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
The Setting Up a Game sheet is the companion to the gameplay sheet below and is read first.
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Dice for Battlefield Topography. Each player rolls 1d6 + Army Invasion Rating; use the Topography of the lowest score. Reroll ties.
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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).
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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.
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Set Up Terrain. (The advantaged player does all of this.)
- Select terrain pieces.
- Order terrain pieces (large before small).
- Draw terrain card.
- Place terrain pieces on the battlefield as shown on the card.
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Deploy Camps and Troops.
Number of Terrain Pieces
| Modified Terrain Score | Steppe / Dry | Forest / Marsh | Arable / Hilly / Delta | Coast Allowed? |
|---|---|---|---|---|
| 2 | 1 | 2 | 1 | - |
| 3 | 1 | 3 | 2 | - |
| 4 | 1 | 3 | 2 | Yes |
| 5 | 2 | 4 | 3 | - |
| 6 | 2 | 4 | 3 | - |
Columns are the Battlefield Topography: Steppe or Dry; Forest or Marsh; Arable, Hilly or Delta.
Terrain Chart
| Topography | Compulsory | Optional |
|---|---|---|
| Arable | Village (1) | Stream, Steep Hills, Gentle Hills (1), Woods, Wooded Hills, Coast, Rough, Ploughed Fields |
| Forests | Woods | Stream, Marsh, Wooded Hills |
| Hilly | Steep Hills | Stream, Woods, Wooded Hills |
| Steppe | Gentle Hills | Stream, Rough, Woods (1) |
| Dry | Rough | Dunes, Steep Hills, Oasis (1) |
| Marsh | Marsh | Woods, Stream, Coast |
| Delta | Coast | Marsh, 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:
- Troops designated as Battle Line in the army list.
- Any troops in the main army except Skirmishers.
- Skirmishers in the main army.
- Any troops in Allied contingents.
Ranged Combat
Combat Factors
Shooting Stands
| Troop Type | Combat Factor |
|---|---|
| Archers, Pavisiers, War Wagons | +3 |
| Artillery | +4 |
Target Stands
| Troop Type | Combat Factor |
|---|---|
| Rabble / Horde | +2 |
| All Other Foot | +3 |
| Chariots / Cataphracts / Elite Cavalry / Elephants | +3 |
| All Other Mounted | +2 |
Tactical Factors
| Troop | Situation | Factor |
|---|---|---|
| Any Target Stand | Shot at from the rear | -1 |
| Any Shooting Stand | Shooting at general's stand or War Wagon | -1 |
Ranged Combat: Maximum Range
| Shooting Troop Type | Range |
|---|---|
| Archers, Pavisiers, War Wagons | 3 MU |
| Artillery | 8 MU |
Close Combat
Combat Factors
| Troop Type | vs Foot | vs Mtd | Troop Type | vs Foot | vs Mtd | |
|---|---|---|---|---|---|---|
| Archers | +2 | +4 | Bad Horse | +2 | +2 | |
| Bow Levy | +2 | +3 | Battle Taxi | +2 | +2 | |
| Light Foot | +3 | +2 | Chariots | +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
| Troop | Situation | Factor |
|---|---|---|
| Any | General's stand | +1 |
| Pike | Receiving rear support | +3 |
| Light Spear, Warriors | Receiving rear support | +1 |
| Any | Uphill | +1 |
| Skirmishers | vs Elephants | +2 |
| Any | For 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 |
| Mounted | In difficult terrain | -1 |
| Close Order Foot | In difficult terrain vs any foot | -2 |
Combat Results
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If a tie: there is no effect.
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If beaten but not doubled: a stand must Fall Back.
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Exception: Shattered
Losing Troop Winning Troop Situation Light Foot, Rabble, Warband Light Spear, Raiders, Warriors in open terrain and vs Knights or Chariots Elite Foot, Horde, Pike Heavy Foot, Pavisiers, Spear in open terrain and vs Knights or Chariots OR vs Warrior or Warband Archers Bow Levy vs any mounted War Wagons vs Elephants OR vs Artillery shooting Elephants vs Skirmishers, Light Foot, Javelin Cavalry, Rabble, or Raiders
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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 Troops | Open Order Troops |
|---|---|---|
| 8 | Horse Bow, Javelin Cavalry | |
| 6 | Bad Horse, Battle Taxi, Chariots, Elite Cavalry | |
| 5 | Light Foot, Knights, Skirmishers | |
| 4 | Cataphracts, Elephants | Light Spear, Warband, Raiders, Rabble |
| 3 | Elite Foot, Spear, Pike, Horde, Heavy Foot, Pavisiers, Warriors | Archers, Bow Levy |
| 2 | Artillery, 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).
| Points | Troop Types |
|---|---|
| 2 | Bow Levy, Horde, Rabble |
| 3 | Artillery, Heavy Foot, War Wagons, Bad Horse, Light Foot, Pike, Warband, Battle Taxi, Light Spear, Skirmishers, Warriors |
| 4 | Archers, Raiders, Elite Foot, Spears, Pavisiers, Cataphracts, Elite Cavalry, Knights, Chariots, Horse Bow, Elephants, Javelin Cavalry |