Spicemerchant
@miquel@warhammer.social @erikcats@warhammer.social We are three games played with four players introduced now and it's a blast so far! The different math makes a huge change in your decisions since you have the option to spend "Blood Tokens" (from prior injuries) to change rolls from being 2D6 with a target of 7+ to be rolling 3D6 and dropping the highest or lowest (depending if you are making it harder for your opponent or easier for you) which are huge swings in the odds. Or, you can let the tokens pile up to have a much better chance to take the model out of action later. I hate to say anything negative about #Mordhiem but that game could be very steamroll-y. A Warband that gets ahead early in a campaign was hard to catch, activating the whole team at once could give few options to respond, even a hero who got too strong too fast could be unstoppable one on one. #TrenchCrusade address all those, and probably others that we haven't noticed. There is a minimum size/cost for your warband depending on what game of a campaign you are on and you can just reset to that and not fall eternally behind. Model-by-model alternating activations and the initiative for the round goes to whoever has the least models left. A 12 on an injury roll kills anyone, anywhere, and you can pile small hits on to get enough Blood Tokens to trigger a bloodbath which has a very good chance to take any individual out. The Warbands feel very balanced against each other. Some unique weapons some overlap. Interesting difference in how many of different weapons each band can take, or if they cost money for one but Glory Points for another. We haven't delved into the campaign mode yet, but I think that looks the most exciting. I see a lot of mechanics there that I like, such as different scenario/reward tables depending on if you are in the start/middle/end of the campaign; interesting injury and leveling up options to make your guys unique; and a defined length for the campaign itself.