Trench Crusade – Homebrew Highlights: Westfalia Miniatures

Welcome to this new article series, Homebrew Highlights! In this series, we’ll be exploring the plethora of amazing homebrew rules available in Trench Crusade. We’ll be speaking with the various creators of these homebrews, learning about how they develop the rules, their processes, and, if they have their own miniature line, how these models came to be. 

For the first episode, we’ll be taking a look at Westfalia Miniatures, who are already well known in the Trench Crusade scene as the creators of the Red Brigade variant for New Antioch. Since the reveal of Red Brigade, Westfalia have created a bunch of homebrew rules and miniatures for people to enjoy and play. I spoke with Kawe, who leads model design, and Jon, who handles rule writing, to understand how their creative processes work. 

Credit: Westfalia Miniatures

Introduction

Goonhammer: For those who may not know, could you start by introducing Westfalia?

Kawe: We’ve been making miniatures for about fifteen years. We began with historical minis but shifted our focus toward fantasy over the past decade. 

GH: Before we get into the thick of it, can you give us a rundown of the available homebrews out right now? 

Jon: Sure thing!

  • Cadaver Corps: A melee and fire-based Heretic Legion variant that can turn its soldiers into artificial constructs you can individually upgrade. They can take White Phosphorous witches and War Hyenas.
  • Children of Yggdrasil: A Viking-themed Trench Pilgrim variant that gets cover if they use shields, and can cover for allied models. Their Anchorite shrine is replaced with a Frost Giant/Frost Demon, who needs a handler to keep him under control, or he goes berserk.
  • Fang of the Seething Black: An eldritch horror-themed Courts variant that has to ADD instead of remove blood to cast goetics. However, their yoke fiends are not demons and can heal when they hurt enemies. Comes with a bespoke Goetic spellbook and a unique replacement to the Hunter that can teleport into the corpse of anything that dies.
  • Order of St. Roch: A plague doctor-themed set of mercenaries who can buy whatever equipment your army has on offer, along with some unique pieces of equipment of their own, such as a ‘sample collector’ hook that lets you drag enemy models around with you. They can inspect wounded enemies up close to gain a blessing marker as they learn more about the nature of their foes.
  • Nomads of Al-Badia: A Bedouin-themed Iron Sultanate variant that focuses on close-range skirmishing and unique ammo types for jezzails and alaybozans with powerful effects. They have ‘Zamburak’ war camels and archaeologists who can plant limpet mines on pieces of terrain, and can buy RPGs for ducats.

GH: How did you first get into Trench Crusade?

Kawe: Mike’s art. That’s really what drew me in: the look, the mood, the whole vision.

Jon: Same here, but for me it was the Artillery Witch. I saw it and thought, “What’s going on here?”. And it went from there. 

GH: What do you think sets Trench Crusade apart from other grimdark or historical settings?

Kawe: Clearly, the religious themes. They imbue everything with a unique sense of purpose and weight that you won’t find elsewhere.

Part 1 – The Models 

Westfalia’s approach to sculpting is rooted in historical detail but never afraid to bend toward the surreal. Kawe explains how new ideas take shape.

Credit: Westfalia Miniatures

Designing the Models

GH: Following the success of the Red Brigade, what inspired you to venture into the homebrew scene?

Kawe: We really wanted to keep working on weird war minis, and doing things homebrew allowed us to add our own flavour.

GH: When you begin a new variant or warband, which do you focus on first: the rules, the story, or the sculpts?

Kawe: Usually the minis. But in the case of Fang of the Seething Black, it was actually the rules that came first.

GH: How would you describe the tone or aesthetic you typically aim for in your designs?

Kawe: It really depends on the subject, but we’re certainly quite bold when it comes to designing minis.

GH: How do you ensure your designs align with the broader Trench Crusade universe while maintaining a sense of uniqueness?

Kawe: Our priority is always to make cool warbands. We try to utilise the gaps in the lore to create new elements, such as the Cadaver Corps fighting behind enemy lines or The Children of Yggdrasil existing on the fringes of civilisation.

GH: How do you incorporate the “Westfalia identity” into your models?

Kawe: We create minis that we genuinely enjoy, deliberately steering clear of closely following existing lore or designs from Factory Fortress. Incorporating elements from Judge Dredd, Mad Max, and DOOM really enhances the vibe.

GH: What’s been your favourite model or sculpt to create so far?

Kawe: Probably The Narrator from our Westfalia range.

GH: Any particular sculpts you’re especially proud of?

Kawe: The War Hyenas. They really nailed down the Cadaver Corps theme like nothing else.

Artistic Process

Credit: Westfalia Miniatures

GH: What are some of the most significant artistic or historical influences on your work? 

Kawe: I love early industrial sites. I grew up between old steel mills and coal mines. That environment definitely shaped my taste. The Völklinger Hütte is a good example of that aesthetic.

GH: Are there particular artists or other media that influence your style?

Kawe: Too many to list, but Jakub Różalski, Zdzisław Beksiński, Goya, and especially Otto Dix all influence my work.

GH: What’s the usual process for designing a new model or warband?
Kawe: The artist gets a moodboard and a pat on the back. From there, we let them do their thing, offering precise feedback where it’s needed.

GH: Which tools do you use, and how long does the average warband take to complete?

Kawe: We mainly use Blender and ZBrush. A typical Tribes release takes around two to three weeks to sculpt, although this can vary significantly.

Collaboration & Community

GH: What role does collaboration play between sculptors, artists, and writers?

Kawe: We’re lucky, as everyone’s open to feedback but still focused enough to get things done.

GH: How has feedback from the Trench Crusade community shaped your work?

Kawe: It’s been very positive. Ninety-nine per cent of people are great and have the right attitude. It’s a fantastic community.

GH: What’s it like seeing your models and rules used by others?

Kawe: Even though it’s happened before, it’s always great to see people enjoying your work.

Advice & The Future

GH: What advice would you give to someone wanting to start 3D modelling or sculpting?
Kawe: Start by checking out some beginner tutorials for Blender. It’s free and powerful.

GH: How do you see the homebrew scene shaping the future of Trench Crusade?
Kawe: Homebrew has always been a big part of RPG culture, because it works. I’m sure it’ll continue to have a substantial, positive impact on the Trench Crusade setting.

 

Part 2: The rules 

Credit: Westfalia Miniatures

If Kawe provides the look and soul of Westfalia’s work, Jon brings its spirit to life through mechanics. His process blends historical research, experimentation, and relentless testing.

GH: How did you come about writing the rules for Westfalia’s homebrew rules?

Jon: Following the success of Red Brigade, Westfalia aimed to introduce another miniature range for Heretic Legion. They started gathering ideas from others on what people wanted. I reached out to them, offering to create a custom ruleset, thinking it could be a good selling point. That led to the development of Cadaver Corps, my first homebrew ruleset. 

GH: What is your rules writing process?

Jon: Stage one usually involves extensive historical research. Players connect with factions through their story and atmosphere, not just game mechanics. I analyse how real units fought, their notable battles, and what made them unique to create rules that evoke their essence. For example, the Cadaver Corps are fast and aggressive, reflecting the Arika Korps’ desert troops, known for their speed and scavenging.

When a faction isn’t based on history, like the Fang, I focus on how it should feel on the table. The Fang’s cultists charge into battle to embody a true death cult, rather than just sitting back and generating Blood Markers.

Once the core idea is clear, I remove anything that doesn’t fit the theme. Each variant should play differently; I cut elements to make room for new ones, avoiding variants that are just better versions of the base. For example, the Cadaver Corps lose long-range weapons to enhance their mobility and adopt a unique playstyle. 

Additionally, I balance factions by replacing units with similar roles but different mechanics, such as the giant replacing the anchorite shrine, which maintains core functions while offering a fresh experience. Any element conflicting with the faction’s rules or disrupting gameplay is replaced with a toned-down version.

Sometimes inspiration comes simply from what feels right, such as the War Hyenas, inspired by the North African campaign and Rommel’s “Desert Fox” nickname.

Then, the next step is playtesting!

GH: How do you approach playtesting the rules?

Jon: Playtesting occurs in three stages. First, I collaborate with a small group of experienced players who are very familiar with the system. They help verify new mechanics, and sometimes, rule ideas originate from them. We iterate until the system feels stable enough to go public. I also run simulated scenarios, like a model stealing an objective—thinking through what that would look like. Instead of rolling dice, I use averages; for example, if a Hyena charges six times out of ten, it might get a kill, and after adding a rule, that increases to seven out of ten. I check if it becomes too powerful at stealing objectives. Once rules stabilize, I conduct short test games and full campaigns. Before release, I play a complete campaign myself using the variant and have others do the same, testing how the faction performs over time.

Next, I publish the rules on Discord to gather feedback from as many players as possible. The more testing, the better the balance. I sift through feedback by focusing on the reasoning behind opinions and value everyone’s input. Even if someone has only played one game and claims my army is weak, it indicates an issue that needs addressing—perhaps the game is not fun. All feedback matters, and if players aren’t having fun, that’s a design problem. Sometimes, it’s about how the faction feels rather than numbers; my role is to find out why a game feels off and tweak the rules so both sides enjoy the game.

I usually categorize feedback into two types: mechanical strength and enjoyment. Something might be balanced but still unpleasant to face. For fun-related issues, I may make a rule more interactive—for example, turning a free ability into an action that the opponent can respond to by spending blood. For mechanical or balance concerns, I adjust figures or remove elements that don’t align with the faction’s core identity.

I also compare player perception with actual results. When players say something is overpowered or useless, it often reflects skill disparities rather than poor design. Skilled players can make any faction seem OP, so I look for patterns of consistent overpowered perceptions.

Additionally, I play against my own factions. If I can’t beat them, nobody else will. Running campaigns reveals long-term issues like the impact of gear, loot, and patrons on power. I can’t predict every outcome, but I focus on keeping the core gameplay fair and fun.

Credit: Westfalia Miniatures

GH: How do the rules reinforce the story or atmosphere you’re going for?

Jon: When designing new factions, we start with the story and theme, then create rules that bring those ideas to life on the table. For the Cadaver Corps, we drew inspiration from the Afrika Korps in North Africa. They fought in harsh, low-supply conditions, so we needed something that could realistically survive in those circumstances, within the realm of Trench Crusade. This led us to the idea of robots, like the Artillery witch, replacing the tanks used by the Afrika Korps.

For the Children of Yggdrasil, it was much simpler: we thought Vikings were cool. We considered how Norse beliefs could fit within the Trench Crusade setting by viewing their gods as different aspects of the same deity. The Fang appeared alongside them as a darker reflection, inspired by folk horror and films such as The Thing and The Ritual. Their rules and models aim to evoke that sense of isolation, superstition, and body horror.

GH: Are there any mechanics or abilities you’re particularly proud of?

Jon: Developing the Goetic system for the Fang was one of the most intricate mechanics to create. I wanted to include blood as a resource, symbolising cultists sacrificing themselves either through ritual or reckless combat. Achieving a balance where players are rewarded for risking units’ lives without risking the entire army required many revisions. Now, it works as intended, promoting a style of play that is distinctive and aligned with the Fang’s lore.

GH: How do you personally measure success? Community uptake, balance, aesthetics, or something else?

Jon: I measure success by how much fun players have when playing with or against a faction I’ve created. Power level matters less to me than the experience at the table. If a faction feels fair and enjoyable on both sides, it’s a success. I’d rather create a fun, slightly weak army than a perfectly balanced one that isn’t enjoyable to face.

GH: What advice do you have for others wanting to get into the homebrew space?

Jon: I’ve been doing this for just nine months now, but I begin by listing a series of bullet points on a page. It all starts with simply getting all your thoughts out of your head and onto paper. It doesn’t need to be presentable or even usable; it’s just about capturing the ideas. Then, you can start eliminating the less important ones and focus on your identity and what you’re aiming to achieve. The other piece of advice is simply not to be afraid of it sucking when it begins. It will always suck at first. All my initial attempts at various versions always suck.

GH: How do you see the future of homebrew within Trench Crusade?

Jon: I believe homebrew will continue to expand because the game is built on straightforward yet profound rules. Similar to Mordheim and Necromunda, the community can develop scenarios, campaigns, and variants that sustain the game’s vitality over time. Mordheim still enjoys widespread play and recently celebrated its anniversary. Even without official updates, fans have numerous ways to extend and explore the system. The simplicity of the core rules enables complex gameplay, allowing for new factions, mechanics, and strategies to emerge.

GH: What is it like having people play your homebrew?

Jon: It’s both humbling and motivating. At first, I thought no one would pay attention, and witnessing people treat the variants as if they were official rules makes me feel imposter syndrome, because I don’t think I’m on the same level as any official standards. The feedback certainly encourages me to continue writing.

Westfalia’s continued involvement in the homebrew scene demonstrates how community-driven creativity can sustain a game world. Both Kawe and Jon view their work as part of a living ecosystem—one where players, sculptors, and writers all shape the evolving world of Trench Crusade.

Credit: Westfalia Miniatures

The Future

The team at Westfalia has recently concluded their Penance 1914 Kickstarter, which surpassed its funding goal. For Iron Sultanate fans among you, the Trench Crusade dedicated My Mini Factory page called Trench Stench has recently released the Beduins of Al Badia, with rules available in the Westfalia Discord! As for what the future holds, the team is always working away to bring new things out, and you’ll need to keep a watchful eye on them to see what variant they will cook up. 

That’s it for this interview and article! If you are interested in what Westfalia are offering, feel free to check out their website, My Mini Factory Page, as well as their Discord for all the rules and a fantastic community. The homebrew scene in Trench Crusade offers numerous opportunities for experimentation and creative expression. Got your own homebrew ideas? Then share them with the world and the community!

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