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INTRODUCTION
Trust no
one The Warhammer
world
is a
dark and dangerous
place,
where
cunning and
guile
are
vital if
you
wish
to survive. This
book is an
expansion for the llarhauuer
rulebook,
that contains rules
for battles
where
your
wits
will be every
bit
as
important
as
the strength
ofyour
army,
Not
all battles
are
stra'ightftrrward
contests
betrreen
nlo
sides.
The
blood-soaked history
ofthe \Varhammct
rvorld
is
hllecl
with
tales
ofbattles
fought
betlveen
tltrce or more arrries,
each
rvith their
own
goals
and
agclrdas,
or
occasions lrlere
largc
contingcnts ofmercenary
warriors
u,erc
hircd
b a dcspcrate
general
to
even
thc odds ofa battlc in his
fi* our. I rrarpli
c;
Tt'eatherl
allorus
you
and
your fricnds
ro
fight
such hattles
tith
your
o\vn
afmlcs.
As well
as
providing
rules for multi
sirle.l
battles
and
nrercenary
forces, Iiiumph
<i TtaJtrt
inc[Lde:
detailed
accounts
ofthree
fanrours
battles that liatured
these elements.
Each battir inciudcs
extensir-e
background
inlormation,
detailed
otders ofbattle,
and rrotes
and
guidelincs
about
horv
to
recreatc
thc battle on
rhe rabletop.
Thc
Tiiumph
l:?
Trcatlt*t
exparsion
is
split into
the
follorving
rhree sections:
TREACHEROUS
TIMES
The fimt
scction of Tii.tmph
il I)reatlurl
is an accounr
ofsome
ofthc
most
infamous
deeds
cver carried
out on
the
battlcficlds
ofthe
\Yarhammcr
rorld.
Here,
you will
6nd
shocking
tales of
double dealing, back-stabbing
ancl
ourriglrt pcrfid1,
so
that
you
will
knorv exacth-rvhat
to
prepare
for in
a
typical Triumph
&
'freacherv
battlc. \\re
have also
providcd
a
briefoverviet ofrhe
part
playcd
by
mercenarl
cornpanies iD
the
mant
battlcs
across
the
\Varhammer world,
along t
ith descliptions
ofsome ofthr
most notorious
ofthese untrust{'orth\
sclls\\ords to e|er li*
thcir
bladcs
fbr coin.
AIIACKED
FROMALLSIDES
B\
the
tinr.
\
ou get
to this
scction,
vou'll
be
ready for the
rules
r,c.J. i.
r
-
,
h. l-.
e
rrcn
hrrr
ur m,'re:.enaralL
armie..
uhich
are
prrsenrcd
ltcre.
\Iost
\Yarharnmer
batties
have
two
sides, u
ith
cach sirle
.ommantled
bl
onc
or more
players.
This
isn'r thc
case
in
a
Triunrph
&
Treaclrcrr
battle. Instead, all
ofthe
plavers
6ght
each
other,
and
onh-one
plaler
rvil1 be
the
rvinncrl
These
nerv
ruies
tclllou
hori'this
is achieved and
allow
1ou
to build ternporarl
allianccs,
rLsc dirtr
tricks
and
cunning
ruses
to
defeat
lour
opponents, and
add brand-nerr'
mcrcenary
Llnits
to
your
army to better
crush \'our
ibes
on
the tabletop.
INFAMOUS
BATTLES
The detailed
accounts
ofthrec
battlcs from
the
\Varhammer
world's
historv that
rve present
in this
scctiou
serve
to
shotv
diflercnt
t,vpes
ofgames that
can
bc
fouglrt
using
tire
Triumph
&
Trcachery
ru1es.
They
also
provide in-depth
iDlirrmation
on three fascinating
(and
dastardlyl) battles for
pla],els
to
participate in
themselves.
'l'hc
Battle
of
Chapotek: Dark EIf, .lrmpire
and
Lizardmen
forces
figlrt to
clairr
the treasures
ofthe OLI
C)nrs.
Death
in
the
Vale
of Corpses: An
ancienr
plophccl
hurls
the
Varnpirc
Counts an,l lbllosers oiChaos inro
deadly conllict
alongside
thcir
mercenar-\'
allics.
The
Battle
of Sundered Peak:
.\
cunning ambush pits
Goblins,
Dl art-s
and
Ska\-cll
against
one
another in
a
battle
to
the death.
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Yetminous
Virtues
Ta
the cauntless
banies
afShavendon,
anaral
cunning and
selfsh
crueltl
are
qualities ta
be
adnired.
In d
ee
d, out n
an oe
aar ing
and
a
utltit t
ing
la
ur
fr
e
uithout
?utting la
rtelf
at risA i: tansirlered
the
laltnarA
cfa
gaod
karter.
A po?Llar
?nufi
tlrouglDut
the
Under
E/n?ie n'Wh)f&bt
?an
ttu.fi.nt
uAat
laa
ran aitfr.n
bchind?'
E brat;ltg
tbi ftnt;ni.nt
tholeheartalh,
it
i:
a
rart
llrarlord
ird ::la
tald t.
tAeJi. ,1': itl.
hrAing As:at:ir::.
;etr:t
aeapant and
a
rtale
t:,:t
aftreathetcu: tr::i:
rc ia;
t:
hin
up.
CUNNINGETGUILE.
Here s'e
have
provided
a
brief history of the underhanded
tactics employed by
devious
generals
to defeat multiple opponents.
\lost
battles
arc
straightforward affairs; two armies
offerocious warriors
meet
on
the
batt1efie1d,
arra,v
their
battle lines, and
then
with
a
mighty
roar
-
crash
into
each other) the
victor
being decided
bv force ofarms,
skilful
leadership
and
perhaps
the
smallest
bit ofgood
luck.
Sometimes, though,
things
can be
much
Iess
clear-cut. OD
occasion,
it
will not
be
two armies that
clash on a
battlefield,
but three or more, with
each
force
striving
for
the
ultimate victory. At
such
times, temporary
alliances
may be
formcd,
only
for
one
allicd
force
or
the
other to suddenlv turn
on
their
so-called
friends.
These
unscrupulous tactics
are not
Iimited to simply
the
breaking ofalliances; in
a
battle fought
betrveen
three or more equally matched
opponents,
each
general
taking
part
must learn to
be
cunniflg
as
well
as
brutal He must
be able
to
set
his
foes
against
each
other, learn to
pick
his allies
wisely,
and know when to
stab someone
in
the
back
before
they
do the
same
thing to him. In
other
words,
a
successful
Warhammer general
needs
to
be able
to
use
underhanded
ploys
and
tactics
when they
are
required in
order
to
win
a
battle. They must
be
willing
to
use
whatever
tools are Deeded
to
secure
victory,
even ifit means
using fbul trickery
or stooping to
hiring
untrustrvorthy
mercenaries
though
they are hated
racial
enemies.
THERE CAN BE ONLY
ONE
It's not uncommon
for banles in
the
Warhammer rvorld to
have
morc than
tu,o sides. Sometimes a
strategically vital Iocation rvill Iie
close
to
several
kingdoms,
each
ofwhich
is desperate
to control it. By
manipulation or
chance, the
armies
ofthe different kingdoms will arrive on the battlefield
at
the
same
time.
Unable to
agree
on
an,v
alliances, all
will
fall to fighring
to
gain
control ofthe battleiield and
seize the
objective. At other times,
an
artefact
of
a\,vesome
value
lvill be
discovered, drawing rvarlords
desperate
to own it from far
and rvide across
the
Warhammer world. Unwilling to
share
the
loot
with
each
other,
the
warlords
rri11
soon
flll
to
arguing
and
then to all-out combat, until
one
leader
emerges
\,ictorious and
seizes
the
artefact
as
their own.
Most
commonly,
however, such
battles
come about
when
a
cunning
leader sees an
opporrunity
to
defeat several
rivals
at
a
single stroke.
The
combatants may have been drar,vn
together
for
any
number
ofreasons.
Perhaps they were
part
of two allied
armies,
whose
internal
quarrels
have Ied
to the allied
forces
fighting amongst
themselves as
rvell
as
against the
enemy.
Or
it
could simply
be
ill
fortune that
means
that three
or
more
hated
foes
find
themselves
arrir''ing
on a
field ofbattle
at
the
same
time, with
little
recourse
from
iighting their
foes
apart from
an
ignominious
retreat.
Thc Battlc
of
Fester Soike
In
rlrc
r
car
251
l,
by rh.'Empire's .alendar,
the Drvarf King Bhaldur Ironchest led
an
expedition from
Karak
Izor against the
Skaven
stronghold known
as Fester
Spike. His
goal
rvas
to retrieve
one
of
:hr ltgen.larl iost
hammers ofValaya, thus righting
one
ofthe
most
grievous
wrongs in Karak
Izor's
B,rr,k oi
Gmdges.
Such a noble
undertaking drew Dwarfcontingents from Karaks
all
across
the
01;
\\o:lJ.
antl Bhalclur quickly
lound himseif
at
the
head
ofone ofthe largest Drvarfexpeditionary
armi:s
il \ ing mcmory.
In
a
sl
ii:
anJ
5loodl
battle,
the
Drvarfs
smashed aside
the
Skaven
garrison
protecting
the
entrance
tunnels to
Ft.ic:
-ipikc
and
prepared
to
press
deeper iDto
the
Skaven
stronghold. As
Fester
Spike
descencler'l
in:o anar;hr.
Grer
Seer ThanquoJ rvas
dispatched
bi
the Council ofThirteen to
restore
order. Thanquol
quirkh
organized
a more coherent defence,
and
in
the
time this
bought him,
Prepared
to iummon
a
\irmin
Lord ofthe Horned
Rat to help
defeat
the
invaders.
Whether it
was
a
Iack ofprepararion.
-I-hanquol's
s-arpstone
snuffaddiction,
the close
proximity
ofthe Runesmiths
in
the
Drvariarmr or:
:ombioaiion
ofall rhese
tactors,
Thanquol's summoning
ritual went horribly
and
disastroush \rron '. lnsi.ad
ofsurnmoning
a \trmin
Lord, the
Grey
Seer
managed to cali the
Bloodthirster
knol
n as
Skarbrand to the battleield
atrid
a
roaring
vortex ofsmoke
and
flame.
Smashing
contemptuoush through Thanquol's
spells
ofcontainment,
Skarbrand widened
the
breach
to
the
Realm ofChaos,
alloting
the
daemonic
)egions
under his
command to
pour
throughl
A confusing
and
horribly bloodl
three-rva1'
battle erupted in
the
tunnels
and
warrens
that
made
up
Fester
Spike. Roaring Bloodletters
duelled
with grim-faced
Dwarfs,
hordes
ofsquealing
Skaven
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.
we,:e
cut down by thundcrous
volleys ofhandgun
1ire, and
everyrrhere,
Thanquol's
magic \rarpeLl
and
twisted
whatevcr it touched. Thc Drvarfs
did rhcir bcst to contain
the
daernonic
assault,
but
rvhen
Skarbrand
decapitated
King
Bhaldur
x
ith
a
single
st
eep
of his
axe,
Carnagc,
thcir spirit
t
as
broken. Bearing Bhaldur's
bodl
before
them, ther conducted
a
6ghting
retrcat fiom
the
Daemon-
and Skaven- infbsted
halls ofFester
Spike. Although
rhc Dl
arfs had
been defeated,
ther
had
taken
a hear'1
toIl on
the
Daemon
hordes,
lvhich
gar e
Thanquoljust enough ofan
edgc
to linalh dril.e
Skatbrand through
the
faltcring
Warp
breach and
back into
the
Realm
ofChaos. For his part,
Skarbrand
rl-'as
more
than
pleased
to
leave the
tunncls ofFestcr Spikc
runnitg
rvith rivers
ofblood,
taking
a
rich haul
ofDlvarfand Skaven
skulls tvith him to adorn the Blood God's
brass
thronc-
Thc Battlc of
La Maisontaal
At La Maisontaal
Abbc1.,
the
Bretonnian knights
ofTancred, Duc
de
Ouenelles,
fought
the forces
ofthe Necromancer
Heinrich Kemmlcr
and
the Skaven
mutant Throt
the
Unclean.
Although
at
6rst
the
Skavcn
and Kemmler's
Undead Iegions lbught together to
retrier-e
the
stolcn
Black
Ark
ofthe
Hotned Rat, this unholl,
alliance
soon
broke
dorvn
rvhen
the
treacherous
Skaven unleashed a
number
ofhellish Warplire Throlvers
from amongst
thcir
ranks
in
an
cffort to destrov
the
Lichemaster.
Kemmler rvalked unscathed
through
the
grcen
flames
they douscd
him with
and
turned
his
undying
forces
against the
deceitful ratmen. \\ratching
as
the
Skaven
and Undead battle lines
engaged each
other,
Duc Tancred
held his
forces
back
for
a
single heroic
charge,
rvhich
smashed
the
forces
ofthe
Skaven,
splitting them. Throt
on , managed to
escape
because
his
warpstone-enhanced
constitution
kept him
alive
despite
hortendous
wounds-
Flowever,
the
battle
rvas
far from
over.
The Bretonnians
continued to
take heavy casualties
from the
relentless press
ofUndead,
for Kemmler kept
raising
those
that fell using
the
devastating
polver
of
his
necromantic magic
arrd
his mighty
force
of
will. Eventually,
the
Lichemaster
tired ofthe battle,
tealising
that the
Skaven had
already
fled with their prize. He slipped into
the
shadows and was
gone.
The Bretonnians
returned
to their
Iands
with honour Duc Tancred
devoted the
remainder ofhis life
to
seeking the downfall
ofthe Lichemaster,
tragically bringing about his own doom
at
the Battle
of
Ilontfort
Bridge.
Some
rumours
whisper that
he
walks
the
world stiIl, cursed
to undeath by
the
foul
Necromancer,
a sad
end
for
such a brave
and
capable
commander
Cold Calculation
t/ampnes are creatures
of
antient and baandless
etil
tuha
1011f,
aga aatgreu the
?e/t
t
ordlit
afthe saciet;es
pon
ulieb
tbe
?re .
Theit
Ne rr
om
aneer
s
erL'an ts are
a leait'forlabam
na
art
i
toa debase, na
tabaa taa
sacrasan.t ta
be
braAen.
In
sbatt, the lards afthe
Undead uill da
uhateter
it
tdAes to
secare
oitar ,
u;th
/la interest in
s eh
m
e anin&le
ss
mar tal cance?tr
a: honour or eensure. Their
servanx
obq nindkssll,
incap
ab
le
afi
udgeme
t.ar
comment,
mere took iiihe
exer u
tia n of
tle
Vanoires'
'.
'...
::
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INEAMY
For manr
rrariords,
the use ofdirty
tricks
and
cunning
ploys
seems
perfectly natural. Dark
EIf
and
Skar-en
generals
positively relish
such
things, while
Chaos
Warriors or Orc warlords
would not
thin
rrrire about perfonning
any act,
no matter how treacherous, should
it
guarantee
victory.
But
even
more
noble
generals
ot at least, noble
generals
who wish to
be
successful
must
be
willing to
do
an\
rhing in order
to
win. War, after all,
is
not
a game
where
the
only result
ofdefeat
is a
dent
to
one's
pride.
The
outcome
ofa battle
can lead
to
the
death
or
enslavement
ofhundreds
or thousands
ofa
leader's
followers,
quite
apart
from
the casualties
suffered
by
the
armies lighting
on the
battlefield
itseli
A
rvise general
knows that
it
is
his duty to
minimise
his own
side's loses, and he
must
be
willing
to employ
any
stratagem
to
achieve such
a
worthy
goal.
While
such
ploys have
their
place
in
any
battle,
rhey can be
critically important
in batties
between
three or more
eveoly
matched
opponents.
Consider, in
an
battle
between
two
sides,
each
general
has
an
equal
chance
ofwinning.
However, ifthere
are
three
sides, the
odds
change
dramatically;
instead
ofhaving
an equal shot at
victory,
each
general
only
has a one
third
chance
ofwinning,
all other
things being
equa1. Because
ofthis,
when fighting two
or more
foes,
it
l]ecomes
extremeLy
important
to do anything
possible
to shift
the
odds in
your
favour.
Despatching
an
assassin
to eliminate
a
rival
general, promising
any
ally riches
and
then double-crossing
them,
and
launching
a
surprise attack
on
an
unprepared foe; all
these
options
and
manv,
many more
need
to
be
considered carefully
However,
the
use
oftreachercus tactics
needs
to
be
timed to
perfection.
Ifan opponent
gets
any
hint ofwhat
you
are
pianning, they
may be able
to turn
the tables on
you. In addition,
dirty tricks
need
to
be used
with
discretion;
such ploys
should only
be used to
win
a
battle, rather than
simply
for
the
sheerjoy ofoutwitting
an
opponent.
Generals that forget this
will
quickly gain
a
rcputation
for skulduggery
and
double
dealing;
opponents
will expect
them to carry
out dirty t
cks and will
be
prepared for them, while
allies will
be
hard to
come
by
and
constantly
wary ofbeing
stabbed
in
the
back.
A
general
rnust be
willing
to
use rvhatever
tactics
are needed to
win, but must do
so
with
restraint
and a
certain
amount of low
cunning ifthey wish
to
be successful.
Thc
Dnkwald
Betrayal
A
famous
example
of'how
a
cunning
general
can achieve
a
stunning
victorJr
against apparently
unbeatable
odds
can be
found in the
form ofa black mark upon
the recent
history
ofthe Empile.
This
moment ofinfamy
is
known
as the
Drakwald
Betrayal. It
is
dilficult
to flnd
a
single
conflict that more
perfectly
shows
how
low
cunning and
a
rvillingness to do almost
arrything
can
lead
to
a
victory
against the
odds.
The battle
came
about after
the Emperor Karl
Franz
brokered
an
alliance
with
the
High
Elves led
by Prince
Therynian to deleat
a
marauding warband of
Drakwald
Beastmen,
whose
raids
and attacks
had done
much to
damage
trade
between
the
Empire and Ulthuan.
Karl Franz led
his army to
a
prearranged point
and
awaited
the
arrival ofhis
Elven aliies, Iittle suspecting
that $'ord ofthe
pact
lrod
..n.l,ed ihe
ears
ofa
Dark
ELf
Dreadlord known
as
Draxor Bloodscar.
As
the
glittering
hosts
of
Prince Thennian marcl,ed
to
meet
their allies from
the
Empire,
they were
suddenll, ambushed by
Bloodscar
and
his follolvers.
Caught conplercll br surprise,
the High
Eh,es rvere
surrounded
on
rhe
road and
massacred.
As
black tletched bolts iell
in
a
hissing rain, the
High Eh,es
attempted to lorm
Iines and
6ght back, but
noi
one
of them managed
ro escapecl
Bloodscar's trap.
Ilost
Dark Ehes u'ould
hal'e been
satisfied
r
irh ihis rich
harr e.t oi death, but
the
cruel-hearted Dreadlord's ambirions
knerv
no bounds,
and
he
s
anted
n-,ore.
Re:rliring that Karl Franz
tould
hale no
idea
ofthe hideous
fate
that
had
befallen
his
allies, Bloodscar ;onceive.l
ofa loul
plan rhai
toul.l allol
him
to
cleleat
the
Emperor's army
and
that
ofthe
r
ile Beasrmer
a.
trl1.
Having his attendan: :or..r.s:es
cast
a gLamour
on his tblioilers, Bloodscar
was able
to disguise
his
army
so
that the|
appeared
to
be dre High
Eh
es
rhat
Karl Franz
\\'as
expecting to
rendevous
with.
Arriving
on the battleheld,
rhe
Dark Elles
at
hrst lbughr
aloogside the
unsuspecting Empire army
against the
Drakrvald
Beastmen.
-lt
a
prearranged signal,
the
Dark Elves dropped
their disguises
and
turned on
the
Empire uarriors uho had, unril then, believed
them
the
very
staunchest
ofallies.
Caught entire\.
bi
surprise,
the Empire
forces
s'ere
driven from
the
field in
a
welter ofbloodletting
Indeed,
only
the staunch
and skilful
leadership
ofKarl
Franz held
the
Empire force together
long
enough to
ensure
that
a
retreat did
not
become a massacre.
Bloodscar
then turned his attention
to the
somewhat
confounded
Beastmen
army, cutting
them down
before
they could
recover
their
wits. O\,Er
the
course
ofa
week,
Bloodscar
had defeated
three
enemy
armies,
and
he
returned to Naggaroth
laden down with
boot]' and
a
rich haul
of
prisonen.
tl
tr ,
tu:ii:1in
tt:e
:enc
ci:,ai:.:r-;
il
Jiel
a:
tizir
:r:4::
ittntler.
It
i
?..1n?s
unrur?riing,
,12,1.
rlDt tlc
armiet
af
tte
tI'it;t
Kingexcel
in
t i r n ay
h
e
n
of mal
ti-
si
de
rt
tautes. t;ragite atltance:
are shattered liAe ice
\t
u-ell timerl lies dnrl sudden,
erue I
be
truyals.
Pa is ane d
daggers nide bxueen the
rib dansas?ett;ng
ietinr,
tlencbed in tbe
blood4nk
|t
an
ds af ersta
h i
le allie t.
A tmatched
armiesfght
ta the last,
uaiting
in ain
Jbr
D ark E
lf
re
inforeenent
s
nlredd
tus
loating the L'ery
for
t re ss es
t
t ey defe n
d.
7h e
le[iant
afNaggarath do nol
sinp$
enel at
treaebery
axd betralal,
thel
turn
tben
inn artJirm|
Man
dthese
same
qaahnt
e:tplainlr\
DarA
Ebes
mare
'uch
?rultfe
and
slt.tc' fl
t mc\
te
aries.
the
"h t,:.ntnan
lti .f
lald4
in
\dggdr.tt it
tbat
purrlaud
-rith
;cin.
and
nanl
DarA
Elt;:
i,tr:
little ran?ann;.n
db.t
seraing
alangiid
e d
/ nh
i i
an
em?laler, na
nalt?r
hou
dle. S eb
mercenaries
uill, ofcourse,
looA dotr:n
a?a11those
uho
h;re
them
a:
cleail
inferior,
and
are
liable ta
tarn
u?an
tbeir
masters at the slightest
?ro.L)acatian.
Yet the theer
nad
berated oialence
that
such
bireling
DarA Ehes run
turn
aPan
tbeirfoa,
cau?b.l
theigteef
h&of
.
-secand
rratul..
Itli..l.
a.i:
l,t
iart
Elxes
derr:
;:oit:nt
tbr;ll
jlot
--zn1-nt:trg
noral
resera'a tians, ensures
e,
mercenarie t
af
Naggar ot
h
,rtifl
e
to
fn
d
em?
lqj /nent
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DOGSOFWAR
M"r."nuri".
ut. u
aommon
sight
on
the battlefieids
of
the
Warhammer
rvorld Mercenaries
are
bands
ofrrur.iot.
*ho
liu" by
fightiig
-
fighting for
food,
frghting
lor adventurc
and,
most
importantly
of
all, fighting
for the
chani
to
,ii,,
fubulo,r.
*"alth
some
are
merely
bandits,
pirates
and cut-throats
ofthe
mosiuntrustworthy
kind,
but others
are
gallant
printrs
and
Lruccanrers
who
lead
bold
lvarriors
to
adventure
and
conq.rest
in fa.
r."uy lands.
Not all
mircenarics
arr human,
although
many
are'
ii.".Uoo,"r.
f--
tt-r"
frnr.r,
wastes
ofNorsca
rub shouldcrs
rvith Ogre
Maneaters,
renegade
Tomb
Princes
from
Khemri and
mysterious
assassins
from
Naggaroth'
Sellswords
are assured
ofready
and
prohtable emplolmcnt
The
drmand
for soldiery
in the
Warham-.r
world
has
led
to ihe cstablirhment
'fnumtrous
mercenary
Lrands
soldiers
rvho
soid
thlir
.ervices
to whichever
gcneral
happened
to
reqriire
them.
Although
some
generals
are
willing
io
t lt.
-.r.*-y
*oop,
nriu .o..
ni
i".,
p.rmanent
basit,
mo-sl
merccnarits
are
hircd
o.l,v
ride.
n."J"a.
S..;a",,'th.
f."s
charged
by
thc
r
ery
hr:t fi
ghter\
are
fdr
to'-'
h
igh for ordinarl'
generals.to
PaY
on
a
long-term
basis.
The
moi
.u.iessfrl
,rrer,-enarl
crpt:in.
b.c.,mr
rich
and
inlluential
in their
o*
n
.igha,;"iih.i.
,"."i.es
are soon
in demand
throughoui
the Old
\\brld
and,beyond'
Because
of this'
,r?...rru.i",
.o-*only
form
into itinerant
bancls
under
thc leadership
ofa
charisnlatic
or
especiall'
brutal
leader.
The moit
famous
of
thcsc
bands
are' more
olten
than
not,
kno\1n br
thc
nan-re
oithcir
["a"i
,".fr
*
V*,}rlold
Brekt's
Halberdiers,
Bradan
S*
iltleaf-s
Gladeriders'
and
the
reno*ned
GoLgfag's
Maneaters.
Mercenarics
Ilght all
orer
rlte
\\orld
The\
arc
dra\\n
to
piaccs
lrhere
lorturnes
can be
won by
ruthless
uJ*ntur"aa.
T_h"
t."usures ofrhe
Liza..lnlrn
irr
Lu:tria
art
a
major prizc and
have
attracted many
a
*urld-b.
.onqr..ur,
.uch
as the
crazed Piaza
I'izzaro
and
the
legendary
Sven
Hasselfriesian Further
.",i, if,r"
-y"J.i"".
bragon
Isles
and
the
shadorvt'
Dark
Lands-have
tempted
soldiers offortune
such
".t"rttEg-r"a
Saern-hofand
the
inlamous
Thorson
Grint
South
to
the Land
ofthe
Dead
and
the
i.g"naury
,.-"".,-rr",
of
Khemri,
eastlvartls
to the
Ogre
I{ingdoms,
and
west
to
the
junglcs
ofLustria'
th? worli
is arvash
rvith
rag tag armies
of sellslvordi
who
nurture
rvishful
dreams
ofempire
Ogre
Mercenaies
Ogret are
amangst
th.
,nost
oalued
andfeared
afall
'
menenary
uarriors,
tbeir
_
-
brute strerlgth
a1ld
battlef€ld
Prouess
maiing thet
a
xaluable
addition
to aryt
armlt.
Ogres
are
natural
@andelers,
@nstafit4l
traoelling
all
across tbeir
homeland
in the
Ogre
Kingdoms,
and
oftenfar
beyorul.
Sanetimes,
tahale
tribes, i
mm?age
a
tof
tbe
nauntains,
butjatt
as
often,
snal/ grouPs
uill
set
aLf
on
their oln.
Bath
are
tilling
ta
fght
far
anlone
that
i
uilling
ta sdtisf
their
desire
forJaad
and
uealth
Although
not bright,
Ogrs
bal)e
an inttintti"Je
business
vnse, and
haa'e
learne.l
that
f
gbt
ing
a s
n
ere
enarie
s ea
n
red?
nuch gteater
rel"dftJs
than
sim?U
sld
ghtering
eaerjane
thdt
tbe meet
orl
Colpfae
s
Mane
atcrs
6
thc Great
Boar
Fcast
Golg.'a;'r
Mrn.l.r.
"'c.
rrirhou'
J,ubt,'hr
no'r
lamou'
Ogrr
merieniry
regiment
in the
Old
\\'orid
Golgfag
is the
biggest,
ugliest
and
quite
clefi"nitelv
the
loudest
Ogre
to shamble.out
ofthe
Nottherl
\&'astes
in
living
mernory.
He
soon
found
himselfleading-a
bunch
of
rlmnst enlr:llv
irutal
Osre warriors
$'ho, in the
course
oftheir
travel
almost
equall-v
t
)gre
ua_ri'r-
rrlro,
In
h..our'cofthrirrra"_'
".ross
th.
Oli
\\rurld,
hive
became
knorvn
as
Golgfhg's
Maneaters
-Such
is
their
fame
that
the
term 'Mancater'
is
no\Y
applied
tr-r
most units
of
Ogre
merccnaries,
ancl
not.just
Golgfag's
ivarband'
Still,
as
Golgfag
savs,
'We'rc
da
flrst
Maneatcrs,
and still
da
bestl'.
One
of Golgfag's
Maneaters'
most
famolls cxploits
t'as
at
the
Siege
of
Ash
Ridge.
Follorving
their
defeat at
Orc's
Drift,
the
ragtag
remains
of
a,r
O.i art
,y
fled high
up into
the Grey
Mountains
Golgfag's
-
\4aneat'r'
had
n"n
hireJ
bv
an
Emprr<
army
t"
h'nr
dor"n
thr
orc"'
b.r
rhar
ua. mcan'
ro be,.rr:lr
purtui'ILrrr,ed
inlo
a lengrlf
iegc w)-en
the
Orcs
turned
to light
on
a
plateau
known
as
Ash Ridge
The
entrance
to
the
plateau
rvas eas=iIy
defended
by
the Orcs,
u'ho
had
managed
to
defeat
attack aftcr
attack.
Golgfag's Maneaters
quicklv greu'bored
rvith
life in
the
siege
lines, not
to
m-ent]on
the
paltr-y
diet, and
so
it
rvas
not surprising
rvhen
they decided
to
take matters
into their
own
hands after
hearing
that
the Orc
army
inclurled
a
large
regiment
ofBoar
Boyz
C)rcs
made
poor eating,
but the
possibility ofgettir4;
thcir
hands on
some
fresh
roasted
boar
wasjust
too
iempting-to
re-sist.
Using
thc tracking
and
climbing
skills.learned
in their
mountainous
homeland;Golgfag's
scouts
managed
to find
a
hitherto
impassable
routc up
to Ash
Ridge
\Iith
great bellows
and
happy cheers,
the
Ogres
bounded
down
fronr
the
sulounding
mountaini
and
into the Orc
camp,
headingstraigl'tt
lor r
he
oen.
Lhai
held
t
he
Orc
armt
.
now r,rr
her
\\
orriedlooking
boar
mounr:.
A.
mighr
be expecred.
Golgfag''
"udderr
appearance
thrert
the
Orcs into
confusion.
As con.ternation
reignrd
in
their.amp
the
Boyz
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- - - ,-
-
Multi*des
',iai
ha,j
been
ordered
to defend
the entrance
to
Ash Ridge
decided
they shoulil
iali'
lands
oftle
'..
;disenit ,
sa
it. ar.
rl:
miteaary
batds
--lc,can
Ihe lltorld. Edgr
\Icuntains
teem
:: itb
.ia:"ic
u.
greensiir-
:-a.iatdt
nade
up
.7
n,l:
-"anitr:
tho
titl-fgtu
ar the
dnp
of
a
bal.
F.r
n. t,
getting
?aid
for
the
?thitete
is in?l
an
Fron
the,Lohite-hat
sands
af
the Land
afthe Dead
nareb
cohotb of d
e
ath k
s
u
atrian
Caring
littb
for
the
?ett
s
qua
b
b
I
es
of nor tal
fo
I
A,
the Neh
eA
b
aran
n
ob
ilit
uha lead
tbesefarces
ui
aft
e
n
e
r cl ange
tem?
orar
albgiancefor
redaimed
graae
gaods.
Th
orgh
i n
disp
as
e d tau
ard
a
I e&i
a
nce, t
h
e
i s o
ldtionis
t
lr'o o d E
h
es,:
e
cas ;o
na
/
1
f
nd
caase to ledL'e
thei
sll
an
realm. Suth
rare bands
uill
:c,nxim*
lend their bous
dnd
blddes to anather's
cd
se,
t
h
o
ugh
t
h
e
n
fe
liot;aa
tions
ma\
e
er berame eledf-
Cha.ti
/eau,\
dnd
braling
uarherds, gold
Amgrl
Da:arJ:
and
ins;rttabh
Liza
rn?n, nl
hR.
ll.ir
?rne.
Daenani.
hlt\':ill
Jtglt
f,'r
".Lhasaea
er hni tt
stre
gtl
aftuil
ta bind
th
t.
thaagh
the
?rne
nay b.
t1t.t.
than the
luckhss
suntmoner
dare'
inagine.
There
i nat
a
race it1 all the
length
dnd
breadth of the
Warhanner
world
that has
not tarned
its hand
ta xiohnce
for
Praft
at one
tine
at anatber,
aften
@ith
great
succers.
g'rrr.kin.'
panicked conlu'ion
inro
a
frrll-..
ale
rour'
their
great
adventures.
rh(
rampaging Ogre..
Jeaving
the
wa1 open
for rhe
Emoire
army. Not
wi'hing
ro
look
a
gili horse in
r-he
mouthi
rl-i
Empire
rroopi
quick
lj
lorrred
up
and
pur'ued
the
Orcs
onto
A"h
Ridge'
turning
the
\leannhile,
Golgfag
and
his Maoeaters
staunchly
defended
the
animal
pens against
wave
after
wave
otto.. uu^.k,,
*lth".ries
of'Gerrofl
they're
ours
now.'
and'Get
Iost
ya
green-skinned
runts,
dat's
-y
dinne.
y.'re trying
to ride
offonl;
and 'Finders-keepers,
hur
hur
hur'
Trapped
on
foot
between
the Ogres
and
Empii
army,
the
Orcs
were
all but
annihilated,
only
a
handful
managing
to
escape
furthelr
into
the
mountains.
As reward
for
their
part in
the
victory, Golgfag
and his
Maneatets
were
allowed
to
k..p
(and.at ) the
captured
boars.
Tiuth
be
told,
no one
in the Empire
army
had
the.
lorr.ug.,o
d.rry
ih"
Ogres
their'reward
-
alter
all, better
they
be
Boareaters
than
Maneaters'
at least
for
a
short
rvhile.
Thc Draeonlords
e.u."ii,r'u"
,fr.
,.n
of
Aserion,
the
htro of
a
thousand
battles.
From
his
earliest
years,
Asarnil
was
-fr.ought
"ti.
,1r. .urtial
traditions
of
Caledor,
spending
hours
ofevery
day
in
practise and study
;i;l:;;;
;g;.ri*arrior,
anrl
one
ofthe
fe*
Ei,es still
ublc
to rcuse
the
Dragons
lvho
slept
beneath
ih.
rnou,lt"irrJof
thnt ancient
kingdom.
His
companion,
Deathfang)
was
the
greatest
ofthe
Dragons
tt
^,
ir"
.urr"g"a
to.take
from this
deep
slumber,
a
noble
monstEr
whose
courage
and
wisdom.were
.
.",4*J
""fv'Uy
lri,
predatory
ferocity.
Togerher,
Asarnil
and
Deathlang
were
all but
invincible'
and
their
fame
reached
far
beyood
the
boundaries
of
Ulthuan'
Durine
the
Great
War Against
Chaos,
Asarnil
fought lvith
distinction
alongside
his brother
Dragon
p."." .
i.,
fr" f"U
f.om
g-rac.
when
he
disobeled
h]s
ordcrs
in otder
to
save
his
homeland
ofCaledor
ir-.- , irlt".i"g
fr-a.
oiChnos
worshipp.rs.
Thc
response
of
the
Phoenrx
King
was
swilt
and harsh:
e.u.n;loo*ld
-b"
,ttipped
of
his
titie
and
lands and
banisired
from Ulthuan
in utmost
disgrace
E{e
*r. no,"
"
prin."
*ithout
a
domrin
-
"
lord
in exile
-
r'et
he
retained
his.wa^rrior's
pride.and
will
-
;;;il;
H;;;rh"*d
hi, ,'.upon,
,nd
u'-our,
moulted
Deathfang'
and
Ieft
the
blessed
island
of
Ulthuan
to tiavel
the
Old
\Vorld
as
a
mercenarl
for
hire'
Since
those
days,
the
prcud banner
ofAsarnil
has
flown
over
countless
battLefields
in the
OId
\Vorld'
",rJ*.1
ill t,iJ
fu-.
*at
other exiled
Dragon
Princes
now
fight
alongside
him'
The demand
for
ifrat
,".ri..r
""a
,fr.ir
prowess
in battle
is such
that
a
genera-l will
ofien
only
hire
a
single
member
of
il,"
O."gonlo.a.
to
nght with
his army
-
but
a
generaliailing
upon
even
one
ofthe
Dragonlords
is
,l-n.t
,_rr".anteed
to_be
viLtorious.
Often
the mere
rumour
of
one
of
these
deadly
warriors
amongst
on.l,
.u?t,
i.
."org1,
to
,ecure
the
surrcnder
ofthe
foe.
In
his heart
ofhearts, Asarnil
stil1
dreams
"ir""."i"gi"
C"fiaor
in triumph
with
the
riches he
has
won, but
for
now,
his
lance
and
sword'
and
those
ofhis followers.
are
for hire.
Beorp's Maraudcrs
S."di.
,
Mr*"a".
Chieftain
of exrraordinary
power who
hails from
the far
and
frozen north'
il:n.i n"
"nt.r,
Urute,
his form
shifts
into that
oia
giant,
savage
creature
that
fe*
can
stand
against'
This
is a
great
and
marvellous
thing,
even
amongstihe
Chaos-tainted
Marauder
tribes)
and
so
it
was
.. .urprli.
iiru,
n""g.vas
soo,,
acf,,,uwledged
ai
the
chieftain
ofhis
tribe,
the Urslordiogs,
or the
Bearmen
as
their unfortunate
foes
knew
them.
\\'h
e n
\
rchaon
r
he
Er e
rc hosen
gathered the
folloq,ers
of
c
h
aos
in
Prepalation
fbr
his
conquest
of the
OlJ
\\'o.ld,
Beorg
glaclh'ioined'him
His
rvarriors
had
gro\\:n tired of
easJ' conquests
amongst
the
t.ib..
ot-,h.
no.rh-.
-'\t
thc
Ba.le
of the
Monoliths,
Beorg
1ed
his
\
arriors
against the army
ofArch-
Lector
\
lanniil,l
oi
\uln.
The civilised
soldiers
ofthe
Empire
$ere horrified
to
find
themseives
-.]-*.a
n,
Beorg's
loliouers,
snarling
rnd rearirg
likt
thc
'ar
agt:
rhey
w-ere
Amongst
them.all
iuu,
th.
tu., .ii,,g
.l,Irfe
oiBeorg
casri;g
a\ide
his
to<'
rrirh
great s*ipes
ofhis
battleaxe,
knocking
he"ds
f.on,
,hou-ld..t
and
t.".iig
".rrrs
fro-
their
sockets
\\'ith
ever,v
blow
that
he
landed'
After the
battle,
Beorg
realised that
the
lands
oirhe
sourh
oflered
plenty ofopPortunity
for
-
ttooJt",,irg
"nj
,".
" err'.
His
.r
arriors
f-ouglrt
their
*-a'
across
the
Empire,
establishing
a fearsome
reputation
a"s
a
brutalli
eilecti.
. me...narr
regimen
-
if
one
could
only
stomach
their
unsavoury
ta'rba.i"r,
practices. E
enruaih,
Beorg's
\larauders,
as
they
had become
kflown,
crossed
the
mountains
and
found
themseli-es
in a-region
of
the
Border
Princes
This
was a
time
of
great batdes
,"J-r.t otrra..i"n,
anrl
Beorq
t
flari
a'
a
mercenary
com'1ande"
ha'
grown rapidly
AL
night'
th-e
X,4ss2u4srl
.i1
aroun"d
rheir
camf,
drinking
a' onl) the
\orrhmen ran'
and singing
rousing
songs
ol
{
;
i
I
{
7/23/2019 WHFB - Triumph & Treachery
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-274c)
Nagarlthe
Rk
es.
M
ate
Aitt,.
Pince
ofNagatlthe,
kads
ni:
folkllers
in
a sur?tise
attatt
on
the
Pboenix
nne
ofUtthuan.
Brctherfgt^
brotber
a'
e;L,i/
uar
eru?ts
atrus
th€
Elwn
king.lans.
-'lt)77
to
-1560
TJe
War ofthe
Beqld.
Zhe
en?bes
dtl)e
H;gh
Etoes and
Dllalfs
are .|k wn
i11to
a .olfnt
engineered
b
MakAiih,
hoy
Naggantbi
reaoers
?raft
Srea/4
fran
the
hasihie'.
Corsan'
gafied
a'
@atrian af
Ubh
an
sla
Sbtel
lranianfran
bo/h
sid$
;rulicrininate\
acras the
Ald
wuldfot
nanr
reaB.
-,t
1Eo7
It\
Mine
1be Duarf
n;Ms
at
Guxbad
are mptured
by Bloodl
spedr
Gobtins after
na
rears
af
fgnting.
ne
Bho4
S?ean
t)at/)
tbe
ninet againtt
?ersistent
attacAs
fian
aatmeed
Dllarfs
a
d iLlil
-1n51
1be Great
Ritml
me Arc]t-
Ne m
ma
ncet Ndsdsh
?erfanlt
s
his
Great Ri/ual,.arsing
tie
realm
ofNehekhara
la undeath.
Altboagh
Nagash
is lain
by
SAaten
treaeler ,
the
nerronanti
ta;nt
ltdins t])e
ldnd- Far
ftnturies
th*eafler,
tbe
deathh$
k[ions
af
Nagart\
hm?ire
lie
tenants
@at
ui
fiole af
fie nelo\
isel1 nnb
Kings
and tlre
nods
CSAaaen
arut
grensAins
that
illfest
the ua
d.
-
5tL5
War
in
the Tannels.
Karak
Eight
Peats
is last
to the
Stal)en
dtet
$ef?ai'an
tbe
uelk
andJSood
the
the
nortalt.
d.
uhte
tAeu are I
,hd/hhc,d
dn,/
deJ
teo
bt
iarun
ll
Ca//drd afBrctannia.
(
rl
ri
(
I
1:
)
(
i
)
I
i
r
I
I
I877
M
a
ns
troa
s M eft
e
n aries.
Ogrc
nueenaries
reaeh
Naggarath
and
are hired
as
part
oftAe
Tbwer
Gu d,
aftet
?rutins
)eirnight.
."1BiD
r,2502
War
in
Skavenbl@t-
Zbe
:econd
SAatea
&,il uat
erupts
I
atras
t]te
Under-En?ire.
Fat
\\
,.nt"riA.
Ctd P\tikn'.
St\trc
|
,,d
M",tde,
b,ttk
eath,therfo,
ennol
afSAaunb/Eht,
and the
shddory
a/te?t
afCldn
Eshin
bbe
l
i'
I
theit
deadlJ
?xperti'?
out
ta
the
\,
t
;gbnr
biaa,.
I
Ir
2s02 ii
l\,
Negotioble
Loyottie'-
o"
,,d
l,l
l
oslc
nnena
\fshtfor
borh
sdei
,
'i
in the
Great W
AgaiwtCha6.
I
I
6daanunberafu
souP"tou,
I
'
resinent
oftusan
nenenan?l
I
11?
l1aefl|otng.
rneJa,t?s
oJ
;-.
.
ES
OFTREACHERY
What
follows
are
brief
accounts
of
some
of the more
infamous
multi-sided
battles
of the Warhammer
world.
All
dates use
the
Jmperial
Calendar.
^250
Fall ofstrigos.
ihe
M
te/
Vampire
Uhoran,
ruto
of the
Ai/]&dam
afStrigo',
.dn L?o1
ti.
I/a/
?;tet
Cthe
atd Wotll
t..i,i
1lith
hin.
me
ran?irc
Qw
Neferata
en.atdge'
th
tuttb.".
ttibes
afgrettttint
ind
lriniti.t
Men
ta dri.-c the
Strig. l.aft?ir.
22..)
Battle
of Daerton\
St
m?.
Cbao'
DLdrf
,
Daenan
ksian
dnd
an trq)
afasre\Jtghtfar
?o'sesiion
afthe Ddenan\
Stan?,
a
?iudr
ofrcrA
i the
Da*Lands.
743
Tredcheryt
at Tlan:Nla.
Disguised
as
tie
Lihe
KingArAhan
tte
BlatA,
tbe
ltaemani
tricAster
lnaun
ds
tAe Cha
gelingengineen
a
eonf
betueen
d rabdl
a.fsafterou'
Necrareh
Vampirc:
and tbe
'
i
tnka'beJ
b),
the
Skaten ui?e,
I
0,t
thlee
gudrkr:
aJ rbe
Enpnij
|
?oPutatian
Skaaen
eru?tJrcm
thetr hid.ltn
tunnel
tysten,
and
oaerr
ll lhe
larut. Forcst
Gabtins
I
6gbt
the
Sl'uten and
the renaining
nen afthe
En?ire
oaer rbe
Vot\
I
aftbe
?/agte-idden
tefritaryt.
r,
Afkr
d
'bauer
aftuaonane
'bard,
I
f"t'
i"
s\t/",n,;.
rh"Net,o,.*,,
(
Fredettt
a11Hat
rui,e,4
huee
Undead
arnlfrom
the bodte'
ofthe
.
?/ague's
eirins
a
d
tuns
back
tte
I
nkaeen
tfluad?rt.
I
l.
oo,, ,r,,y"tt"-i,g
a"ede
1,dn Hdl,
it
the tennah^
afthe
Enpire,
arny.
'\l
an,r
the
Slatenfght
a
pruknsett
,
uar
again:t
ea,h
other. Thit only
I
end,
when
,"
Hat
i,.s,a,,inat,,l
\
ty
his apptennte
and
bi:
Undead
The
Tine
ofTbree
Emperors.
Em?.r.r
f,landh,d
i'
i;//ed
bJ a
Std.-?n
a
$;r, aal
tt
En?;rc
d.'tend
inl. r l.ry?ti. i.i
intetuciae
ttrXr
Eta:t
i:nirtult tal.
ddr df;tdE.
ril.
.aiuiag
dMt;h
ta
lata;l
atta;tt
:-2
MisPlaeedTr
st.
me SAdlten
jain
fara
uith
lbe
Chaa:.ua
onl
llfga
Thrirtainred
ta atlaek
tbe
En?ire
tnr
afrlagelnratbof.
A,f/et
the
*)
is taAen
fie
Staaekfa
u?on
the
Chao atm ,
denroling
it
utterb.
1174 I
The sark
af
Brasuiron.
IAe
I
Bloodtbirstets
Hand
xa Gotefea'rcr
\,
,,,r Kms,m
D;"-I*
kd,t',h,i.
I
Ddehon /egitnt
t.lo
balh
i\
\
Ibe
Horned
Rat's
Dae-
Pince
Ku*en
of
Waldenlcf
employt
Stat)en nercenaTier
ta nd?rnine
the 1lath
afthe in?regnabk
Ca:th
Snslrie.l
in
Syean;a. When
.efu'ed
their uarrytone
?a nent,
ite Stdut
nedldll
tbe children
of
I
t
a
H.
n
i,,f
a'
ru a n?
en
se.
2:.-
Tbroton
to tbe
Lizards.
L/am?tu
C.
nt
Luti.r
Ha*an
and Mordtbi,lbe
Hag Sor.ne'
afcbtund,
nntine
eir_farces
ta
atta.A the
Lizanlne
ren?h-en
afCnaAab/ai.
Hartan
is ca?tned
4)
thevitatiaa
Lizanl
en after
be;ng
doublc cruse,l
b Moruthi.
2-,175 to
p.""."t
Warfor
the
Peals.
the Dwarfs
r*urn
to KaraA
Eight PeaAs.7he1
ta?tute
yeeral
aflhe
u??et
hael'
arul nai
an a
gaing battle againn
bath the
SAa
afclat
Mon
and
the
Nigit
Gablin'
afStannik\
Crooted
Moon
Tiibe.
2-191
me
Battle
of
La
Maisontaal.
me dtudlr
BkckArA
af tne
Homed
Rai
i'
ltaknfran
SAaDenbtight.
Iti
on\
raavere.l
in
a tbree @a)
lattle
bettueen
am;e
afSAate\,
Undead
and Bretonnians
at
tlte
abber
dla
Maisantaat.
Carnage
at Fester
S?ile.
A
Staven burrou
n axacAed
b1
a
Dtaarfex?editiat
seeAing
to
rcclail/t one
dtbe
/ast
hdmnen
oflzakla.
Grel
Sur
Thanguol
nntuAenlr
.anjules
tbe
kgion
af
t
h e
B
la
a dt
hirs ter S k
arb
ra n
d,
w
h
ich
tben ran?dges
$raugh botb
the
D
uarf
and
3Aatnn
arni
es.
4
the
Undeadforc^
afza.naria
.
7/23/2019 WHFB - Triumph & Treachery
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Friendly
:
;$iiunpl
tS Tieacherl
.
.iicludes
nunerau:
'
:oP?ortunities
tD
ba.l
stab
fun
ta
taAeful
adu
tage
af sutb underianded
rukt
as
Dirty
Deak and briber),
it al-"a1\ be\t ta
lee?
in
nind
that jau'rc
?la ;ng
a
&ane
-&irh?nndt
and
tbal
e.-eti. e
is sti
sa??osed to
be
harinsf n.
Kee?
laur
gaming honest
andii\
Aee?
the Mstiness
canfwd
to the
tableta?, and
lou
shauldn't
gofar
llrang
In a
tiumph &
Treacher), battle,
alliances
are
temporary
at
best, as
therc
can be
only
onc
rvinner
We've included rules for Victory Tokens
that
keep
track
ofrvho
is
winning
and
can be
used as
bribcs, for lrcachcry Cards that allow
players
to carry out all kinds
ofdirty
tricks,
and
for
mercenaries
that
can be
hired
try
players
to
frght alongsidc
their main
army.
These
new
rules
mean
that
a
game
using
these
rules
will
be
very different to
any
other battle
you
have
lirught
before.
For
a
start,
you
uili
havc
to
contend
with
tqo or
more
opponents,
rather
than
just
onc.
Whcn
your
tLlrn
comes
around,
picking
the
right opponent in
each
phase
is
vital.
The art
is
to attack
someone
who
will
find it hard
tu
a
r
'\
).u
ha,
I
rrl'.n
th"ir ow-
tL'n
drrive:.
This
said, bc
rvary ofpicking
on one
player
too
much,
as
doing this
may
simply
encourage
them
to make alliances to
take
you down
even ifthey
can't
rvin
the battle
themselves.
You
will also need
to learn
to
keep
an
eye
on who
is
doing
the best
in
the
battle,
and concentrate
1,our
efforts on bringing them down
a
peg
or
two and
not
Ietting them
get
too far
ahead.
It's
easv to get
dmwn into
a conflict r,vith the nearest
opponent,
but
this
can leave players
on
the
other
side
ofthe
table
rvith
a
free
hand-
Even
ifyou
can't attack
somconc
dircctll,, thcre's nothing
RULES
On the {ollowing
pages,
you
will find
all ofthe rules needed
to
fight
a
battle
between three
or
more
armies, where each army fights
all ofthe other armies
taking
part
in
the battle.
7/23/2019 WHFB - Triumph & Treachery
http://slidepdf.com/reader/full/whfb-triumph-treachery 10/52
stopfiiig you
from
pointing
out rvho's
in
the
lead
to
players
that
are
in
a
position
to attack them,
and
you
can also
bribe
opponents
with Victory
Tokens or
use teachery
Cards
to
get
tvhat you
want, without
having to dirty your
orvn hands.
With luck, your
enemies
rvill
weaken
themsclvcs
so
much that they'll
bc easy
pickings
fot
1,our
troops laler
on.
Merccnaries
also have
a
profuund
effect
on
plav
in
games
olTriumph &
Treachery.
The rules
for using
mercenaries
allorv you
to include unirs
lrom
other
army books in your alm1. This
is a
fantastic
wa) to start collecting
a nerv
armr', and
is
extremely
useful for Ii1Iing
gaps
or leaknesses
in
your
main force.
Don't
have anl,
artilLeq'i
Just
hire.o-c
Emfire
pun-er.:
\o
rrnE
.
-(rr-
'c.:
How about
some
merccnarr \Yarhau'k
Ridcrs?
These
changes
make
for
a
vcry different
style
ofWarhammer battlc,
where cunning
and
guile
must
be
part ofyour
battle plan. Thc possibilities
are
cndlcss
just
remembel
trust no
one.
..
RULES OVERVIEW
The Triumph
&
Treachery rules
section is
split
into
the
follorving
sections:
Trust
No One
Rules for battles fought
betlveen
more than
two
sides.
Victory
Tokens
\qr r
.
".
lur krrl,ing rra.k
olrrho
i,
'rinning
the
battlc.
Treachery Cards
Rules for
using dirtv tricks and cunning
ploys
against your
opponents.
Mercenaries
Rules for including mcrcc[ary
contingents
From
other
arDlies.
Triumph &
Treachery
Scenarios
Three
nerv scenarios
specifically designed for
use
rvith thc
tiumph &
Treachery
ru1es.
p,uent'
a
genlkelyfrub
t.
eneniet
an alltides, an
eoerthanging seguence
of
-
t:\
?tq),
and
aI
manner
ofdirry'
;1.\::
tlilif ; g abaut the table,
:::
we taun.l
Lt
batd
dtttdektlt
'
cktllenge
for
e{en
tbe
nost
and ass n?tions in
falaar
of
'
,4fter att,
anee
lour
re-fre
?er-unit
bas beelt
,Lui?ed
oftbetabkfuatandful
afrabbh
and
afzu uell
placed Tieaebery Cards,
yur
narmdl
game
?/an
tends ta
ga
nruigit
out tbe
uinda,La
7/23/2019 WHFB - Triumph & Treachery
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....a.:-,-
Plafing
At
Yoar
Oun
Pate
Far santc
hcli;.):::.
.iit
i':;
straigbt in i1:
:,. ;..: ,,:
i
1;ith
tb._t:ti
::-.i;
--
Tiia,n;,
r V:t:.:-.
-,1
-,;1:;.:-
.-
-1.
'.
:.:-
u,-
-.
..,.:..,,--
:-;_'.:,:::::
:a
i:
;.'1:rti11a5,
;;:::::,:;.:.:tl:: to
a
gaming
;-::.:
:r tt;
go
eo
d lead
:
:
: :.:
: l;:: i lderediooLing
..:....ri. lt'ith
thi
in
mind,
.i:ir fu afraid ta
uork
tie
-th;
it at
yu
oun paee,
jtdrting
uith the'liult
Na
One
and
ltntarl
ToAens
nechanis and
uorling
laur
L-a
u? ta include tbe
othefi
PLAYER
TURN CARDS
TRUSTNO
ONE
fhe liust
No One rulcs cxplain
evervthing
tou
need
to know in order to fight
an
cxciting
battle
bet$,een
three
or more combatants,
ln sumnrary',
thcy boil
dorvn
to this:
when
a
player
takes a
turn,
they
pick
one
opposing
pla,ver at the
start
of
each
phase,
and
that
player is
the
'enemy
pla.vcr'
for the
phase.
Onl,r'units
bclonging
to
an enemv
pla1'er can be
attacked or
targeted.
Keep
this in
mind
anrl
rou
can't rcallv
go
wrong
though it's
\\,orth reading the tules
explanations
belorv see
hot
to
deal
rvith
sorne
unusual situations
that
can
occur
durilg
play.
Note that all ofthc normal
\Varhammer rules
apply except
\\,here
nlodified
beloiv.
PLAYERTURN
CANDS
A
ser
ofl'laler
Turn Cards
are
includcd
with
Triunph
ii
T;tdJtrt.
Ar
the
start
ofthe
game,
each
pla\
cr
is
randomir
dealt one
I'later
Tirn
Card.
All
Plarer Turn Cards
have the samc
coloured back.
but
her e a
different icon
on
the
front,
so
ron
can't lell
\rho the card
belongs
to
fron the
back,
but
c:rn
iiom
rhc
front.
Par.-.
'r','
rrrr-1.
.
,
sL:,hi..ni.on
thcir Plaler
Turn Crr.1
rr
ri
riting it on
their
arn\r
roster
arr. hrnrrrer,
shield, staffor
srvord. L,ach
plarer
r:etain.
their card
and uses
the same
icon throuihorLt tht
game.
DETERMINETURN
ORDER
,,1.t thc srarr oitach
g:rnre
turn in
a
nulti-sided
battle,
tht plar
er: l'llt cr
TrLrn
Cards
are
shuffled rogerhcr
an.1
plare.l in
a
dra*'pi1c.
Thc
carcls
must
be
;.hrc.1
l
irh thc
icon
side
face
down,
so
that
iht
plartrs hare
no idea
lvhat
order
the carcls are
in.
The top caril on
the rlral
pile
is
rhcn
flipped
lace
up.
The
plarer llrose icon
is rer-ealed
then takcs
their turn
(see
beiot
).
C)nce the
first
player has
finished thcir turn, thc
ncxt
card
is
flipped
and
the
p1a1'er r.r,hose
icon
is revealed takes
their
turn,
and
so
on, unril all
the
cards
in the drarv
pilc
h
ave been rer.ealed.
Once all ofthe
playcrs have had a
turn, thc
gamc
turn
is
over; reshuffle
the
cards
to make
a
new
draw pile for
the
next
game
turn.
FRIENDS
AND ENEMIIS
Player tunrs in
n.rulti-sided battles follow
all
ofthe normal \Vathammer
rules, rvith
one
exceptiorl:
at
the start ofeach
phase,
the
player
whose
turn it
is
must
pick
one
opponent
to
be
the
enemy
player
for that
phase.
Whiie in the
\{arhamnrer
rules, it's important to
knorv rvhich
units
are
friendll.and
cnemy,
in multi-sided
battlcs, units
can
also be
ncutral.
Once
the pla,ver rvhose
turn
is
taking
liace
ha,
on
:
arcJ an cnem)
player
for
J
giicn
phase,
all other
p1a1.ers are
neutral
players
lot
that
phase.
A diffcrcnt enemy
player
may
be selected at
thc beginning
ofeach
phase
ifdcsircd;
the
neutral
players
till
change
accordinglr,
in
response.
Once the cnemy
player
has been
chose[
for
a
phase, the
folltrving rules
apply:
'
\r
urir. h.l
,n-irrg
to thr
rr..r'cr
rvho.r
L.r'-
i.
taking
placc are friendll'ulits.
'
AII unirs belonging
to thc
enemy
player
arc
eneml'units
lbr that
phase.
'
Ali
units bclonging
to
ncutral
players
are
ncutral units
lor that
phase.
Ncutral
Units
Neutral units cannot
be
targeted
or'
allacked
in
an1,
rvat'.
This
means
that:
.
Neutral units
ma,v
not attack,
disPel
or
carrv
out anJ,othcr
actions.
.
Neutr-al
units cannot bc
hit
bJ.attacks
that
use
templates
or
markers)
attacks
that
scatter
or
artacks
drat randonl-v
determine
rvho is
hit, or
|
'
.1
e
^
g,rrr,
cltic-'
rLrt
a[ri,
r
'anJ
uni'
(tiiend
or fbc)'u,ithin
a
certain distance.
'
Neutral units do
not
count
for combat results
and
cannot
cause
disruption or affect
a
combat
in
anv
other
rvay.
Thcy
can't
flee
or
pursue,
and
are
flcd through in the
same
manner
as an
enemy
unit.
In
other
words, neutral units
do not
take
part in
the
phase
and
are
not
affected by
what
happens
during
the
phase.
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The
following
additional
rules
apply
in battles
with more
than two
sides,
depending
on
which
phase
is
being
played:
Movement
Phase:
Charges
may
only
be
declared
against
units belonging
to
the
enemy
player. Units beionging
to
neutral
players
are
treated
as impassable
terrain.
Magic Phase:
Onll th<
enemy
player
re( ei\
e.
dispel
dice, and
only
enemy
units
may be chosen
as
the
target for
any spells
(apart
from augment
>pells,
uhi,
h
Ldn
onl)
ldrsc'unir\
be'orgrng.o
the
casting
player
as
normal).
Note
that
spells
that
use templates
or that normallv
affect
'ani
unit
(friend
or foe)' rvithin
a
certain
range
ri.ill
not aflect
neurral unis.
Sirrilar
1.
Rer ;in.:-
Play
spells
that trigger
an
effect
'in
ever1,
Ilagic
phase'
do not affect neutral
units in
that
Magic
phase,
and
Remains in
Play
spells
cast
on neutral
units
may
not
be
dispelled
that
phase.
Shooting Phase:
Only units
ofthe enemy
player
may
be selected
as the
target
ofa shooting
attack.
Enemy units
that
are
in
combat
with
a
fleutral unit
may
not
be selected.
Note
that
weapons
that
use a
marker
or template
do not
affect neutral units
Close
Combat Phase:
Iffri.nd
y
unir.
are
in
combat
rvith
units from
only
one
opposing
annr',
then that
army's player
must
be
chosen as
the
enemy
player
6r
the
Close
Combat
phasc.
If
friendly
units
are
in
combat
with units
belonging
to two
or morc opposing
players,
then
one of
these players
must
be chosen
as the
enemy
player,
and
a Trr-rce is
called
rvith all
the
other
neutral
players
(see
Truces,
next). Attacks
are
only
ever made
betrveen
friendly
units
and
enemy
units.
Truces
When
a
Truce is
called
in
the
Close
Combat
phase,
any
neutral
unit that
is
in
base
contact
with
a
friendly
unit must
be
moved
1" arvay
from
the friendly
unit(s).
Move the neutral
unit
by
the
shortest
route,
maintaining
the
same
facing,
until
it
is at Ieast 1"
away
from
al1
friendly
units.
Ifsuch
a move
is
impossible,
either
because
there
is not
enough
space,
or
because
the
neutral unit
is
engaged
in
combal
,,\irh
an
enem) .r-ir
or
a
unit
belonging to arother
neutral
player,
then
the
unit remains
in
place,
but
takes
no paft
in the
Close
Combat
phase.
ROLL-OFFS
The
lrles
for
roll-offs
presented
in
the
Warhammer
rulebook
won\ u,ork
in
battles
with
more than two
sides. In
battles
tr,ith more
sides,
all ofthe
players
ro11 a
dice,
and
the
single player
that rolls
highest wins
the roli-ofl
The rvinner
of
the
roll-offdetermines
the
order in rvhich
actions
are
carried
out for
all
ofthe
plal,ers
rhar
took
part.
For
example,
ifthe
plarers
tere rolling-off
lo.ee
who pick.
a
deplol
ren-
zorre, herlirrrrer
ofthe ro1l-offwould
decide
in uhat
order all
of
the players
choose
their deplovrnent
zones.
Note
that ifseveral plarers
are
ried tor
rhe
highest roll, onh
the
tied
plai
ers roll
oft again
all
the
other
plarers
u
ith
loler
rolls
are
ourl
Immtne
Tbl
madets
canhot b?
afertcd
b1 tbing:
like a
i",*;,g
,h*rgh
,l"i:
",
Indeed,
atJqr$ lD;
luch
thin$
to afect
neurrd,
node/s :hould tbey
tcatter
on to
tl)en. nis
reslllted
in
some of our
plalersfnagl;njl
;:.
tbing lo
that a
i?elt
.'
a
t
a c
I w
ould'
aai den
tal
l '
afect
a eutral u1it.
Ratler
..:
t6an
allatr:urh
shenanigans
'"
to.antinue,
tue derided
that
.
nefiraIunit
im?/
co
l.ln't
be
atta&ed i
an 1M .
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VICTORYTOKENS
In
a
battle
between
two
sides,
it
is
usually
suffrcient tojust total up
the
victory
points
that
each side has scored
at the end
ofthe battle; after
a Il,
each
player
only ha. ro
foL Js
their
.florr.
during
the game
on defeating
one
opponentl
In
a
battle with more than
trvo sides,
where
you
must divide
your attention
between several
players,
it
is
much more important
to keep
track
of
how
rvel1
each
ofthe
other
pla,vers
is
doing on
a
phase-by-phase
basis.
This wa1
you
can
plan
your attacks accordingly
and
keep an eye on
anyone
who
seems
to
be
acquiring too
much
ofa
1ead,
or
is
catching up
to
you
and
looks
ready
to
get
ahead
ofyou.
Vicrory
l-oLen. are a
handy
-ethod
olkreping
rrack
ofe;, h plalrr'.
running
victorl
po:rt'
rotal
T\e) are
e'pecialll
"r.eful
for mult:-
sided
battles
(the
tokens
can be used
for other
things
too,
like bribing
an
opponent or
hiring
mercenaries)j but
can be
used
in two-sided
battles,
if the
plalers
agree.
PREPARINGTHETOKENS
A
set of\iictorv
Tokens
is
included rvith
each
cop.t
of T'itonph J
Ztarlrn.
At the start
of
the
battlc,
place
rhe
lictorr
Tokens in
a
pile
beside
the gaming
table,
rhere
rhcl
arc
casih
ac.essiblc
to all ofrhc
plavers.
l-irless
the
rules tor
Mercenaries
(see page
2l)
are
being
used, eaclr
pl:yer.tarr. lre game
r'
i-h
'rr
o [,-".-
,.
:r,..
Mctory
Tokcn Valucs
There
are
four types ofVictory Token
included
with Tiiumph U'frear,iarl:
gold, silver
and brass
coins, and
gold ingots. A
brass
coin
is
rvorrh
j0
victory
points.
A silver coin
is
worth
three
brass
coins,
or
150
victory
points;
a
gold
coin
is
u'orrh
five
brass coins,
or
250
victory
points;
and a
gold
ingot
is
worth thirty
brass
coins,
or
1500
victon'
pointsl
Victory Tokens
may be
freely
exchanged
for different denominations
ofthe
same
tota]
value
at any
time.
1) Brass
coin
=
50
iictory
points
2) Silver coin
=
150
victory points
3) Gold coin
:
250
victory
points
4) Gold
ingot
:
1500
victory
points
Keeping
Score
During aurfrstJiu
ganx
ofI'riumph
U
Tieathery,
we qxicAly
faund
that it
he\ed
ta
haa'e
sera?
?a?er
and afezt pens
ar
pencils
hand .
Kee?ing track of the
litar
?aintt
searerl in each
?base
aeoided onf sian
and added ta the
a citenent
a
lre
uaxhed
aur scarct
climb.
It\ im?artant
to
n./e that dll
,Ltitor
poillts
:h:uld be
added
imnedidtell
iE
Ttiun?h
I
Tieachery,
'
nrn.rzt tling
liAe 7/)e
. Ktg
i: D:ed.
\'au
night
GAININGVICTORYTOKENS
A.r
rhe
e"d oteach
pha.e.
each
player
receir e"
Victorl,
Tokens equal
to
every full 50
victory
points
they scored
in that
phase,
ignoring any
'spare'
victory
points
beyond
this
total.
Each
player's
collection ofVictory
Tokens makes
up
their
paychest.
The
player's
victory
point total
is
then
reset
to
0,
ready
for the next
phase.
Carry
on
doing this for all ofthe
players
that
scored
victory
points in that
phase.
Ifone
player
scored a
higher total ofvictory
points
than
anlr
other in that
phase,
then that
player
is
awarded
one
additional
brass
corn.
{
lI
mu
Liple
pla1"..
a-e
ried
for highe.t
victory
point.
earned,'her
each
oflho.e
Dlayers receives
a
bonus
brass
coin.
Ior exampla,
in
a Close Combat
phase, a
plaler uins
23A
vicbry
?/intt;
he tahes 1 sihter coin and 1 brass
coin, ignoring the
3A
poinx lef ot'er
Tlze
playr
is
tlzenfound to
haw
wan
the
mai
victolJ
poitlts
that
pha-
dad
.a
gata, aa
addiioaal
brass
roi't.
su;apotng
the silxer coin
and 2 brass cohs
for
a sixglc
gold
nin.
Later,
he
,ipdlats
to
bibe
anather
?lqer
bJ
gil)i
g
hio,
a brass coin; ta do
so
he btea&s his
gold
coin down into
a silut
atd
2 brast,
aud gioes on"
ofth,
brast toiu
ta
the other
player
USINCVICTORYTOKENS
At the
end
ofthe battle,
the
piayer
with the
most
valuable
paychest,
as represented
by their
collection of
\'icrorr- Tokens,
is the
rvinner.
Each
plaler
must
keep
tlle Victory Tokens they
-".,
.
ollr. e
I in
plarn
'rglu
nea'the
gaming
rablc.
so
thar
rhe
other
pla).ers
can see
and count
them. Ther
are Dot secret, and
players are
free
ro ask an
opponent to
show
how many Victory
Tokens
thel
har-e.
\t
anr time
during
the
game,
players
may
give
a*ai
Victory Tokens to other
players
if
rhel
rr,ish.
For
example,
you could
pay
or bribe
another
player
not to attack
you.
Note that
deals
and
arrangements that
are
struck
before
the
coins are
handed
over
are
not binding,
so be
careful that
you
don't
give
away coins
to
a
player
vou
cannot trust to honour their
end
ofa deal
you'll
find that
players are
not all equaliy
honest
in
rheir
dealing.l
tr n22.irt
.ne
?/d er
'tt
1'our
greup': bcoA-keeper
?,rtry'
Pa),naneffts
jast
nzle
sure
tbefie
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EACHERY
CARDS
A
game
called
Triumph
&
Treachery
would
hardly live up
to its
name ifthe pla),ers
couldn't
pull
offa
dirty trick
or
two
during play
To this
end,
the following rules
ailow
you
to add
a
deck
ofTreachery
Cards to your
games,
enabiing
all
kinds ofnefarious
tricks and
plovs.
PREPARINGTHE
TREACHERYCARDS
A
set
ofTreachery
Cards
are
included
rvith
Triumph
€l Tieachery.
After
deplovnent, shuifle
the
Treachery
Cards
together, and
place
them in
a
face-down deck
in
easy reach
ofaJl the
plar
ers.
GAININC
TREACHERY
CARDS
Players
can
gain
Treachery
Cards in thrcc
rvays:
'
Automaticall),
at
the start
ofeach
game
turn.
.
By
rolling
successfully
in
any
phase
in which
they
are a
neutral
player.
.
By
making
a dirtl
dea'
ro
ger
card.
'rom
another
player.
Start
ofTurn
Cards
At
the
start ofeach
game
turn,
before
drawing
any
Player
Turn Cards,
each
player gets
a
number ofTreachery
Cards from
the
deck
depending
on
their
paychest:
.
Ifthey have a
more
valuable
paychest
than all
other
players,
they
get
1
card.
'
If
they
have
a less
valuable
paychest
than all
other
playe$,
they
get
3 cards.
.
Otherwise,
they
get
2
cards.
Ncutral Player Cards
Immediately after
a
player
chooses
the
enerny
player
for
a
phase,
a1l
ofthe
neutral
players
get
a chance
to
gain
a bonus
Treachery
Card.
This
represents
them
hatching devious plots
while their
opponents are
embroiled
in
combat.
Each
neural
player
roll.
a
D6.
lIplayirga
game
u ir h
three
players,
a
roll of
5
or
o
gainr
the
neutral
player
an
extra
Treachery Card.
If
playing
a
game
with more than three
players,
the
extra card
is
only
gained
on
the roll
ofa
6.
Dirty
Deals
Plavers are
allored
to
gire
cards
from
their
hand
to
another plater
This
is knotn
as
making
a
dirn deal.
\\-hat
rou
receir-e
in return
1br
making
a
di-i\
de.
.
.rp
-o
r
'.
o,
egorLte.
Anl
cards r-ou receir e
liom
a
dir:r deai are
added
to
rour hand,
subject to
the nile.
lbr hand
size
belor.
\ote
that
once lou
ha\ a
m:Je
a dirtl
deal and
gir
en a
card to
another
p1s\
er.
rou
nra\
not demand
ther
gite
it back. eren
iirher
break
their parr
oian agreerrrnt
(\
ou
can ask.
'Du
i
is
up io ihe other
plarer
ro
decide iirher
tish
ro
return it to
\ou).
Hand Size
If
a
player
finds that they
have
more than five
Treachery Cards in
their hand, they must
immediately discard
cards oftheir
choice
until
there
are
live
cards
left in their hand. Note
that.
if
a
player
has
more than
6ve
cards
in his hand,
that player
may
not play
cards until
they have
discarded down to having
only five
cards.
Discardcd Cards
Ifthere
are no
more
teachery
Cards to draw,
the
cards that
have
been
discarded
(including
those
that
have been
plaved)
must
be
reshuffled
into
a
new drarv
deck.
PLAYING
TREACHERY
CARDS
During
rhe
turn, the
cards
in
a
player's
hand
can be
plaled to carry
out the action
on
the
card.
Once it
has
been
plaved,
a
card
is
discarded.
Anv
cards not
used duing
a
turn
are
kept in the
player's
hand,
and
can be used
in future
turns
(hand
size
permitting,
ofcourse). Note that,
.n lrs.
a .
a rd
'pcci6cally
ra1.
othe-wise,
ir .an
be used even ifthe
situation
it affects
does
not
involre anr unit. be'onging
ro
the
plaler rsing
the
card. Any
cards
that affect
a
unit
will also
affect
ary.l-,-ac'e6
thar
harejoined
the unit.
Several
Treachery
Cards require
the
player
to
di.card I or more
b.ass
coin..
Il
rhe
player
is
unable
or unwilling to do
so,
then the card
has
no
effect. In addition,
some cards are
triggered
by
the
actions
ofa
unit. For
example,
ifa
Wizard
casts a spell,
or
a
war machine
makes
a
shooting
attack. In
such cases, the player
that declared the
action
may
not
decide
to
change
their mind and
cancel
the action.
E,oening the
Ofuls
Duing
?laltesting,
it.
....
g
;tt\
buane
a??arnt
::.
ta us that
Tieachery Cards.
..'
added a lot tnore than
ilat
'
calout ta the
g0
e.
IndeeL
a
uelt
played
card
at a
criicii
moment
can change
the '
tuarse af a.Lahale batde
Ttis
n
ufu
the
ralesfor
gaining
Tiear
bery
Cards
ar€
.ueighted
as the
are.
E lentia/1), the playr
@ha
i: turrently in
tbe lead will
re;ci.e
on/y a singk
card
dt
lie
$drt
.J'the
turn,
u"hih tbe pldya.
bringing
u?
tbe
rear
gets tbe;r
hands
on a tuha??ing three. 7h;
atoirts
runauay
leader
yndranq
and
gi
es
tbe
underdag a rLtelcome
chance
7/23/2019 WHFB - Triumph & Treachery
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In
b
sal that
Tiitm?b
in all
guns
blazing
all,
na
oae <ranx
the
.:1eaty
git
iEing
ar.lnd
at
tke bacl, ubo lets ezeryane
ehe do
alltbefgbting
to
lea? in and grab litory
at
Witl lbit in
nind,
it\
bearti\'reeonnended
tlat
jo
?lq
in a deck;te
nannea
going
after
tle
abjettires
and rac|;ng u?
at man cambat
uins
as
yt
ean.
Aftet
a
,
ifyou're
unlucly
enaagh
n
nAe
a battering earl
an,
being the
underdag bas ix
CARD COMMENTARIES
Treachery
Ca1d5 a1e
usually self-explanatory,
but
the
following commentaries explain how to
deal
with certain rare situations that
may
occur
during
a
game.
and whi, l'
can
rai.e que'tions
about
horv
a
specific card should
be used.
Alliance:
This card must
be
played
immediately
after
you
are
picked
as
the enemy
player,
before
Treachery
Cards
are
given
to
neutral
players.
It may
not be
played
ifyou
rvere
picked
as
the
enemy
player
because
ofthe
plaJ,
ofan
Ancient
Enmity
or
Paranoia
card, or
because
you
were
the
only
player
with models in
close
combat
with
the
piayer
taking their turn.
Ambush Fire:
The target must belong to the
pla|er
chosen as
the enemy
player
in that
Shooring
phase.
Ifthe
target
is
destroyed, the
r
..
-
aking lre a d,
k
r.(e:vc''lc
v:ctorr
:'tir.:::rr
i:.
-\ncient
Enmin r Thi:
;:r.1
nu::
bc
plaled
i::--::-::::::
,
:::;:
,:;
:rr
:rakaj: :he
enem '
plater.
:.:
:: T:::::_::: C:::::::.:ir-rr:o
neutral
plater<
l_
_
..
_
. :.: :i
::
.
-
\\ 'r 'Pr
i.-
i-
_:'.
enemr
plaver
-<.,-.r
o-
','
plal
oian,llli:r:;:
r: P:::.ol::.ard.
Look
Behind
lbul:
fhi:
card atfects a1L
5ucce.\fLla'noL
.-r,.
-.,le
b.
rhe
rareer
u.
:
in
either the Shooting
phase
or
Close
Combar
phase;
it
has
no effict
on
successful
li,ard
sa\ es
o.
the
Regeneration
special
rule.
Misdirection:
The
normal rcstrictions for range
and
line ofsight still
apply.
The player
ofthis
card cannot pick
their own unit
as the
target
ofa
hex,
direct
damage or magic missile spell. If
the
target
is
destroyed by the
misdirected
spell,
'Le
plaler
ofrhi.,.ard
'eceives
the
viLtory point.
for it.
Null
Stone: Note that dice
are
removed from
the
pool;
dice that
have been
taken from
the
pool
to
cast a
spell, or which
have been
rolled, cannot
be
affected by the
subsequeot
play
ofa
Null
S'one, ard. lfrhere
are no
enough dice in
one
or
both
pools
to satisfy
the
dice roll, then
remove as
many
as
possible
to
a
minimum of
0.
Paranoia: This card must
be
played
immediately after you
are
picked
as the
enemy
player,
before
Treachery Cards
are
given
to
neutral
players.
It mal,
not
be
plal,ed ifyou
rvere
picked
as the
enemy
player
because
ofthe
play
ofan Ancient Enmity or Alliance card,
or
because
vou
*.ere
the
onh
plaver
rvith models in
.'o.e,
o-nbdl
rr
itL
r
re
l'at
e-
takrng their turn
(and
thus
the
onh
r iable
target).
Riches: Thi-. card nust
be played
before
the
Pursui: roll
is nTade.
Seratching Powder: Note that this
card
can
stop
a
unit from shooting
ifthe
unit
is
not
alloled
to
move and shoot.
Sorcerous
Aid:
This card
is used
after
any
modiliers
are
applied to the
spell, and any
re-
rol1s
to
the
casting roll
have been
taken. This
card cannot affect bound
spells.
Trickster's
Ring:
Ifthe
spell
is cast
with
irresistible force, then the
spell is
cast and a
'ingle
roll
i. made
on the Miscast
table.
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MERCENARIES
Ogre
Maneaxr
Mercenary
companies
are
a
common
siliht on the battlefields
of the
\\hrhammer
world.
Although
famously untrustworthn
there
is
no
doubting the battle
prowess
of these hard-bitten
lyarriors.
The following rules
allo$.you to include
bands
of
mercenaries
in
your
Eames,
along with rules
that
will allol'1'ou
to bribe enemy
mercenary
units
so
that
they la'on't
light
at
vital
points
in
the
battlel
HIRING MERCENARIES
Ifthe
rules for
rnerccnaries
are Lreing
usccl
in
loul
game,
each plaver rccci\.cs
cxtra points that
can bc spent
to
hire
mcrcenarv
units for
thcir
a'mr.
ll-nr^l,..'p,ir,
-.
1l,ri.rr..i'<.
is equal
to
100
Points
fur
evcr1.
500
points
ther
har.e
in
thc arm\.
For exanpl4
if
wr
utrcjghting
a |i-iun,ch ll
l.a.t,'.-
a,r/
:
d..-.
AA1
t
armt,
and
uanttl
to
lrit
thc
tnu-ttnart
nrh-;,
then
eath
playtraoa/l
rcceht
an ullititna/
3Aa
points
to
:ptnl
on
thci- nertcnatl
trnits.
A mercenarv
unlt
is selccted
trom
a ljr^-rrnt
-rrr.
L,.-(
ru
rrrr
D. .r'.
,",:'.
"r..
, ,.
.:
can't hire
nrercenaries
from
thtir o\:r i.rnI. L.ui
,
t'l.r.rr'C t]r-r.
-rr'r.
r..rr.'r.
,r.
\l:r'-.
-
.,
nlrv
even Lre
takell ftom
arrrics not notrd tor
their civil lelations
-
in
dire
circumstarrcc-r,:L
gcncral
till call upon
anv
rl'illing
to hght
at his
side
for goLl,
er-en
iithc
vo forces
t'ould
ner_er
.
:L<c
u1,
,r'
rl1r.rn.-. \
,.
'l.c
r,,cr...nrri,..
selected fron a
single
ar-rnl
book
are
knor.n
as
a
mercenar]:
companv.
A
plaler
may hayc
.erral
mercenarl'companies,
crih fru,
r
diftlrcnt
armr book, ifdesired.
:
''7
.
.'-.:.":
::.-.
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tltlz'Narhammer
r
ebooA
rtilesfor nercenanu.
'Whe,,
Fating
the
'renaia,
.?la e/s
can
detide
t.
us?
tie
rules
fai
n
?rc
ena
t
i
es
iz
Triumph &Treachery
instead
ofthov
in the
rulebook,
ifthet
2refer
ta
Keeping Good
Cornfan
'lhen
are
ut,t;i,ctt:
--,i;,:
tt
a??r.aiA hi
r i
n[ r:..:
1:,i,..
1n?anies.
Hrbt,,::.'
.:.t
.
uaflt
ta h;re n.ft.nnti.i
that
?|ug
a
?ereeiaal
ga?
in their own
arml
lit, or
conurse\
en?hasise an
alrea dy
e
x;
ting
s t re ng
t h.
.'
Abernati.v€ry,hiring
I
mercenaries mal
simp\
be
an
excuse
tof.nalll
get
lour
l)ands an that
regimrnt,
maniter ar
uar
machine
w aluqts
@anted
to
Each mercenary company must
include
at
least one
character model
to
be
the contingent's
mercenary
captain.
Ifthere
are several
character models,
the one
with
the
highest
Leadership
is the
captain.
In
a
tie.
the
owning
player
may choose
which character
tied for the
highest Leadership
is the
captain. Note
which
character
is
the mercenary captain
on
the army
roster. All
units from
a
mercenary company
within 6" oftheir
mercenary captain
may use
his Leadership
value
in
place
oftheir own.
Mercenary
units
may
take
any
options
normally
available
to them
and are subject
to
all
oftheir
normal army
special
rules. The
player
who
pur.\a.ed
tLem
aluay.lrear.
m<rcenary unit.,
no matter their Alignment,
as Suspicious
Allies.
Unspcnt Mcrccnary
Points
Ifa
player
has any
ofthe
allotted
points
for
mercenarie. lelr
over,
then
rhel
be,ome
victorl
points
which
must
be
converted
into Victory
Tokens, following
a1l
the
rules on
page
18.
The
player
receives these bonus
Victory Tokens
before deployment
at
the
start ofthe battle.
LOYALTY
All
mercenary models suffer
-1
to their normal
Leadership characteristic.
During
the
battle,
mercenary units
are
controlled
as
normal by the
player
that included
them in his army;
howeve5
'he'e
are timr:
nher
rhe
loya't1
nfthe warrior.-
for-hire
will be tested.
Iia
fleeing mercenarv unit
passes a
Rally
test,
roll
on
the
\lercenart
Loyaltv
table,
belorv,
and
:i-',- \ :hc resulis
immediatelr after
the
unit
has
::lliti.
\lrrcenan
unir:
can
also
be
bribed bl
.::ri:': rri:.. :. J:
:r15eJ nert.
MERCENARY
LOYALfiTABLE
RESULT
1li;i:r::
::.-,:::
*:.iil-.o
er
plar
er
vir.
the
roll-o:::'r., :o::::ol:
this mercen:rr
unit.
Iithe
n:.,r::r:ries
har e changed
sides,
ther immc.liaieL' count
as a nervh
deploled
unit
in
the controlling
plaver's
arml
for all rules
purposes.
The mercenaries
remain loyal for the
time
being
to bribe another
player's
mercenary units
by
spending
Victory Tokens.
Ifmore than
one
plale- *isher
ro
artempt
a
bribe,
roll off to
determine
the
order
attempts
are
made. If
rhe
bribe
is
su.ce.'lul,
then
rhe
mercena'ies
will stand
back
and
do
nothing in that
phase.
Attempts to bribe
mercenary units take
place
after
the
enemy
player
has been selected
for the
phase
aod any
rolls
have been made by
neutral
players
to
see
ifthey
get
additional
teachery
Cards.
Nlercenary units
that
are
fleeing
may
not
be
bribed.
It costs
at Ieast I brass
coin to
bribe
a
mercenary
unit. A
plaler
may
elect
to
spend as
many
Victory
Tokens
as they
wish, up to
the
maximum they
currently
possess.
The
player
attempting
to bribe
the mercenaries
places
the
tokens
that make
up
the
bribe next to the
mercenary
r.rnit.
The
player
uho'e
rrir i.
beingb':brd
no\
har
the
optior
ro
'outbid'
the
bribe.
To do this, they
must
place
a
higher bribe next to
the unit.
lfthe atterapted
bribe
was
not outbid, then
the
unit
becomes
neutral for
the
duration ofthe
phase.
Ifthe
attempted
bribe
was
successfully
outbid,
then
the mercenaries
remain active
and
may be used
as
rormal by
the
owning
piayer
In
either
instance,
once
the
mercenary unit's
status
has been
determined
for the
phase,
all Victory
Token>
u,ed in
rhe
rltempr
ro
bribe
the
unit
are
spent
-
they
arc srvept
offthe board
and
back
into the stockpile ofVictory
Tokens.
D6
1-.1
i:olrn.
Ha1.Deoer
lo
a??raaeh
mercenart
com?anie ,
are
a
great @a ta add
5-O
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B.attles
U
71ea'he11
ToAens can be
.
sed in ary
Pitcled
Battle
scenaria
foug
betu'een
t.ro
ayrl
In additi.n,
?lajen
sh.uldfenf,ec
t.
use anj
of
the
Triunph
G
Tieachery
scenario:Jir a m:o
2layr
gane
ifthel
unb u
da
sa.
Hauu\
?hen
faught
as a
tao
plaler
battle,
on
use
th? ruhs/br
Mereenaries and
Vitar
Tblen ;
tle Tian
Na
One and Tieacberl
Card:
ruks
slauld anly be used
in Tiiun?h
tl Tieacher
renarios that
iltclude
tiree
Al
most
all of the
scen arros
i\
the
Warharnmff
rulebook
are
designed to bc fought
between
tlvo
sides.
The following three Triumph
&
Treachery
scenarios are
rather
different,
all
being designed
to
be
fought rvith from three to five armics, and
using
all
the
Triumph
&
Treachery rules
1,ou
have
read
on
the
preceding
pages.
SCENARIOFORMAT
A11
ofthe Triumph
&
Treachery
scenarios
follorv
the same formaL
a'
Lhe
Pirched Bault
:.rnario.
{rom
the
Warltammer
rulebook. Unless otherwise
stated, any
rules that
appl),
to
a
Pitched Battle
scenario also apply
to
these
tiumph &
Treachery
scenarios.
CHOOSINCTHE
SCENARIO
Ify'ou
wish to fight
a
Triumph
&
Treachery
battle rvith more than two
players,
).ou
must
use
a
'liiumph
&
Treachery
scenario
for thc
game,
,:
i o r'._i
,
u..
o
re
orloL'r
orvrr
devi.ing.
Ti:; :i:r
t:s
::king p.art
in
the
battlc should
::...
::::
a.:i: :]r:rr::;li
:.
i.
hi: :ien:rio ther
i1i::-::
.:i:. {l:.r:..::'..
.-:
_-:::::::
l
:
Ji;::r;
VICTORY POINTS
In Triumph
& teachery scenarios,
victory
points
ate scored
for achieving
any
ofthe
fulloiving
objectives:
.
Vi,
ror) poinr. rre
).ored
b'the
King
i:
Dead,
Seized
Standards, and Underdog
Challenge
achieveme
nts
(see
the
Warhammer
rulebook for details) in
the
phase
in which
the
event
occurred.
'
A
player
rvhose
army
destroys an enemy
unit. in c.mba'.
'rith
.hoo
ing.r
magic.
or
because the enemy
fled
and was
caught,
recei\res
a
number ofvictory
points
equal
t.
rrr
poinr'
ral.re
ofrhe unir. The.e
p.inrs
are arvarded
in
the
phase
in
which the
event
occurred.
'
A
player
scores 50
victori,
points
for
each
combat
that their army wins.
.
Additional victory
points
may
be scored
for
achieving certain
objectives specifrc
to the
scenario
being
p1a1'ed.
Note that
the
rules for
Victorr
Tokens
are alw-ays
used
for Tliumph
&
Treacherl
scenarios,
rvhich
rreans
that
\-ictorr poinfs
nrust
lle converted into
\-icton
Tokens at the end
oieach
phase
(see
page
1
ranJ
ar rhe end
oiihe
garne.
TRIUMPH GTREACHER
SCENARIOS
Battles between many
forces are complex anarchic
affairs.
Armies
pour
forth from
every
direction,
clashing
furiously for
possession
of
strange and
unique
objectives.
--
-l-
-
D6
SCENARIO TABLE
t-2
SCENARIO
Battle
1: The
Ctn:re
Ground
Battle 2: Battle iir the
-{rtefact
Battle 3: Right ofConquest
3-4
5-
f)
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CENTRE
GROUND
Seyeral armies
convergie
on the
same
battlefield, each one determined
to control
the field
by
holding
the centre
ground.
Negotiations
quickly
break down into brutal
conflict
as
each army
surgies
for:wards
to control the heart of the battlefield.
THEABMIES FIRSTTURN
Each
player
chooses
his force
using
the
army This
scenario uses the
Trust No One rules
Iist from
a
Warhammer army book, to
an
equal
to
determine
the
turn order
each
ganre
rurn,
points
value
agreed
before the
game.
including
the
first
(see
page
16).
THE BAMLEFIELD
Set
up the terrain
as
described in
the Warhammer
rulebook.
The
battlefieLd
must
be at least 5'
bv
4'.
DEPLOYMENT
I-Ise the
alternating mcthod
ofdeplovment
described in the
Wau*
ammcr rtrlebook with the
deployment instructions
beside the
map
below.
CAME LENGTH
The battle rvill
last
for
six game
turns, or until
a
time limit
agreecl
bv
the plalers
is reached,
rvhichever
comes
first.
VICTORY
CONDITIONS
The
player
with
the most
valuable
paychest
at
the
end
ofthe battle
is the
winner
SCENARIO SPECIAL RULES
Trust No
One,
Mercenaries,
Treachery
Cards,
Victory
Tokens.
The
Centre Ground:
At
the end
ofeach
game
tum,
the
plal'cr
with
a
unit
closest
to
the
centre
ofthe battlefreld
gains
100 r'icton
poinrs.
If
more than
one
plarer
is
equallr'close,
dilide
the points bet*een rhem
as
elenlr-as
possibie,
rounding anl iracrions do*n.
Captain of the
Em?ire
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BATTLE
FOR
THE ARTE
The hour
is
nigh, and the
Senerals
must
drive their forces to seize a invaluable
artefact
before it
is
captured by their
enemies.
THEARMIES
Each player
chooses
his force using
the
arm1,
list from
a
Warhammer
army book, to
an
equal
points
value
agreed before the game.
THE BAMLEFIELD
Set
up
the
terrain
as
describedit
the Warhammer
rulebook.
The battlefield must
be at Ieast
6' bv
4'.
The Artefact
is represented
by
a
small counter no
larger
than
l"
by
1"; a
coin
will do,
but
a
suitable
model
is even
betterl
Place the
Artefact
at
the
very centrc
ofthe
battlefield.
DEPLOYMENT
Use
the
alternating method
ofdeployment
described
in the l,l/arlazrzzer rulebook, with the
deplo,vment
instructions
beside the
map
belorv.
FIRSTTURN
This
scenario
uses the
Trust No One rules
to determine
the
turn order
each
game turn,
including
the
lirst
(see
page
16).
GAME
LENGTH
Roll
a
D3
at
the
end
ofeach
game
turn.
Add
the
turn number
and
the number of
players
to
the
dice
roll.
Ifthe
total
is
12
or more,
the
battle
ends
immediately.
Ifthe
total
is Iess
than
12
the
battle continues lor
at least one
more
game
turn.
VICTORY
CONDITIONS
The
player
rvith
the most
valuable
paychest
at
the end
ofthe battle
is
the
winner
SCENARIO SPECIAL RULES
Trust
No One,
Mercenaries,
Treachery
Cards,
Victory'fokens.
The
Artefact
Is
Mine Ifa
player's
General
moves
into
contact
with
the
Artefact in their
Moveme,rt
phase,
they must
pick
it up. Put the
Artefact marker next to that General to
show
t I'at
he
:-
carrvi-g
:t.
I
f
tre
L,e-cra1
flee, or
i.
slain,
they
rvill immediately drop
the
Artefact in
the exact
position
they
occupied
prior
to being
removed
as a
casualty or beginring their
FIee
move.
At
the end
ofthe battle, the
plal,er
whose
General
is
carrying
the
Artefact marker
(or
i.
c
o)e\r
ro
:t
:f
no
one
i'
,
a'r)
ing
it
I rece:ve,
a
bonus ofJ00 victory
points.
IfGenerals
belonging to
more
than
one
player
are
equally
close,
divide the
points
equalll betueen
those
plal'ers,
rounding fractions dos.n.
Slink
Pri:;
Deployment
Set
upfve
marAers
on tbe table
edge sa
that tbe
are a equal
distance
apartfram
36,
each other. Markers
na
not
be
?lac?din
tbe
table orners.
Eath
?laler
nolr
cbaates
ane
ofthe
na er: ta denote
the eentre
?aint
oftheir
Uni^
n
lt be
de?laled
so
tbdt the tuhale
L it
n
.Laitbin
12'aftheir
de?\tne,lt
naraef.
Plalters
mal
choa:e ta
place
unix
in reserue
in ste
ad
af
dep loling
th em
on the
battlefeld..4ll
rerer.re
alia entur plql
as reinforcements
on
tle
second turn
from
each
?
la er\
de?
lay,ne nt zane.
7/23/2019 WHFB - Triumph & Treachery
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OFCONQUEST
The battlefield
is a
vital
piece
of land that
lies
between seyeral
kingdoms.
Each
kingdom insists
that the field of battle
is
theirs, and theirs alone. Tensions and
disputes
have
escalated over time, and now the rulers ofthe kingdoms are
determined to impose their
ownership
by
right
of conquest.
THEARMIES CAME LENGTH
Each
player
chooses
his ftrce using the
army
Roll
a
D3
at the end
ofeach
game
turn.
-Ldd
Iist from
a
Warhammer
army book, to
an
equal the turn number
and
the
number
ofplalers
to
points
value
agreed before the
game.
the dice roll.
Ifthe
total is
12
or more,
the
battle
ends
immediately.
Ifthe
totai
is less
than
Ll
the
battle continues
for
at least one
n]ore
game
turn.
THE
BAfiLEFIELD
Set
up
the
terraifl
as described
in the llhrhatnner
rulebook. The battlef,eld
must
be
at least
6
br'
.l'.
VICTORY
CONDITIONS
The
piaver
rvith
the most r.aluable
paychest
at
Divide the
table
into six
equal sized
segments.
the end
ofthe battle
is
the winner.
Each player then
takes it in
turn
to
place
one
objective anywhere in
each segment.
Roll
off to
see
in what order
the
players
place th. SCENARIO SPECIAL RULES
objectives. Once
complete,
there should
be six
Trust No One,
Mercenaries, Treachery
objectives on
the
table, one
in
each
segment.
Cards,
Yictory
Tokens.
DEPLOYMENT
Use
the
alternating method ofdeployment
described in the
I4lar* arnmer
rulebook, with the
deployment instructions
beside
the
map
below.
FIRSTTURN
This
scenario uses the
Trust No
One
rules
to determine
the
turn order
each
game
turn,
including the first
(see
page
l6).
Right ofConquest:
At
the end
ofthe battle, the
player
u
ith
a
uni' ,lose.t
to
eacl- obje,
t
ir e
gain-
100
vicrorv point.. Ifmore
than
one
player
is
equally
close,
divide the
points
between
them
as
evenly as
possible,
rounding anr fractions
dorvn.
Savage
Orc Big
Boss
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...egffi
C
P
a
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Retenge
is a
dirh
best
'ented
blood
bot
Plav
if
vou
win
a combal
in
Your
rurn
ugrin.t
ih.
Ir.'
player
thar
cho'e
you
as
(
t-h"
"n"mv
plave"
Yo,,
receive
2
extra
brass
VictorYTokens'
ScnatcnrNc'";
Pownrn
nis
@iAed;rritant
TaLes
$anding
sti
i,n?assibte.
Play
in
the
Shooting
phase
when
a
unit
is picked
ro
make
a shoorins
atrack
The
unit
counrr
as
having
mo"ved
in
the
preceding
Movement
phase.
$'v
he
9:
6
f
e
l;n
'-
o
.?
|f
I.
U
U
tn
z
s
€
:
Bl
€
:
E
:
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On
Sllcr
Yow
traa?s
/i?
o;lbeneatb
thefoe,rfeet.
Play
at the
start
ofa
round
ofcombat
that
takes
place
within
12"
ofone
of
your
units.
All
models
involved
in
that
combat
must
re-roll
successful
To
Hit
rolls.
3
sE +r
v
.i_<68
-:
Ia{aT
s{
-'0
|l9
^-
n:
Fr Fp x
qaE
E.i
1-:2:
i
k
'tr."; s- 5
6'c
7:
<
7/23/2019 WHFB - Triumph & Treachery
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s:* *\
=+
ye
p
v
FIZ
|"1
Z1*t
'e{
36r4 \l
S<-ts r,i
s,-
i,i nor
E*8.E ,fi
n3.7d *:
a'.idO
xc
i r : i
7F a > D
i,*
6
U: -i:*aaq r
d
i
a6EB i
2f,..+ S:
i
1<
tI,
ez
fi-r
(')
X;
''.tl
i-
di{
e A t \ :'
c$A . S
5 i,
p
r.i<
S.ts
Lg6
0si
;
^'<
.
-.,,F
Sasotacr
A'n
unfortutlLte
'accident'
has
befallen
an
eneml
uar
maehine'
PIav
in
the
Shooting
phase
when
a
yar
machine
is
picked
to
make.a
shooftng
"rrack
lt
may
not shoot that
Pnase
I
MlsolnEcrrori
.4 carefullt
placed
tribe
allaut
a
r?el
to
be
cast
at
tie
lrrang
tar&et.
Play
when
a
Wizard
is
nominated
to
cast
a
speJL
Discard
one
brass
Vioory
I oken
to
pick
rhe
rarget
for
the
spell.
7/23/2019 WHFB - Triumph & Treachery
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Scatteing
coin
disuades
purc
itin
JAraur
afsreed.
Play
in
the
Close
Combat
phase
when
a
unrt
rs
nominared
ro
pursue.
Discard
one
brass
Mcrory
loken
to
haive
the
Pursuir
roll
for
thar
unir.
t*
tr
z
o
rt
2?6 \
n
6
Le
E.-.H:'d
s
ll
o
SP^<
=
3u i i€ \ i
di:4
r
l
I
o.i:-p <
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fdc
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,9
i?E
-
G
'i
Li t
iea
7/23/2019 WHFB - Triumph & Treachery
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DmryTnrck''
Underband
tacth
canfound thefoe.
Playwhen
the combat
result score is
being calculated
for
a combat.
Add
+1
to
the combat result
score
ofthe
side
of
your
choice.
yaE
de?io")
rrbenes
bai,efnatlv
barn€
fi
uit.
,.?:Ii:ii;,.,li,,::iT,,;,...,,"..."::il:il
vrcrory
lbken.
si
o
-tF'
e3
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-
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ts
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-;':
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?
t-
a
H
tn
d
(t
F{
fr
o
,i
s
.s
t
.8
F
a
+]
?E
T
-;
N
<.:
r
Eq-
Srcnrr
AcEtloa
Your
det'iou:
uhemes
haaefnalll
barne
fruit.
Plav
ifthe
player
that
deployed
on
your
right
*ins
a
combat.
You
receive
one
brass
Vicrcry
Token
LANDE
Am
Yoar
uarriars
secretly hel? a
near4) ally.
Play
ifyou
are
a
neutral
player
when
a combat
is drawn
within
12"
ofone
ofyour
units, before the effects
ofany
musicians are
applied. You may select one
side to
win
the combat bv 1.
v)
rF,
o
F
rf,
-t
z
41
o
fr
7
r-
F{
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a
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a
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s
-=
7/23/2019 WHFB - Triumph & Treachery
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PanaNon
"
A
seffet
mestage
makes
afoe
lee enemies
all
araurul.
Play
ifa
player
picks
you
as
the
enemv
player.
Tbe
pla1er
must
pick
I different
enerry
Player.
Alo
yaur
ltryes
llqereharge
thefols
t?elh
uth
?lroteehnie
ca
sequemet-
Play
ifyou
are
a
neutral
nlover
when
aWizard
faiis
a
tastlng
zttempt
rne
soell
is
cast
with
irresistible
forLel
the
i
izard
suffers
the
effect(
ofbroken
concentrrtion
and
a miscast'
5
bio
ts
-a
:
>
r+t
L.-.
.
:
ana
/1
::
r-a
A
ei
zz
i$;az
$* o
:
*
:
*.^'.
q
-o
tJ *
.
,E
A
ar: a
s
."
icr
t:
itD
SF'
.
s
;Y:
P
-;
l. cL
*<=:
#J i;
: ts3-3
+a--:.
";6
i
q
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i'i
7/23/2019 WHFB - Triumph & Treachery
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n,.
,
'-
i'..
-
...3*,
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one
of
the best
things
we
get
to do
month
in
White
Dwarf
is
play
a
Battle
with Triumph
O Treachery
this month,
we
embarked
on a
extravaganza. Of course,
finding
willing to
ioin
the melee
in
parts
was easy enough. We
recruited
members
of
the White
Dwarf
team
Andrew, Matt and
myself) and one
of Duncan
Rhodes
regular
contributor to the
magazine,
seen
his
glorious
Bretonnian
in the
August
white
Dwarf's
Armchair
With our
protagonists
chosen,
all we
needed to do
was
work out
what
the fight
would be all
about.
Triumph
6
Treachery is
brimming
over with tales
of
vicious
multi-way battles,
so we
scoured the
timeline
and stories
for
ideas.
Erik,
our
photographer,
set the battlefield
with
a
witchfate
Tor,
Dreadstone Blight and
plenty
of mysterious
forests on it.
Thus
the
overgrown ruins
of
the Valley
of Sorcery
were born:
a
place
of
potent
magical
energy
which
five competing armies
are
fighting tooth
and nail to
capture and
claim
for
their
own.
Upon
the
boods
cked soilof
the Va ey of Sorceryfive
rival
armies lightto
the
death.ln
a
battle where none can
be
trusted and betrayal
lurks
in
every shadow there can
be
only one vlctor.
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IilUMPH
[]ID
IREACHERY:
HllII'
I
WIIRIIS
Adam:
There
is
quite
a
lot that separates a
game
of
Triumph
E Treachery
from
an
ordinary
game
of Warhammer, so
before
we
get
into our battle report it's worth
explaining some
of
the
basics.
When
you select your almy in Triumph
6
Treachery,
each
player
is
allocated
an
extra
100
points
for
every
500
points
in their
force
that they
can
either spend
on
mercenary units,
or
keep
as
Victory
Tokens
to
use
in
the
game
(more
on
this later).
We
decided to use
1500
point
forces, so each
of us
gets
a
free
300
points
to spend
in
this
way.
These
mercenaries
can
be
chosen
from
any army
book: it's
just
a
matter of
selecting
a character
to lead them and
then choosing regiments,
war
machines or
monsters freely
from
the
army list. I'm
taking
Lizardmen mercenaries for
my
Dark
Elves, so
I've
picked
a
Skink Chief
as
the
character,
and then
my
favoudte unit: a
Salamander Hunting Pack.
As
you
can see
in my
army list on the right, ['ve not spent
all my
points
on
mercenaries,
which will let
me
start the
game
with
a brass coin,
worth
50
Victory
Points.
Playing
a
multi-player
game
of
Warhammer
presents
situations
you
don't normally
have
in
a
two-player game
(how
do you
fight
a
combat with several
sides,
what
happens if
you 'accidentally'
hit
multiple
foes
with
a
stone thrower,
etc).
Triumph
g
Treachery
solves all
of
these
issuesr
first
off
the order in which
the
players
act is
randomly
determined every turn.
Each
player
is assigned
a Player Card
and,
at
the
start
of each
turn these
are
shufl'led and
the top
card is
drawn
-
the
player
whose
card
comes
up first
takes
the first turn.
Once
they
are
done, the next
card is
drawn
and
that
player
goes..
.
and
so
on.
This
means
you
can
never
quite
iudge
when
you
are
going
to
get
your go
(it's
even
possible
to
go
last in
one
turn
and
first
in
the next,
or
vice
versa).
Another important
element to the
game
is
the
way
in which
you
fight
and interact with
the other
players
in the
game.
You
must
nominate
a single opponent in each
phase
of
your
turn to be
your
enemy
and
you
can
only
act against
that
player's
army
(so
you
ignore
any'neutral' units completely).
Imagine
you're
giving
orderc to
your
men
to
'focus
on
the
Ogres',
if that helps.
Choosing
the
'right'opponent
each
phase
is
a
big tactical aspect
of
the
game;
you
need
to make
sure
you're
choosing the
place
where
you
can
do
(or
avoid) the
most
damage
-
this
is always
the
source
of
lots
of
wheedling and bartering
between
players
as
they strive to avoid being
targeted.
You can choose a
different
opponent in
each
phase
-
you
can choose
to
charge
one opponent in the Movement
phase,
then
fire
at a
different opponent in
the Shooting
phase,
for
example
-
so
with
a
bit
of
cunning
you
can
target the wrath of
your wardors in the right place
each
turn.
A
significant addition to the
game
are
the
Treachery
Cards
that
each
player
draws
throughout the
game.
These
simulate the
intrigue
and duplicity
of war
by helping
your
warriors in battle or hindering the
enemy. There's a
huge
variety
of cards and
effects,
from
Sabotage,
which
prevents
a
war
machine from firing,
to Oil
Slick,
which
forces
all
participants
in
a
fight to re.roll
successful
hits.
Finally,
Triumph
E Treachery uses
Victory
Tokens
(see
the sidebarl, and the
player
that
has
the most
of
these
at
the end of
the
game
is
the
winner. At
the end
of each
phase,
if
you
have
scored
any
Victory
Points,
these
are
converted into Victory
Tokens
and added to
your
paychest.
In
addition to
scoring
points
for killing things,
there
are
also bonus tokens issued
each
phase
for
killing
an
enemy
general,
captudng
banners and even
a
bonus
50
every time you win
a
combat.
Additionally,
if one
player
earns
more Victory
Tokens
in
a
phase
than
any
other, they
get
a
bonus
brass coin.
Throughout
the
game
you
can
use
Victory
Tokens
like cunency by
bribing
other
players
(or
their mercenaries) not to
attack
you
and to activate certain
Treachery Cards.
Just
don't spend too
many
-
the winner
is
the
player
who
has
the
most
at
the end
of
the
game.
Adam Troke explains
how
a
game
o{ Triumph
I Treachery
works,
and
what to
expect
from
our
Battle
Beport.
uiGl0ltu
I0lrcls
Viclory
in
Triumph
I
Treachery
goes
to the
player
who
has
the most Victory
Tokens.
At th€ end of each
phase
ol the
game
each
player
is awarded
Vtctory
Tokens
equalto the number
of
Victory
Points they have
scored
(rounding
down to the
nearest
50). As wellas
determining the
wlnner
of
the
game,
these
also enable
you
to
brlbe mercenaies.
potentia
y
stopping them
from
attacking
you,
and also
actlvate abilities contained
on
the Treachery
Cards. Players
can
bafter, swap and
give
away
Victory
Tokens
during
the
qame,
but remember:
whoever
has
the most atthe
end is the winnet so
don't be
careless wiih iheml
64 WHITE
DWABF
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IRtlHE:
IHE
REAUERS
tlI
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DUltCAll
RH[|DES: CIRCASSII]|llE'S
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IIUI
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DWABF
67
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MAII HUISIIII: IHE
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DWABF
69
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SCEIIIRII|
A]ID SEI.UP
The lie ofthe
land after
a
the
players
have
p
aced
thelr armies. Duncan's
Bretonn ans are stuck
between
the ogres
and
Dark Eves, wh
e
the
Hlgh
Elves
are starinq down
the Waff ors of
Chaos.
W tahfale
Tor
corcea
s
Adarn's Cold 0ne Charlot,
wh
ch
re
Lrsed
to force
DLlncan's
Bretof
ans
to
dep oyf fther
away lrom
The
resl
oJ
the
Dark
Eves
,\dam: Triumph 6
Treachery
contains
th.ee
new scenarios
desi€ned
for multipla)
er
games.
We
rolled
Right of
Conquest,
$hich
sees
the armies battling
out for control
of
six
obiectives,
each
worth
100
Victory
Points
at
the end
of
the
game
(A).
Each of
us
placed one
marker,
with
Andrew,
the
winner
of a
roll-off, deciding
where
the
sixth obiective
marker
went. we then
began
placing
our armies,
again
with
Andrew
going
first.
Each of
us
took
it
in
turns
to alternate deployment
until
e\
ervthing
was
on
the board,
keeping our
,,,
role
army confined
to
a
single tile
of
our
R--alm
of Battle Gameboard.
and with no
models within I2"
of any
enemy.
This
took
on a
livell
air
as
we
vied lor
posilion.
lndrew
chose
a
corner
tile
(BJ
and
positioned
his
regiments ready
to
march
out
against
Matt's
High Elves
(C)
and
my
Dark
Elves
lD)
as
early
as
possible.
Matt
placed
his Eagle Claw
Bolt
Throwers
within
the ruins of
Dreadstone
Blight, and
used
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Ellyrian
Reavers
and
Silver
Helms
to
back
the
armies
around
him.
This
[es'Ogres
{E)
and
Duncan's
(F)
as
they
found
themselves
right
back
into
their
deployment
by the
arrogant
High
Elves
-
so
much
that Duncan
(admittedly
also
hemmed
by my
own Dark
Elves)
had
to
hold
his
Knights
back
in
reserve,
as
he
ran
of space
to deploy
everything.
all the
armies
deployed,
each
player
dealt
two
Treachery
Cards.
We
then
the
Player
Turn
Cards
and
picked
each..
.
my
Elves
would
be
going
first.
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IUR]I ll]IE
With
the
arnies
arrayed far
battle,
the treachery
and
bac
kstabb i
n
g
beg in al
m
ost
i
m m
ed ate ly.
Adam
Adam
got
the first turn
and
tried to
pick
Andrew
as
his
opponent in the Movement
phase
so he
could
charge
with
his
monsters, but
Andre\,r'
used the Alliance
card
to
force
him to
choose
Duncan
instead.
Duncan,
who
felt rightfully
threatened by
Adam's aggression,
bribed
the mercenary
Salamanders
(or
rather,
their herders)
not to attack him,
but the
Cold
one Chariot
had
no such
qualms
and
routed
the Men-at-arms.
JG8
Jes'tronguts
charged
the fleeing Men-at-
arms
regiment,
scaring
them
into runnjng
back
the
way
they
came. His
Leadbelchers
fired
at
the
Knights
of
the
Realm and,
although
they unleashed
33
shots, only
three
Knights died.
DIncan
There were
few
surprises when
Duncan
picked
Jes
as
his enemy,
both the Knights
of
the
Realm
and Ouesting
Knights
charged into the
Ironguts in
what
would
definitely
be
an
"eggs
in
one
basket"
combat. Terrible duplicity
unfolded
in the
Magic
phase,
as Duncan's
Damsel
attempted
to
cast
the
Savage Beast
of
Horros on
his
Paladin.
Firstly,
Ies
used
the
Trickster's
Ring card
to
cause
the Damsel
to
miscast.
and then
Matt
was
bribed
a
brass
coin
to dispel the spell, despite
earlier
assurances
given
to
Duncan.
The
Calamitous
Detonation killed four
of
the
Knights
of
the
Realm,
but this
was
not
enough
to stop the
Knights riding
roughshod
over the lronguts,
running them
down
as
they
fled.
mall
Matt turned
his
attention
on
Andrew,
his
Highborn unleashing
a
Hail
of
Doom affow
at
the Gorebeast Chariot,
reducing it to a
single
Wound.
AndrGu,
Andrew spent
most
o[
his turn rearranging
his battleline
to
face
the High
Elves.
72
WH]TE
DWABF
Adam's Cold
one Chariot
makes the
first charge of
the
game,
slammlng
into
Falian's D tfuL
Retalners
and killing several-
They
duly broke
and
fled,
bLrt
ran
lar enough away
to
escape
and deny Adam
any
Victory
To kens.
DLrncan's
0uestiig
Kn
ghts
and Knights
of
the Realm launch
a
glorious charge against
Jes'
ronguts.
Llnfortunately
lor the
Bretonnians, Jes
ses the
Trickster's Bing
Treachen,
Card
upon the Damse
as
she cast Savage
Beast o'
Horros, causing
her
to
miscastand
accidentaly
kill
sev€ral
of her allies
n
a magical
exp
osion.
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Frorn
the
r
vantage
point
within
Dreadstone B
ght
l\,4att's High
Elves
and
Wood
Ef mercenary lord
rain arrows
ard
bo
ts
down
on
Andrew's
Gorebeast
Chariot.
Jes ooks
on
warily
as
l\,4att
considers
whether
or not to
un
eash
one of
h
s Treachery
Cards.
lr a
sland off
of
monstrous
propodions,
the War
Hydra,
Khar
bdyss and
Khemian
Warsph
nx
embark
in a
lengthy
staring
conlest.
7
Atthe
end of the
first
tlm
th ngs
are
iust
stan
ng
to hot
up.
Duncan and Jes in
pafticLrlar
are both
heav
y
engaged, and both Matt
and Adam
have arge
numbers
of
troops fac
ng
off aga
nst Andrewi
army
Jes's Stonehorn
is
a so
stomping its
way
around towards
Nlatt's
rear.
Note also
howAndrew's
mercenary
Liche
Pr
est
s
ensconced
within
Wtchfate
Tot
g
ving her
access to all0J the
spe
s
in
the Lore
of Nehekhara.
WHITE DWARF
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IUR]I
IWtl
ln which the
battlelines
of
the
Warriors
of
Chaos
and
High
Elves clash
in earnest.
[dam
Suspiciously,
Adam went
first
again, and
sought
to
engage
the Bretonnians,
but the
Dreadspears
failed their
charge and
Duncan
paid
the Skink
Chief not
to
charge
with
a
single
brass
coin. Adam's
Supreme
Sorceress
killed the Trebuchet
with Spirit
Leech,
but
as
he
prepared
to
flame the
Peasant
Bowmen
with
his Salamanders,
Duncan
used
the
Paranoia
card
to force
him to target
someone
else.
ANdTEW
The
Marauders and
Corebeast Chariot
charged
into the High Elves
(but
the
Chaos
Warriors
failed to
reach
the
Sword
Mastersl.
Andrew then
declared Adam
his
enemy
in the
Shooting
phase,
killing eight
Witch
Elves
with
his Warsphinx's
fiery
breath.
The Marauders
sent
the Elven
cavalry
packing,
but
Matt
played
the
Riches
card
to
halve the Marauders'
pursuit
move,
helping
his cavalry escape.
The
Swordmasters
charged
the
Chaos
Warriors
while
his
fleeing
cavalry
rallied.
Matt
tried to
finish the
wounded
corebeast
Chariot
off
with his Bolt
Thrower,
but
Andrew
played
the Bribe
card
to stop it from
firing.
Jes
Jes'
Stonehorn
charged
the
Silverhelms,
who
promptly
fled
(again).
Adam used the
Ambush
Fire card
to allow
his
Salamanders
to
fire at
Duncan,
Jes'enemy,
promptly
killing
nine
Peasant Bowmen
and
putting
the unit to flight.
|es'
own
shooting
was
less
effective,
the
Leadbelchers
only
killing
a
single Knight
thanks
to Matt's
Secret
Raid
card,
which
forces
re-rolls on
successful
hits.
0unGan
Duncan's Pegasus
Knights arrived
from
reserve
and flew directly towards the
Leadbelchers while the
Knights wheeled
to
face
the
Mournfang
Cavalry.
74
WHITE DWARE
Adam
ups
the ante on
his
f lank
agalnst
Andre 'v's
Chaos
Warr ors
and
Tomb
Kings
allies, menaclng
him wth
a
pa
r
ol
monsters
and
a
whole
reglment
of
Wrtch
Elves.
Andrew's
Marauders
charge
both the Sllver
He
ms
and
Ellyrlon
Reavers,
wh
e
the
Gorebeast Chariot
smashes the
Tiranoc
Chaiot nto k
ndllng.
Having ost and
broken
against
the Marauders,
the Sllver
Hems and
Ellyrian
fleavers
rout only
to ra
y
between
the
Stonehorn
and Cold
one
Chariot.
I
,
,
'i
I
,:
I
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s
At the end of the
secoid
turn casualt
es are really
beg niing to
mount
up
for
most
pLayers.
Duncan
and
Jes especially have
worn
one another down,
and
Matt
and Andrew's
regiments
are
beginning
to
get
sor€
y
battered
by
their cont nued fighting.
Adam
is
wthouta
doubt
the
east damaged
of
the
p
ayeB, bui is
also
agg ng at the
boltom of
the
paychest
leaderboard
with lvlatt
Are the Eves
too far
behind at tlr
s
po
nt to
make
a
sLrccessful
comeback
or
are they
t ming it
just
rght?
The Crow
Brotherhood
take
on
the Sword
Nlasters
n a
grlndifg
combat that
sees both
sides take
grievous
osses
but neither
break
from
the light.
,.leJ
Leadbe
chers lurn
the
r
mlghty
guns
on
Duncan's
kn
ghts.
Having
survved
the fury
of the 0gres, Duncai
refoms
his rema
n ng
kn
glrts
to face the
Mourilaig
Cavalry
..
. And
brings
PegasLrs
Krights on
from reserue
to take
revenge againsi
the
rnassive
wit of
Leadbelchers
WHITE IIWAFF
75
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IUR]I IHREE
Wherein the
arnies ofthe
qgre
Kingdons
and
the
Bretonnians are all
but
destrcyed.
0dam
Something
fishy
was
clearly afoot,
as
Adam
got
to
go
first again
He
tried to turn his
attention
to Andrew's flank, but Andrew
had kept hold
of
the Ancient Enmity
card
to
guard
against
iust
such an
eventuality.
Picking Duncan
instead,
Adam's
Dreadspears killed the Men-at-arms.
Jcs
Jes
began
his
tum by
charging
the
Marauderc with the Stonehorn, its lmpact
Hits killing four and the
Ogre
another
three. The Marauders
for
their
part
wounded the
monster
back
twice and,
although they lost the combat, they held.
0ndneu,
Denied the
chance
to
choose
the High
Elves
(by
Matt's
Paranoia card)
Andrew
instead charged
his
Corebeast Chariot into
les'
Stonehom.
He
picked
Adam in the
Magic
phase,
killing three witch
Elves
with
Rancid
Visitations, but the spell
was cast
with iffesistible
force, and
the magical
backlash killed two Marauder Horcemen
and the whole unit fled the board
Dungan
Duncan
concentrated
his
efforts
exclusively
on
)es'
Ogres. In his
Magic
phase
he attempted to bolster his
Paladin
with the
Savage Beast
of Horros, but
Jes
used the Misdirection
card so
the Damsel
cast
it
on
herself instead
-
much less
useful. The
Pegasus
Knights
beat the
Leadbelchers and
ran
them down.
The
Knights
of
the
Realm
were
Iess successful,
however, and
were slaughtered by the
Mournfang
cavalry
as
they broke and
ran.
maI
The High
Elf Mage
failed to
cast
Soul
Quench
on the Gorebeast Chariot, until
Adam
played
the
Sorcerous
Aid
card,
which turned the attempt into irresistible
force
and
caused a miscast.
The
Mage
promptly
forgot all the spells he knew
from the ensuing
Power
Drain.
76 WHITE DWABF
Adam
sends
his
Dreadspears
to finish
what the Cold one
Charlot
stafted.
The
Bretonnlan Men aLams
are
s
aughtered.
Adam
and
Andrew s cold
warfinally runs hot
as
the
Khemrian
Warsphlnx
breathes
of
the Witch
Eves, ki ing eight
in
a
c
oud
of
fiery death.
Adam retaliates by
moving his monslers
past
the Warsphinx to face off
against
the
units
at the
centre of Andrew
s
arnry.
Suddenly
a
cordial peace
accord is about to
become open
wadare.
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Jes chooses
Andrew
as
the
enemy in
h s
lvlovement
phase,
so
D ncan s
kn
ghts
are
free
to
charge the
'\4ournfang
ava
ry.
Though
glorious
ard brave. th
s
costs
lhern their ves.
Duncan
aso charges the
Pegasus
(n
ghts
lnto the
Leadbechers This
combat
goes
better, and
the
gui
toing
0gres are
rLrn
down and
deslroyed.
The battleleld
al the eid
ofthe turn Duncan
and
Jes stilllead ln tems of
the
paychest,
bLt
both
are also running
dangero sly low
on
waffors
leJt
n
the lght.
WHITE
DWABF 77
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IURII
FtlUR
ln
which
the
grudging
truce
between
the
Farces
af
Destruction
comes
to a
bloodY
end'
JG8
Ies
went
first
this
lurn.
charging
lhe
Mourn[ang
Cavalry
into
the
[lank
of
the
Pegasus
Knights,
killing
three
and
catching
the
fourth
as
he
broke
and
ran'
AIam
The
fragile
peace
between
the
Dark
Elves
,na
Cn"uo.
Wu"iors
was
utterly
shattered
"s
the
fharibdyss
and
War
Hydra
double
teamed
the
Slaughterbrute'
the
Cold One
Chariot
charged
the
Marauders
and
the
witch
Elves
iharged
the
Warsphinx'
Adam
had mixed
success
in
the
Combat
phase'
the
Marauders
and
Slaughterbrute
were
beaten
and
run
down,
but
the
Witch
Elves
were
massacred
bY
lhe
Walsphinx'
0[0r0ur
Andrew
retaliated
immediatelY
bY
charging
the
Dragon
Ogres
at
the
or"iti"ut.,
while
the
warsphinx
caused
,h.
Saorrgarrnn"r
to
flee
in
terror'
A
Dark
Elf
Assassin
challenged
the
Shartak
to
a
challenge,
but
was
smashed
to
a
bloody
pulp foi
hls
troubles
The
Dreadspears
easilv
slew
the
other
two
Dragon
Ogres'
.ren
as
th.
Shartak
escaPed'
Matt's
Swordmasters
charged
into
the
Kharibdyss'
caref
ully
avoiding
the
adiacent
war
Hydra.
Matt
turned
his
war
machines
towards
Adam
as
well'
but
a
comblnation
of
Scratching
Powder
and
a
Secret
Raid
PlaYed
bY
Adam
and
les
meant
they
only
slew
three
Dreadspears'
The
Swordmasters,
bolstered
once
more
by
the
Loremaster,
wounded
the
Kirarybdiss twice
for
no
Wounds
in
return'
chasing
the
monster
down
as
it fled'
DInGAI
The
flower
of
Bretonnia
had
been
all
but
trampled
underfoot,
so
Duncan's
turn
remained
brief,
rallying
his
Peasants
and
manoeuvring
his
Damsel
out
of
sight
behind
the
Moumfang
Cavalry'
Duncan
had
a
PIan...
\
Flushed
with
the
ioY
of
victory
after
thelr
fight
with
the
Leadbelchers,
The Soaing
Host
are
caLrght
in
the
flank
and
wiped
out
b\/
the
N/lournfang
CavalrY.
Adam's
Cold
0ne
Chaio:
isked
crashing
through
the
lvoods
to charge
the
left
over
IVlaGUders.
The
frght
was
one
slded
anJ
the
Oarl'
Elves
swiftLy
broke
the
Chaos
worshlppers
and
ran
ther.
down
as
theY
fled
3
The
War
Hydra
and
KharibdYss
gafg
uP
on
the Slaughterbrute
and
massacre
lt
in
a
singLe
bloodY
combat.
78
WHITE
DWARF
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The Sword
N/asters
charge the
Khar
bdyss,
fresh
lrom
fighiing the
S
a ghterbrute.
A litt
e
luck sees them
victorlous.
The Dragon
0gres take
on
the Dreadspears.
Adam
and Andrew
both use
Treachery
Cards
to t
p
the
odds
n
their
favour. The
Dark Elves
tri mph,
bLt
failto
catch the lleeing
Dragon
0gre Shartak.
Duncan
s Damseltr
es
desperately
to stay
a
ive.
The
War
Hydra
pan
cs
and
fees
lrom the death
ol the
Kha bdyss.
The
battele d
at the
end
ol
Turn 4
WHITE
DWABF
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IUR]I FIUE & SIII
ln which
the
Dark
Flves begin to
prove
why they are
the
nasters
of
trcachery
and deceit.
ma[
Matt
picked
Adam
as his
enemy, his
Reavers charging
the
Dreadspears
and his
Silverhelms
charging
the Medusa. The Bolt
Throwers
wounded the
Cold
One
Chariot
three times, and the Medusa,
Silver
Helms
and
the
Dreadspears
were destroyed in
the Combat
phase.
DIncal
Duncan's
plan
turned out
to be less
cunning and more foolhardy,
his Damsel
casting
the
Savage Beast
of
Horros
and
charging
into
the
Mournfang
Cavalry. As
plucky
as
this move might have
been,
it
ended with the Damsel
beaten to death.
A[am
The
Salamanders
turned their attention on
the Liche
Priest,
slaying
her
and
causing
the
Warsphinx
to begin to crumble.
J85
Duncan's Peasants
desperately wanted to
flee
before the Mournfang
Cavalry's
charge,
but the
Forgery card
forced them
to
stay
-
and be wiped
out.
AndPsU'
Andrew's
Warsphinx lost another
Wound,
while
his Shartak
continued to flee.
,JeS
Jes
simply
moved
his
Mournfangs onto the
nearby objective.
AndrEu,
Andrew's
Warsphinx crumbled
to dust, but
his
Shartak
rallied
at
least.
mafi
Matt's
Sword Masters charged
the
Shartak,
hoping to claim
the Victory
Points for
the
whole unit, but they couldn't
slay
it.
0dam
The final
act of
the
game
saw
the
Salamanders
flame
both
of
the
Reavers,
but,
incredibly,
Matt made all
his
saves..
.
80
WHITE DWABF
The Silverhelm Knlghts
lowerthelr lances and
charge at the Bloodw.ack
I\,4ed sa
in
one
of
the
funniest fights
of
the
game.
Strlking
simultaneously, boththe
B
oodwrack
l\,4edusa
and
High
Elves
hitwith all
their attacks and end up
killing one another.
Ivlatt's
E
lyrian Beavers
fare
better
than the
Silverhelms dld, crashlng
into
the sde
of the
Dreadspears and,
in
an
impressivedlsplay, cut
down two Dark
Elves.
Caught ln theirfank, the
Dreadspears are routed
and
flee,
only
to be
run
down
by
th€ Hlgh Eves.
jVIatt's
Beaper Bolt
Throwers were the targe:
of severalTreachery
Cards
in
the finallurns oi
the
game,
keeping
them
lronr nflicting a bloody
toll
on
Adam and Andy's
nearby waffiors. The
mercenaryWood
Elf,
however,
dld
manage to
snipe off Adam's
Cold
0ne Chariot
with a lucky
shol lrom his longbow.
Duncan
gambled
with
his
Damsel and
charged
the
back
of
the Mournfang
Cava
ry
hoping to bolste'
her chances wlth
Savag6
Beast of Honos. The
spe,
made
no
difference,
however, and the ogres
squashed
her
like
a bug.
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Wth the Damselol tlre
Lady
dead,.les moves
the
N/lournfangs
to
cla
m
an
oblective marker
before the
gaane
cornes
to
a
fin
sh
Adam
k s
Andrew's
L
che Priest, causing the
Khemrian Warsph
nx
to
crumble iFto dust.
Desperate for more
Victory Points, the
Sword
]\,4asters
take
on
the
wo nded
Shaftak,
who
due
s
the
Loremaster to
a
bloody draw
As the game
comesto
a
fn
sh,
the
payers
caim
objectlves and work
o t
lhe winner
WHITE DWARF
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HIOHTIGHIS tlF IHE OOME
The battle
night
be 1ver,
butthere is
still
plenty
to
discuss,
as
ou
players
relive the highlights
of the
game.
And
who
The
bee
forc
ram
you
Bea
Tric
fes:
rev
inc
(bu
ine
occ
asv
Du
asc
rer
con
thr
pu
pay
Ma
who
and
my
ste
mee
con
tun
Ad
asp
is
ear
1ag
was
you
bu
tip
sp€
Tre
fro
to
ThroLghout the
game
there
were
plenty
of
fun moments
of dupliclty and
good-natured
treachery.
Here
Jes atternpts
to finish off Duncan's
remaining Bretoni ans while
lvlatt eans
ln
lor a closeT ook
at the act on.
Andrew:
Well, even though
I came
dead
last,
I
had tremendous amounts
of
fun
throughout the
game.
Throughout
the
day,
we
never
stopped
enjoying ourselves, with
high
spirits from start to finish.
Duncan:
I agree,
it
was
loads
of fun
-
lots
of duplicity
and
double-dealing
kept
us
all
on
our
toes
throughout the
game
and
created some memorable moments,
such
as
when Matt
promised
that the High
Elves and Eretonnians would stick
together, only to start dispelling
my spells
in lhe first lurn
{paid
off by
les'brass
coins
no less),
Ieaving
me
high and
dry.
Andrew:
I
really
like
that
element
of
the
game
loo. There
was a
lot
of
tongue-in-
cheek diplomacy,
as
we
used
physical
bribes
(coins
or cards)
to win temporary
alliances,
and other
times simply offered
threats
or
promises
to
keep things going
the
way we
wanted them to. It added
a
strong
element of
human
interaction to the
proceedings,
with lots
of laughs and
banter
-
more
so
than even
a
normal
game
of
Warhammer
I
can
see
Triumph 6
Treachery
being
a
great
way
to
play
warhammer with
a
close-knit
gaming
club,
where friendly rivalries
and
grudges
already
exist,
Adam:
That's
exactly
how
I feel about
it
too. Triumph
E Treachery
is a real social
occasion. In
addition
to
presenting
a
tactical
challenge, it
has
the
chicanery
and
silliness
of Treachery
Cards
throwing
plans
out of kilter. That certainty
that no matter
what
promises
players
make or what
they
offer,
everyone
is
out
for
themselves.
Andrew:
It's
certainly not
a
team
game.
As
we
found, Adam, alliances
are
only
fleeting, and if
I
hadn't frustrated
your
attacks
on
my
flank with
Treachery Cards
in
the early
game,
we
might
have
been
fighting
each
other
much
sooner
Those
Treachery Cards
add
an
interesling
dynamic
to the
way
the
game
is
played.
Holding the Ancient
Enmity card
meant
that
I
could
attack the High
Elves safe
in
the knowledge that,
if
you
tried to break
our'accord',
I
could stop
you
for
a
turn.
Duncan:
Yes I
love
the moments when
you
have
the
perfect
card
to activate
a
cunning
plan,
and
you're
iust
waiting for
the right time to
use
it. when Adam's
Sorceress
killed
my
Trebuchet with
magic,
I
was
able to
use
my
Ambush
Fire card
to
get
revenge
on
him
-
my
Peasant Bowmen
riddled
his
Skink
Chief
with
arrows.
Ah,
sweet revenge.
enc
kill
too
it's
1n
me
A2 WHITE DWABF
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Poor Peasants.
They spent the
game
running
away
from something.
time running
away
would
have
Matt used the
Forgery card
to
them
to hold in the
face of a
of
Moumfang
Cavalry.
I
believe
it's fair to
say
I
am
the one
fully embraced
the backstabbing
treachery
of
the
game. The cards
were
main device
to do this.
and
having a
flow of them
throughout the
game
had something
to
on, even
when
it wasn't our
our
troops
weren't under
attack.
My favourite moment
of
the
game
also
a Treachery
card
too
-
as
Damsel
prepared
to
cast Savage
of Horros
on
your general
I used
the
to dramatically
her
chances of
suffering
a
Miscast
but not Iffesistible
Force). When
the
:'revitable
Calamitous
Detonatation
she
killed four knights.
That was
sweet
moment
of
victory.
rncan:
Only
a
fleeting moment
though,
despite being
peppered
with the
of
their magically exploded
my Knights still smashed
rough
the [ronguts and
ran
them down,
rtting
me
right in the lead
of
the
tally very early in the
game.
:am: The
paychest
is an
interesting
=Dect
of
the
game
-
a
physical
sign of
who
.
'r'inning the
game,
and
throughout the
turns I
was
all too
aware
that
I
was
:,"ging
behind. With
so
many units dying,
I
i
:,
starting to think that there wouldn't
be
rugh
Victory Points' worth
of
enemies to
for
me
to close
the
gap.
Never leave
it
r
late
to strike in Triumph
&
Treachery...
:,
rot
good
for
your
blood
pressure.
r:ew:
The
paychest
is a
fascinating
for
the
game,
because
the coins
-
have
in it
are
how
you
win the
game,
-
spending them
is also
the key to
: ing
the odds in
your
favour.
Is
it worth
::,ding
some
brass
to activate
a
you
make
these decisions,
you
have
to
weigh
reducing
your
paychest
temporarily
against
the
long-term
gain.
Matt
was
very
spend-hear,y
in the early
game
(which
may
have
cost
him second
place),
while Adam
didn't
have enough
coins in the early
game
to do
anything
-
and
Duncan
could
pay
off his mercenaries
at
will.
Adam:
Mercenaries
are fun
too.
fuguably
my
favoudte
unit
in
Warhammer
is
the
Salamander
Hunting
Pack...
but
I
spent
so
many
points
hiring them
that
Duncan
could
keep them
at
bay in the
early
stages
of
the battle
with
paltry
bribes.
Later
on,
once
people
started becoming
more
wary
about
preserving
their
paychest
they had
free rein.
One
regret
was
not
paying
off
Andrew's
Warsphinx
and nipping around
it
to
fight his
Chaos
Warriors
instead.
Jes:
Triumph 6
Treachery is
a
different
looking
game
too.
The
table
was
covered
with
five armies,
unlike
any
game
of
warhammer
l've
played
in before.
We
were
so close
together
that the fighting
got
started
straight
away
and
didn't stop until
the end
of
the battle
-
and nobody
was
left out
of
the
action,
because
as soon as
someone
looked
strong
(or
weak)
everyone else
pounced
on them.
Andrew: It's a
telling sign
of how much
fun
we've
had
with Triumph
€"
Treachery
that
almost
everyone
in the office
is
currently
painting
Warhammer
models. Q
Nloments of
success
(or
failwe)were
gleefuLy
celebrated
by
all-
Here
Duncan
p€rfoms
the
inappropriately
named
'Knightiy
Grind'as
his troops
augh off
a
savo
of
Leadbelcherfire. Jes
just
looks incredulo s.