Trench Crusade Hot Take: The Great Hunger (Updated September 27, 2025)

In this article, we’re going to take a look at the playtest rules for the recently released Cult of the Black Grail variant, The Great Hunger, created by the folks over at Creature Caster, in collaboration with the Factory Fortress team. So, I hope you’re famished, because we’re going to gobble up every last morsel of these new rules! 

What Is the Great Hunger?

The Great Hunger is a variant warband of the core Cult of the Black Grail Warband available in Trench Crusade. Created by Creature Caster, in collaboration with Trench Crusade and approved by Tuomas Pirinen, the Great Hunger offers a unique take on the Cult of the Black Grail, transforming the usual steadfast march of Beezlebub’s forces into an insatiable force that wants nothing but to consume. On top of the expected changes to the armoury and list construction is a new mechanic in the form of Arcana Putrescere, acting as a magic system in a similar vein to Goetic Magic from the Court of the Seven-Headed Serpent warband, but utilising the unique Infection Marker mechanic we know from the core warband. We’ll get into how it works exactly a little later, but it’s great to see the expansion of magic in the setting. 

Much like the Red Brigade variant Factory Fortress did with Westfalia, The Great Hunger is perfectly legal to play, and is not considered a “homebrew” set of rules.

Lore

The Cult of the Black Grail are the devout followers of Beezlebub, the Lord of the Flies and a major player in the world of Trench Crusade. His most incredible creation, the deadly Black Grail, was a disease that led to innumerable deaths across the globe, with Europe gaining reprieve from the infection thanks to the living Saint Jeanne d’Arc. 

The Great Hunger is the Black Grail’s will to survive made manifest. Whilst the Black Grail operates on the front lines and assimilates the unwilling into its ranks through sheer aggression, the Great Hunger operates in the shadows, consuming and multiplying while battles rage across the world. It lurks in places thought untainted or purified, waiting for its chance to gorge on those who felt a new home safe from war awaited them.

Credit: Factory Fortress & Creature Caster

The Rules

At its core, the rules of this warband revolve heavily around the use of your thrall units. Whilst the core Black Grail warband involves a steadfast march, The Great Hunger aims to overwhelm with a tide of Thralls backed up with two new units, the Matagot Hag and the Gregori Gula, to help both bolster the thrall invasion and keep the onslaught ongoing.

Like any variant, the rules revolve around a mix of upgrades, downgrades and sidegrades, creating a unique blend compared to the rest of the offerings available to a particular faction. 

For the Great Hunger, first off, we should talk about the Ravenous Infection rule. Some of the units we’ll talk about will have this rule in their profile. This rule allows the model to take a Risky Action. If successful, it can give any model within 1”, or itself, an Infection Marker. This combo works nicely with Arcana Putrescere spells, which can be powered by Infection Markers that are on friend or foe alike. You don’t want to be using precious Infection Markers that are allocated to your opponent when they can be used to further injury rolls or thwart their plans. So, by having friendly units able to obtain Infection Markers, it allows a source to power your spells, much like the obligatory blood batteries that Court players utilise on the table. Still, in a pinch, it allows you what is, in essence, another attack when used against an enemy, and if done as the last action of a unit, then its being risky is moot. 

The second major general change is the Cradle of Filth (No, not the band) rule. This rule is what allows you to field the tide of flesh on the table by allowing you to deploy up to 3 more Thralls on the battlefield, each equipped with Blighted Claws for 2 Glory each (instead of their usual cost), even going beyond the standard unit cap. These Thralls are known as Cradle Thralls. In a campaign game, if the scenario allows for infiltrators, you may place these Thralls after all other infiltrators have been deployed and place them within 1” of any battlefield edge and outside of 8” of any enemy model. They still count towards Morale, though. I really like this rule, and it’s going to be both beautiful and terrifying seeing so many thralls being fielded at the same time. Those final campaign games are going to look spectacular.

Norman: As we’ll see in the upcoming sections, this warband doesn’t have an immediate answer to heavy armor outside devotees. This makes Ravenous Infection a tool you’ll need to lean on heavily to get some early Blood Baths and really punish your opponent.

Dandy: I think from a first look, this base ruleset looks like it’s going to do wonders for the Black Grail, with some strong play with Ravenous Infection having some great versatility on how you want to utilise it, whether to place a bunch of Infection Markers on a battery, or be aggressive and start spreading the Infection Markers to your enemy. 

Loxi: It’s worth reinforcing that, while very powerful, spreading infection markers is a Risky Action. This makes sequencing pretty important for this warband, as you’ll want to maximize that without missing out on other actions.

Equipment Restrictions

Favouring tooth and claw, The Great Hunger cannot use the following equipment: 

  • Beezlebub’s Axe
  • Black Grail Shield
  • Troop Standard
  • Musical Instrument
  • Compound Eyes Helmets
  • Any ranged weapon, except shotguns, Putrid Shotguns and Black Spot Rifles. Interestingly, this restriction does not apply to Glory items; your units can still purchase and equip Glory-based ranged weapons. 

So off the bat, the lack of ranged options and Compound Eye helmets makes sense, given the frantic sprint your thralls will be doing to cover ground and make ranged less suitable anyway. You also don’t want to be giving them shiny equipment, so that rules out Beezlebub’s axe (although this would be nice on the new Matagot Hag and especially on its favourite wielder, the Lord of Tumours). Alas, it seems Beezlebub is pretty stingy. What is particularly hurtful to see, however, is the inability to take a musical instrument. While there is a different way for your units to gain improved dashes, some stacking of dash bonuses is always lovely. Still, there are several movement tricks you can utilise to overcome potential failed dashes. 

Norman: I feel like missing Corruption Belchers is a bit of a miss here, as they would combo well with your Corpse Guard who don’t have a ton to do here and would work with the close and aggressive style the army has. Missing out on the Axe and Shield hurts but Dirge manage without them okay (although Rotten Cross helps make up for that). Lastly, the Standard would be very nice in this warband since one of its weaknesses is Morale, but its ok for it to stay a way to deal with this warband.

Dandy: The big standout thing for me is that ranged weapons purchased via Glory can still be bought, with the Locust Spitter still being equippable and shoring up a significant weakness in the army. Whilst being limited to just one, the fact that it can hit multiple enemies whilst ignoring armour shores up another weakness of the army, namely, dealing with armour. At 6 Glory, it will be a debate between this and a stack of Thralls that you may need to refresh constantly, and it makes me think about how B-lining for this purchase would play out for this variant. 

Loxi: If you’re stuck with a limited ranged weapon selection, at least Shotguns are a solid option to have on hand. As we’ll touch on later, the Musical Instrument is a big hit here as well – having less choice on where you can position it or put it on a dedicated music dork is a small limitation. Aside from that the goal here is pretty clear – this is a warband that wants to get up close and punch you in the mouth.

Unit Changes

Starting with the leadership of the variant, the warband can be led by either one Matagot Hag or one Lord of Tumours, but you cannot take both in the same warband. We’ll take a look later if the Hag is worth swapping the trusty Lord of Tumours for, as the latter can certainly pack a hell of a punch with the right equipment. 

The first unit change comes to your Plague Knights, who are known as Butcher Knights in this warband. They gain the aforementioned Ravenous Infection rule, as well as the chance to choose one of three Knightly ranks, with all of them costing +5 Ducats. Knightly Rank of Butchery bumps their Melee by +1. Knightly Rank of the Fear gives the Butcher and any model within 3” a +1 Dice to their Ravenous Infection roll, and lastly, Knightly Rank of Ferocity lets the Butcher ignore any off-hand penalties and gives any weapon they wield the Critical keyword. These replace your knightly ranks, so no Rotten Cross here. Corpse Guard are now known as Dessicated Husks and are restricted to a maximum of two. That’s only one less than the core variant, so it’s not significant, but it does reduce the Bodyguarding potential a little. Moving on with unit changes, both of your Grail Thralls and Fly Thralls gain the Ravenous Infection rule, and I can already imagine a line of thralls all infecting themselves and powering a barrage of magic. They can also be equipped with Blighted Claws or Grasping Maws. Your Hounds of the Black Grail are now called Prowlers and may be equipped with a Grasping Maw, which is a new piece of equipment we’ll get to later. Essentially, it offers a little more control play from your Hounds, which is always welcome. Lastly, this variant cannot take Amalgams or Heralds of Beezlebub, since all the flesh has been consumed before they can manifest. It seems not everyone is invited to the meat party.

Norman: I think most of this makes sense and benefit you. Missing out on flies hurts but getting access to the Gregori Gula makes up for that a bit and you can’t take ranged weapons anyway so they weren’t gonna do much. The Amalgam still kinda struggles to make the table until late campaign when you don’t have a ton to spend Ducats on anyway so no great loss there. The biggest hit is not having access to Rotten Cross Knights, which are currently your armor problem solvers, especially with no Beelzebub’s axe in play. Prowlers with Grasping Maw seem amazing though and open up a slew of strong movement shenanigans.

Dandy: Combining the Thrall changes with Ravenous Infection, there is definitely play in spamming Thralls to get extra attacks. Seeing as your basic Thralls have no penalties for fighting unarmed, and as Ravenous Infection essentially allows them an additional “attack” in melee through the use of this ability. Stack that with up to six Glory worth of extra models, you’re definitely going to be able to push out a lot of attacks. I think we will need to see how it plays out, but I believe that with some of the new toys for Thralls, they will be pretty effective in punching above their weight, as long as they dogpile an opponent. 

Loxi: Butcher Knights are also a pretty nice shout here, as it’s a pretty cheap upgrade to their melee efficiency on top of having the ability to stack infection with the best of ‘em. I think the Prowlers (Hounds) will offer a bit of utility as well here just due to how their speed will help out with the general strategy you want here – tying up units on flanks and helping keep pace while you flood up the board.

Credit: Creature Caster & Factory Fortress Inc.

New Equipment

There’s a plethora of new equipment available here, and more than what you would typically find in a variant. This is certainly welcome, as more choices are better. Let’s take a look: 

Black Spot Rifle (25 Ducats): A long-range bolt-action rifle with 30” and +1 Dice to Hit and causes Infection Markers instead of Blood Markers. Its unique ability is that it allows the closest Thrall unit within 12” of the target to make a charge action immediately. It also gains the Bayonet Lug keyword, meaning it can be fitted with a standard bayonet or the new Butcher Bayonet below. This will be great for getting your units up the board, as well as messing with your opponent’s plan. Beautifully frustrating, but limited to only two and can only be equipped by Elites. 

Blighted Claws (10 Ducats): This one is for Thralls only and gives the wielder +1 Dice to melee attacks, as well as the Critical keyword. This blends well with their Overwhelming Horde ability, allowing more dice to the attack roll the more friendly units are nearby. If you can hit the bonus cap, the cherry from the Critical keyword is certainly nice to have. At 10 ducats, it’s a little pricey compared to something like a Flail, and it’s not something you can equip every thrall with. 

Butcher Bayonet (20 Ducats): This can be equipped onto any weapon that can take a Bayonet Lug (so your Shotgun, Putrid Shotgun and the Black Spot Rifle mostly) and grants +1 Dice to the Injury Roll. It also gains the Overwhelming Horde rules, potentially granting more attack Dice in melee. Again, this is limited to just two and is exclusive to Elites only. 

Devouring Jaws (2 Glory): This certainly packs a punch, allowing an extra melee attack action, with no penalty. However, when done so, the bearer receives one Blood Marker. An additional attack action is fantastic, and for that reason, it is limited to just one and is available only to Elites. 

Grasping Maw (25 Ducats): Upon succeeding at a Risky Action, the bearer may drag an enemy it can see within 6” up to d6” towards them. You can drag them out of combat (except for retreat attacks), and they stop if they hit rugged terrain or an enemy model. It’s got some potential to be put onto your fast movers, allowing enemies to be pulled out of position, allowing your thralls to get in unheaded. At 25 Ducats, it’s not something that every model is going to be able to take. 

Pestilent Fang (25 Ducats): This weapon ignores armour of a critical hit, with a +1 to Injury Rolls and the Heavy keyword. Any Blood Markers inflicted also cause an Infection Marker, making it a nice way to add Markers quickly. It is limited to one, however, and again only Elite units. 

Norman: These are some great options. I think the immediate eyebrow-raiser is the Black Spot Rifle; out of sequence movement is very strong and this is no exception. The Butcher Bayonet is interesting but is very expensive. It could be interesting with some Devotees but you can also just take a Great Weapon and a Trench Shield to get some much needed defense going. I feel like Devouring Jaws needed to do Blood Markers to you when you use it, not just when you activate. For a lot of games you’ll be getting to combat with 2 Blood Markers on you that your opponent can then use to make sure you simply fail what you need to do on your go turn. Pestilent Fang is going to be a mainstay for me, giving you a strong punch amidst your horde.

Dandy: I certainly agree that the Black Spot Rifle is going to be a big one that people will want to take. Keep in mind that even failing a charge means the model has to move. So you can set up some really finesse plays through free movement if you play well. Blighted Claws, whilst a little pricey, will be good on a few Thralls that you know are going to be surrounded by others. 

Loxi: Yeah aside from how rad the Rifle is here, I think the Fang is a really good shout as you really are limited in options for dealing with armor. That being said, I don’t think you want to absolutely rely on crits for that role, but you don’t have a ton of choices here, and at face value it’s still a great weapon, literally. The Grasping Maw is also neat, as it means you can have your Prowlers fill a really nice multi-role niche to help bodyguard some units, pick off stragglers, and mainly just make sure your real heavy hitters can get where they need without getting bogged down.

Grail Knight. Credit: MildNorman

Arcana Putrescere

New for a variant is a new swathe of magical ability to pick for your units. Not all of your models can take spells, with just the two new units and your Lord of Tumours being magically gifted. The Matagot Hag may purchase up to three Arcana, and the Lord of Tumours and Gregori Gulas can take up to one. The Arcana work similarly to Goetic Magic, where the numeric value next to the spell is the required number of Markers (In this case, Infection Markers) you need to spend to power the spell. The difference here is, however, that you may only take Infection Markers away from models that are within 18″ of the caster. Let’s take a look at how they are: 

Hunger (20 Ducats): This is a passive ability that allows a model with this ability to move the maximum distance of 12” when making a charge. The Great Hunger took one look at Wrath Court of the Seven-Headed Serpent and said, “I want that”. This is going to be great on your Lord of Tumours and Gregori Gula, who both can deal a lot of pain in melee. It’s got a limit of three, but it’s more than enough to give to a Lord of Tumours and two Gregori Gulas

Miasma of Pestilence (20 Ducats): This spell turns your caster into a bubble of protection from ranged fire, as all models within 6” are treated as being in cover, and the enemy gains no bonuses to shooting from an elevated position. It costs three Infection Markers to cast, so the early turns will be necessary to farm Infection Markers if you want to cast this.

Mother’s Call (10 ducats): A spell specific to the Matagot Hag and costing just one Infection Marker, it allows the caster to command a friendly Thrall within 12” to move, make a melee attack or use their Ravenous Infection ability, allowing for more Infection Marker generation. This will be a staple, I feel, to both annoy your opponent with out-of-phase tricks, as well as generate Infection Markers for those important spells, or simply pile on more Infection Markers onto an enemy model. 

Rapturous Feast (15 Ducats): This spell allows the caster to choose a friendly thrall and, upon succeeding a risky action, it may remove that model from play and will enable the caster to gain a Blessing Marker. The base cost of this is one Infection Marker, which also grants a +1 Dice to the risky action roll. If you spend two or three Infection Markers, you gain both that many + Dice to the risky action roll, but also that many Blessing Markers upon succeeding. I can already see this working great with the Gregori Gulas. Stock up on Blessing Markers, throw them into combat at the right time and use the Blessing Markers to make your already tanky unit even more difficult to kill.

Virulent Clot (25 Ducats): Spend up to two, four or six Infection Markers to reduce an incoming Injury roll to the caster or a Thrall within 3” by one for every two Infection markers spent. However, this does not work against attacks with the ‘fire’ keyword, so beware! There’s also a limit of 2 on this spell, so not everyone can have it. 

Vomitus (40 Ducats): This spell essentially acts as a ranged attack action, where you draw a line 1mm wide and up to 8” away from the caster. Each model (friend or foe) that it touches must make an Injury roll at a number of + Dice equal to the number of Infection Markers spent (max 3). Injuries from this attack cause Infection Markers. This provides some nice injury potential from your units if you can line up your shots right, but it is rather short-ranged. 

Weeping Buboes (25 Ducats): This allows the caster to ignore the fire keyword once per turn before an Injury roll is made. Costing just one Infection Marker and a limit of two, this spell also goes great on your Gregori Gulas, whose defensive bonuses do not work against the fire keyword. With the prevalence of things like flamethrowers, this will be invaluable. 

Norman: For my money the winners here are Mother’s Call, Virulent Clot, and Vomitus. Hunger is great if you’re taking a Lord of Tumors and pretty alright on a Gregori Gula, although it’s already pretty fast so it doesn’t get nearly the same value. Weeping Buboes is fun if the folks in your campaign are teching for Grail, but otherwise a bit too situational to take the slot. Overall I think this is a great addition to the Grail gameplan and makes the diseased aspect of the warband that much more present.

Dandy: Mother’s call is certainly the staple you’ll be putting on your Hag all the time. I feel that Miasma of Pestilence has some play, to ensure you’re not getting picked off from long-range threats like Heretic Legion and Iron Sultanate. But I would prefer it if it were a little cheaper. Weeping Buboes or Rapturous Feast have potential for keeping your Gregori Gulas alive, and the choice of which will depend on your match-up and what you anticipate going against. I don’t see myself taking Hunger, as I just don’t see myself taking a Lord of Tumours in this variant right now, with how much carry potential the Hag has. 

Loxi: Really want to emphasize Weeping Buboes as well here, as so much of this faction is going to literally melt to fire, having that as a silver bullet will definitely pay itself off in spades in certain matchups. Like Norman mentioned though, it’s definitely going to depend on the other factions in your campaign so don’t just jam this blindly, but when it works it will really work.

Grail Knight. Credit: MildNorman

Units

As mentioned, a couple of new units have been introduced in this warband, each with a distinct role within the warband. So let’s have a look. 

Matagot Hag (135 Ducats)

The Matagot Hag is a fusion of husk and a myriad of Thralls, wreathing and carrying their “mother” into battle, shielding her from harm. As a leader of a warband, the Hag gains the Tough keyword, and as a Black Grail unit, gains both the Fear rule and Undead Fortitude. The Hag acts primarily as a spellcasting support piece, granting all units (but not herself!) within a generous 8” a +1 Dice to Dash actions thanks to Frenzied Followers. Given the lack of musical instruments in this warband and the power behind some of the available Arcana, the Hag is a solid, if not mandatory pick to lead this warband. Cadre of Flesh allows a Thrall within 4” to essentially bodyguard Injury Rolls against the Hag, diverting injuries to Thralls instead (but does not work against Blast weapons). The Hag can pack quite the punch when backed up with allies, as the Overwhelming Horde ability grants +1 Dice to attack rolls for each friendly model within 3”, up to +4. The Pestilent ability causes their attacks to cause Infection Markers instead, and causes an additional Infection Marker on the target for each one caused in melee. The Hag may fight unarmed without penalty, as well as take the Devouring Jaws, Grasping Maw and Blighted Claws, allowing for some great Infection Marker generation on your opponent. To ensure this model can still pack a deadly punch, they may also take Grail Devotees. 

Overall, the Hag can create some fantastic value if you can position your Thralls properly and utilise the Hag’s bonuses to the most significant effect. The biggest downside is the base size, which measures a whopping 60mm. It may get difficult for this thing to move cohesively with the rest of the Thrall wall, but that is going to be battlefield-dependent. 

Norman: The Hag is a fantastic addition to the roster, really adding the extra spice necessary to make thralls tick. I was kind of hoping for some kind of recursion given the model, but Cradle of Filth kind of covers that base. The issue is you’ll be using thralls to keep her going because with her huge model and no armor she’s VERY vulnerable. You’ll need a swarm of bozos blocking shots. That said I think you absolutely take her, having a muscian in an army like this is pretty mandatory and eating Dirge’s lunch with Mother’s Call is a free win.

Dandy: This profile is absolutely stacked and will be the key unit that this variant revolves around. Add all the equipment and spells already mentioned, and this model will make or break your victory. Despite the lack of armour, this unit has some good defensive stacking potential, with tough, bodyguarding and injury roll reduction through spells. On top of that, you’ve got some great melee attack potential with Blighted Claws, Overwhelming Horde and whatever weapons you want to give her. 

Gregori Gula (145 Ducats)

A hulking winged creature that picks off their prey from above with careful precision, they consume with their many mawed torso. Even once defeated, all is not lost, as the monster simply solidifies into a cocoon, awaiting a Thrall to come close, so it can consume it and rise again. 

On the table, the Gregori Gula (Aptly named Greg from now on) can’t take any weapons, armour or equipment, but can be upgraded with a Grasping Maw. Despite no bonus to ranged attacks, this beast instead prefers to get in close, with its fantastic 9” fly movement, as well as +2 Dice in melee. This thing wants nothing more than to eat. Then do it again. Like the Hag, Greg may fight unarmed without penalty, and if it lands two attacks, it may make a third attack action, but this time it is rolled with +1 on the Injury Chart thanks to the Rend ability. To make up for the lack of armour, Plague-Ridden Flesh grants a -2 Dice to all incoming Injury Rolls, which can be made even more effective thanks to the Rapturous Feast Arcana. Plague-Ridden Flesh doesn’t work against attacks with the fire keyword, however, but luckily, there is the Weeping Buboes spell to ensure a more consistent defence. Greg doesn’t have tough, but it does have Dormant Hunger, where once per turn, if this model is taken out of action, you replace the model with a token of the same size that counts as Dangerous Terrain. Should a Thrall come within 1”, the Thrall can be consumed, and Greg appears once more. To round things out, a Greg causes fear, which makes sense, given that it resembles a flying mouth, and it interestingly has the Infiltrator keyword. Now, usually this would be great on any model. However, Greg is sitting on a 60mm base, and with infiltrators being deployed only when no enemy model can see them, this could potentially be a significant problem. From what we can tell from the model’s silhouette, it appears tall and wide. Coupled with the 60mm base, this will undoubtedly create some issues when trying to deploy these as infiltrators. Still, with a 9” fly move, it’s not a huge deal if you can’t infiltrate it, which does beg the question as to why it’s even needed. 

Norman: Hell yes, this is the good shit. We love Big Greg here. I will be windmill slamming two of these in every list I can. I think Infiltrator is interesting on such a big base and really need to put this on the table to say one way or the other if it’s worth doing. The Dormant mechanic is interesting. While it makes him functionally immortal, each time you revive you effectively increase his cost by 25. I think this scales well and your opponent has plenty of ways to react to it so it’s not as strong as it may seem at first glance. Also the model is sick as hell so I’m not mad at all about running one.

Dandy: I’m definitely a Greg stan after looking at the profile. I’m a big fan of having a rather “simple” unit that has one job, and that is to mess up my opponent’s day. However, there is a bit of variety available with the spell purchase. Dormant Hunger is going to mess with your opponent’s head for sure. As soon as Greg is dormant, they’ll be focused on keeping it that way, whilst you can work around it and use that to your advantage. 

Loxi: Realistically, this thing will just be a nightmare for anyone to deal with at flying 9” of movement and Infiltrator, and the real role of this is just to buy time for your hoard to get up the board. This is the literal distraction carnifex from hell, and I’m here for it. As mentioned above though, keep an eye out for fire, as this thing will not last long in the heat.

Credit: Creature Caster and Factory Fortress Inc.

Final Thoughts

Overall, this variant appears incredibly varied and effectively differentiates itself from the core warband. There is a slight overlap with the Dirge of the Great Hegemon variant, in the way that in both variants Thralls can be commanded out of turn, but there is enough variety in both that makes each unique. I’m a big fan of the Arcana inclusion, and I hope to see more in the future. The idea of playing a horde of flesh that can act fast and aggressively, as well as play with finesse, sounds fantastic, and I am looking to see what lists people run and how this variant plays out in campaign play. 

Norman: I think the question for a lot of Grail players out there is, “Is this now the default way to play the faction?” Grail has traditionally struggled in Campaign play, owing largely to the fact that there’s not a lot to spend Glory and Ducats on and your biggest Ducat sink, the Amalgam, isn’t particularly impactful for its cost. Great Hunger solves some of those problems but introduces new ones. It’ll likely struggle into armor, and no significant ranged access is a big set back. Overall this is a welcome addition to the roster, but still a very specialized way to play the army and I think the other Grail variants will still very much stay in play.

Dandy: There is a lot here in this variant, and certainly more than is typical. This variant has some powerful aspects with numerous layers that will require practice, patience, and good play to overcome. I love the idea of fighting above the threshold limit, and it’s going to make for some fun scenarios on the table. The idea of a flesh horde is spot on, but it’s not as simple as moving forward and winning. There is a lot of finesse involved, with the prevalence of out-of-phase actions. It’s going to take some time to see how this all plays out, and we shouldn’t forget that these are playtest rules after all, which will be ever-changing. 

Loxi: One of the main reasons I really enjoy this faction as an addition to the game is that it added something we don’t really have yet, particularly for the heretic side – a melee horde. You definitely can do this to an extent with Heretic Legion, but this is a force truly specialized in the role, so it’s really fantastic to see a new avenue of play opened up. I also really like that the models are designed in partnership with Creature Caster, it’s really neat to see all of the variety in the sculpts coming out for the game and makes me real stoked for the future.

Hopefully your bellies are filled after all this information! Our maddening hunger will overwhelm us once again, but if all goes to plan, the models will be revealed early next month, allowing us to satiate our hunger once more. 

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