Triumph
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Triumph |
Prime This model is available in one Prime Army, First Army. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page. Note that the rest of this page is about the model's Mark III rules. |
Triumph is the culmination of centuries of Cygnaran technological development. Made to the specifications of Major Markus “Siege” Brisbane, Triumph is armed with a massive cannon that can strike enemy warcasters with a sniper’s precision or rain explosive-tipped death down on the heads of opposing infantry and warjacks. Triumph is an artillerist’s dream and a nightmare to Cygnar’s foes.
Contents
Basic Info
Triumph | |||||||||||||||||||||||||||||||||
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Warjack - All warjacks share the same set of special rules. Most notably being big and stompy. Click here for a newbie-friendly recap, or click here for the full rules.
Abilities
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Construct
- Bond [ Siege ] - If this model begins the game in Siege's battlegroup, it is bonded to them. This model is not considered to be bonded while under your opponent's control. While this model is bonded to Siege and in their control range, it gains boosted ranged attack damage rolls.
- Dual Attack - This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. This model can make ranged attacks even while in melee.
- Rapid Fire - This model can make one basic ranged attack during your Maintenance Phase.
- Shield Guard - Once per round, when a friendly model is directly hit by a non-spray ranged attack during your opponent's turn while within 3" of this model, you can choose to have this model directly hit instead. This model is automatically hit and suffers all damage and effects. This model cannot use Shield Guard while it is incorporeal, knocked down, or stationary. The Shield Guard special rule can only trigger once per attack roll.
- True Sight - This model ignores cloud effects when determining LOS. This model also ignores Stealth.
Weapons
Heavy Barrel | |||||||||||||||
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RNG | ROF | AOE | POW | LOCATION | ||||||||||
16 | 1 | - | 15 | Left | |||||||||||
Assault Shield | |||||||||||||||
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RNG | POW | P+S | LOCATION | |||||||||||
1 | 3 | 14 | Right | ||||||||||||
Theme Forces
- When taken by Siege
- Gravediggers
- Heavy Metal
- Sons of the Tempest
- Storm Division. Triumph gains Immunity: Electricity in this theme.
- When taken by anyone else
Thoughts on Triumph
Triumph in a nutshell
Triumph is a further amplified, ranged specialist version of the Defender - it carries a shield rather than a hammer and in return gets an extra shot and Shield Guard and can shoot models with Stealth. It also has magical ranged attacks by default, which can turn around a lot of bad match-ups against enemies with Incorporeal models. If you are looking for an armored turret that can shield guard (as opposed to the rather less armored Hunter) it's what you are looking for.
Combos & Synergies
Triumph is pretty self contained and does what it does well. Little need for support, but shines as part of a team thanks to shield guard.
- Siege's bond with Triumph is awesome, giving it boosted damage on the rapid fire attack (something normally not possible). It also makes Triumph very Focus-efficient as fully boosting its in-activation attack only costs the power-up focus. For this reason Triumph in competitive play is normally used by Siege.
- Major Markus 'Siege' Brisbane - Siege1 wants as much boosted damage rolls from his army on feat turn as he can get. Triumph brings 2 with rapid fire (which doesn't take advantage of his feat) and his bond.
- Siege2 only has his maul and Battering Ram to damage incorporeal targets, which is even more of a problem in his normal Gravediggers theme. Triumph covers this weakness.
- Trenchers in general have trouble with high ARM targets in their Gravediggers theme force, and are pretty low on magical weapons. 2 POW 15 shots per turn can help you out, and let you to use Aiyana's abilities (when given a ranking officer) for damage boosting instead of handing out magic weapons.
- Thankfully Siege2 is the probably second best warcaster for Gravediggers (second only to Haley3), so Triumph can get his bond for boosted damage rolls. Combined with Fury, ARM will not be a problem for such a Gravediggers list.
- Can protect more fragile models while/until they can they do some damage. Basically, take it when you want to protect something that will likely be out in the open and don't mind investing in some extra ranged power. Pairing a Charger or Firefly with the Triumph would be the basic and quite versatile version of this tactic. Triumph can potentially force enemies to close in, so consider taking with melee oriented guards. You can also get a little more exotic and bring a Hunter for a tough dedicated sniper group, a Grenadier for a siege bombardment group, or a Minuteman for a strong one-two punch group. Adding an Avenger or Reliant makes a group that can be tough to approach.
Drawbacks & Downsides
- He's an "upgrade kit" - you need to buy a normal Defender model for the main body, legs, etc.
- The rapid fire shot can't be boosted, making it a lot less effective than a simple ROF 2 would be or than Triumph appears. Of course it now costs little more than a Defender.
- Triumph is more expensive than a Defender despite having almost no melee game - and remember that the hammer hits harder than a gun so Triumph doesn't get the work done of a Defender.
- On the flip side, thanks to Dual Attack jamming models won't hamper Triumph's ranged capacity as much as the Defender's.
- He has one of the worst primary melee weapons on any heavy. Mostly because it's not a "real" primary weapon - Triumph doesn't have one of those.
- Without Siege, rather than getting one damage boosted shot and one fully boosted shot every turn with just the power up focus Triumph gets one unboostable shot and a shot that comes single boosted and may be double boosted by spending a Focus. This honestly isn't a whole lot better than the output of a Charger at just over half the cost; it's difficult to overstate how much better Siege makes Triumph.
- Triumph suffers from the same issue as other defensive ranged jacks like the Ghordson Avalancher and beasts like the Ironback Spitter; when a ranged model invests in extra defence (beyond simply being both far away and a heavy) and stays back the enemy focuses on more immediately dangerous enemies and the toughness of the model goes to waste. Meanwhile without a good melee weapon Triumph can't bring massive damage.
- If you want an unboosted range 15 POW 15 gun without using Siege as your caster in Gravediggers the Trencher Blockhouse has one for little over half the points of Triumph and has Quake and High Explosive on the gun. And resurrects Trenchers. And brings trenches.
Tricks & Tips
- Make use of that Shield Guard and the out-of-activation shoot. It is all too easy to forget it -especially for new players.
- He's a great tool into Grymkin. The combination of True Sight and a magical gun stops Gremlin Swarms shutting down your scenario game.
- Thanks to dual attack, Triumph has the option of trampling forward to gain an effective extra 3" on his ranged attack.
- Slam a model to knock it down then shoot it.
Other
Trivia
- Released in the Warmachine: Wrath expansion (2011)
Other Cygnar models
Rules Clarifications
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Rules Clarification: : Magical Damage (Edit) |
* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
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Rules Clarification : Shield and/or Buckler (Edit)
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Rules Clarification : Warjack (Edit)
Inert warjacks
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Rules Clarification : Construct - None yet. (Edit)
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Rules Clarification : Bond (Edit)
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Rules Clarification: : Dual Attack (Edit) |
* If you fail a charge, then you do not get to make ranged attacks.
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Rules Clarification : Rapid Fire (Edit)
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Rules Clarification : Shield Guard and/or Shadow Guardian (Edit)
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Rules Clarification : True Sight (Edit)
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