Help with a Timed Style Combat with Fail Condition

Ok, so my first DH campaign is coming to it's final act (Tier 4). I've been planning out the details and scenarios for the last few adventures. In one of them I want the PCs to have to fend off a wave battle until a certain amount of time has passed, but critically I want them defending a McGuffin from these waves who will occasionally try to and perhaps successfully attack it.

So my initial thoughts obviously landed on countdowns. One counting up for the timer, one counting down for the loss condition. The loss condition is pretty simple. Each time a successful attack hits the McGuffin it ticks down. Set it at a reasonable number compared against the time one and maybe offer the PCs a chance to heal/repair the McGuffin as an action if they want as a kind of safety net. Cool.

The problem stems from the timer countdown. Every countdown I've used so far has either been a progress or consequence countdown or tied to an Adversary, so it's nice and obvious when it should tick. But what constitutes a "round" in DH, or time in a combat sense? Should I just use how many times the spotlight is used (ie how many actions are taken during the combat)? But that just feels like I have no firm grasp on what is a reasonable number of actions for the event, how many actions on average does a combat take? I could tie it to each time I take the spotlight, but that feels weird because each time things get "bad" they make progress on their goal. Do I just make it a Progress countdown? That feels weird there isn't really anyway for them to help the McGuffin do it's thing faster. Do I just count a round as some kind of vague number of players + maybe half the adversaries and the thing ticks every time the spotlight has moved that number of times? That feels more manageable than just straight spotlight shifts, but it becomes weirder to keep track of, as I'd be using a dual layered countdown (one tracking the number of "turns" and one for the actual time) and that just doesn't feel good.

So yea, I'm curious if anyone has done something like this before? How did it go for you? What tips/ideas do you have? Even if you haven't done something like this before how would you?

For additional context, the world is a setting where demi-gods called Childeren (spelling intentional) walk the world and offer strange Pacts with people who wish to practice magic. Each Childe is an aspect of the god they come from, which are the planets. All PCs that use magic have a Pact. One has a Pact with an entity known as the Lady of Ephemeral Fancy, who was believed to be a Lunachilde, but the player wanted them to be weird and mysterious and communicate only through dreams and visions. Earth is the only planet in our solar system that is not a god.

Through gameplay, their ideas, and my own I settled on the idea that earth was just not a god yet. Part of the plot has been the evil gods (comets, black holes, the empty void) trying to corrupt Gaia and stop her from being born. This also gave me the idea to turn the Lady of Ephemeral Fancy into a Childe of Gaia. Now she's finally being born in an astral mirror realm, a kind of idealized earth. But the evil gods are trying to stop that and sending minions to do so. The PCs are going to arrive right before Lady Eph is born, a weird flower pod containing her, but it's under assault by the enemy and I want them to hold out for a bit of time while a demi-god is born and prevent them from getting corrupted or killed.

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u/firesshadow42 — 8 days ago

First Game Battle Report and Notes

Preamble: Played my first game of Trench Crusade along with another newbie yesterday! Had a blast, but wanted to share since both of use were learning the rules and in terms of terrain and gaming had moments where we wondered if we were "doing it right".

We played the No Man's Land scenario. I had Trench Pilgrims with a list focused on melee Nuns, Communicant, and Prophet with support from ranged Pilgrims with Bolt Action Rifles and Shotguns. He played Court and his list seemed to focus on a high precision rifle (Ophidian Rifle) his leader and Hellknight had, supported by Pride magic from his Sorcerer and melee scuffles from his Pit Locust and Yoke Fiend.

My List: https://trench-companion.com/warband/detail/419207

His List: https://trench-companion.com/warband/detail/429620

Set Up/Deployment: The mat is 4x4, but we kept everything "in play" in a 3x3 by ignoring the first 6 inches on any side. We made sure things felt somewhat symmetrical without being exactly that. We kept our deployment zones mostly free of terrain, but had terrain at the edges of it for cover. He had 6 units to my 8, I focused on spreading out my ranged and melee units so that a ranged could always cover a melee. He seemed to focus his longer range units on my left, his melees center, and his caster my right.

Turn 1: He moved his Pit Locust in to capture the corner ruin and took long range shots at my couple of exposed units throughout the turn, advancing slowly with his ranged, and focused on long range engagement with his Sorcerer, while is melees inched closer, but positioning him for the cast cost him on the objective (he was just a hair over an inch, I offered to let him have it, but he was adamant he would have failed to line up the cast if he'd gotten any closer). I pushed two units on either side to capture the two objectives on my side of the field. Meanwhile my Prophet rushed forward as bait and the two ranged guys failed to climb up on the center platform. I took 4 points, he took 2.

Turn 2: He pushed center with his Yoke Fiend, and my Anti-Tank Hammer armed Prophet got first blood for the game, killing his Yoke Fiend. He returned in kind, taking out one of my nuns at long range thanks to those really long range guns. He also tried to use a Goetic Blast spell, consuming blood on the field to try to hit my communicant, but failed. I consolidated my hold on the right side and started moving my Communicant down the open lane, while he made sure to capture the right side and take the high ground there on his side. On the left his Locust was closing in and after losing 1 nun I put the other in hard cover to keep the objective. We each held both objectives on our respective sides firmly, each getting 4 points, brining me to 8 and him to 6.

Turn 3: Another long shot from him took out a Pilgrim I had following my Prophet, while my center unit kept trying (each turn pretty much) to climb up onto the platform and failing. I pushed my Communicant hard with the War Prophet's speakers and a lucky Dash and was able to throw a very lucky War Cross and take out his Sorcerer. I swung a Pilgrim around the side of the left objective trying to get close enough to cause some problems for his long range, buy he charged in with his Pit Locust, locking that Pilgrim up. I was also able to take out his creeping Wretch with a Molotov from my Prophet. Based on the pics at some point during this turn he also took out my other nun, likely with one of his long range units, but I don't recall the details. He did his best to resist, but the tide was clear and I took home 4 points to his 2, with our tie at the left my side objective. I now had 12 to his 8.

Turn 4: With things grim and neither side requiring a morale check (he had the Pride ability that prevents that on his Hellknight) he maneuvered his Knight into position to take out my hold on the pill box objective (right side, my side). The Locust remained locked in a stalemate with my Pilgrim thanks to bad luck on his part, and I retaliated against the night, finally getting my center Pilgrim up onto the platform and taking him out at range, while my Communicant climbed the fort. His leader stayed back trying to hold the objective he had and took a shot at my Communicant but missed. When the dust settled we each held one objective and tied a third. 2 Points each, bringing me to 14 and him to 10. He also earned the Hold Your Ground Glorious Deed, as due to turn order he passed the first Morale Check since he'd lost his Hellknight. I also passed my Morale Check. Leaving our final scores at 14 (me) and 11 (him).

Notes/Post Game Thoughts: He hadn't really played any minis games before and I had only played a single game of Halo Fleet Battles, Cyberpunk Red Combat Zone, and Battletech before. So we tried out best to set up terrain that felt had a good mix of sightlines and cover. Let us know how we did. The one takeaway I had here was that it was very hard to climb and we should probably add more steps/ladders when we start our campaign, but the amount of terrain felt right (though there is no hazardous or difficult terrain that we designated in this image. I'm working on some barbed wire and we definitely want to include some hazardous/difficult in our campaign games.

He also had some really bad luck, while I had some really good luck, even on a couple of minus dice rolls I got 4+s on all dice at least twice, meanwhile on + dice rolls he'd get 2s and 3s. It was rough.

I also find it wild (in a good way I think) just how lethal the game can be. No one was really able to Bloodbath or do anything crazy with Injury Dice, since he kept consuming the Blood Markers on the field for his Goetic abilities. So each kill was almost purely determined by luck.

All in all we both had a good time, but we're also both completely new at this and any tips, tricks, or suggestions to make our matches crank up a notch are more than welcome! Our next step is to tweak our warbands and start a campaign! He wants to drop his Wretch and add another Pit Locust. I'm debating dropping a little gear to add an Ecclesiastic Prisoner w/ Martyrdom Device.

u/firesshadow42 — 2 months ago

A Weird Experiment as GM - Dynamic Scene Changes

So, I wanted to share some details about an experiment I tried as a GM with my session last night that went over well with my players that I only felt confident trying because of Daggerheart's very free flowing nature and "initiative-less" system.

Context/Background: I'm running a 1920s style mobsters and magic game. The PCs run a speakeasy (the primary source of magic, Moonshine, is prohibited) alongside some NPCs and got caught up in the machinations of a Lovecraftian style cult/secret society known as The Black Hand.

We're at roughly the halfway point and the players have been chasing down answers about who this group is, what they are doing, and why so that they can get back to just running their speakeasy in peace.

They ended up signing on as mercenaries with the military after exposing some of these situations and some corruption within the military ranks and they just finished an operation where they arrested the highest ranking known corrupted individual, a Major Wesley Townsend.

Townsend has some magical powers that resemble psychic abilities that were granted by the group when he joined them. He had, tragically, bought into the belief that they wanted to change and reshape the world to be better, not realizing better was a darker purpose than he believed.

The group also uses part of those magical powers granted to higher ranking members as a method of control, with both subtle manipulation, and a kind of powerful secret keeping magic that if they reveal the secrets of the organization a crushing magic turns them into what my table now affectionately calls "meatballs".

So the PCs are interrogating. Townsend and trying to dance around using specifics to avoid triggering the magic that will kill him. I use a countdown for them to build his trust and they do so fairly well, but then the dance results in us breaking the session off and planning to give them time to plan.

Idea/Tip: So, the morning of session, I sit down and walk through my notes and it hits me. The whole point of this is to sell the leaders of the cult, reveal some of their backstory and sell how dangerous they are. Only issue is, I've backed myself into a narrative corner with the secrecy magic. I could have Townsend have found a way to counter it, but that feels a little cheap.

So I ponder and hit on an idea. Townsend fought in The Dust War (a WW1 analog). He met some of the Black Hand's leadership then. Ok, so he has tons of info and memories about them. What if he uses his psychic powers to reveal what he can to them. Maybe it doesn't bypass the secret protection magic entirely, but things move at the speed of thought rather than the speed of speech and he can convey much, much more.

So I design an encounter which is nested scenes that goes like this:
- PCs arrive on a stretch of trench lines where battle is raging. It's a battle map and I have them place their tokens alongside Townsend. Townsend talks a little, starting to answer some questions, but as it gets more detailed it cuts to a scene that is a memory of his.

- The PCs are soldiers in Townsend's unit. They have objectives in the form of a countdown, and they achieve them revealing the moments and things Townsend is trying to convey about The Black Hand and how he ended up joining them.

- When they achieve the objective and learn what they are supposed to it snaps back to the battlefield in no man's land, and they have to fight something in Townsend's memories related to these regrets and choices he made, including the cult leaders.

- After an action or two in combat Townsend snaps them back into another memory scene

- Rinse and repeat for about 6 cycles, switching dynamically from battle to exposition to memory scene and back again.

My player's really dug it and it was really easy to just let the spotlight flow around no matter when or how we moved between scenes. A failure during the memory scene might snap things back to battlefield for a moment, or a success on the battlefield would roll into the players starting with the spotlight in the memory scene.

I highly recommend playing with this idea if you want something really cinematic, exciting, and dynamic. It doesn't even have to be a weird psychic landscape, it could be bouncing between two teams of PCs, or snapping back and forth between the past and present, or even having the PCs play out what's going on with their NPC allies at the same time as they are doing something else. You can even just do some weird narrative thing with flashbacks or flashfowards.

Obviously not everything should be handled like this, but if you're looking for a vehicle that allows you to have a battle and some other kind of scene almost simultaneously Daggerheart can do it really well with just a few countdowns and some forethought!

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u/firesshadow42 — 2 months ago

Dumb Question about Night City 2045 on Demiplane/Roll20

Does anyone here know if when you buy the content for Night City 2045 on Demiplane and then get the silly "free" pack on Roll20, does it include the 99 stat blocks?

I ask because I currently run a game on Roll20 and I desperately want those stat blocks and inputting them manually from the PDF sounds tiresome.

Unfortunately, the little add-on page for the Roll20 content focuses on the maps and art pack stuff, and doesn't really mention whether it includes the stat blocks for use in Roll20 or not.

I own all the rest of the Cyberpunk Red content on Roll20, but don't use Demiplane, so I'm very keen to keep things consolidated if possible.

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u/firesshadow42 — 3 months ago

List for Dataview with List Type Property - Help

So, recently discovered Obsidian and want to use it for TTRPG Management/World Building.

Been watching some tutorials and reading up on things as I get things set up. I'm trying to build templates for the types of notes I want to keep. One is Characters and one is the Factions they are part of.

I set up a list type property on the Characters called CharFact so that if they are part of multiple factions they can have multiple listed. I then wanted to set up a list in the Faction notes template that populates a list of characters who have a given CharFact value that is part of that Faction.

My problem is, after reading and looking at things I cannot get it to return the test character I made based on the property. Here's where my current query is at:

>```dataview
LIST
FROM "Characters"
WHERE contains(CharFact, "Glass Walkers")
SORT file.name asc
```

I've seen people with this query structure elsewhere on the internet be successful so I'm trying to figure out what I am missing. I've also pictured my properties on the test character and the query itself.

NOTE: I can get it to work using tags, but I feel like Properties is the right way to do it, and at this point tags are just duplicating the data from Properties, which means I might avoid them as I can't really see the benefit (yet).

u/firesshadow42 — 3 months ago
▲ 219 r/TrenchPilgrims+1 crossposts

Trench Pilgrims! Finally Done!

I've shared some of these throughout the journey, but after months of working a few hours at a time on these they are finally done! I know they aren't perfect, but they're some of the best minis I've ever painted and I'm really proud of them!

Now to wrap up some terrain and get playing!

u/firesshadow42 — 3 months ago

Nearly Done Trench Pilgrims - C&C Welcome, also How Rusty?

So, I've nearly finished my first Trench Crusade minis! These might be some of the best minis I've ever done and it's been a long road with a few bumps, but they are just one step away from complete. An effects pass for rust, tarnish, verdigris, and blood. I don't want to go overboard with effects, but generally how much effects do you all go with, or feel like would fit these minis?

As a note I have Dirty Down rust, so I could go pretty ham, but I want some of the other work to show through.

Also I had originally planned on slathering the Anchorite Shrine in verdigris, but I really like how it came out and I'm waffling on how much to apply.

Also as a quick note, I have some motor skills problems and tend to mess up with edge highlighting and dry brushing, so I didn't try that with these, but on minis I care a little less about I probably will try more, so tips and critique related to that are also welcome!

u/firesshadow42 — 4 months ago

Oil Wash Feedback

A little ways back I made this post: https://www.reddit.com/r/TrenchCrusade/comments/1t6k1py/to_oil_wash_or_not_to_oil_was_also_feedback/

Finally bit the bullet and ran some oil wash testing and I'm not sure how I feel and am seeking feedback...

In order depicted are fronts and backs:
- Gloss Varnish and a Black Thick Wash
- Matte Varnish and a Black Thick Wash
- No Varnish and a Brown Thinner Wash
- No Varnish and No Wash (for comparison, also the unit I plan to field, so pending finalizing things)

Looking at them the washed ones do look better... but I actually can't tell you why... the effect looks so subtle that it almost doesn't seem worth it and is hard to figure out what I can do to do better with it. Also in person some of the recessed black paint looks a little too harsh with it's edges to my eye (specifically around those crosses on the shoulders). I tried feathering it with a brush, but it just kind spread it all over and ruined the effect.

My partner pointed out that with speed paints already creating some shades that what the oil wash does will be more subtle, but I'm trying to decide if it's too subtle to be worth it. I also feel like both the black washed/varnished ones look a little too shiny, even the matte one. I'm hoping that a matte varnish to seal in the oil wash will help with that, but time will tell.

For context the brown wash on the non-varnished one sat for a little over an hour while the two black washes sat for about 9-10 hours. In both cases I was able to clean them up with just swab style make up sponges without using mineral spirits.

So, any feedback or thoughts are appreciated! I want to figure out what makes sense to move forward with for the rest of my warband and see if there are any tips or feedback on how these came out that might help me be more comfortable with them.

u/firesshadow42 — 4 months ago

So, some context. I have pretty much played all of 3 games of any kind of wargame in the past (Halo Fleet Battles, and Battletech if you're curious). I like them in general, but never found one that had me all in... until Trench Crusade. So this warband might have laughably obvious holes or problems, since I just have video and board game experience informing my decisions.

To that end this is for a 2 player campaign. I technically know my opponent is fielding Court, but I'm trying to keep that mostly out of mind as we've agreed to just kind of build what feels fun and then grow our strategies with the various campaign upgrades and recruitments.

I really like the Nun's whole take damage dish out more hurt mechanic. I also want to field a Shrine Anchorite (and a few Prisoners) eventually, but am open to dropping what I need to to start with it if that is advised.

Let me know what you all think, and if I'm missing anything or have gone too hard on something! Thanks!

## Vestiges d'Orleans ##

Faction: Trench Pilgrims

Rating: 698 Ducats | 0 Glory

Patron: Warrior Saint

## Elites ##

War Prophet - 185D

Battlekit: Anti-Tank Hammer, Blessed Icon, Gas Mask, Medi-Kit, Reinforced Armour, War-Cross

Communicant - 155D

Battlekit: Great Hammer/Maul, Communicant Cross, Molotov Cocktail, Reinforced Armour

## Troops ##

Trench Pilgrim - 64D

Battlekit: Bolt-Action Rifle, Bayonet, Iron Capirote, Standard Armour

Trench Pilgrim - 62D

Battlekit: Pistol / Revolver, Sword / Axe, Iron Capirote, Standard Armour

Trench Pilgrim - 64D

Battlekit: Shotgun, Bayonet, Iron Capirote, Standard Armour

Stigmatic Nun - 85D

Battlekit: Pistol / Revolver, Sword / Axe, Gas Mask, Standard Armour, War-Cross

Stigmatic Nun - 83D

Battlekit: Sword / Axe, Sword / Axe, Gas Mask, Standard Armour, War-Cross

## Stash ##

Stashed Ducats: 2

Unspent Glory: 0

---

View online:

https://trench-companion.com/warband/detail/132510

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u/firesshadow42 — 5 months ago