Trench Crusade: Heretic Legion vs Court of the Seven-Headed Serpent 900 ducats / 8 glory points
game
Report & Story: Jakub Polkowski
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Story
There are whispers in the front-line trenches, carried in the choking fog between bombardments. In
the rot-choked wastes, there are names even the damned speak with care.
They speak of a once a most beautiful girl in the world. Now trapped inside the rotting and mutated
corpse-frame of the Faithfull creations. She moves with the precision of an executioner, her
long-barreled anti-material rifle pitted and blasphemously etched with profane sigils that coil
around the steel like black vines.
Once, she was Wanda Krassowska, last scion of a fading Polish noble line. Her father, desperate to
save his crumbling estate, bartered her hand to a Prussian baron whose cruelty was whispered about
in hushed tavern corners. The marriage was meant to unite two houses under one iron will. But Wanda
was not bred for chains.
On the eve of her binding, she slipped from her candlelit chambers into the frostbitten night,
taking only a ceremonial sabre and a hunter’s rifle. Her absence was marked not by the cry of alarm
bells, but by the slow and deliberate toll of the manor’s funeral bell.
No one speaks of how she came to the Heretic Legion, but some claim she followed the carrion birds
to their camps. Others swear she was led there by a black-robed preacher whose mouth whispered
scripture in reverse. Whatever the truth, she was remade in the Legion’s image — flesh branded and
fussed with the body of the enemy. A mockery, cruel joke and blashsemy at the same time. Her name
was struck from the rolls of the living and replaced with one that would be whispered from trench to
trench: Wanda the Unconquered.
In battle, Wanda the Unconquered is patient as the grave. She stalks the no-man’s-land unseen. Waits
in the ruins, in the blasted belfries, in the blackened treelines — unmoving, unbreathing, a
silhouette against the sky. The shot always comes without warning: a single thundercrack that
unravels helmets, ruptures armor, and reduces the faithful to red ruin.
It is said she does not simply kill. She chooses.
She marks officers, chaplains, standard-bearers — the heart of a unit — and leaves the rest to break
like glass in the mud. Her bullet is not merely metal; it is a curse, carried across the
no-man’s-land to hollow out the spirit as well as the flesh.
Two winters after her disappearance, Baron Friedrich von Rabenhorst was struck down during an
inspection near the Eastern Trenches. One shot. Through the breastplate. Through the heart.
Witnesses claim they saw, far in the distance, a female creature lowering a rifle and disappearing
into the fog, the wind carrying a voice that whispered "I am my own vow."
The Legion does not command her — they request. The enemy does not hunt her — they pray not to be
chosen. And so her name is written in mud, blood, and cordite - Wanda the Unconquered. The Bride Who
Wed War.
Not all who hunt Wanda do so for vengeance. In the decadent shadow of the Court of the Seven-Headed
Serpent, the Praetor — a serpent-eyed demon-prince swathed in gold-threaded warrobes — has taken an
unholy interest in her. To him, she is not an enemy, but a prize. A creature of rare defiance and
beauty, perfect for breaking. He imagines her leashed in silver chains at his side, a living trophy
to parade before the other Courts, her will eroded until she whispers only his name.
The Praetor has issued a standing command to his warband - Bring her to me, unbroken if possible,
breathing if not. Entire skirmishes have been waged not for territory or resources, but to corner
Wanda in the ruin-scattered wastes. Each time, she slips through the Serpent’s coils like smoke.
But this time her scent was fresh and strong. There was no escape from his lust.
Armies
Heretic Legion
Welcome Back to the Trenches!
Since the last battle report, we’ve played dozens of games with various factions and with every match,
our love for Trench Crusade only grows stronger!
This time, I'm fielding my brand-new warband: the Heretic Legion. I'm especially proud of them because
they won a bronze medal at Kontrast 2024, the biggest painting competition in Poland. I hope they'll
prove their worth on the battlefield as well.
I originally assembled them for demo games I run, playing the antagonists to my Trench Pilgrims. But
with each game played, I became more and more hooked. I simply love how they operate. Their special
abilities add so much tactical depth. In my opinion, they’re much harder to master than the Faithful,
but their ability to adapt and react to different threats is fantastic. That’s why, for the upcoming
Trench Crusade event – WYŁOM 2025, I’ll be taking them as my main warband.
In this game, we’re also playtesting the first custom scenario from the event.
So, what’s my list? I’ve got 900 Ducats and 8 Glory Points to spend.
Elites
My leader is, of course, the Heretic Priest. He’s equipped with a Semi-Automatic Rifle, Trench Club,
Blasphemous Staff, Reinforced Armor, Combat Helmet, and a Mountaineer Kit.
This setup lets him deal damage both at range and in close combat. Thanks to the Staff, his core
ability, Puppet Master, becomes far more reliable. The combo of armor and Tough makes him hard to kill,
and the Mountaineer Kit adds even more flexibility.
Next up is the Chorister. He carries a Trench Club, Sacrificial Blade, Reinforced Armor, and a Combat
Helmet.
I’ll be honest. In theory, he’s great at making life miserable for the enemy. But in most of my games,
he
does almost nothing... aside from dying really fast. Maybe I just haven’t learned how to use him
properly yet.
Last of the Elites is the Death Commando, armed with Tormentor’s Chain, Tartarus Claws, Reinforced
Armor, Combat Helmet, and a Mountaineer Kit.
I love the model. I love the rules. But his biggest flaw is that he has no Dash bonuses, which means he
fails them at the worst possible moments.
To mitigate that, I gave him Tormentor’s Chain instead of Gas Grenades, which I usually equip him with.
I also tend to lose him early, so I need to be more patient and commit him only when the time is
right.
He’s perfect for taking out unarmored enemies like basic Pilgrims or Wretched and the Chain gives him
even more strategic value.
Troops
A brand-new addition to the warband is Wanda the Unconquered. A damsel who chose to join the Heretics
rather than marry a Prussian.
She’s an Anointed Heavy Infantry armed with an Anti-Material Rifle, Trench Knife, and Infernal Brand
Mark.
She’ll provide much-needed long-range firepower… though, being a newly painted model, I suspect she’ll
die before getting off a single shot (as is tradition).
Then there’s the Artillery Witch, equipped with a Trench Shield and Standard Armor.
Despite being an iconic model, she’s done absolutely nothing for me in most games. She
either misses completely or fails to inflict serious damage.
Still, maybe this game will be different… (I tell myself that before every battle).
Next are two Heretic Troopers. One has a bolt-action rifle with a bayonet.
The other carries a Musical Instrument, Trench Shield, and Grenades.
Their role is simple - secure objectives and provide bodies. The musician boosts Dashes, which I
definitely fail way too often.
And finally, my all-time MVP - the War Wolf Assault Beast.
In my humble opinion, the best unit in the entire game.
I can’t overstate how much I love this model. He’s won me so many battles, killed countless enemies, and
strikes fear into the hearts of opponents.
Even my opponent in today’s game holds a grudge, after the Wolf one-shot his Praetor in a previous
battle.
The Wolf is ultra-fast, tough, reliable, and brutal in combat. Simply put - he’s the best!
Battle Plan
My strategy is straightforward:
Seize and hold as many objectives as quickly as possible.
I’ll leave the less important units to defend them, while the War Wolf and Death Commando push forward
and do the heavy lifting.
The Court is likely to grow stronger as the game progresses, as they’re far better at long-range combat
than
my poor Heretics. And with that Hunter lurking, whom I have a personal grudge against...
My goal is to hit hard in the early turns, score as many VPs as I can, and then try not to get
slaughtered too quickly.
Court of the Seven-Headed Serpent: Sin of Lust
Ladies and gentlemen, lo and behold - the Sin of Lust warband takes the field!
Since we’re running a higher-budget list today, let’s see if I can pack a hefty punch to derail the
Heretics.
Elites
Praetor – With a whopping 288 Ducats invested, this bad boy has everything a modern demon-human hybrid
prince needs to aura-farm in the trenches.
He’s equipped with a Serpent Assault Gun, Malebrache Sword, Trench Club, and Reinforced Armor, paired
with a Combat Helmet.
For Goetics, I’m running Forbidden Pleasures and Exquisite Pain.
This loadout gives him both ranged and melee threat, plus decent protection, as he’s a known bullet
magnet. The Goetics provide early Blood Markers and the potential to manipulate rolls using Exquisite
Pain.
Sorcerer – The Goatman Returns.
A fairly standard build here: Trench Club, Reinforced Armor, and a Musical Instrument, with Burning
Inferno, Forbidden Pleasures, and Call of Flesh as Goetics.
The goatman is a reliable armor-ignoring option. The Musical Instrument and armor are crucial for
survivability. Like the Praetor, his spells rely on early Blood Markers, and this time we’ll see if Call
of Flesh can be as annoying as Puppet Master is in the Heretic arsenal.
Hunter of the Left-Hand Path
Straightforward: Reinforced Armor and Headtaker is all we need to create a credible threat.
This time, I’ll try to keep him out of harm’s way, so the -2 Armor is a must. I’d love to test an Unholy
Relic, but at 15 Ducats, it’s out of budget for this list. Maybe next time.
Hell Knight – Lust Variant
The Lust variant seems promising for a ranged-focused Court warband, so I had to give it a shot.
He’s rocking an Ophidian Rifle, Double Sword/Axe, and a Combat Helmet, with Exquisite Pain for some dice
manipulation.
Paired with the Hell Knight’s natural, unignorable -2 armor, this setup lets us snipe from a distance
while still posing a threat in melee thanks to +2 Melee Stat from the dual weapons.
Troops
Nothing new here, sadly. The Court is a Blood Marker-reliant faction, and the Lust variant takes that to
the next level.
I’m running two blood battery units, each consisting of a Wretched (with Trench Knife) and a Yoke Fiend
(with Torture Instrument).
One Wretched carries a Troop Flag, just in case the Praetor eats too many bullets.
Mercenaries
Scripture Guardian
First time fielding this unit!
His ability to ignore armor and gain a +X to Injure rolls based on Blood Markers makes him a natural fit
for a Lust warband.
I’ve added a Trench Club for that handy double melee attack in close combat.
Game Plan
As usual, my plan is pretty straightforward:
Ignore objectives and kill enough enemies to force a Morale Test as soon as possible.
The problem with the Court is that we lack models that can hold objectives reliably. Our Elites are
scary, but our cannon fodder... not so much.
We don’t want to lose our Blood Batteries, and we don’t have the Ducats to buy more bodies.
The Heretics pose big threats with their War Wolf, Death Commando, and Artillery Witch, so rushing
objectives might backfire quickly.
The goal is to leverage action economy through Blood Batteries early and find opportunities for early
kills, opening the board for the Hunter to strike.
Pre battle
Scenario 1 - Recon by Fire
- Map:
- Setup: Players roll a d6 and alternately place 5 objective markers (25mm bases), starting with the
higher roll. Markers must be at least 8” from deployment zones and 6” from each other, not in
impassable terrain.
- Deployment: Players roll a d6. Higher roller picks their deployment zone and begins alternating
model placement.
- Infiltration: Allowed with restrictions – not within 8” of objectives, unless in own deployment
zone.
- First turn: Player with fewer models starts. If tied, roll off.
- Game length: 4 turns. After turn 4, the player with fewer models rolls a d6. On 5+, play one extra
turn.
- Scoring: 1 VP at end of each turn per controlled objective (1” radius, no enemy models, own model
not “Down”).
- Winner: Player with the most VPs at game end.
Secret Order
Heretic Legion:
Unshakable Faith
1 VP – Perform 2 risky actions in a single activation with one model during a turn.
3 VP – Perform 3 risky actions in a single activation with one model during that turn.
Court of the Seven-Headed Serpent:
Iron Discipline
1 VP – Pass 1 Morale Test.
3 VP – Pass 2 Morale Tests.
Deployment:
The Court of the Seven-Headed Serpent won the roll-off and claimed their chosen deployment zone.
Thanks to the Forbidden Pleasures upgrade on the Praetor, 3 Blood Markers were placed on the Wretched
before the battle began.
Battle
Disclaimer!
We use white dice to mark model has not been activated yet, and red ones to mark Blood Markers.
Turn 1
With a lower model count, the Heretical Legion chose to activate first.
A Heretic Trooper wielding a bolt-action rifle dashed forward, empowered by the nearby trumpet’s
inspiring aura, and moved onto an objective.
The Court of the Seven-Headed Serpent responded with the Hell Knight, who aimed his Ophidian Rifle at
Wanda the Unconquered - an Anointed Heavy Infantry bearing an anti-materiel rifle.
He invoked the Exquisite Pain Goetic power, transferring 2 Blood Markers onto Wanda.
The shot struck true. Another Blood Marker was taken from the Wretched, and both from Wanda, fueling a
brutal +3 Dice to the Injury roll. But the result - just 10 on two dice wasn’t enough. Wanda, her armor
reinforced, went Down with 1 Blood Marker.
The Hell Knight advanced into the next trench.
Wanda stood, leveled her rifle at the Praetor, and fired. But with -1 Dice due to range and cover, she
missed.
The Sorcerer emerged from his bunker and unleashed Burning Inferno on Wanda. The spell hit, ignoring
armor and with a Blood Marker spent for an extra die, she went Down again.
Clutching a musician’s instrument in one hand, the Sorcerer tried to Dash, but failed.
The Chorister dashed and moved to the center objective beneath the cross.
The Yoke Fiend activated, using his Torture Instruments to attack a nearby Wretched, but missed. He then
retreated.
Another Heretic Trooper, trumpet in hand, dashed and claimed a second objective.
The Praetor took to the skies, landing atop the bunker. His Serpent Assault Gun roared: the first shot
downed the Anointed Heavy Infantry again, while the second missed.
He attempted to Dash, but failed.
Sensing an opportunity, the Artillery Witch dashed to a vantage point with line of sight on the Praetor.
She unleashed her hellish bomb, but rolled a 1 and 2 for hit, failing spectacularly.
Next came the Hunter of the Left-Hand Path. He dashed and teleported beside the Heretic troops using his
dark path.
His Bow of Lethe struck the downed Heavy Infantry, and he used Blood Markers to activate Bloodbath,
ignoring armor. It was more than enough to finish her off.
He then charged a Heretic Trooper with a bolt-action rifle, downing him.
The Heretic Priest moved from cover and fired his rifle at the Praetor but missed.
Then, using Puppet Master, he forced the Hunter into close combat with him. The downed Heretic Trooper
attempted an attack but missed.
The Priest swung his staff: the main blow failed (double ones…), but the off-hand attack scored a minor
hit.
On the left flank, the Yoke Fiend attacked a Wretched, causing 2 Blood Markers, then moved around the
bunker. His Dash failed.
The Death Commando attempted to Dash and failed, remaining at his objective.
The Wretched on the left flank advanced toward the Yoke.
The War Wolf Assault Beast moved and dashed, positioning beside the Chorister.
The second Wretched advanced toward the right-flank Yoke.
The last to act was the Scripture Guardian. It lumbered toward the Hell Knight but failed its Dash.
End of Turn 1 Score
Heretical Legion: 3
Court of the Seven-Headed Serpent: 0
Turn 2
The Artillery Witch opened the turn, targeting the Praetor again. This time, she hit with a devastating
16 on the injury roll. The demon lost his Tough and was Downed!
The Hunter of the Left-Hand Path slashed at the Heretic Priest with the Headtaker. The blade landed,
causing only a Blood Marker.
Using his Shadow Walker ability and Left-Hand Path, he retreated from the melee and teleported to the
top of the trench near the Hell Knight. He fired his bow at the Artillery Witch, but long range, cover,
and a Blood Marker penalty meant the shot missed.
The trumpet-bearing Heretic Trooper moved and dashed to secure an objective on the far left.
The Praetor, recovered, soared back atop the bunker and fired at the War Wolf Assault Beast.
The first hit dealt 2 Blood Markers, and the second shot hurt the beast - Out of Action, stripped of
Tough, left sprawled with 3 Blood Markers.
The Praetor dashed and landed in the trench.
The previously downed Heretic Trooper stood and held his objective.
The Hell Knight lined up a shot on the Artillery Witch. Thanks to long range and cover bonuses, he
rolled a Critical Hit - double sixes. Her head exploded in a blast of gore.
The Heretic Priest fired at the Hunter, missed, moved.
The Praetor heard the whisper coil through his mind like a serpent through wet earth.
"Go on. She is there. Waiting for you. Nothing can stop you."
He did not hesitate. Not for a heartbeat. The temptation was a hook in his soul, and resistance was
an alien thought.
How proud he was… how certain in his dominion…
The Praetor stepped through the smoke-wreathed breach, his taloned boots grinding the bones of the
fallen into the mire. The seven shadowed faces that crowned his helm hissed and whispered in a dozen
tongues, urging him forward.
Through the haze, he saw her. Wanda — broken, bloodied, crawling through the ash like a dying beast
— yet still clutching that cursed rifle to her breast. Even now, defiance that had denied him
before.
He savoured the sight. This was no mere quarry. This was a prize, a living trophy to be broken and
remade.
Mine.
Then successfully cast Puppet Master on the
Praetor, dragging him forward along the trench.
On the left, the Yoke Fiend struck a Wretched, inflicting 2 Blood Markers, moved toward the trench, but
failed to Dash.
The Chorister dashed and charged the Praetor.
His sacrificial dagger plunged deep causing a Critical Hit, 12 on Injury roll and the Court’s leader was
eliminated.
On the right, the Yoke Fiend wounded Wretched with 2 Blood Markers, then moved closer to the center.
The Death Commando hid and held his position.
The Sorcerer took flight and landed on top of the trench.
He cast Burning Inferno on the Heretic Priest, knocking him Down and adding
another Blood Marker from the Fire effect.
His Dash though failed.
The War Wolf, now standing, moved to the edge of the trench, maintaining control of the objective.
The Scripture Guardian advanced and tried to recite his holy scripts at the War Wolf, but long range
blunted their force. His Dash also failed.
Both Wretcheds moved toward the Yokes on their respective flanks.
End of Turn 2 Score
Heretical Legion: 7 (+4)
Court: 0
Turn 3
The War Wolf Assault Beast was first. It dashed and charged both the Hunter and the Scripture
Guardian.
Both attacks targeted the Hunter: the first Downed him, and the second was negated by Oracle Beast
Cloak but three Blood Markers were spent.
3 risky actions were performed by a single model in one activation and Secret Order was fulfilled!
The Sorcerer repositioned and cast Burning Inferno on the Chorister. It hit, and he went Down with 2
Blood
Markers. The Sorcerer dashed behind the bunker.
The wounded Heretic Priest stood, missed a shot at the Sorcerer, but successfully cast Puppet Master on
the Hunter, pulling him away from the War Wolf.
The War Wolf used his free attack and struck again the Hunter. Using Bloodbath with +3 dice he tore him
into pieces. The Priest dashed toward the large trench.
The Scripture Guardian counterattacked the War Wolf with his club Downing it and stacking 4 Blood
Markers. He attempted to read another script but failed despite the bonus die.
The Death Commando, sensing danger, dashed and unleashed Tormentor Chains to drag the Hell Knight into
melee,
protecting the War Wolf.
He attacked twice but only one Blood Marker got through.
Yoke on the left side bloodied the Wretched once more causing 2 Blood Markers.
The Chorister rose and advanced on the Heretic Priest, failing his Dash.
The right-side Yoke failed his Dash attempt.
The same happened to the trumpet Heretic Trooper.
And the Wretched on the left flank.
The Heretic Trooper wielding bolt-action rifle stayed on his objective.
The Hell Knight, last to activate, struck the Death Commando. The first attack missed, the second
hit. Due to Blood Magic a Blood Marker was transferred from the Wretched to the Commando, but only a
minor wound was
dealt.
End of Turn 3 Score
Heretical Legion: 9 (+2)
Court: 0
Turn 4
Once more, the War Wolf led the charge.
He stood and mauled the Scripture Guardian, Downing him twice - 3
Blood Markers applied.
The Sorcerer flew atop the bunker, unleashing another Burning Inferno on the Heretic Priest. A Critical
Hit, rendering him out of Tough.
The Chorister caught some of the blast: a minor wound and a Blood Marker.
The Sorcerer failed his Dash.
The Heretic Priest, still breathing, rose and fired at the Sorcerer - missed.
He then used Puppet Master on the Scripture Guardian, allowing the War Wolf to attack again.
With 5 dice, the Golem was obliterated in a Bloodbath.
The Hell Knight continued his grim duel, transferring a Blood Marker from the Chorister to the Death
Commando. His first strike missed, the second landed, and a single Blood Marker inflicted.
A Heretic Trooper saw the towering Sorcerer and took aim. Even with -1 Dice, he struck but only caused a
minor wound.
The right-side Yoke missed its attack and failed to Dash.
The Death Commando counterattacked the Hell Knight. One strike missed; the second put him Down.
The left Yoke wounded Wretched, then dashed toward the trumpet-bearing Trooper.
The Chorister dashed and charged the Yoke.
His sacrificial blade spilling black ichor. The Yoke Fiend
was slain.
The second Heretic Trooper failed to Dash.
The remaining Wretched failed again to Dash.
End of Turn 4 Score
Heretical Legion: 11 (+2)
Court: 0
Endgame
The Court of the Seven-Headed Serpent, with 4 models taken out of action and with the Hell Knight down,
faced
a Morale
Check.
Without a Leader, but with the Trooper's banner still raised, they rolled 7+ with +1 Dice. Success,
achieving +1 VP from the Secret Order.
However, the game only continued on a 5+ and the roll failed.
The battle ended.
Final Score
Heretical Legion: 11
Court of the Seven-Headed Serpent: 0
Victory for the Heretical Legion!
Secret Orders
Heretics: +3 VP
Court: +1 VP
Epilogue
Wanda’s body-shell was broken. Torn, pierced, and burned, a ruin of flesh and bone. Almost beyond
salvation.
She wept. Not from the all-consuming agony, but from the black despair pressing on her mind. All the
years, all the sacrifices, all the blood she had spilled. They could not be for nothing. She would
not surrender. Not to death. Not to this winged abomination.
She dragged herself forward with one hand, each movement leaving a smear of blood on the stone
floor. The
bones in her legs were shattered, useless. In her other hand, she still clutched her rifle.
Good, she thought. It was the only thing that mattered now. She would not be unarmed.
She slid from the broken floor of the ruins and crashed to the ground below. New fractures bloomed
in her body. She felt them, heard them, but did not care. All that mattered was to crawl away — to
hide, to heal, to kill another day.
Hatred was the fire in her veins.
Behind her came the din of slaughter. The maddening howls of the War Wolf, the staccato bark of
rifles, the shrieks of hell-spawn feeding on the dying.
Through the dust and smoke, she heard his voice. The Praetor of the Court of the Seven-Headed
Serpent. Smooth, honeyed, soaked in mockery.
“Crawl, little dove. Crawl while you still can. You will look exquisite in my chains.”
His silhouette loomed in the flames. Wings unfurled, scales glistening with blood. Around him, his
warband swept forward, serpent-helmed horrors and goat-headed killers, cutting through the Heretic
line with blades wet to the hilt.
The Puppet Master’s command cracked like a whip across the battlefield, dragging enemy fighters into
the open only to be torn apart by the War Wolf’s slavering jaws. Explosions from the Artillery Witch
shredded the street, hurling masonry and limbs alike into the air.
She crawled faster, dragging herself behind the burned-out carcass of an armoured carrier. Bullets
struck the plating inches from her skull, chipping rust and paint.
She would not die here.
Not in his chains. Not as anyone’s pet.
Blood filled her mouth. Her vision dimmed. But she kept moving.
Centimetre by centimetre. Hatred. Always hatred.
Post game
Heretic Legion
That was crazy!
I won 11:0, but honestly, things could have gone in a very different direction multiple times.
I was a bit surprised by Piotr’s choice of deployment zone. The one he left for me had three
easy-to-grab objectives and a solid vantage point. The latter turned out to be a trap for poor Wanda,
but still, it allowed me to control all objectives by the end of Turn 1, which gave me a huge comfort
buffer for the rest of the game.
Piotr’s strategy was to ignore the objectives and try to force a victory through attrition and
casualties, and it almost worked!
Losing Wanda in Turn 1 and the Artillery Witch in Turn 2 was a serious blow. That left me with just two
weak ranged options, but luckily, my melee assets were untouched and I think I used them quite
effectively.
Once again, Puppet Master was the absolute cornerstone of my gameplay. It helped me finish off the
Hunter, the Praetor, and the Scripture Guardian. With the Blasphemous Staff, this power becomes
incredibly reliable and in this match, it was a real game-changer. MVP of the game, no question.
The second award goes to the War Wolf.
Not only did he accomplish his Secret Order (Dash + two risky melee attacks in a single turn!), but he
held an objective and once he reached close combat, he slaughtered everything the Court threw at him
(with a
bit of help 😉).
I’ll say it again - for 140 Ducats, this beast is an absolute bargain.
I was also really happy with how the Tormentor’s Chain worked on the Death Commando. This was my first
time including it in a list, and it’s here to stay.
Sure, he could have done more, but as usual, he failed key Dashes. Still, he played his role well and
helped hold objectives.
All in all, the army performed exactly as planned. I can't complain about my dice either.
On the other hand, Piotr had some really unfortunate rolls, especially those failed Dashes, and worst of
all, two missed attack rolls in a row with the Scripture Guardian... Just when the War Wolf had 4 Blood
Markers.
A single hit there would have likely killed the Wolf, and the entire game could’ve turned on that
moment...
To sum up: We both had a great time. With every game, we fall more and more in love with Trench Crusade.
We tested one of the custom scenarios for WYŁOM 2025, and we played on a brand-new table.
What more could you ask for?
Court of the Seven-Headed Serpent
I almost had it!
The early turns played out well, despite almost half my attacks being spent trying to eliminate Wanda
😊. It worked in the end, but I think I lost momentum chasing her down.
Kuba took the opportunity to secure objectives and establish control over the center, especially with
his War Wolf, which posed a huge threat to my Hunter. He would’ve been in danger in almost any teleport
scenario.
Still, Turn 2 gave me a highlight: killing the Artillery Witch with the Hell Knight.
The Ophidian Rifle is a beautiful, mind-bending weapon that opponents often forget - turning a Ranged 0
Hell Knight into a +2 sniper thanks to its ability. Glorious.
But from Turn 3, my plan started to crumble.
A major mistake: not teleporting the Hunter to safety at the start of the turn.
Puppet Master was once again my downfall, and I really need to start accounting for how devastating that
ability is. Kuba used it masterfully.
If I hadn’t made that error, I might’ve been able to teleport behind his Musician, potentially score two
kills, and force him to stretch his position, opening the map for me.
After that, the Hellish Lords turned their backs on me, and the dice reflected it.
Not much more to say. Sometimes you just lose the dice game 😊
That said, even without the bad rolls, by that point I’d already lost the key units needed to force a
win through Morale Test.
The Court is definitely not an easy warband to play.
Mastering it will take time. Losing even one Elite can shatter your game plan, so every activation must
be deliberate and calculated.
Overall: great game, Kuba!
I had a blast playing on that beautiful table.
I’ve made a ton of notes about my playstyle, and I hope to take advantage of them in our next game 😊