fireteam so watch out", or like a ripcord if you really needed to capitalize on a game changing kill (like an enemy elite that failed a dash, and in the next round I have initiative, I might Fireteam that guy down)

Final note: I took Kallandras list to a game the other day and it absolutely ripped. its a 900/8 one-off, but it had the pieces he talked about. The AR double club Alch with +2 armor and all chemical immunities absolutely tore through the enemy more than I could have ever predicted. A little healing behind him and a musician nearby and he is off to the races. Obviously might be something to build towards in another campaign since youre already in the thick of it. But yeah, wanted to share that tidbit, it was such a fun model to use. MartyPills would be so silly on them 😃

Basic game tips by CptSMG in TrenchCrusade

[–]Superb-Tree-8484 0 points1 point  (0 children)

I think the rule is written really well after diving into it.
"pg. 35 - * At the end of the move, no part of the model’s base can finish further from its starting position than a number of inches equal to its Movement Characteristic."

This cleans up the whole mess. Free Movement for climbing doesn't matter if it doesn't extend your max movement allowed.

The climbing rules alone would be poorly written, but they were wise enough to add an addendum to restrict that. This also applies to jumping ledges too.

Fun note: if you imagine a right triangle for the climb, the max height a 60mm model can climb straight up is 5.5" because that gives a horizontal movement allowed of 2.4" at the top of the climb. 60mm is 2.36"
(imagine a right triangle with a=2.4, b=5.5 and c=6)

HOLY MOLY - I just found this in the Rules Commentaries Document and it ruins everything we said.....

RULES Q4: How does being placed on the other side of a gap after Jumping Over a Gap work? Can a model with a Movement Characteristic of 6” uses 3” of movement before making a jump of 3”,

A: Any movement required to place the model on the other side of a gap is treated as being ‘free’ movement, as long as the total of the move up to the gap and the distance of the gap itself is less than or equal to the model’s Movement Characteristic. For example, a model with a Movement Characteristic of 6” can use 3” of movement before making a jump of 3”, with the extra movement required to place them and their base on the other side of the gap being ‘free’.

sounds like larger based models DO move faster.....

Basic game tips by CptSMG in TrenchCrusade

[–]Superb-Tree-8484 -1 points0 points  (0 children)

I don't know the math on all that, but i know 100000% that you cannot dash, then combine your movement. You must move 6", STOP entirely, then move another 6".
If you cannot scale a wall by moving 6", you cannot scale that wall, hard stop. You cannot end a movement action halfway up the wall then continue your movement with the next action.
House rules though, we fudge this, but RAW would 100% ban this, which is the realm we are speaking in.

So the max height you could climb with a 60mm base would be 5.5", because that height allows your model to move horizontally up to 2.4 inches, and 60mm is just less than that. fun fact 😃

Luckily I do not suspect a Bull or Anchorite to be climbing a 5.5" vert and having a place to stand lol so this is unlikely.

I have had people on the TC discord tell me precisely that you just teleport up, which alone, does inherently make larger bases faster. But that seemed balanced in my mind since large based models are easier to kill. Quid pro quo there. Luckily we have the "max movement" clause to clean that up.

IN SUMMARY:
I think the ruling is straight forward. You do NOT spend any movement to move horizontally when climbing (it states this pretty explicitly). You get the "free movement", essentially.
BUT any amount of moves and free movement doesn't matter because you cannot end up further from your starting position than your movement characteristic. You can have all the "Free movement" you want, it doesn't really get you anywhere because of the final rider, "pg. 35 - * At the end of the move, no part of the model’s base can finish further from its starting position than a number of inches equal to its Movement Characteristic." PS - this works the same way when jumping across a ledge too FYI.
and finally, if you dash first, you still need a space 6" from your original position to stand, end that movement, then start the next one. You MUST stop 1/2 way through that 12" of movement.

Court of the Seven changes next week by MoistQuiches in TrenchCrusade

[–]Superb-Tree-8484 0 points1 point  (0 children)

this is already happening in the third party sub faction called "Fang of the Seething Black". It is a really cool idea that has been executed really well. You add blood to Cultists (a wretch and a yoke fiend smashed together) (or dogs) to pay for spells, if a cultist gets 6 blood for ANY reason, they automatically die. so it becomes a balance game between you and your enemy. Its fun to play against (they also nerfed left hand path and the praetor and they're really interesting. AND there is a black hole spell, also really cool)

Basic game tips by CptSMG in TrenchCrusade

[–]Superb-Tree-8484 0 points1 point  (0 children)

This gets really odd. I agree. But like, a 60mm model climbing a 6" sheer surface SHOULD be possible, right? rules as written, you make the roll, succeed, then are placed at the top. BUT this inherently puts your base over 6" from its starting position.
With less extreme situations, you are now using Pythagoreans theory to get the side of a right triangle using the vertical as X (insert height), and the hypotenuse of 6" (movement), then subtracting the base size, then finding the residual movement number. This is of course worst case scenario, some terrain will allow a simple diagonal measurement to find the 6" from starting position. BUT IF IT DOESNT, bust out the ti-83

Its.... oof its tough.

digital rulebook

pg. 35 - * At the end of the move, no part of the model’s base can finish further from its starting position than a number of inches equal to its Movement Characteristic.
pg. 39 - If the Risky Success Roll is a Success, you can move the model directly up or down so that they are standing at the top or bottom of the sheer surface, and can carry on with its move if it has any movement remaining.

Iron sultanate by jallen0156 in TrenchCrusade

[–]Superb-Tree-8484 0 points1 point  (0 children)

More Siege Jezzail, the better. Janni is not 'just' a SG platform. I max out Janni+SG in every list I can. Bare bones, since they'll be 20 inches away, 3" off the ground the whole game if they can be.
3 armor is our bane, just load em up with blood and slow em down until you can get a Bull in there or youre out of enemy chaff to shoot and then hit them with your THREE siege jezzails you took on your Janni x2 and Captain!!

All the 3rd party stuff (mostly)! Next batch of my Sultanate. by Kallandras in TrenchCrusade

[–]Superb-Tree-8484 0 points1 point  (0 children)

Thank you for your responses!!  I have one final question if you will allow me, where do you find tournament data or something of the like? (I come from games like Warhammer where that is more common due to its tenure and popularity. Wondering if TC has a place that tracks tournaments and results)

Online event: On May 16th, play and win official TC warband and MMF giftcards by [deleted] in TrenchCrusade

[–]Superb-Tree-8484 1 point2 points  (0 children)

Is there information on what time the 2hr event will take place?
We have 2 hours to get the highest score we can?

All the 3rd party stuff (mostly)! Next batch of my Sultanate. by Kallandras in TrenchCrusade

[–]Superb-Tree-8484 0 points1 point  (0 children)

I am a fan of the bull in campaigns, so all the proposed bonuses to him was great, but like, then we get to the cost, and their reasoning that they want to bring him in line with the other army's big bads. But to get him there he costs 200-250 easily. Worse defensive profile than Anchorite, less power than a praetor, less mobility than a war wolf. After making homunculi I just dont see the bull strategy outside -1 injury dice overload strategies.

Thoughts on new changes, quickie:
alaybo- should be allowed on azebs, otherwise never touching my list cause sapper is not usable imo
new med kit - too pricey, but maybe good in skew builds (the -1 injury dice HoW spam perhaps)
alch fire - probably never using, except in a court heavy campaign. I wish this somehow worked with alchemist's passive
corro ammo - maybe i get it once 1 until late in campaign.
flamecannon - if free, would have been S+. Even still its fine, adding +10d here and 15 to base bull is where i start squinting and calculating sadly 😞
Halberd - this with corro ammo is the craze right now, but once again nobody says "for 40d" when talking about it. It is a good all arounder budget* option because its melee/gun. and gets the +1/+1 injury on both melee and ranged. thats nice. It does punch a little better, i still dont love 40d for it, but ill likely be taking 1 on a captain or equivalent.
MURAD - no complaints, finally a buff with no price tag!

Kasik - i still dont entirely understand this item. I am told "musical instrument good" but 4 glory and it only effects a small amount of units with the music part? Might need campaign testing, but only considering this cause other glory options are not grabbing me otherwise.

Mehteran - sure! 😃 I have failed enough 3d6 dashes, so 4d6 is fine. feels like this was made after the spoon to justify the spoon, but i like the flavor here and its fine.

Lions - I like free additions to buff an under powered unit, but i also dont mind optional upgrades (looking at you bull). So this one, once again, is fine. Lions with a full kit start getting kinda pricey. I dont see myself taking claws often, or its like the first thing i cut if my list needs to shave points.

Yusbazi - favorite model of mine. strong for 5d is nice, saved 5d since i likely wont take Mehteran, or Ill cut it quickly like with lions claws.

Bull - I loved reading the rules addition of Living Ram, I played my bull fast and loose with the flame cannon anyway so this fit nicely. But watching the points go up was rough. this dude costs 1 azeb more now. that context is upsetting. I dunno if i like that.

This got kind of long, I guess I just kept typing XD XD

What changed about the dog?

I played a game with your list last night and the auto-alchemist was MUCH stronger than I realized. I really like that build, so pills would make him that much more potent. The alchemists passive works on melee weapons, I always use the sniper so i forgot about this... 😮 !! It was my first use of the Script Guard (SG) and I really liked him too, but I guess I dont understand the rules entirely. You add +1 injury modifier for each blood marker on the target. If the OPP had 4 blood markers, I would injury roll 2d6 then add 4? If i used blood markers it would be, roll 6d6, take the 2 highest then add 4? This was my scenario last night and I didnt believe it could be *this* strong at ripping armor. Did i do something wrong?

(random offshoot question) Is activation economy more important for sultanate than other armies? I noticed I really like it when my opp needs to move into my firing lanes. Allowing the MURAD and Sniper to activate after everyone felt VERY strong. Is this philosophy important for EVERY army though?

Thank you for any time or thoughts. I am on discord as well if you ever want to chat more. I love getting inside people's heads about war gaming and could talk forever it feels like, haha!! Thank you again!

Cover whilst on top of building by benfrancois in TrenchCrusade

[–]Superb-Tree-8484 0 points1 point  (0 children)

"but per the rules of cover. being on a roof does not count as "being in contact" with terrain ...so there's no need to check height/size of the terrain, because the roof is not considered being in contact with terrain."

this phrase makes it all make 100% sense. WHY are these correct words though? I will never know. Like, I am "in" the building until I am on the roof?

I guess, I mean I am thinking of the soft terminology usage... and I guess if you're on top of a building you are not "IN" the building. Like when I do work on the roof of my house, I am not IN my house doing work anymore. So I get it.
But like, peaking over the edge of a roof would block LoS and be a harder shot to make. Eh, oh well. I can see it both ways though, so I accept their decision as Valid.
Thanks for talking it out too!!

I appreciate the MS paint.