Let me know what you think about the campaign and what other topics you'd like covered on trench crusade! If you want to take part in the kitbash and painting competition, here is the video with all the details. You have until 15th December 2024 to enter 😊 ruclips.net/video/Thsrp5N-vc8/видео.htmlsi=L9PDwhqET6sWe-9M
Really enjoyed talking with you, Andy! I think we need to clarify one point, though, in terms of Reinforcements. Some people might understand that, unless you fall back and Reinforce, you can't get anything new added to the warband, in terms of equipment or models. You CAN do that without Reinforcing, but the constraints of the current ducat limit and your current available ducats might make so that Reinforcing is a preferable avenue to take because it gives you more room to play with, mathematically speaking. When you're reinforcing you're just stripping your models down to their undies and benefitting from the entire difference until you hit the ducat limit, which leaves you with great leeway in terms of re-equipping, recruiting, etc. If you don't Reinforce and you're a handful of models down, you can only sell equipment off at half price and sorta-kinda make some more ducats up, as well as getting something (maybe) from Exploring, but you're only using that alongside whatever peanuts you had left in your Treasury to meet that ducat limit. More often than not, that is significantly less than what you'd get with Reinforcing, which is why it's sometimes preferred and through a current, 4-battle campaign, both my buddy and I have done it once.
It really helps to put a little token or something next to models to indicate that they have either activated or have yet to activate. Every activation counts. Every activation should serve a purpose.
Yes I use kill team activation markers but any 2 sided token you can flip or something to mark a completed activation is really helpful in keeping track of everything
It would be good to see an analysis of the weapons/armour in terms of rock paper scissor issues - do you bring a toolkit squad for those factions that have a wide range of options, or can you go heard into shooting or melee and still do well? Are there clear must haves for New Antioch in terms of troop types, weapons and gear, or is more play style preferences? Are mercenaries a bit of a waste because they dont usually experience up? Are you better with more less well armoured troops for more activations and objective grabbers, or are less better armed more elite units going to fair better?
I believe mercs are useful if they fulfill a role that you can't get from another place. For example, if I was playing New Antioch I would look to get the Ammo Monk because if you pair it with a guy with a machinegun, you can give those 3 ranged attacks AOE and shrapnel. You can't really get that anywhere else. An Observer is a really good melee model, but you can get that elsewhere with Shocktroopers and Lieutenants.
As far as I've learned from others who have got to that point, mercs are REALLY impressive in terms of power output compared to regular troops. From my experience, loadout and number will vary greatly with scenario type, as well as what and who you're facing. For instance, a low count, highly armoured troop will probably have staying power but struggle to control objectives if multiple of them are required to win as they can just get ganged up on. Conversely, swarm warbands will tend to do better in a kill count game, provided you know how to manoeuvre and take advantage of their strengths to keep them alive for longer. The bottom line is, you only have a handful of choices for each model during a game, and I've found that making the wrong choices in turns 1/2 can (and WILL) really bite you in the trench foot near the end of the battle. Focus on your warband's strengths and play to those, and you'll generally do well. Disregard their type and try to play them as they're not intended and you'll fare poorly. Took me half a dozen games to start playing the Naval Raiders as the intended shoot-then-cover nuisances they're supposed to be. That also stems from the style not being what I usually go for, so... ymmv.
Let me know what you think about the campaign and what other topics you'd like covered on trench crusade!
If you want to take part in the kitbash and painting competition, here is the video with all the details. You have until 15th December 2024 to enter 😊
ruclips.net/video/Thsrp5N-vc8/видео.htmlsi=L9PDwhqET6sWe-9M
Really enjoyed talking with you, Andy!
I think we need to clarify one point, though, in terms of Reinforcements. Some people might understand that, unless you fall back and Reinforce, you can't get anything new added to the warband, in terms of equipment or models. You CAN do that without Reinforcing, but the constraints of the current ducat limit and your current available ducats might make so that Reinforcing is a preferable avenue to take because it gives you more room to play with, mathematically speaking.
When you're reinforcing you're just stripping your models down to their undies and benefitting from the entire difference until you hit the ducat limit, which leaves you with great leeway in terms of re-equipping, recruiting, etc.
If you don't Reinforce and you're a handful of models down, you can only sell equipment off at half price and sorta-kinda make some more ducats up, as well as getting something (maybe) from Exploring, but you're only using that alongside whatever peanuts you had left in your Treasury to meet that ducat limit.
More often than not, that is significantly less than what you'd get with Reinforcing, which is why it's sometimes preferred and through a current, 4-battle campaign, both my buddy and I have done it once.
@@gung-hogeeks1217 excellent explanation and well worth clarifying
It really helps to put a little token or something next to models to indicate that they have either activated or have yet to activate. Every activation counts. Every activation should serve a purpose.
Oh I do, but 22 is still more models than I'm accustomed to at a skirmish level haha
Yes I use kill team activation markers but any 2 sided token you can flip or something to mark a completed activation is really helpful in keeping track of everything
We use glass beads. Light catches them and they really pop so you know what's what at a glance.
I use Pennies!
It would be good to see an analysis of the weapons/armour in terms of rock paper scissor issues - do you bring a toolkit squad for those factions that have a wide range of options, or can you go heard into shooting or melee and still do well? Are there clear must haves for New Antioch in terms of troop types, weapons and gear, or is more play style preferences? Are mercenaries a bit of a waste because they dont usually experience up? Are you better with more less well armoured troops for more activations and objective grabbers, or are less better armed more elite units going to fair better?
Excellent idea for an episode thank you!
I believe mercs are useful if they fulfill a role that you can't get from another place. For example, if I was playing New Antioch I would look to get the Ammo Monk because if you pair it with a guy with a machinegun, you can give those 3 ranged attacks AOE and shrapnel. You can't really get that anywhere else. An Observer is a really good melee model, but you can get that elsewhere with Shocktroopers and Lieutenants.
As far as I've learned from others who have got to that point, mercs are REALLY impressive in terms of power output compared to regular troops. From my experience, loadout and number will vary greatly with scenario type, as well as what and who you're facing.
For instance, a low count, highly armoured troop will probably have staying power but struggle to control objectives if multiple of them are required to win as they can just get ganged up on. Conversely, swarm warbands will tend to do better in a kill count game, provided you know how to manoeuvre and take advantage of their strengths to keep them alive for longer.
The bottom line is, you only have a handful of choices for each model during a game, and I've found that making the wrong choices in turns 1/2 can (and WILL) really bite you in the trench foot near the end of the battle. Focus on your warband's strengths and play to those, and you'll generally do well. Disregard their type and try to play them as they're not intended and you'll fare poorly. Took me half a dozen games to start playing the Naval Raiders as the intended shoot-then-cover nuisances they're supposed to be. That also stems from the style not being what I usually go for, so... ymmv.