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Grand Triumph Rules rd02

This document provides rules for playing Grand Triumph!, a larger version of standard Triumph miniature wargames. Key details include: - The game uses triple-sized armies on a larger 96x32 MU game board divided into 12 boxes. - Victory is achieved by destroying half the opponent's troops while losing fewer points. - Armies have 1-3 main commands and 0-2 ally commands following adjusted army lists. Terrain is placed before troop deployment.

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0% found this document useful (0 votes)
491 views8 pages

Grand Triumph Rules rd02

This document provides rules for playing Grand Triumph!, a larger version of standard Triumph miniature wargames. Key details include: - The game uses triple-sized armies on a larger 96x32 MU game board divided into 12 boxes. - Victory is achieved by destroying half the opponent's troops while losing fewer points. - Armies have 1-3 main commands and 0-2 ally commands following adjusted army lists. Terrain is placed before troop deployment.

Uploaded by

Borch
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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GRAND

TRIUMPH!

Miniatures Rules for Large Battles


Ancient and Medieval

ROUGH DRAFT
Version 0.2
October 2017

Washington Grand Company


Rough Draft
The is the rough draft version of GRAND TRIUMPH! This set of rules is
complete and playable. However, while most parts of this rule set are
stable, it is still under active development and subject to change.

Meshwesh
Army lists for GRAND TRIUMPH! are available on the Meshwesh web site.
Meshwesh provides online access to more than 600 army lists, ranging
from the Sumerians to the early renaissance armies of Europe. These
army lists are fully searchable and simple to access. Links to enemies and
related army lists make it easy to browse through the lists. Access to
Meshwesh is free—and open to all gamers.

http://meshwesh.wgcwar.com

Washington Grand Company


The Washington Grand Company publishes the WAR series of miniature
wargaming products, including TRIUMPH!, Meshwesh, and numerous
supporting materials. Visit us on Facebook or at our web site:

http://wgcwar.com
1 THE NATURE AND OBJECTIVE OF THE GAME 4.2 Each army must be created from one or
more army lists. Use the standard Triumph
1.1 Grand Triumph is a larger version of
army lists with the following adjustments:
standard Triumph, using triple-sized armies
on a larger game board. a. For the main army commands, use the
standard Triumph army list, but
1.2 Grand Triumph is played between two multiply the minimum and maximum
opposing sides who alternate taking turns
of each troop entry by the number of
until one side has won. main army commands.
1.3 Grand Triumph is designed to be played b. For each ally command, use the troop
with either one player per side or multiple options from the standard Triumph
players per side. army list for the ally army. Do not use
the ally army option from the main
1.4 Grand Triumph incorporates all of the rules
army.
of standard Triumph except as explicitly
specified in this rules document. 4.3 The army must have 1 camp for the main
army and 1 camp for each ally command (if
2 VICTORY CONDITIONS any).

2.1 At the end of a turn, a side wins the game if Design Note
it has destroyed at least half of its When building an army, there is no
opponent’s troops and has lost fewer requirement that an ally command be
points of troops than its opponent. composed of exactly one third of the army’s
points. As long as the army meets the
minimums and maximums for each troop
3 ARMY COMMAND STRUCTURE entry, an ally command may be have more or
less than one third of the army’s points.
3.1 Each army is composed of three
commands.
5 GAME BOARD
3.2 Each command is designated as either a
5.1 The game board is 96 MU wide x 32 MU
main army command or an ally command.
deep.
As allowed by the main army list, an army
may have: Design Note

a. 3 main army commands This is the size of two standard Triumph


boards placed side-by-side.
b. 2 main army commands and 1 ally
command 5.2 For the purpose of placing terrain pieces,
c. 1 main army command and 2 ally the game board is divided into 12 equal
commands sized boxes, 6 boxes wide and 2 boxes
3.3 All troops are allocated amongst the three deep. Each box is 16 MU by 16 MU.
commands. 5.3 Moving from left to right along each base
edge, the boxes are designated as:
4 ARMY COMPOSITION
a. left wing
4.1 Each side has an army consisting of troops b. left flank
and battle cards totaling 144 points (or c. left center
fewer) and one or more camps. d. right center
e. right flank
f. right wing

1
6 SET UP SEQUENCE 8.3 Each command must be allocated at least
24 points of troops.
6.1 Before play may begin, the terrain pieces
and the armies must be placed on the game Design Note
board according to the following sequence: There is no requirement that a command
(including an ally command) be composed of
a. Dice for battlefield topography. exactly one third of the army’s points.
b. Dice for tactical advantage and flank Commands may be of any size, as long as all
march eligibility. commands include at least 24 points of
c. Dice for number of terrain pieces. troops.
d. Select and place terrain pieces. 8.4 A main army command may only include
e. Determine command compositions and troops from the army list of the main army.
designate flank marches. An ally command may only include troops
f. Place camps and troops. from the appropriate ally army list.
8.5 One stand in each command must be
7 DICING FOR NUMBER OF TERRAIN PIECES
designated as the command’s general.
7.1 Dice for terrain pieces as in standard
8.6 One general must be designated as the
Triumph, except use the following table to
army commander. The army commander
determine the number of terrain pieces.
must be the general of the largest main
Terrain # of Terrain Pieces Coast army command and must be of a troop
type allowed for the main army list.
Score Steppe Forest Arable Allowed?
Dry Marsh Hilly 8.7 The generals of the other main army
Delta commands may be of any troop type
2 1 4 2 - except:
3 1 5 3 - a. The general may not be Skirmishers,
4 2 6 4 Yes Rabble, or Artillery unless the command
5 3 6 5 - contains no other troop types.

6 4 7 6 - 8.8 The general of an ally command must be of


7 5 7 6 Yes a troop type allowed to the ally army list.
8 6 8 7 - 8.9 If the side chooses, it may designate one
9 6 9 7 - main army command as superior and
another main army command as inferior. If
10 7 10 8 Yes
a command is designated as superior, then
11 7 10 9 -
another must be designated as inferior.
12 8 10 10 - Ally commands may not be designated
superior or inferior.
Table 3. Number of Terrain Pieces
8.10 Any flank march must be designated at this
8 COMMAND COMPOSITION time (before placement of camps and
troops begins). The location of the flank
8.1 After placing terrain, but before starting to
march must also be assigned:
place camps and troops, each side must
determine the command composition for a. left side
its army. b. left base
c. right base
8.2 Each stand must be allocated to a particular
d. right side
command.

2
(Left and right are relative to the army’s e. Disadvantaged side reveals the
own base edge.) command associations for all of its entry
markers and places the troops of two of
8.11 Command composition and the existence
its commands.
of a flank march do not have to be revealed
f. Advantaged side reveals the command
to the opposing side at this time.
associations for all of its entry markers
8.12 The location of a flank march is not and places the troops of all of its
revealed to the opposing side until the commands. (Do not place a command
flank march is placed on the game board. that is making a flank march.)
g. Disadvantaged side places the troops of
9 ENTRY MARKERS its remaining command. (Skip this step
if the disadvantaged side has a
9.1 Entry markers are used to uniquely
command making a flank march.)
associate a location along the army’s base
h. Advantaged side takes the first turn.
edge with a particular command.
10.2 As in standard Triumph, a camp must be
9.2 An entry marker must indicate the
placed in open terrain and in contact with
command that it is associated with and,
the side’s base edge. In addition:
when placed, mark a single point on the
army’s base edge. The associated command a. A main army camp must be placed in
is initially hidden, but the point on the base the center box.
edge is not. b. An ally camp must be placed in the left
flank, center , or right flank boxes.
Design Note
An entry marker represents the point where 10.3 Troops must be placed within 8 MU of
the troops of a command are marching onto their side’s base edge and entirely within
the battlefield. 16 MU of their command’s entry marker,
In game terms, it provides the opposing side measuring along the width of the base
with the general location of where a edge.
command will deploy, without specific
knowledge of the troop types or exact 10.4 Battle line troops must be placed entirely
positions. within the left flank, left center, right
center, or right flank boxes. Battle line
10 PLACING CAMPS AND TROOPS troops may not be placed in the left wing or
right wing boxes.
10.1 Camps and Troops are placed on the game
board in the following order: 10.5 Troops must be placed such that they are
within the command distance of their
a. Disadvantaged side places its camps.
command’s general.
b. Advantaged side places its camps.
c. Disadvantaged side places the entry 10.6 Any troops that are unable to be placed
markers for each of its commands. If the due to insufficient space remain off the
disadvantaged side is making a flank game board and are not used during the
march, the existence of the flank march game. They do not count as lost.
is revealed at this time.
Design Note
d. Advantaged side places the entry
Insufficient space is only likely to occur when
markers for each of its commands. If the
the entry markers are placed too close
advantaged side is making a flank together and force commands to overlap.
march, the existence of the flank march
is revealed at this time.

3
11 COMMAND POINTS either a main army command or an ally
command.
11.1 The active side starts its turn by rolling one
die for each command. The result is the 14.4 A flank march is composed of all stands
number of command points that each from the selected command. Stands
command has available during the tactical belonging to other commands may not be
movement phase. included in the flank march.

Design Note 14.5 A command that includes one or more


Artillery, Elephant, or War Wagon stands
Before rolling, one die must be assigned to
each command. There is no swapping or may not make a flank march.
assignment of dice after the roll.
14.6 The flank march is placed on the map on
11.2 A superior command adds 1 to its roll the owning side’s first turn subject to the
when determining command points, up to following restrictions:
a maximum of 6 command points. a. All stands must be placed in group
11.3 An inferior command subtracts 1 from its contact.
roll when determining command points, b. All stands must be placed such that they
down to a minimum of 1 command point. are within the command distance of the
command’s general.
11.4 Command points assigned to a command
c. Mounted stands and close order foot
may only be used to move stands that
stands must be placed entirely in open
belong that command.
terrain.
11.5 Command distance is always measured d. Open order foot stands may be place in
from the command’s general. open or difficult terrain without
restriction.
12 GROUP MOVES e. All stands must be placed entirely
within 4 MU of the designated edge of
12.1 A group move may not include stands
the game board.
from more than 1 command.
f. All stands must be placed more than 4
MU from any enemy stands.
13 COLUMN MOVES
14.7 A flank march must be placed in
13.1 A column move may not include stands
accordance with the location that was
from more than 1 command.
assigned to it:

14 FLANK MARCH a. Left side, place the command along the


left side edge
14.1 As in standard Triumph, an army may use b. Left base, place the command along the
a flank march if either: army’s base edge within the left wing
a. the side’s maneuver roll is an and left flank boxes.
unmodified 1, or c. Right base, place the command along
b. the side’s maneuver roll is less than the the army’s based edge within the right
army’s maneuver rating. flank and right wing boxes.
d. Right side, place the command along the
14.2 A flank march is optional. An army that
right side edge.
qualifies to use a flank march is not
required to do so. 14.8 Opposing flank marches may not be placed
on the same side edge. If the disadvantaged
14.3 At most one command from an army may
side has a flank march assigned to a side
make a flank march. The command may be

4
edge where the advantaged side has stand or group of stands remain in their
already placed a flank march, convert the current location without moving.
location of the disadvantaged side’s flank
Design Note
march to the corresponding base location
The hold is added to explicitly allow
(i.e., left side becomes left base and right
demoralized stands to avoid being forced to
side becomes right base). Then proceed as rout without requiring them to actually move.
usual.
All normal command point modifiers apply.
14.9 Placing a flank march costs exactly 1 For example, a hold costs +1 if the held stand
command point, allotted to the command or group of stands includes an Elephant.
that is making the flank march. 15.4 A demoralized stand may not make a
14.10 Placing a flank march counts as a tactical march move.
move for the placed stands. 15.5 At the end of the tactical movement phase,
14.11 If any stands belonging to the command every demoralized stand belonging to the
making the flank march are not placed on active side must immediately perform a
the first turn, those stands will remain off rout move unless one or more of the
the game board and are not used during following conditions apply:
the game. They do not count as lost. a. The stand is in front contact, flank contact,
or rear contact with an enemy stand.
15 DEMORALIZED COMMANDS b. An enemy stand is in flank contact or rear
15.1 At the end of a turn, a command is contact with the stand.
demoralized if it has lost troops whose c. The stand performed a tactical move
point value equals one third or more of that during this tactical movement phase.
command’s starting points. Each stand in Design Note
that command is a demoralized stand.
A stand in a rear support position must
Design Note perform a rout move unless one of these
conditions applies directly to it.
When calculating one third of the command’s
starting points, always round up. For example, 15.6 A demoralized stand receives a -1 tactical
a command that starts with 31 points of factor in both distant shooting and close
troops is demoralized when it has lost at least
combat.
11 points of troops.
15.7 Any stand that defeats a demoralized stand
15.2 When a command is demoralized, the
in close combat must pursue, unless it is
command distance of its general is reduced
Artillery or War Wagons.
to 8 MU.
15.8 A demoralized stand that was forced to
Design Note
rout during the tactical movement phase
A reduced command radius makes it more
may not shoot this turn. It may be shot at.
difficult to maintain a widely spread out
command after it’s been demoralized.
Instead, a demoralized command is likely to 16 ROUT
be reduced to a small group of troops
clustered around the general. This is both 16.1 A stand that is forced to rout must perform
historically sound and good for play balance. the following steps:

15.3 In addition to the ordinary categories of a. It must fall back.


tactical moves, a demoralized stand or b. It must turn so that it is directly facing
group of demoralized stands may be its own base edge with its front parallel
ordered to hold. When ordered to hold, a to that edge.

5
c. It must then make a rout move, which is
the equivalent of a full tactical move in
the direction it is now facing.
16.2 A stand that is forced to rout is destroyed
instead if it is outside the command
distance of its general’s stand or if its
general’s stand is destroyed.
16.3 During the rout move, the stand is
destroyed if it meets any of the following:
a. a friendly stand
b. an enemy stand
c. a camp
d. impassable terrain
e. the edge of the game board
16.4 A stand ignores the ZOC of enemy stands
while making a rout move.

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