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Triumph! Rules for Tabletop Battles Ancient and Medieval thumbnail

Triumph! Rules for Tabletop Battles Ancient and Medieval

Triumph! Rules for Tabletop Battles Ancient and Medieval Rulebook

Table of Contents

Table of Contents

  • Setting Up a Game
    • Number of Terrain Pieces
    • Terrain Chart
    • Center Deployment
  • Ranged Combat
    • Combat Factors
    • Tactical Factors
    • Ranged Combat: Maximum Range
  • Close Combat
    • Combat Factors
    • Tactical Factors
  • Combat Results
  • Tactical Movement
    • Command
    • Movement Distance
  • Additional Combat Rules
    • Attacking a Camp
  • Outcome Moves
  • Victory Conditions

Setting Up a Game

The Setting Up a Game sheet is the companion to the gameplay sheet below and is read first.

  1. Dice for Battlefield Topography. Each player rolls 1d6 + Army Invasion Rating; use the Topography of the lowest score. Reroll ties.

  2. Dice for Tactical Advantage. Each player rolls 1d6 + Army Maneuver Rating. The higher score is the advantaged player; the lower score is the disadvantaged player. The difference in the score is the advantage score (used in step 3). Reroll ties (but use a difference of 0 as the advantage score in the final result if there is a tie).

  3. Dice for Number of Terrain Pieces. Each player rolls 1d6; add the two rolls together to get the terrain score. The advantaged player may modify the terrain score by an amount equal to or less than the advantage score to obtain the modified terrain score. The modified terrain score may not be less than 2 or more than 12. See the table below for the Number of Terrain Pieces based on the topography of the battlefield.

  4. Set Up Terrain. (The advantaged player does all of this.)

    1. Select terrain pieces.
    2. Order terrain pieces (large before small).
    3. Draw terrain card.
    4. Place terrain pieces on the battlefield as shown on the card.
  5. Deploy Camps and Troops.

Number of Terrain Pieces

Modified Terrain ScoreSteppe / DryForest / MarshArable / Hilly / DeltaCoast Allowed?
2121-
3132-
4132Yes
5243-
6243-

Columns are the Battlefield Topography: Steppe or Dry; Forest or Marsh; Arable, Hilly or Delta.

Terrain Chart

TopographyCompulsoryOptional
ArableVillage (1)Stream, Steep Hills, Gentle Hills (1), Woods, Wooded Hills, Coast, Rough, Ploughed Fields
ForestsWoodsStream, Marsh, Wooded Hills
HillySteep HillsStream, Woods, Wooded Hills
SteppeGentle HillsStream, Rough, Woods (1)
DryRoughDunes, Steep Hills, Oasis (1)
MarshMarshWoods, Stream, Coast
DeltaCoastMarsh, Dunes, Village
  • At least 1 compulsory.
  • No more than 1 Village, Oasis, Gentle Hill in Arable, or Woods in Steppe.
  • At most 1 Coast. If Coast is selected, Stream may not be selected. Coast does not count against the total number of pieces taken.
  • No more than half large.

Center Deployment

Center deployment must include at least 24 points of troops. Choose which troops to deploy in the center when deploying. Select troops in this order:

  1. Troops designated as Battle Line in the army list.
  2. Any troops in the main army except Skirmishers.
  3. Skirmishers in the main army.
  4. Any troops in Allied contingents.

Ranged Combat

Combat Factors

Shooting Stands

Troop TypeCombat Factor
Archers, Pavisiers, War Wagons+3
Artillery+4

Target Stands

Troop TypeCombat Factor
Rabble / Horde+2
All Other Foot+3
Chariots / Cataphracts / Elite Cavalry / Elephants+3
All Other Mounted+2

Tactical Factors

TroopSituationFactor
Any Target StandShot at from the rear-1
Any Shooting StandShooting at general's stand or War Wagon-1

Ranged Combat: Maximum Range

Shooting Troop TypeRange
Archers, Pavisiers, War Wagons3 MU
Artillery8 MU

Close Combat

Combat Factors

Troop Typevs Footvs MtdTroop Typevs Footvs Mtd
Archers+2+4Bad Horse+2+2
Bow Levy+2+3Battle Taxi+2+2
Light Foot+3+2Chariots+2+3
Light Spear+3+3

Rear Support is allowed vs:

  • Any foot except Archers, Skirmishers, Rabble, or Bow Levy
  • Knights, Cataphracts, or Elephants

Tactical Factors

TroopSituationFactor
AnyGeneral's stand+1
PikeReceiving rear support+3
Light Spear, WarriorsReceiving rear support+1
AnyUphill+1
Skirmishersvs Elephants+2
AnyFor each edge: overlapped by corner or side edge contact; or with an enemy stand in flank or rear contact (including with the contacted edge)-1
MountedIn difficult terrain-1
Close Order FootIn difficult terrain vs any foot-2

Combat Results

  • If a tie: there is no effect.

  • If beaten but not doubled: a stand must Fall Back.

    • Exception: Shattered

      Losing TroopWinning TroopSituation
      Light Foot, Rabble, WarbandLight Spear, Raiders, Warriorsin open terrain and vs Knights or Chariots
      Elite Foot, Horde, PikeHeavy Foot, Pavisiers, Spearin open terrain and vs Knights or Chariots OR vs Warrior or Warband
      ArchersBow Levyvs any mounted
      War Wagonsvs Elephants OR vs Artillery shooting
      Elephantsvs Skirmishers, Light Foot, Javelin Cavalry, Rabble, or Raiders

Tactical Movement

Command

  • +1 command point if a tactical move includes any stands of:
    • Artillery
    • Elephants
    • War Wagon
  • +1 command point if all the stands in a tactical move start outside the general's command distance, or the general's stand has been destroyed or is not on the game board.

Command Distance:

  • 8 MU if the line crosses the crest of a hill or any part of a woods, village, oasis, or dunes terrain piece
  • 16 MU otherwise

Movement Distance

Distance (MU)Close Order TroopsOpen Order Troops
8Horse Bow, Javelin Cavalry
6Bad Horse, Battle Taxi, Chariots, Elite Cavalry
5Light Foot, Knights, Skirmishers
4Cataphracts, ElephantsLight Spear, Warband, Raiders, Rabble
3Elite Foot, Spear, Pike, Horde, Heavy Foot, Pavisiers, WarriorsArchers, Bow Levy
2Artillery, War Wagons

Mounted have a movement distance of 3 MU when moving entirely or partly in difficult terrain.

Additional Combat Rules

Attacking a Camp

  • Close combat only; no ranged combat.
  • Attacking troop stand uses its vs Foot combat factor.
  • Camp combat factor:
    • Ungarrisoned camp: +2
    • Garrisoned camp: 1 + garrison troop cost
  • When multiple stands attack a camp, resolve each attack separately. No overlaps when attacking a camp.

Combat Results (camps)

  • Tie: No effect.
  • If camp is beaten or doubled: Camp is Destroyed and removed; attacker is removed but does not count as destroyed.
  • If attacker is beaten but not doubled: attacker must Fall Back.
  • If attacker is doubled: attacker is Destroyed; except Archers, Skirmishers, Horse Bow, Chariots or Elite Cavalry who must Fall Back.

Outcome Moves

Fall Back. A stand that is forced to fall back must move 1 MU directly to its rear without turning.

Evade. A stand that is forced to evade must:

  • Fall back
  • Move 4 MU directly to its rear without turning

It avoids:

  • Enemy stands
  • Friendly stands it cannot pass through
  • A camp
  • Impassable terrain

It is destroyed if it meets the edge of the game board.

Panic. A stand that is forced to panic must:

  • Fall back
  • Turn in place 180 degrees
  • Make a panic move, the equivalent of a full tactical move in the direction it is now facing

It is destroyed if it meets any of the following while making its panic move:

  • A friendly stand
  • An enemy stand
  • A camp
  • Impassable terrain
  • The edge of the game board

Pursuit. A stand that scores higher than its opponent in close combat must pursue 1 MU if it is one of the following troop types:

  • Elephants
  • Knights
  • Warband
  • Warriors
  • Pikes that received rear support
  • Any (except Artillery or War Wagons) that scores double

Victory Conditions

Destroy 16 points of enemy troops and while losing fewer points. Sacked camp counts as 8 points plus cost of garrison (if any).

PointsTroop Types
2Bow Levy, Horde, Rabble
3Artillery, Heavy Foot, War Wagons, Bad Horse, Light Foot, Pike, Warband, Battle Taxi, Light Spear, Skirmishers, Warriors
4Archers, Raiders, Elite Foot, Spears, Pavisiers, Cataphracts, Elite Cavalry, Knights, Chariots, Horse Bow, Elephants, Javelin Cavalry
  1. Disadvantaged player places camp.
  2. Advantaged player places camp.
  3. Disadvantaged player places center deployment troops and reserves flank march troops if eligible.
  4. Advantaged player places all troops (center deployment and others) and reserves flank march troops if eligible.
  5. Disadvantaged player places remaining troops.
  6. Advantaged player takes first move.
7
3
5
4
Yes
8354-
9465-
10465Yes
11566-
12566-
Elite Cavalry
+3
+3
Rabble+2+1Horse Bow+2+3
Raiders+4+2Javelin Cav+3+2
Skirmishers+2+1Knights+3+4
Warband+3+2Cataphracts+4+4
Artillery+2+2Elephants+5+4
Elite Foot+5+3
Heavy Foot+4+3
Horde+3+2
Pavisiers+3+3
Pikes+3+4
Spear+4+4
War Wagons+3+4
Warriors+3+2
KnightCataphractsvs Elephants, Javelin Cavalry, or Raiders
Artilleryvs any in close combat
  • Exception: No Effect

    Losing TroopSituation
    Artilleryvs any shooting
    War Wagonsvs any (unless Shattered)
  • Exception: Mounted in Difficult Terrain

    Losing TroopResult
    Knights or CataphractsDestroyed
    ElephantsFall Back (unless shattered)
    any otherPanic
  • If doubled: a stand is Destroyed.

    • Exception: Evade

      Losing TroopWinning Troop
      Skirmishers in difficult terrainany mounted
      Skirmishers in any terrainany close order foot except Pavisiers; Artillery or War Wagons shooting; Light Spear, Raiders, or Warband
      Elite Cavalry or Javelin Cavalry and in open terrainHeavy Foot, Horde, Light Spear, Pike, or Spear
      Horse Bow, Battle Taxi, or Chariots and in open terrainany foot except Archers, Pavisiers, Skirmishers, Bow Levy, or Artillery
    • Exception: Panic

      Losing TroopWinning Troop
      Rabble in difficult terrainany mounted
      Rabble in any terrainElephants; any close order foot except Pavisiers; Light Spear, Raiders, or Warband
      Skirmishers in open terrainElephants
      Horse Bow or Elite Cavalry and in open terrainKnights or Cataphracts
      Horse Bow in open terrainArtillery shooting