With the 1.0 release of Trench Crusade on the horizon, we at Goonhammer are kicking off a series of articles to help you get started. The first piece provides an overview of the game, with later articles delving deeper into specific aspects, such as warbands, terrain, and campaigns. So grab your gas masks, check your rifle and get ready to step into No Man’s Land.
What Is Trench Crusade?
Trench Crusade is a narrative-focused skirmish game created by Factory Fortress, led by Mordheim designer Tuomas Pirinen and artist Mike Franchina, whose credits include the Diablo Franchise, Path of Exile 2, and Magic: The Gathering. Set in an alternate version of 1914 that branched off at the conclusion of the First Crusade in 1099, where the Templars unleashed the forces of hell upon the Earth in an act known as the First Heresy. In the 800 years since, Heaven and Hell waged constant war, and the landscape bears no remnant of the beauty it once possessed. All that remains is mud, trenches and the bodies of the fallen.
Aesthetically, Trench Crusade takes the much-loved grimdark archetype and says, “We can go harder.” It’s a mix of Weird War 1 and Dieselpunk, heavily topped off with religious horror. It’s a blend that is both familiar and alien in equal measure. There is little hope of salvation in this setting (which may deter some people) – even the faithful live lives of constant brutality.

Why Play Trench Crusade?
Trench Crusade, like many modern wargames, draws players in through its accessibility, but it promises more than the usual “easy to learn, hard to master” fare. The rules themselves are simple enough once you’ve learnt them, but how you use them matters. There’s no fixed turn order; the player decides when and how their units act. That freedom lets them experiment, plan combos, and rewards smart play. The game shines once you know your warband and can make every move count.
The best part is that the rules are free and will always be. Factory Fortress has committed to keeping the core rules available for free as a digital download in perpetuity. That’s not to say a nice rulebook won’t be available for purchase at some point (outside of the Kickstarter rulebook), but in terms of financial investment, you can’t beat free. Jumping in to play a few test games is easy and risk-free.
If you’re worried about needing to invest in a new army to try this game, allow me to be the bearer of good news: Trench Crusade, while having some truly gorgeous models available to buy or print at home, is fully miniatures agnostic, and the game and team encourage you to use what you already own if you wish to do so. Death Korps of Krieg and Cadians can work as New Antioch or Heretic Legion forces. Flagellants and Sisters of Battle Novitiates as Trench Pilgrims, or Nighthaunt as Trench Ghosts. The rules never get in the way of your creativity.
It’s an easy system that respects both your time and money. As long as you have some terrain and models available, why, you could even start a game right now. Don’t, though, at least finish reading this article first.
How Does It Play?
How does this “simple but deep“ player expression play out under the hood? Trench Crusade’s engine is a simple core system: Most actions need a 7+ on a 2d6. The depth comes from the modifiers, rather than flat bonuses (although they do exist). To modify your roll, the rules instruct you to add or remove dice from your dice pool. For example, a +1 modifier lets you roll three dice and take the highest two, while on a -1 you must take the lowest two. For +2, you roll 4d6 and take the top two; for -2, you roll 4d6 and take the lowest two, and so on. It’s an easy mechanic to learn, but how it changes the odds is interesting.
Should you fail an ordinary action, although frustrating, you can at least continue with that unit’s activation. However, should you fail a risky action, then your activation ends immediately. A few abilities in the game are classified as risky actions, and one of the most common is the dreaded dash action. A dash, if successful, lets you make a standard move action, even if you have done so already, and lets you do that action later (if you’ve not done so already). For instance, it would allow you to move, shoot, and then move again back into cover. But since the dash action is risky, it leaves you a choice. Do you take the risky action first, allowing you to dash, shoot, and then move back? Should you fail, then that unit’s activation is wasted. On the other hand, if you fail the dash to get back into cover after shooting, then you’re stuck out in the open. These sorts of difficult decisions are ever-present during the course of the game. Even as the non-active player, you have the potential to thwart your opponent’s plans by adding negative modifiers to their actions. There’s nothing sweeter than stopping an enemy dash or other risky action by activating those negative modifiers and watching their unit achieve nothing. How do you do this? Through blood (markers), of course!
A key aspect of Trench Crusade is the Blood and Blessing Markers. Blessings usually come from abilities or gear and (as you might imagine) let you boost your own action rolls or protect your units when an enemy is making an injury roll on you. Blood Markers are earned through the infliction of injuries on enemy units. These are spent to make enemy action rolls worse, or to push your own injury rolls harder. Stack enough on one model and you can trigger a “Blood Bath,” rolling an extra dice on injury rolls and adding all of it to see if you finish them off. This push and pull of spending Blood and Blessing markers lies at the heart of the game. Every roll feels consequential: Do you hold back for later, or press the advantage now? What value is gained by spending now?
Interestingly, units don’t have health points; instead, they utilise the aforementioned Blood Marker system to determine the likelihood of a unit dying. By spending those markers, the unit is more likely to be taken off the board. How does one take out units? After rolling an attack roll (essentially a “to hit” roll), you move onto the injury roll. This roll combines both the wound and save rolls, which will be familiar to players of current mainline Games Workshop games. You, as the attacker, roll your 2d6 (don’t forget your modifiers!), reduce the final result by the enemy’s armour characteristic, and look at the injury chart:
- 1 or lower: No injury.
- 2-6: Enemy receives +1 Blood Marker.
- 7-8: Enemy is downed. (The enemy moves at half speed at their next turn and all injury rolls against this enemy get +1 Dice to injury as long as it is downed and, most importantly, a downed model can be inflicted by the Blood Bath rule when they have just 3 Blood Markers on them.)
- 9+: Enemy is taken out of action and is removed from play.
Okay, okay, I know what you’re thinking: “But Lee, does that mean that a simple Yeoman with a bolt-action rifle can take the biggest and baddest that hell has to offer?” Well, the answer to that is yes. But also no. But also yes. You see, it is possible (and it will happen) where, despite your enemy having the maximum -3 armour (meaning you need to roll a 12 on 2d6), you will roll hot and pop that pesky Praetor right in the head. There is, however, a safeguard, and that is the power of keywords. In this case, the TOUGH keyword. This particular keyword is most commonly found on larger models and leaders. Units with this keyword are kept safer by turning the first “out of action” result into a “downed” result instead. It’s a nice blend of allowing these exceptional situations, where the downtrodden and meagre pull off the unimaginable. Still, it also adds some safeguards, so it’s not an outright feelsbad to be on the receiving end.
Within both one-off and campaign games, there are set scenarios that can be played, as well as a scenario generator, allowing randomised mission parameters.

What Do I Need to Play?
- Miniatures: For your first games, you’ll only need about 8-10 for a 700 ducat beginner game, and scaling up to 12 for one-off pickup games. Campaign play can see your force grow beyond that, but you are still firmly in skirmish territory.
- Board: Games can be played on a 3’x3’ board, which works well for learning and smaller-sized games. However, the system performs best on a 4’x4’ board, where range variance has a greater impact.
- Terrain: It’s a bit of a bigger deal than in most skirmish games. The rules shine when the board is dense enough to break up sightlines, so you’ll need a fair few LoS blocking terrain pieces, although scatter terrain can substitute a little. Trenches look great on the board and obviously fit the setting perfectly, but they are trickier to build or source and ultimately aren’t a strict requirement. What really matters, though, is making sure there is enough verticality on the table to take advantage of elevation bonuses.
- Dice: You will likely only need eight six-sided dice, for your attack and injury rolls, as well as both a Blood Marker dice for each of your units and a few Blessing Marker dice.
Add in your wargaming staples, such as a tape measure, and some tokens to represent specific effects (down, tough being broken), and you are good to go. Compared to other systems, the hobby investment here is small, but the depth and thematic payoff are enormous.
Warbands at a Glance
As of now, there are six warbands to choose from, each with its own variants on the core force. We will take a deeper look at each of them in a future article, but for now, here is a quick overview.
The Principality of New Antioch

New Antioch fields the most significant fighting force of the faithful. A mysterious, hellish weapon destroyed the original Antioch, but unlike 40K’s Cadians, they didn’t whine about it and make it their entire personality. Instead, the faithful built a newer, bigger, and better Antioch. It now stands as a fortress against the legions of Hell, held together by belief, big guns and an endless tithe of resources and troops demanded from across Christendom.
On the tabletop, New Antioch plays as a force of squishy human fighters that need to squeeze out every bit of efficiency from the vast arsenal of weaponry and equipment they have at their disposal. New Antioch does have one significant advantage over the other factions, however: Friendship. Okay, that’s not quite right (but also kinda is), but what they have is something called Fireteams. In Trench Crusade, a Fireteam is two units that activate together, with their actions taken in any order. Fireteams already increase your tactical options, but New Antioch takes this idea further. If one unit in the Fireteam lands a hit, the other can use the Bloodbath rule even if the enemy only has three Blood Markers instead of the usual six. In practice, this means New Antioch units can punch well above their weight by combining “set up” units with “finisher” units.
Picture it like this: a Combat Engineer causes a Blood Marker in melee. It retreats and hits with its SMG, tagging the enemy with a couple more Blood Markers. Right after, the Mechanized Heavy Infantry moves in and finishes the job, using the improved Blood Bath with a Heavy Shotgun or even a Satchel Charge. All of this can happen because those units can activate simultaneously. Standard New Antioch warbands can form two Fireteams, while their variants may allow more or fewer depending on the theme.
And speaking of variants, let’s take a look at what is on offer.
- Éire Rangers: Slippery Irish troops who dodge, retreat, and punish you for chasing them. Can give a unit the berserker upgrade that ignores Blood Markers to provide some solid frontline.
- Stoßtruppen of the Free State of Prussia: Mad young soldiers who charge into No Man’s Land with flamethrowers, grenades, and the insane Tank-Splitter Sword.
- Kingdom of Alba Assault Detachment: Specialists of the Mechanized heavy infantry hailing from the Scottish Highlands. They take the fight back to the heretics with brutal melee.
- Papal States Intervention Force: Elite troops led by the Pope, starting with more glory but fewer ducats. Focus on mercenaries and high-end gear. No Popemobile, sadly.
- Expeditionary Forces of Abyssinia: Versatile African expeditionary force with solid shooting and bonuses when ganging up on enemies.
- The Red Brigade: Campaign-focused volunteers who start with Blood Markers but snowball hard. Includes the most loyal of Fireteam companions: Doggos.
Trench Pilgrims

If New Antioch is the faction that encompasses the specialist fighting forces of Christianity, then the Trench Pilgrims are the average men and women drawn into the Great War through heavenly visions sent by Him or His angels. Filled with revelation and zeal, the recipients of these visions undertake pilgrimages to the front lines, often joining with others to form processions. These righteous individuals thus don the iconic Iron Capirote and equip themselves with whatever they can find, charging fearlessly into enemy lines at the behest of their procession leader, the War Prophet, and of God Himself.
Gameplay-wise, the Trench Pilgrims shine in melee, able to dish out some incredible melee output while taking a beating as well. They’re your classic zeal-ridden warband that operates by overwhelming the foe with righteous fury. That’s not to say they can’t deal out some pain at range, however, because they can. When using ranged weapons, their goal is often to soften up enemies for the impending melee. Some of the most iconic equipment of the Trench Pilgrims involves immunity to fear, from the aforementioned Iron Capirote or being extremely difficult to kill with martyrdom pills and resurrected Trench Pilgrims known as “Martyr Penitents”. The one defining weapon of the warband, though, has to go to the Anti-Tank Hammer (they sure do hate tanks in this game), which is essentially a bomb on the end of a long pole (40k Ork players have found their people in this faction). I’m pretty sure you can figure out the rest. The variants of this warband emphasise particular aspects of the core pilgrim playstyle.
- Procession of the Sacred Affliction: The pilgrims within this procession willingly contract leprosy in honour of their founder…and also because it makes them absolute tanks on the battlefield. Particularly strong in melee, this allows your non-elite units to take the mighty anti-tank hammer.
- Cavalcade of the Tenth Plague: Members of this procession are the old-school diehards. They revere the Old Testament as God’s true masterpiece and use sacrificial lambs to ward off harm. Their devotion to the Lord grants them consistent blessing markers and turns your War Prophet into a true avatar of God’s wrath. Point. Smite. Repeat.
- War Pilgrimage of Saint Methodius: After a monk of the Orthodox Order of St. Methodius became the sole survivor of a brutal attack, he fled with the sacred texts of his saint and founded a new monastery. This monastery focuses on modifying and perfecting the Anchorite Shrines of St. Methodius. As you could have guessed, this warband focuses on the behemoth Anchorite Shrines, allowing two by default, as well as letting you switch weapons, turning the warband into something that can pack a lot of long-range firepower.
Iron Sultanate

The Iron Sultanate is the greatest surviving force of the Islamic faith within Trench Crusade. When the Templars opened the thrice-cursed Gate to Jahannam, Shaytan spilt across Dunya, and all seemed lost. Yet, as foretold, the Creator raised the Great Wall of Dhu al-Qarnayn within the Sultan’s lands, and hope returned. Many from across the faith answered the call, though countless millions perished on the journey; those who endured found refuge in a land that endured and even thrived. When the gates finally closed, the defence of the Great Sultanate, of the Invincible Iron Wall of the Two Horns That Pierce the Sky, had begun.
If the Iron Sultanate were a person, you’d call them Jack, and their trades would be many. All of the trades, in fact. This is a faction that can do a bit of everything and do it well enough. They’ve got reach at all ranges, though they shine most when leaning into their formidable firepower. Their Siege Jezzails hit like a truck, and with alchemical ammunition, they only get nastier. On top of that, the Sultanate’s alchemists have mastered the creation of artificial life, letting you field fast frontline bruisers like the Lion of Jahbir or the beefy bovine, the Brazen Bull.
More than most factions, the Iron Sultanate rewards picking a variant over the core “vanilla” list, with each focusing on a particular Elite unit. So, let’s dig into what makes them stand out.
- Fida’i of Alamut – The Cabal of Assassins: The assassins of Alamut are feared for good reason. This variant leans hard into them, letting you bring up to three assassins and even arm them with relics from their shadowy order. On the table, it does exactly what you’d hope: Your assassins become the lethal, reality-bending killers their legend promises, able to turn any skirmish into a bloodbath.
- House of Wisdom: The heart of the Sultanate’s alchemy, the House of Wisdom doubles down on customisation. Here, your alchemists gain unique abilities and can craft Tawkin Homunculi, artificial beings that you can upgrade with alchemical formulae. Wings? Extra heads? A third arm? This is where the mad science really takes off, and the sheer variety of options makes other factions feel rigid by comparison.
- Defenders of the Iron Wall: Focused on the elite sharpshooters that patrol the top of the Iron Wall, this variant excels at defensive ranged combat. Careful positioning is required, as bonuses are applied when elevated units are adjacent to each other. When the jezzails aren’t enough, it’s time to bring out the Brazen Bull carrying the Sultanate Grand Cannon.
Heretic Legion

When the gate opened and the underworld bled unto the earth, it was not just demons that tainted the beauty that once was, but the souls of humanity that turned to their new lords. As the tools with which the Archdevils of Hell claim dominion over the Earth, the Heretic Legion are the backbone of Lucifer’s forces. To become a legionnaire, one must walk to the Infernal Gate that first opened and bear witness to it. The most depraved and tarnished may even enter the very gate itself, and return as an Anointed: Forever damned in the eyes of God, but elevated beyond God’s meagre capabilities. The twisted souls of humanity are not the only troops that Hell sends in. War Wolf Assault Beasts, and probably the most iconic unit in the game, the Artillery Witch, round out the roster with some artificial abominations.
When it’s game time, despite their lore, the Heretic Legion plays a very honest game, with few tricks and surprises; they play the game straightforwardly, but play it very well. Excelling at long range due to multiple weapon options and the dreaded Artillery Witch, your units can also pack a good punch in melee. Each unit can act independently, not relying on numerous synergies to bring out its full potential. For these reasons, the Heretic Legion is regarded as a suitable army for beginners. With that in mind, let’s see how the variants play out:
- Heretic Naval Raiding Party: The Heretic Fleet, quasi-separate from the main Legion, operates through coastal raiders and striking deep behind enemy lines. On the table, this translates to faster units, achieved through improved dash actions and enhanced mid-range capabilities with SMGs.
- Trench Ghosts: Legion soldiers that die on holy ground, or in the presence of the divine, remain bound to the earth in a state of perpetual unlife – a spirit that retains all the greed and thirst for power that defined its life. Able to withstand blows and firepower that would kill a mortal, they are a slow and sturdy force that is, in some ways, in opposition to the Naval Raiding Party mechanically.
- Knights of Avarice: Followers of the Prince of Greed, heretics of this variant display their bling and display it proudly. Always on the hunt for the finest material possessions, they scour the battlefield and claim anything they can get their hands on. On the tabletop, the Knights of Avarice favour gas-based weaponry, often modifying the rules of weapons and abilities to make that a reality (don’t want to damage all the shiny loot now, do we?). Their defining characteristic is that no model in the warband may have a total cost of less than 80 ducats. Looking this good is expensive, after all.
Cult of the Black Grail

The Cult of the Black Grail is the will of Beelzebub made manifest. The Black Grail is a disease unlike any other, eradicating all living creatures it can. If suitable countermeasures aren’t taken swiftly enough, those creatures will rise again as undead, spreading the Black Grail further. As you can guess, they share a lot with everyone’s favourite grandpa, Nurgle.
When it comes to the tabletop, the Black Grail loves to get into the thick of combat, preferring shorter ranges and melee combat. With some countermeasures to enemy ranged attacks, as well as innate tankiness, they can walk up the board relatively safely. As that is happening, your fast units like the Herald of Beelzebub can zoom up the board and be a pest (pun intended). The trait that sets the Black Grail apart from the other warbands is most certainly the Infection Marker system. Acting like Blood Markers, those that begin their turn with an Infection Marker also automatically gain another, punishing your opponents simply by activating. Spread the sickness, spread it far and wide.
Black Grail have just two variations for now:
- Dirge of the Great Hegemon: A procession once belonging to a now fallen Hegemon, they have been scorned and disowned by the Lord of Flies for their master’s failure. Now they walk No Man’s Land, attacking all in sight to feel anything other than the loss of their once great ruler. In this variant, your increased Plague Knight cap enables you to use your Infection Markers to make out-of-sequence activations on your thralls.
- The Great Hunger: A variant focused around your Thrall units, allowing them to swarm your enemy and move out of sequence. Backed up with a powerful centrepiece, the Matagot Hag, who can cast powerful spells to juice up or protect your units. Whilst you move as a whole, your Gregori Gula (commonly known as Greg), can infiltrate and get into the thick of it, creating problems for your opponent before your main force arrives. Bring snacks; these guys are hungry.
Court of the Seven-Headed Serpent

Behind any invading force lies a council that commands from the rear. In this instance, it is the Court of the Seven-Headed Serpent, a group of Archdevils representing the seven deadly sins. The Covenant of Heaven and Hell ensures that no true demon may walk the Earth, but the heads of the Serpent are nothing if not ingenious. Mixing demons with the creatures that walk the earth, both human and animals, they have found ways to invade the material plane without incurring His retribution.
On the table, the Court plays a very elite style, with some of the most stacked units in the game (get used to seeing a lot of “+3”), preferring a small selection of powerful elite units, backed up with blood battery chaff to power your spells. Yes, that’s right, the Court’s main schtick is using what is called “Goetic Spells”. These are essentially spells that are powered through the use of Blood makers, becoming more powerful the more you spend. Seeing as you don’t want to be inadvertently healing your enemy, you’ll be whipping your own units to generate your Blood Markers to then fuel your spells.
When it comes to variants, Court are lacking them in the traditional sense. Instead, when making a warband, you choose which of the deadly sins you will follow, which in turn grants you different Goetic Powers / Spells, and which powerful aura your Desecrated Saint will dish out. Let’s take a look!
- Wrath: Do you like B-lining straight for the enemy and boinking them to death? Care naught for patience or precision? Unsurprisingly, this is what wrath is all about.
- Envy: Are you jealous of all the fancy toys the faithful get? Just steal them and use their own weapons against them! Let them see what an anti-tank hammer to the face feels like.
- Lust: All are laid bare in front of Hell. This sin is all about your Blood Marker economy, being able to produce them more easily on your own units, then transferring them to your enemies.
- Pride: The sin of all sins, pride is all about refusal. Refusal to accept any form of defeat. A unit just took a downed injury? Refuse, because your pride allows you not to. Morale bringing you down? Refuse by completely ignoring it.
- Sloth: It’s time to slow it down and smell the corpses. This sin is all about dampening your opponent’s momentum and ensuring slow, but inevitable, victory for yourself.
- Greed: Greed is their covenant, and the Mammon knows that greed wins wars. Turning Avarice into defence, offence and utility, this sin wants it all.
- Gluttony: Forever hangry, this sin aims to weaken your opponents through starvation and self-destruction, while gorging on them (and sometimes your allies), to keep yourself well-fed and topped off.
Miniatures and Terrain
One of the appealing things about Trench Crusade is the freedom to approach the miniatures however you like. There is no set paint scheme for each faction or their variants, so you can lean into whatever aesthetic excites you. Sure, with the Red brigade, your armour will want to lean into red armour to symbolise their iconic bloodied armour, but how you approach that crimson hue is up to you. Given the setting and general aesthetic, the models lend themselves well to a grimdark style, and techniques like enamel or oil washes, streaks, and heavy chipping really bring out the setting’s bleak atmosphere. There are “ready-made” palettes for this look, such as the John Blanche sets from Army Painter, but you can also experiment with your own mixes.
Terrain is one of those aspects that make or break a gaming experience, and it’s no different here. For Trench Crusade, there are two broad ways to approach packing your board with terrain. One style, and perhaps the most obvious, is to build or source a board that utilises trenches. It can make a board look like a maze, and with the proper setup, it can be different every game. Trench-style terrain boards can be difficult to source or produce (although we will have some guides in the future!), but the good news is that you don’t need a dedicated trench table to get the most out of the game. After all, wars are not only fought out in the open in No Man’s Land, but also in ruined urban environments. Here, terrain from other game systems works just as well, mainly if it provides strong line-of-sight blocking and varied elevations. Bridges, destroyed buildings, and scattered debris, such as barricades or shell craters, all help create a table that is both aesthetically pleasing and provides tactical interest. The key is ensuring that the board has sufficient density and height to take advantage of elevation rules.
Beyond the Basics
Campaign Play
One of the biggest draws of Trench Crusade is its campaign system. A whole campaign usually runs for a dozen games, sometimes more if you like, and it is here that the warbands really come alive. Over time, your roster grows in size, your elites pick up new skills (and sometimes scars), and your casualties leave behind empty spaces in the ranks. Every game pushes the story of your warband forward, and no two campaigns will play out the same way.
You begin with a 700 ducat warband and, importantly, choose a Patron to serve. The choices add another dimension to shape your warband over the course of the campaign and can sometimes unlock unique options as it grows. Your first game looks like a regular game, but with an added layer in the form of Glory. This is a secondary resource earned by completing “glorious deeds” during the game. This functions as a parallel objective system: it won’t help you win the match outright, but it lets you buy rarer equipment and hire mercenaries later on.
The real depth of campaign play comes after the battle. Once you’ve finished the game, you enter the post-game sequence. Here, you will resolve “trauma” injuries, track the scars, skills and promotions of your survivors and explore No Man’s Land looking for relics and interesting locations. Finally, you prepare for the next game by redistributing equipment, buying new gear, or spending your glory. These steps in the post-game are what give Trench Crusade its distinctive long-term rhythm.
You’ll repeat this process after every game. Over time, your models accumulate scars, skills, and stories as your warband evolves into something unique. Winning a match can help, but it is not the only path to long-term success. Sometimes losing a battle while securing glory or resources is the smarter play, and a warband that survives and adapts will often outlast one that only chases short-term victories.

Homebrew
You’ve got your Trench group, you’ve played a few campaigns with various warbands. What’s next? One great aspect of the game is its openness to homebrew rules. Like Mordheim, Tuomas has always been open to players creating their own warband rules. With such a rich setting and the way that warband variants play on geographical regions, or particular playstyles, the options available for players to construct their own warbands are ripe to be put together.
This openness has already led to a wave of player-made warbands that explore different corners of the setting. Some of these homebrews have proven popular enough to gain real traction within the community, inspiring miniature producers to bring the rules to life on the table with dedicated miniatures. It’s a good example of how the game thrives on community creativity, giving groups the freedom to add new flavours to their campaigns, without the core structure of the rules.
Community
Any form of wargame lives or dies by its community, especially Indies. Trench has already cemented itself as a mainstay in some circles, both offline and online. If you’re an online player primarily, then there is a dedicated TTS community, with modders adding maps and models available. Trench Companion is a community-built tool, allowing you to explore the rules of the game in sections, whilst also giving you a list and a campaign builder.
To the Future
As of writing, Factory Fortress is finalising their Kickstarter pledges, but once that is complete, the team will be free to expand on new warbands, with confirmation on the Hebrew Knights, Path of Beast, and The Temple of Metamorphosis essentially confirmed. For the fans of lore among you, you will find a treasure trove of potential expansions deep within the stories and information already available. One of the most anticipated things to look forward to is the “Carcass Front” campaign expansion, where a full, ever-changing No Man’s Land map comes to life and a new, unique narrative plays out.
Final Thoughts
So that’s it for this article! Hopefully, this article has piqued your zeal and inspired you to pick up a rifle and head for the front lines. If you’re starting today, try picking a handful of models you already own, grab the free rules, and give it a spin with a willing partner. Next time, we’ll help you decide which warband best fits your style with a deep dive into each faction.
Have any questions or feedback? Drop us a note in the comments below or email us at contact@goonhammer.com. Want articles like this linked in your inbox every Monday morning? Sign up for our newsletter. And don’t forget that you can support us on Patreon for backer rewards like early video content, Administratum access, an ad-free experience on our website and more.




![[AOS] Competitive Innovations in the Mortal Realms: 2025-12-4](https://d1w82usnq70pt2.cloudfront.net/wp-content/uploads/2020/01/AoS_Analysis_Banner.png)
