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Triumph Qrs Gameplay v1 1

The document provides details on ranged and close combat mechanics for miniature wargaming, including combat factors and modifiers for different troop types in various situations, as well as rules for tactical movement and outcomes of combat resolution like falling back or evading.

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0% found this document useful (0 votes)
61 views2 pages

Triumph Qrs Gameplay v1 1

The document provides details on ranged and close combat mechanics for miniature wargaming, including combat factors and modifiers for different troop types in various situations, as well as rules for tactical movement and outcomes of combat resolution like falling back or evading.

Uploaded by

thindol
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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RANGED COMBAT COMBAT RESULTS

Combat Factors if a TIE: there is NO EFFECT


Shooting Stands Target Stands
if BEATEN but not doubled: a stand must FALL BACK
Troop Combat Troop Combat
Type Factor Type Factor Exception: Shattered
Archers Rabble / Horde +2 Losing Troop Situation
Pavisiers +3 War Wagons +4 Light Foot Light Spear in open terrain and vs Knights or
War Wagons All Other Foot +3 Rabble Raiders Chariots
Warband Warriors
Artillery +4 Chariots / Cataphracts
+3 Elite Foot Heavy Foot in open terrain and vs Knights or
Elite Cavalry / Elephants
Horde Pavisiers Chariots OR
All Other Mounted +2 Pike Spear vs Warrior or Warband
Tactical Factors Archers Bow Levy vs any mounted
War Wagons vs Elephants OR
Troop Situation Factor vs Artillery shooting
Any Target Stand Shot at from the rear -1 Elephants vs Skirmishers, Light Foot, Javelin
Any Shooting Stand Shooting at general’s stand -1 Cavalry, Rabble, or Raiders
Knight Cataphracts vs Elephants, Javelin Cavalry, or
CLOSE COMBAT Raiders
Artillery vs any in close combat
Combat Factors
Troop vs Foot vs Troop vs Vs Exception: No Effect
Type Mtd Type Foot Mtd Losing Troop Situation
Archers +2 +4 Bad Horse +2 +2 Artillery vs any shooting
Bow Levy +2 +3 Battle Taxi +2 +2 War Wagons vs any (unless Shattered)
Light Foot +3 +2 Chariots +2 +3
Light Spear +3 +3 Elite Cavalry +3 +3
Exception: Mounted in Difficult Terrain
Rabble +2 +1 Horse Bow +2 +3 Losing Troop Result
Raiders +4 +2 Javelin Cav +3 +2 Knights or Cataphracts Destroyed
Skirmishers +2 +1 Knights +3 +4 Elephants Fall Back (unless shattered)
any other Panic
Warband +3 +2 Cataphracts +4 +4
Artillery +2 +2 Elephants +5 +4
Elite Foot +5 +3 if DOUBLED: a stand is DESTROYED
Heavy Foot +4 +3 Exception: Evade
Horde +3 +2 Losing Troop Winning Troop
Rear Support allowed vs Skirmishers in difficult terrain any mounted
Pavisiers +3 +4
 Any foot except
Pikes +3 +4 Archers, Skirmishers, Skirmishers in any terrain any close order foot except
Rabble, or Bow Levy Pavisiers
Spear +4 +4
 Knights, Cataphracts, or Artillery or War Wagons shooting
War Wagons +3 +4 Light Spear, Raiders, or Warband
Elephants
Warriors +3 +2 Elite Cavalry or Javelin Cavalry Heavy Foot, Horde, Light Spear,
and in open terrain Pike, or Spear
Tactical Factors
Horse Bow, Battle Taxi, or any foot except Archers, Pavisiers,
Troop Situation Factor Chariots and in open terrain Skirmishers, Bow Levy, or Artillery
Any General’s stand +1
Pike Receiving rear support +2 Exception: Panic
Light Spear Receiving rear support +1 Losing Troop Winning Troop
Warriors Rabble in difficult terrain any mounted
Any Uphill +1 Rabble in any terrain Elephants
Skirmishers vs Elephants +2 any close order foot except
Pavisiers
Any For each edge: -1 Light Spear, Raiders, or Warband
 Overlapped by corner or side edge contact
 Or with an enemy stand in flank or rear Skirmishers in open terrain Elephants
contact (including with the contacted edge) Horse Bow or Elite Cavalry and Knights or Cataphracts
Mounted In difficult terrain -1 in open terrain
Close Order In difficult terrain vs any foot -2 Horse Bow in open terrain Artillery shooting
Foot
Quick Reference Sheet Triumph v1.1 March 2020
Kristopher Harbury (Order #36363971)
TACTICAL MOVEMENT
Command
+ 1 command point if a tactical move includes any stands of:
 Artillery
 Elephants
OUTCOME MOVES
 War Wagon
Fall Back
+ 1 command point if all the stands in a tactical move start outside A stand that is forced to fall back must move directly to its rear
the general’s command distance, or the general’s stand has been without turning. It moves its own base depth.
destroyed or is not on the game board. Evade
Command Distance: A stand that is forced to evade must:
 Fall back
 8 MU if the line crosses the crest of a hill or any part of a  Move 4 MU directly to its rear without turning
woods, village, oasis, or dunes terrain piece It avoids:
 16 MU otherwise  Enemy stands
 Friendly stands it cannot pass through
 A camp
Movement Distance  Impassable terrain
Distance Close Order Open Order It is destroyed if it meets the edge of the game board.
(MU) Troops Troops
8 Horse Bow Javelin Cavalry Panic
A stand that is forced to panic must:
6 Bad Horse Battle Taxi
 Fall back
Chariots Elite Cavalry
 Turn in place 180 degrees
5 Light Foot Skirmishers  Make a panic move, the equivalent of a full tactical
Knights move in the direction it is now facing
4 Cataphracts Elephants Light Spear Raiders It is destroyed if it meets any of the following while making its
Warband panic move:
3 Elite Foot Heavy Foot Archers Rabble  A friendly stand
Spear Pavisiers  An enemy stand
Pike Warriors  A camp
 Impassable terrain
2 Artillery Horde Bow Levy
War Wagons
 The edge of the game board
Pursuit
Mounted have a movement distance of 3 MU when moving entirely
A stand that scores higher than its opponent in close combat
or partly in difficult terrain. must pursue if it is one of the following troop types:

ADDITIONAL COMBAT RULES  Elephants


 Knights
Ranged Combat: Maximum Range  Warband
Shooting Troop Type Range  Warriors
Archers Pavisiers War Wagons 3 MU  Pikes that received rear support
Artillery 8 MU  Any (except Artillery or War Wagons) that scores double

Attacking a Camp
VICTORY CONDITIONS
Close combat only—no ranged combat
Destroy 16 points of enemy troops and while losing fewer points.
Attacking troop stand uses its vs Foot combat factor.
Sacked camp counts as 8 points plus cost of garrison (if any).
Camp combat factor
 Ungarrisoned camp: +2 Points Troop Type
2 Bow Levy Horde Rabble
 Garrisoned camp: 1 + garrison troop cost
When multiple stands attack a camp, resolve each attack separately. 3 Artillery Light Foot Light Spear
No overlaps when attacking a camp. Heavy Foot Pike Skirmishers
War Wagons Warband Warriors
Combat Results
Bad Horse Battle Taxi
Tie: No Effect 4 Archers Elite Foot Pavisiers
If camp is beaten or doubled: Camp is Destroyed and removed; Raiders Spears
attacker is removed but does not count as destroyed. Cataphracts Chariots Elephants
If attacker is beaten but not doubled: attacker must Fall Back. Elite Cavalry Horse Bow Javelin Cavalry
If attacker is doubled: attacker is Destroyed; except Archers, Knights
Skirmishers, Horse Bow, Chariots or Elite Cavalry who must Fall Back.
Kristopher Harbury (Order #36363971)

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