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Agincourt: The Triumph of Archery over Armor, 1415

Agincourt: The Triumph of Archery over Armor, 1415 Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
  • 2.0 How to Play the Game
  • 3.0 Game Equipment
  • 4.0 Sequence of Play
  • 5.0 Movement
  • 6.0 Stacking
  • 7.0 Terrain Effects on Movement and Combat
  • 8.0 Archery Fire Combat
  • 9.0 Melee Combat
  • 10.0 Unit Morale
  • 11.0 Army Morale
  • 12.0 Leaders
  • 13.0 Leader Combat
  • 14.0 Fugitives
  • 15.0 Yeomen
  • 16.0 Stakes
  • 17.0 Cavalry
  • 18.0 Fait du Mort (Suicide Squad)
  • 19.0 French Artillery Battery (Optional Rule)
  • 20.0 The Scenarios
  • 20.2 French Free Deployment Scenario
  • 20.3 King Harry's Folly
  • 20.4 Open Field of Battle
  • Charts and Tables
    • 7.3 Terrain Effects Chart
    • 8.7 Fire Combat Results Table
    • 9.4 Melee Strength Adjustment Summary
    • 9.5 Melee Combat Results Table
    • 10.4 Unit Morale Table
    • 10.5 Morale Point Schedule
    • 11.3 Army Morale Table
    • 13.3 Leader Combat Results Table
  • Transcription Notes

1.0 Introduction

Agincourt recreates the most decisive, one-sided victory of the Hundred Years War (1337-1453). On that chill St. Crispin's Day, 25 October in 1415, a tired, hungry English army numbering perhaps 6,000 men-at-arms and yeoman archers under King Henry V met and defeated a French force of over 20,000 men, inflicting some 50% casualties against a loss of barely 100. It was, and it remains, one of the most remarkable battles in history, shaped as much by the stupidity and impetuosity of the defeated as by the courage and skill of the victors.

2.0 How to Play the Game

The Players Set-up their Units. After each Player has decided which side he will play, they each set up the pieces ("counters") representing their units and leaders on the game-map. The counters are placed as indicated by each scenario.

French Fugitives are Moved. The French Player determines the direction of movement for all French Fugitives currently on the game-map and moves them. (Note: At the start of the game, there are no French Fugitive markers on the game-map; they appear later in the course of play as a result of English attacks.)

The French Player Moves his Units and Leaders; the English Player's Archer Units Fire. The French Player may move all, some, or none of his units and Leaders, as he desires. Deciding which units to begin to move in each Game-Turn is a key decision in the game, as once French units begin moving forward, the opportunity for the French Player's capacity to coordinate and control their movement is significantly curtailed. Units are moved from hex to hex on the game-map through a path of connected hexes. The number of hexes into which a unit may be moved in any one Game-Turn is limited, depending largely upon the type of unit. During his movement, the French Player may capture English Leaders and/or Fugitives.

French movement is divided into three "impulses," during each of which French leaders, men-at-arms, archers, and non-charging cavalry may be moved 1 Movement Point (charging cavalry may be moved up to 2 MP's). At the end of each "impulse", the English Player has the option to utilize his Archer units shoot arrows at the French. Generally, he will fire only if the range is relatively small, since the supply of arrows is limited. Archery attacks are resolved with a die roll and referenced to a probability table. Casualties are expressed in terms of "arrow strikes". Each unit has several levels of strength called "line strengths." A hit reduces a unit by one line strength; the current line strength of each unit in the game is recorded on each unit's Line Strength Track on the game-map. Successful "arrow strikes" cause Fugitive and Dead Markers to be placed on the Game-Map.

The French Player Checks the Morale of his Units. The French Player must individually check the morale of each of his units which: 1) has been moved this Game-Turn, 2) is adjacent to an English unit, or 3) has been contacted by French fugitives. Morale is affected adversely by the proximity of Fugitives and Dead Markers, as well as prior casualties suffered by the unit. Depending on the circumstances, a certain percentage chance exists that a unit will lose a line strength; the French Player rolls the die for each unit to determine if that occurs. If so, a Fugitive Marker (but not a Dead marker) is placed on the game-map.

The French Leaders and English Leaders Engage in Leader Combat. If opposing Leaders occupy adjacent hexes, "individual combat" between them is resolved. There are up to five rounds of combat. Each round, the Players secretly select a Leader Combat Option and the options are then revealed and cross-indexed on a table. The result of that cross-indexing and a die roll determine the results of that round. The results of Leader Combat are expressed in terms of "wounds." If the wounds incurred by a Leader in any single combat equals (or exceeds) that Leader's Melee Strength, he is considered captured and removed from play.

The French Player's Units Engage in Melee Attacks. The French Player must resolve melee attacks against English units occupying hexes adjacent to French units, unless the French units are too weak to attack. There is a percentage chance that a defending English unit will incur a line strength loss, depending on its current strength level and the relative strength of the French attackers. The French Player rolls the die to determine whether such a loss occurs. The English Player adjusts the Line Strength Track of each affected English unit to reflect each Line Strength loss, and Fugitive and Dead Markers are placed on the map.

The English Player Checks Potentially Fatigued Units for Morale. The English Player must individually check the morale of each of his units which was involved in French Melee Attacks. For each unit, he rolls the die to determine if there is a line strength loss, and if so, the loss is recorded and a Fugitive Marker is placed on the game-map.

English Fugitives are Moved. The English Player determines the direction of movement for all English Fugitives currently on the game-map and moves them.

The English Player Moves His Units and Leaders; the French Player's Archer Units Fire. The English Player may move all, some, or none of his units and Leaders, as he desires. During his movement, the English Player may capture French Leaders or Fugitives. English movement is also divided into three "Impulses," during each of which English Leaders, men-at-arms, and Archers may be moved 1 Movement Point. French Archery attacks are resolved as English attacks are resolved, with any losses being recorded and Fugitive and Dead Markers being placed on the game-map appropriately.

The English Player Checks the Morale of His Units. The English Player must individually check the morale of each of his units which has moved in this Game-Turn, or is adjacent to a French unit, or has been contacted by Friendly English Fugitives. The English Player rolls a die to determine if each such unit suffers a line strength loss. If so, a Fugitive Marker is placed on the game-map.

The English and French Leaders Engage in Leader Combat. Once again opposing Leaders in adjacent hexes engage in combat.

The English Player's Units Engage in Melee Attacks. The English Player must resolve melee attacks by those of his units adjacent to hexes occupied by French units, unless those English units are too weak to attack.

The French Player Checks Potentially Fatigued Units for Morale. The French Player must individually check the morale of each of his units which was involved in English Melee Attacks.

The Game-Turn Ends. The actions described above constitute a complete Game-Turn. The Players proceed, starting at the beginning of a new Game-Turn (with the French Player moving his Fugitives) until as many Game-Turns have been completed as are called for. At that point, the victor is determined.

3.0 Game Equipment

3.1 The Game Map. The 22" x 34" game map portrays the battlefield of Agincourt. A hexagonal grid pattern is printed on the game map to regulate movement and location of the playing pieces and to calculate ranges which affect archery fire. There are several different types of terrain and terrain elevations indicated on the map, all of which are explained in the terrain section of the rules and the Terrain Key printed on the map.

3.2 Game Charts and Tables. Various visual aids are provided with the game to simplify and illustrate certain game functions. All of the following aids are printed on the game map: Unit Line Strength Tracks, Arrow Supply Tracks, English and French Casualty Tracks, and the Impulse and Game-Turn Track. The use of these graphic aids is explained in the appropriate rules Sections.

3.3 The Playing Pieces. There are 240 single (1/2" x 1/2") back-printed playing pieces and 30 double sized (1" x 1/2") playing pieces, called counters, in Agincourt. Most of these are Informational counters. Informational counters include Line Strength counters, Arrow Supply counters, Fugitive counters, Dead counters, and various counters used to record information on the Game-Turn, Impulse, and Army Casualty Tracks. All of these Informational counters are used to convey information about the status of a given combat unit. The actual military units in the game — the men-at-arms, cavalry, archers and historical commanders — are represented by combat unit counters. Combat unit counters feature the Historical Designation, Coat of Arms, and Melee Strengths of each unit.

3.31 Sample Units. The sample counters are shown with the following printed information:

  • Leader: Historical Designation (Erpingham), Coat of Arms, Leader Combat Strength, and Ransom Value. A bar denotes a Leader.
  • Men-at-Arms: Historical Designation (Lestrale), Coat of Arms, 3rd Line of Battles, and Melee Combat Strength.
  • English Longbow (Front, archer): Historical Designation (Suffolk), Coat of Arms, and Left (Position) line marker.
  • English Longbow (Back, yeoman): Historical Designation (Suffolk), Coat of Arms, and Melee Combat Strength.

Further sample units (3.31, continued). French Cavalry (front, normal) is shown with Historical Designation (Saveuse), Coat of Arms, Left (Position) line marker, and Melee Combat Strength (4). French Cavalry (back, charge) is shown with Historical Designation (Saveuse), Coat of Arms, and Melee Combat Strength (8). French Crossbow is shown with Historical Designation (Crossbow). French Shortbow is shown with Historical Designation (Shortbow).

Note: Armagnac units feature blue type, Burgundian black, and English red.

3.32 Summary of Unit Types. The following counters are shown in the printed summary, front and back:

Unit typeFrontBackDescription
Men-at-ArmsLestrale, 3rd line, Melee Combat Strength 3(blank)Some men-at-arms are represented by double-size counters
CavalryFaugm, 3rd line, Melee Combat Strength 3Faugm, 3rd line, Melee Combat Strength 6Some cavalry are represented by double-size counters. Front shows Dismounted; back shows Mounted
English LongbowSuffolk, Left (Position), Archer statusSuffolk, Melee Combat Strength 2, Yeoman statusEnglish Longbow (archer status on front, yeoman status on back)
French CrossbowCB III(blank)French Crossbow
French ShortbowSB III(blank)French Shortbow
Leader

Informational counters, shown in the printed summary:

CounterDescription
Namur 3rdFrench Men-at-Arms Line Strength Marker
DEAD 1, 3, 5 (front); DEAD 2, 4, 6 (back)Dead Marker
FUGITIVE 1, 3, 5 (front); FUGITIVE 2, 4, 6 (back)Fugitive Marker
Cav FUGITIVE 1 (front); Cav FUGITIVE 2 (back)Cavalry Fugitive Marker
STAKES CAR (carried) / STAKES IMP (implanted)Stakes Marker
W.Cntry L (front)English Archer Line Strength Marker
SB II RFrench Archer Line Strength Marker
CamoisEnglish Men-at-Arms Line Strength Marker

Errata (SPI boxed-insert addenda, October 1979), counter errata: The Royal Gd. and Kings Own are misprinted; the L and R on the counters are reversed. Illustration errata: The example of the Fauqm cavalry unit should be labeled "normal" and "charge", not "mounted" and "dismounted".

3.33 Summary of Impulse Movement Allowances. Charging cavalry and cavalry fugitives have an Impulse Movement Allowance of 2. All other fugitives, leaders and units (including non-charging cavalry), have an Impulse Movement Allowance of 1.

3.4 Game Scale. Each hexagon on the map represents approximately 34 yards of terrain on the actual battlefield. Each double-sized infantry counter represents a 1000-man French combat unit called a "Battle." Each single counter represents from 250-500 men. Each artillery counter represents a battery of 1-2 guns. Each Game-Turn represents 3 minutes of real time.

3.5 Inventory of Game Parts. A complete game of Agincourt includes: one rules booklet (including historical situation briefing and two identical chart sheets); two different counter sheets (one of 200 counters, and one of 40 single and 30 double-sized counters); one twenty-sided plastic die; one game box.

If any parts are missing or damaged, the publisher's customer-service address of that period is given in the printed rules; it is not reproduced here.

3.6 Rules Questions. Questions concerning the rules for Agincourt will be answered if phrased in such a way that a simple yes or no reply will suffice and if the questions are accompanied by a stamped, self-addressed envelope. Mark the envelope "Rules Questions: Agincourt."

3.7 Glossary of Game Terms.

  • Archery/Yeoman Status: Each Longbow Unit has both an Archery and a Yeoman Status. The Archery Status is printed on the front of the counter representing the unit and is the status the unit must be in to engage in Fire Combat (firing arrows). The Yeoman Status is printed on the reverse side of the counter and indicates that the unit has stowed its bows and taken up side arms (swords, axes) to engage in Melee.
  • Arrow Strikes: Each successful Arrow volley is an Arrow Strike and causes the target to suffer a one line loss (creating Fugitives and Dead in the process).
  • Crowding: A Combat unit's Morale is affected by the number of units to which it is adjacent. See the Morale Point Schedule, 10.5.
  • Dead: As each unit takes line losses due to Fire and Melee combat a marker is placed in the hex to represent that Dead are present there.
  • Fugitives: As each unit takes losses due to Fire Combat, Melee Combat, and Morale, a Fugitive Marker is placed in the hex with the unit. Fugitives begin moving off the field of battle during the next Fugitive Movement Phase.
  • Impulse: One third of a Movement Phase.
  • Line Strength: Each Combat unit begins the game with a Line Strength equal to the number of lines (ranks) that unit was organized into at the Battle of Agincourt. As a unit loses lines through Combat and Morale, its Line Strength is recorded on the units' Line Strength Track.

3.8 Use of the Percentile Die. Included with the game is a twenty-sided die (with two sides displaying the number one, two with the number two, etc.) for use in resolving percentages which are called for in the various tables. Typically in the game a given result will occur if a percentage result of less than or equal to the number listed on the Table is rolled with the die.

The percentile die is used rolling first for the "tens column" and then again for the "ones column." A double zero result signifies the number 100. However, the die is rarely rolled for the "ones column" because the first roll for the "tens column" is usually the only roll of the die that is needed.

Example: Upon reading a Chart, the Player ascertains that there is a 47% chance of a given event occurring. The die is rolled for the "tens column" and a three is the result. After this roll the Player does not need to roll the die for the "ones column."

The Player does not need to roll the die for the "ones column," because he knows that no matter what the second roll is, the number will not be higher than 39. In fact, the second die roll would be needed only in two instances:

  1. If the "tens" die roll was a four (to check if it were a 48 or 49), and
  2. If the "tens" die roll was a zero (to check if another zero was rolled which would be a 100).

4.0 Sequence of Play

General Rule. Agincourt employs a Sequence of Play in which each of the two Players is alternatively the Active (Phasing) Player. The game is played in sequenced turns called Game-Turns; each Game-Turn consists of strictly sequenced Phases. There are basically two different types of Phases which occur in a Game-Turn; regular Phases and simultaneous Phases (Movement/Archery Fire Phases). During a particular Phase, one Player is the Phasing Player while his opponent, who is not active, is the non-Phasing Player. During a simultaneous Phase, the Phasing Player may move his units, while his opponent (the non-Phasing Player) may engage in fire combat using his archers. Only the two Movement/Fire Phases are simultaneously resolved by both Players. A Player is the Phasing Player during his Player-Turn.

Clarification (SPI boxed-insert addenda, October 1979), Case 4.0: Fugitives are created immediately and may affect other units' morale during that turn.

Game-Turn Sequence Outline

A. French Player-Turn (French Player is Phasing Player)

  1. Fugitive Movement Phase: The French Player determines the direction in which French fugitives created in the last Game-Turn must be moved and then moves them accordingly. He also determines the new retreat path of French fugitives which "ran into" French units during the last French Fugitive Movement Phase and moves them accordingly. All other French fugitives are moved in the same direction as in the previous Game-Turn. Fugitives which enter hexes containing English units are captured.

  2. French Movement and English Archery Phase: The French Player may move all, some, or none of the French combat units and leaders within the limits and restrictions of movement (see Section 5.0, Movement) and the individual scenario rules. English fugitives and leaders may be captured. Movement is executed in three individual one-minute Impulses, with the French Player moving all of the units he wishes, up to their Impulse Movement Point Allowance each Impulse. At the end of each Impulse, the English Player may fire up to six volleys from each of his longbow units at French combat units (subject to range restrictions), taking arrow supply into account. The non-Phasing (English) Player may not move his units during this Phase.

  3. Morale Phase: The French Player must check unit morale, using the Morale Table, for all French units which:

    a. Have remained in place and have been contacted by French fugitives b. Have been moved during this Game-Turn c. Are adjacent to English combat units and have sufficient Strength Points to melee in this Game-Turn

  4. Leader Combat Phase: If opposing leaders are stacked with two adjacent combat units, personal leader combat is resolved.

  5. Melee Phase: The French Player must conduct melee attacks against English units in hexes adjacent to his own units (if the French units have sufficient Strength Points to melee).

B. English Player-Turn (English Player is Phasing Player)

  1. Fugitive Movement Phase: The English Player determines the direction in which English fugitives created in the last Game-Turn must be moved and then moves them. He also determines the new retreat path of English fugitives which "ran into" English units during the last English Fugitive Movement Phase and moves them. All other English fugitives are moved in the same direction as in the previous Game-Turn. Fugitives which enter hexes containing French units are captured.

  2. English Movement and French Archery Phase: The English Player may move all, some, or none of the English combat units and leaders within the limits and restrictions of movement (see Section 5.0, Movement) and the individual Scenario Rules. French fugitives and leaders may be captured and arrows may be retrieved. Movement is executed in three individual one-minute Impulses, with the English player moving all of the units he wishes, up to their Movement Point Allowance each Impulse. At the end of each Impulse, the French Player may fire up to four volleys from each of his shortbow and up to two volleys from each of his crossbow units at English combat units (subject to range restrictions), taking arrow supply into account. The non-Phasing (French) Player's units may not move during this Phase.

  3. Morale Phase: The English Player must check unit morale, using the Morale Table, for all English units which:

    a. Have remained in place and have been contacted by English fugitives b. Have been moved during this Game-Turn c. Are adjacent to French combat units and have sufficient Strength Points to melee this Game-Turn.

  4. Leader Combat Phase: If opposing leaders are stacked with two adjacent combat units, personal leader combat is resolved.

  5. Melee Phase: The English Player must conduct melee attacks against French units in hexes adjacent to his own units (if the English units have sufficient Strength Points to melee).

C. Army Morale Check Stage. Every Fifth Game-Turn, each army must undergo an army morale check. Consult the Army Morale Table (11.3).

D. Game-Turn Indication Stage. The Players advance the Game-Turn marker one box on the Turn Record Track to indicate the end of one Game-Turn and the beginning of the next.

5.0 Movement

General Rule. During the Movement Phase, the Phasing Player may move as many or as few eligible units as he desires in accordance with the movement rules, with a unit's movement being restricted by its Movement Point Allowance, as well as by restrictions imposed by movement, line movement, terrain, fugitives, and individual Scenario rules Sections.

Procedure. During the Movement Phase, the Phasing Player may move his units in any order he desires (subject to individual Scenario rules). Combat units may be moved either individually or together with leaders (see Section 6.0, Stacking). During each Impulse of the Movement Phase, the Phasing Player must complete the movement (for that Impulse) of each unit or stack before moving another unit or stack. Movement for each unit is executed in three individual Impulses, with the Phasing Player moving each unit up to its Impulse Movement Allowance. At the end of an Impulse, after the Phasing Player has moved all of the units he desires, the non-Phasing (Enemy) archers may engage in fire combat (see Section 8.0, Archery Fire Combat). Each unit or stack is moved separately, tracing a path on contiguous hexes through the mapsheet hexgrid. As each unit enters a hex (or hexes for a double-sized unit), a portion of its Impulse Movement Point Allowance must be expended. The number of Movement Points expended varies according to terrain and condition of the ground on the field of battle.

Cases:

5.1 Restrictions on Movement

5.11 During the Movement Phase, only the Phasing Player's units may be moved; he may choose to move all, some or none of his eligible units (subject to individual Scenario and Movement rules). Units controlled by the non-Phasing Player must remain stationary during the Movement Phase.

5.12 Movement is basically calculated in terms of Movement Points. The number of Movement Points expended by a unit during an Impulse may not exceed that units' Impulse Movement Allowance. Unused portions of a unit's Impulse Movement Allowance may neither be accumulated from one Impulse or Movement Phase to the next nor transferred from one unit to another (see Case 3.33).

5.13 The total distance (in hexes) which a given unit may be moved in a single Movement Phase varies according to the terrain in the hexes the unit is moved through and the elevations the unit crosses in tracing its movement path through the hexgrid. See the Terrain Effects Chart (7.3) for a complete summary of how terrain affects movement.

5.14 A combat unit may be moved freely into a hex containing a leader, a dead marker (Enemy or Friendly), or an Enemy fugitive at no additional Movement Point cost (exception: see Cases 17.25 and 17.27).

5.15 A combat unit may be moved freely into a hex containing a Friendly fugitive marker at no additional Movement Point cost. However, a combat unit that is moved into a hex containing a Friendly fugitive marker may not be moved out of that hex for the remainder of the Game-Turn.

5.16 If, during the Phasing Player's Fugitive Movement Phase, a fugitive marker "runs into" (and is consequently stacked with) a Friendly combat unit (see Case 14.25, Movement of Fugitives), that Friendly combat unit may not be moved during the Movement Phase of that Game-Turn.

5.17 A Friendly unit may never be moved into a hex containing another combat unit (Enemy or Friendly) during the Movement Phase.

5.18 A French archer unit may not be moved adjacent to another French combat unit, nor may a French combat unit move adjacent to a French archer unit.

5.2 Facing. The French dismounted their men-at-arms at Agincourt and deployed them as heavy infantry in large, unwieldy blocks, which were forced to move and fight as mere masses of humanity rather than as disciplined units. In Agincourt, we have introduced double-sized counters to reflect the clumsy French formations.

Facing deals with the general orientation of a unit (or stack of units) within the hex it occupies. The direction in which a unit is "faced" indicates the unit's general direction of march (for movement purposes). In general, all units on the map must be oriented in a single, unambiguous direction. Each unit must be oriented so that the front (top of the counter when placed right-side up) is facing toward either the two front hexes for a single counter unit or toward three front hexes for a double counter unit.

[Diagram: a single counter unit (Hain, 3rd line, Melee Combat Strength 3) faced toward its two front hexes; a double-sized counter (Richardmont, 2nd line, Melee Combat Strength 4) faced toward its three front hexes.]

5.21 During the Movement Phase, the Phasing Player may reorient (change the facing) of any Friendly single counter combat unit or leader within a given hex to any desired direction at a cost of one Movement Point.

5.22 In moving a single-counter unit, the owning Player may move it to one of the two hexes it faces (only). A single counter unit may never be moved directly into a hex other than one of its front hexes. If such movement is desired the unit must first be reoriented in the hex it presently occupies so that it faces the desired direction of movement.

5.23 During the Movement Phase, the Phasing Player may reorient a double counter unit 180° (reversing direction) within the two hexes it occupies at a cost of one Movement Point.

5.24 A double counter unit may "pivot" its facing by having one half of the unit enter the hex directly in front of the center of the double counter unit. To do so, the entire unit must pay the cost of the terrain that the one half unit enters.

5.25 As a double counter unit moves, it may enter only two of the three hexes it faces in front of that unit. A double counter unit may never be moved directly into any hex or hexes that are not among its three front hexes. If such movement is desired, the unit must be "pivoted" (turned) in the hexes it occupies, so that it faces the desired direction of movement.

5.3 Line Movement. Just as double-sized counters have been used to help reflect the clumsiness of the French formations at Agincourt, the rules concerning line movement are designed to further demonstrate the extreme crowding which in fact "backed up" the French forces into three columns when they attempted to attack the English men-at-arms.

5.31 Until successful in battle, French combat units must be moved in lines (exception: Case 5.32). That is, all French combat units which begin the Movement Phase in the same vertical hexrow (e.g., hexrow 2200 which is the French first line in the historical scenario printed on the maps) must be moved individually, so that at the end of each Movement Impulse, each unit within the "line" has expended the same number of Movement Points. Such a unit may not be pivoted until that unit has destroyed an English unit in its path. Once a French combat unit has successfully eliminated an English unit, that unit may freely be pivoted and moved disregarding line movement restrictions for the remainder of the game.

Errata (SPI boxed-insert addenda, October 1979): The French first line is hexrow 1000, NOT hexrow 2200.

5.32 Any French unit which cannot be moved because it is blocked by an English unit (or by a French unit in turn blocked by an English unit) may expend as many Movement Points as the French Player desires during each Movement Segment. Note: This allows the French Player to move other (unblocked) units through gaps in the English line without violating line movement restrictions (see Case 5.31) because the blocked unit may "expend" an equal number of Movement Points as the other unit in its "line" which moves through a gap in the English line. Units which have been moved through gaps in the English line may freely be pivoted.

5.33 A French unit must begin its Movement Phase "in line with" at least one other French unit to be subject to line movement rules. If a unit's path is blocked (if, for instance, it has been contacted by Friendly fugitives, or blocked by another unit) it may be forced to drop out of the line and hence would not be subject to the line movement restrictions of that line.

5.4 Line Formations. Combat units at Agincourt were organized into linear formations. When in close proximity, these formations would extend themselves to "link up" with each other to form a continuous line which could be penetrated only by elimination of a constituent unit.

5.41 A unit may not be moved into a hex which is the only hex adjacent to two Enemy combat units. Example: A unit in hex 3023 could not be moved into hex 3123 if there were Enemy combat units in hexes 3122 and 3124.

5.42 A unit may not be moved directly from one hex which is adjacent to two Enemy combat units which are not adjacent to each other, to another hex which is adjacent to both of those Enemy units. Example: A unit in hex 3023 could not be moved into hex 3123 if Enemy combat units were in hexes 3124 and 3022.

5.43 Units may freely be moved into or through hexes which are adjacent to only one Enemy combat unit. Leaders, Fugitive markers, and Dead markers do not inhibit units from entering adjacent hexes.

6.0 Stacking

Cases:

6.1 Stacking Limitations

6.11 The placement of more than one combat unit, leader, or informational counter in a hex is called Stacking. In Agincourt there is no stacking of combat units (men-at-arms, archers, and cavalry).

6.12 A combat unit may not be moved through or into a hex containing another combat unit at any time.

6.13 Leaders are not considered combat units and may be stacked freely with Friendly combat or archery units of their same contingent (color). There is no limit to the number of Friendly leaders that may be stacked in a hex. All English combat units and leaders are of the same contingent. The French are divided into two contingents: The Armagnacs and the Burgundians.

6.14 Informational counters representing dead and fugitives may be stacked in hexes occupied by combat units and leaders.

6.15 Two or more combat units may never occupy the same hex at any time during the game. Friendly combat units may enter and occupy a hex containing only Enemy fugitives and/or Enemy leaders and capture them.

6.16 Friendly leaders may never be moved into a hex containing an Enemy combat unit.

6.2 How Stacking Affects Movement and Combat

6.21 There is never any additional Movement Point cost to stack or unstack combat units, leaders and informational markers within a given hex.

6.22 Only a combat unit in a given hex is affected by melee and fire combat. Leaders and informational markers stacked with that combat unit are not affected.

6.23 There may be more than one Friendly leader stacked in a hex with a Friendly combat unit. However, only one leader in the stack may engage in leader-to-leader combat during the Leader Combat Phase.

7.0 Terrain Effects on Movement and Combat

Cases:

7.1 Terrain Features

7.11 All of the terrain features depicted on the map are identified on the terrain key (see map).

7.12 There are two distinct types of hexes characterized by different terrain features: Clear terrain hexes and Woods hexes. A hex which is partially or totally green is a Woods hex. A hex which contains no Woods is a Clear terrain hex regardless of any terrain elevation differentiations.

7.13 To clarify the ground contour, terrain is divided into six distinct levels of elevation, each distinguished by a different shade of color. The edges which divide different levels of elevation are called contours. Each contour indicates a five-yard difference in ground elevation. Note: A hex is considered to consist entirely of the highest elevation represented in that hex.

7.2 How Terrain Affects Movement

7.21 It costs 1/2 Movement Point to move a unit into a Clear terrain hex which is in a dry condition (the ground condition is listed in the individual Scenarios). If the field of battle is in a muddy condition, each Clear terrain hex costs 1 Movement Point to enter. If, in an individual Scenario, the condition on the field of battle is muddy, then all the Clear terrain hexes on the map are muddy.

7.22 No unit may ever be moved into a Woods hex (Exception: see Scenario 20.4).

7.23 One additional Movement Point must be expended to cross a contour hexside if, and only if, the unit is moving from a lower level of elevation to a higher level. If, for example, an entire (or one half of) a double-counter French was moved across a contour hexside from a lower to a higher elevation level, then one additional Movement Point from that double-counter's Movement Point Allowance would have to be expended. There is no additional Movement Point cost to move a unit (or 1/2 a double counter unit) across a contour hexside from a higher elevation level to a lower level.

7.24 In the Scenarios where the condition of the field of battle is muddy, a unit does not have sufficient Movement Points to traverse an uphill contour hexside during any one Impulse (Exception: see Case 17.2, Cavalry Charges). In this case, in order to be moved across such a hexside, the unit must first stay in a hex adjacent to the uphill contour hexside for one complete Impulse. During a succeeding Impulse (or, if necessary, during a succeeding Impulse of a subsequent Game-Turn) the unit may traverse the contour hexside at a cost of its entire Impulse Movement Allowance.

7.25 Roads have no effect on movement.

7.26 Cavalry may not charge through a contour hexside from a higher to a lower elevation. Once a cavalry unit begins to charge, it may be moved across a contour hexside into a higher elevation but never into a lower elevation for the duration of the charge (see Case 17.24, Cavalry Charge).

7.3 Terrain Effects Chart (see chart sheet)

8.0 Archery Fire Combat

Commentary: Both sides had considerable numbers of archers at Agincourt, but the English bowmen were equipped with their natural weapon, the long-bow, and their training was superior to anything hitherto known. In contrast, the French bowmen were equipped either with crossbows (technically superior but of shorter range than the longbow) or the shortbow (a totally inadequate substitute) and their training was by no means comparable to that of the English. In Agincourt, an attempt has been made to enhance realism by having the archers fire during the Movement Phase rather than the Combat Phase of each Player-Turn. This was, in fact, the normal procedure: as the Enemy advanced, arrow volleys were released.

General Rule: At the end of each Movement Impulse of the Movement and Archery Phases, the non-Phasing Player's units may fire volleys of arrows at Enemy combat units which are within range. The rate of fire and the arrow supply of the firing unit must be taken into account. Archers must be in the archer status (not the yeoman back-printed status) to fire. All archery fire is resolved using the Fire Combat Results Table.

Procedure: When archery fire occurs, each eligible unit fires separately, up to its rate of fire. However, all fire attacks must be allocated before any are resolved. To execute a fire attack, a Player must identify which of his units is firing, how many volleys it is firing, and which Enemy unit is the target. Once volleys have been allocated to a particular target, they cannot be withheld. To resolve fire, the Fire Combat Results Table is consulted with the range and number of volleys indexed on the correct Table, for the firing unit and target type (e.g., the longbow firing at cavalry table). Fire results affect the target unit immediately.

Cases:

Cases:

8.1 Restrictions on Fire Combat

8.11 A unit is not required to fire (Exception: Case 8.15). A permissible fire attack is always executed at the option of the Player who controls the eligible fire unit.

8.12 Only archer units which have not been moved during the previous Movement Phase are eligible to fire during the Movement and Archery Phase. Archer units which have been moved are flipped to the yeoman (backprinted) side to signify that they have been moved.

8.13 Only the following units may fire:

  1. English longbowmen
  2. French crossbowmen
  3. French shortbowmen

8.14 A fire unit may not fire at more than one target unit during any one Impulse. Fire, once targeted, may not be changed. Each unit's fire is resolved on the Fire Combat Results Table (8.7).

8.15 A non-Phasing archer unit may fire (up to its rate of fire, see Case 8.4, Rate of Fire) at the end of each Movement Impulse. If a Player fires any of his archer units during an Impulse, then he must fire of all his archer units that have an Enemy unit within range. Archer units may not fire except during non-Friendly Movement/Archery Phase.

8.16 A unit may never fire at a target through a Woods hex (see Case 8.2, Line of Sight). It may fire over another Enemy or Friendly combat unit (Exception: crossbow units may never fire over another combat unit). However, the range column for the fire attack when firing over a unit is increased by one on the Fire Combat Results Table. If the range is two hexes and the range column is increased (by one) to three, the rate of fire is still that of a 2 hex range.

8.17 If a French combat unit is in a hex which is adjacent to an English combat unit, then only the closest English archer unit may fire at that French combat unit. If more than one English archer unit is equidistant from the French combat unit, then they may all fire, within the restrictions of Case 8.18.

8.18 More than one archer unit may fire at a target unit. However, each attack is resolved individually and treated as a separate attack. All fire combat attacks must be resolved before proceeding to the next Impulse.

8.2 Line of Sight

Terrain may inhibit fire combat by blocking the "line of sight" between a firing unit and its target.

8.21 A fire unit may never fire at a target unit if it is unable to observe. To observe a target, a unit must be able to trace a Line of Sight from the center of the firing unit to the center of the target unit free of blocking terrain.

8.22 If a Line of Sight passes along a hexside between two hexes one of which is blocking terrain, the Line of Sight is not blocked.

8.23 Woods hexes always block Line of Sight regardless of the elevation of the target and firing unit.

8.24 If the firing and target unit occupy hexes which are at the same level of elevation, and the Line of Sight traverses any hex which is on a higher elevation than either of the two units, the Line of Sight is blocked.

8.25 If the two units occupy hexes on different levels of elevation, the Line of Sight is blocked if it traverses any hex which is on a higher elevation level than both of the units.

8.3 Effects of Fire Combat

Each combat unit in Agincourt is composed of a certain number of "lines." The number of lines a unit possesses is a measure of its durability ("staying power") in combat. Combat losses reduce the number of lines which a unit has. Note that as a unit loses lines it does not lose Melee Strength (a fresh line steps forward). The total line losses an army incurs due to fire (and melee) combat are recorded on the army's Casualty Track which is printed on the map.

8.31 Each arrow volley which is successful in hitting a target unit incurs (as noted on the Fire Combat Results Table) that unit loses one line.

8.32 The numerical Arrow Strike results on the Fire Combat Results Table are the number of lines eliminated from the target unit (see Case 3.7, Glossary).

8.33 The number of lines currently possessed by each unit is displayed on that unit's Line Strength Record Track. For each line loss (Arrow Strike) a target unit incurs, the number of lines of the target unit is reduced by one on that unit's Line Strength Record Track. On the Track, a marker is used to indicate the current Line Strength.

8.34 Line losses result in fugitives and "dead." For each line loss a unit occurs, both a Dead marker and a Fugitive marker with a denomination equal to the number of line losses suffered is placed in the hex with the target unit. (For French double counters, a die is rolled to determine the side of the unit on which the counters are placed: 1-5 for the left side of the counter and 6-10 for the right.) If a Dead (or Fugitive) marker currently occupies the hex, the totals are combined and a Dead (or Fugitive) marker which is equal to the combined total is placed in the hex.

8.35 When all of a unit's lines are eliminated, it is immediately removed from the map.

8.36 A Player must immediately increase his army Casualty Level by one Point for each line eliminated by fire combat.

8.4 Rate of Fire

8.41 Archery units have a rate of fire determined by their bow-type. The rate of fire is the maximum number of volleys an individual unit may fire during one Impulse of a Movement and Archery Phase.

8.42 English longbow units have a maximum rate of fire of 6 volleys per each (one minute) Impulse of the Movement/Archery Phase. French shortbow units have a maximum rate of fire of 4 volleys per Impulse, and French crossbows have a maximum rate of fire of 2 volleys per Impulse.

8.43 At a range of one or two hexes, the maximum rate of fire of each archery unit is reduced by 50%. The maximum rate of fire for longbow, shortbow and crossbow units at this range is 3, 2, and 1, respectively.

8.5 Arrow Supply

The arrow supply in Agincourt is limited. The arrow supply for each archery unit is recorded on the Arrow Supply Track.

8.51 Each archery unit expends one "volley" of arrows each time it fires, regardless of target range. Arrow supply for each unit is represented by an Arrow Supply marker which is placed on the unit's Arrow Supply Track.

8.52 All archery units begin with an arrow supply of 24, which is reduced as arrows are expended, except for French crossbow units, whose ammunition is unlimited for game purposes. In addition, all English longbow units (except for the King's Own and the Royal Guards Archers, which were much smaller formations) have an additional 15 to 24 volleys. To determine the additional arrow supply, the die is rolled on the first Impulse after the first supply is spent, and that number is added to 15 to determine the additional supply. Once the second supply (or quiver) of a longbow unit is spent, the English Player may not roll again for that unit. All French shortbow units and the English King's Own and Royal Guards' Archers have no additional arrows.

Errata (SPI boxed-insert addenda, October 1979): French crossbow ammunition is virtually unlimited. However, for purposes of record keeping all French crossbow units begin the game with 24 rounds available.

8.53 Arrow supply has no effect on Melee Strengths of English longbow units. French shortbow units which are out of arrows must immediately flee the field of battle in a northerly direction (as though routed) (see Case 11.21, Demoralization).

8.6 Arrow Retrieval

English longbow units may replenish their arrow supply by retrieving arrows during the English Movement and French Archery Phase.

8.61 For each entire Impulse during which a longbow unit in yeoman status (see Section 15.0, Yeomen) remains stacked in a hex occupied by a French Dead marker (i.e., without being moved), that unit may retrieve 2 volleys. Yeoman may not retrieve arrows if 24 volleys are stored by the unit, i.e., no more than 24 volleys (one quiver) can be stored by a longbow unit for its arrow supply. If a longbow unit captures French fugitives, leaders, or melees with French units during that Impulse, it may not retrieve arrows.

8.62 Only English longbow units may retrieve arrows, and only from French Dead markers. There is no limit to the number of arrows that may be retrieved from each French Dead marker. However, only the unit which retrieves the arrows may add them to its arrow supply; arrows may not be supplied to other units.

8.7 Fire Combat Results Table (see chart sheet)

9.0 Melee Combat

General Rule: Melee combat may occur only between opposing combat units which occupy adjacent hexes during the Melee Phase. A unit may never attack more than one Enemy combat unit during a Melee Phase. Melee combats may be initiated in any sequence the Phasing Player desires. Combat units must melee if they have sufficient Strength Points to attack, with the Phasing Player being considered the Attacker and the non-Phasing Player the Defender. A unit's Melee Strength is adjusted according to the Melee Adjustment Table (9.4). The following conditions are checked for when consulting the Melee Adjustment Table:

  1. Presence of Friendly leaders and Dead in the hex
  2. Number of Friendly units crowding the unit
  3. Possibility of initial shock
  4. The presence of stakes

Procedure:

  1. Total the Melee Strength Points of the attacking unit(s) adding and subtracting applicable Strength adjustments (including leaders) from the Melee Adjustment Table (9.4). Then total the Melee Strength Points for the defending unit in the same manner.
  2. Subtract the Melee Strength total of the defending unit from the Melee Strength Total of the attacking unit(s). Locate the column corresponding to this differential at the top of the Melee Combat Results Table.
  3. The attacking Player then locates the horizontal line on the Melee Combat Results Table corresponding to the Defensive Line Strength of the defending unit and determines the intersection of that line with the vertical column corresponding to the differential determined in step #2. Remember, a unit's Defensive Line Strength has no effect on its Melee Strength. For example, if a unit had lost two lines it would be on its third line and therefore its Defensive Line Strength would be 3. However, if that same unit were attacking during melee it would use its Melee Strength which is never affected by its Line Strength (a new line stepping forward would have the same strength as the last). The attacking Player now rolls the die. If the number rolled is equal to or less than the number indicated where the line and column intersect, the defending unit suffers a one line loss according to the explanation given in Case 8.34.

Cases:

9.1 How to Calculate the Melee Combat Strength Differential

When determining the Melee Strength of a unit to determine the differential of a melee attack, the unit's Melee Strength is adjusted according to the Melee Adjustment Table (9.4).

9.11 A leader may add its Leader Melee Rating to the unit's Melee Combat Strength. Only one leader's Melee Rating may be added to a combat unit regardless of how many Friendly leaders are present in the hex.

9.12 The number of Dead of the same nationality (English or French) in a hex with a combat unit involved in a melee modifies the Combat Strength of that unit by reducing its Melee Strength by the number of Dead present (x2 Dead would be a -2 modifier).

9.13 A combat unit may be crowded by other Friendly units(s) which modifies the Melee Strength of that unit. Crowding is defined as being adjacent to a Friendly unit. For each Friendly combat unit which is crowding a given combat unit, the Melee Combat Strength of the crowded unit is decreased by one up to a maximum of -3. A combat unit could be crowded by 4 or more combat units. However, the Combat Strength Modifier for crowding would still be -3.

Illustration (Crowding): The crowding diagram shows the counters Marle (3rd line, Melee Combat Strength 3), Vaudemont (2nd line, Melee Combat Strength 4), Damrtn (3rd line, Melee Combat Strength 3) and an archer counter (SB IV) in the hex marked "Crowding Back." Errata (SPI boxed-insert addenda, October 1979): The archer unit in the illustration is incorrect. It should be a Man-At-Arms unit. If an archer unit were placed as in the illustration it would be in violation of Case 5.18.

9.14 Initial Shock can modify a given unit's Melee Combat Strength by adding +7 to French double counters and English men-at-arms counters or +4 to French single combat counters and English yeomen (archers). To be eligible for an Initial Shock bonus, a unit must have moved during the immediately preceding Friendly Movement Phase. Initial Shock may be applied only to a unit's first melee attack during the game.

9.15 If an English yeoman unit is behind a set of stakes and is not being attacked through a flank hexside (see Case 16.31 and 16.32), that yeoman's Melee Combat Strength is increased by +1.

9.16 A unit's current Line Strength never affects that unit's basic Melee Combat Strength. For instance, a 7-line unit could have lost 6 lines, but its basic Melee Combat Strength would remain the same.

9.17 If only one-half of a French "double-counter" unit is adjacent to an English unit, that French unit's Attack Strength is halved.

9.18 If a French combat unit is adjacent to more than one English combat unit, it must melee attack one and only one of the adjacent units.

9.2 Resolving Melee Combat

9.21 Combat units and leaders which become involved in melee combat (attacking or defending) may not be moved in ensuing Movement Phases until the unit or units with which they are meleeing are eliminated. Additional units may move adjacent and become involved in subsequent melee combat. However, once engaged in melee combat, these additional units may not be moved until the opposing unit(s) are eliminated.

9.22 Defending units which have engaged in melee combat must be checked for morale during the ensuing Fatigue Morale Phase.

9.23 If the combat differential is cross-indexed with the current defense's line strength, and a zero is the number which is referenced, then the die is not rolled (there is no chance of a loss due to melee). However, the defending unit must still check morale during the Fatigue Phase (it has been involved in melee). Example: During the French Melee Phase, the French Player wishes to execute a melee combat attack using the French "double counter" Orleans in its first attack and the leader Orleans against the English men-at-arms unit York. In addition, there is a x2 Dead marker in the hex occupied by the Orleans men-at-arms unit, and the leader York is in the hex occupied by the York men-at-arms unit. The Melee Strength of the Orleans combat unit (4), plus the Leader Melee Rating (4) of Orleans, plus (in this case) Initial Shock (7) and minus (2) for standing in a hex with the x2 Dead marker, would yield a modified Melee Combat Strength of +13. The modified Melee Combat Strength of the York unit would be 9 (5 for the unit and 4 for the leader). The English strength would then be subtracted from the French strength to yield a combat differential of +4. This differential, when cross-referenced on the Melee Combat Results Table with York's current Defensive Line Strength of 4 (it is on its fourth line and has one line left), yields a casualty probability of 23%. The die is then rolled and a "17" is the result (see Case 3.8, Use of the Percentile Die). Thus, since the number rolled was equal to or less than the casualty probability, the English unit suffers a one line loss. The loss is recorded on the Line Strength Track of the English unit and, since no lines remain, the unit would be removed from play. Note: In addition, one Dead and one Fugitive marker would be placed in the hex to signify the line loss and the English Army Casualty Track total would be increased by one. The leader, York, would not be affected (see Case 12.32, Loss of Leaders).

9.3 Melee Combat Restrictions and Prohibitions

9.31 A unit in a hex adjacent to a hex occupied by an Enemy unit is required to attack if it has a modified Melee Combat Strength of zero or higher.

9.32 Only combat units may execute a melee attack. Leaders alone in a hex, artillery units, and informational markers are not eligible to make melee attacks.

9.33 A combat unit may not execute more than one melee attack during a single Melee Combat Phase. A melee attack may not be made against more than one unit at a time.

9.34 Terrain does not affect melee combat.

9.35 Two or more units may combine their strengths (adjusted on the Melee Adjustment Table) to melee attack an adjacent defending unit. French double-sized units which have only one-half (one hex) of the unit adjacent to the defending unit have their modified Melee Combat Strength halved when attacking.

9.4 Melee Adjustment Summary

This Schedule Summary lists the various effects which adjust the Melee Strength of a unit involved in a melee (see chart sheet).

9.5 Melee Combat Results Table (see chart sheet)

10.0 Unit Morale

Commentary: Medieval armies, even at their best, were fundamentally different from professional forces. Thus, their morale was never very reliable. At Agincourt, the English, with a far more professional force than the French, had fewer morale problems in as much as defeat meant almost certain death or imprisonment.

General Rule: During the Morale Phase of the Phasing Player's Game-Turn, the Phasing Player must check the morale of all of his combat units that (1) have not been moved during the previous movement phase and have been contacted by Friendly fugitives, (2) have been moved during this Game-Turn, or (3) are adjacent to Enemy combat units and have sufficient Strength Points to melee in this Game-Turn. A unit's morale is checked only once during the Morale Phase. That is, if a unit has both been moved and has sufficient Strength Points to melee in this Game-Turn, its morale would be checked once, not twice. In addition, a morale check must be made for all defending units which have been engaged in melee during the opposing Player's Melee Phase (whether or not they would have sufficient Strength Points to attack) during the Fatigue Morale Phase.

Procedure:

  1. Total the applicable Morale Points of a unit being checked for morale using the Morale Point Table (10.4).
  2. The Player checking morale locates the horizontal line on the Morale Table (10.4) corresponding to the Morale Point total for the unit and traces a line across the Table to the right, stopping in the vertical column corresponding to the units' current line strength and type. The Player checking for morale now rolls the die. If the number rolled is equal to or less than the number indicated where the line and column intersect, the defending unit suffers a one-step morale loss according to the explanation given in Case 10.2.

Cases:

10.1 Resolving Unit Morale Checks

10.11 If the Morale Point total for a unit is in excess of 10 Points (which is the highest line on the Morale Table), the owning Player must roll more than once on the Table so that the Morale Point lines referenced total the number of Morale Points that unit must check for. Example: If the Morale Point total was 28, the owning Player would roll twice on the 10-line and once on the eight-line.

10.12 Morale Point totals which exceed 10 are always resolved using the 10-column of the Morale Table first. Example: A Morale Point total of 14 would be resolved by rolling once on the 10-line and once on the four-line. (Two rolls on the 7 line — 7 + 7 = 14 — would not be permitted.)

10.2 Applying Unit Morale Checks

10.21 Whenever a unit takes a morale step loss, a Fugitive marker is placed on the unit, and the unit's Line Strength is reduced by one on the Line Strength Track. Dead markers are not created by unit morale step losses.

10.22 A one-line loss and a Fugitive may be created for each roll of the die during a Morale Phase. For instance, a 28 Morale Point total (broken down to two rolls of 10 and one of eight) could possibly create three line losses to a unit as well as a × 3 Fugitive marker.

10.3 Death of King Henry V

If King Henry V is captured by a French combat unit or during leader-to-leader combat, his capture may affect unit morale. On the English Morale Phase following the capture of King Henry V, all English combat units within three hexes of his hex of capture must check unit morale (see the Morale Point Table, 10.4). On the second English Morale Phase following the capture of King Henry V, all English units which are four, five, or six hexes away from the hex in which the King was captured must check for unit morale. On the third English Morale Phase following the King's capture, combat units which are seven to nine hexes away must check for unit morale. And on the fourth Game-Turn following the King's demise, all English units which are 10 or more hexes away from the hex in which King Henry V was captured must check unit morale.

10.4 Unit Morale Table (see chart sheet)

10.5 Morale Point Schedule

The Morale Point Schedule lists the applicable morale points which may apply to a combat unit when checking unit morale (see chart sheet).

11.0 Army Morale

Commentary: At Agincourt the French broke when they still actually outnumbered the English. This was due to the steady drain on their morale resources through the morning. Army morale is the means by which this steady erosion of French morale — or indeed, English — may reach the point where an entire army will rout.

General Rule: Army morale is a cumulative measure of the endurance of each army to continue battle and is a basic determinant of victory for each Scenario. Each fifth Game-Turn, each army must undergo an army morale check. To check army morale, a Player first consults the Army Casualty Track to determine the number of line step losses his army has suffered due to archery fire and melee combat. The Army Morale Table is then consulted (using the number of casualties under the appropriate column) to yield the probability of that army being demoralized. The die is rolled and if the number is equal to or less than that probability, the entire army is demoralized as outlined in Case 11.2.

Cases:

11.1 Army Casualty Tracks

Both Players record the number of line step losses each army suffers due to archery fire and melee combat during the game (in other words, each time a Dead marker is placed on the map or increased, the number of line losses is recorded on the Army Casualty Track). At the beginning of the game, both Players place spare Dead markers on their Army Casualty Track in the spaces marked "0" and "00". The position of the markers should be adjusted throughout the play of the game at the instant each casualty is taken. Army casualty levels are cumulative, with casualties added to the previous total during each Game-Turn. All Scenarios begin with both armies' casualties at zero.

Remember: Only line step losses due to archery fire and melee combat (which create Dead) are recorded as casualties. Line step losses due to unit morale checks (which only create Fugitives and do not create Dead) are not considered casualties and are not recorded on the Army Casualty Tracks.

11.2 Demoralization

11.21 If a morale check reveals that an army is demoralized, then during all subsequent Movement Phases the combat units of the demoralized army are routed (Exception: see Case 11.22). Routed units must be moved directly away from Enemy units in the shortest path towards either the north map edge (for the French) or towards the south map edge (for the English), unless they are rallied (see Case 11.23). If a routed unit cannot be moved without moving into a woods hex or a hex occupied by a combat unit (Enemy or Friendly), then the unit remains in place.

11.22 A combat unit which is stacked with a leader who is able to command that unit (see Case 12.1, Leadership Ability) is not routed if its army suffers demoralization. A unit which is in command may freely move and is not affected by the loss of army morale until such time that no leader capable of commanding that unit is stacked with that unit. If no leader is capable of commanding the unit, that unit is immediately routed and is subject to the conditions of Case 11.21.

11.23 A routed combat unit may be rallied if, during the Movement Segment, a leader capable of commanding that unit moves onto (and remains stacked with) that unit.

11.3 Army Morale Table The Army Morale Table lists the probabilities that an army will be demoralized (see chart sheet).

12.0 Leaders

General Rule: Various historical leaders of the French and English armies have been provided with the game. Leaders influence melee combat resolution and determine whether or not a unit routs or is rallied if the entire army is demoralized. Leaders have two ratings:

  1. A Leadership Melee Rating which can be used to augment the Melee Strength of a particular unit and is the Leader's Strength Value during leader-to-leader combat.
  2. A Ransom Value which determines a leader's Victory Point Value if captured.

Each counter represents a historical leader of a French contingent or a leader of the English army. In order for a French leader to affect the combat ability of a French combat unit or command a unit if the army is demoralized, the leader must belong to the same contingent — Armagnac (blue type of counter) or Burgundian (black type on counter) — as the combat unit except for three French leaders who may command both contingents (see Case 12.13). Leaders may also prevent a unit from routing when an army is demoralized (see Case 11.22, Demoralization).

Cases:

12.1 Leadership Ability

12.11 An English leader may apply his leadership abilities (Melee Rating and his ability to prevent units from routing) to any English unit with which he is stacked.

12.12 Any French leader except for Constable, Marshal, and Admiral who is stacked in the same hex as a combat unit, and is of the same contingent (color) as the combat unit, may apply his leadership abilities to that unit.

12.13 The French leaders Constable, Marshal, and Admiral can apply their leadership to any French combat unit in the same hex regardless of their contingent.

12.2 Leadership Melee Rating

12.21 A combat unit may benefit from a Leader Melee Rating whenever involved in a melee combat, either for attack or defense.

12.22 The effect of the Leader Melee Rating is to increase the melee strength of the leader-augmented combat unit by an amount equal to the Leader Melee Rating.

12.23 A Player may never apply a Leader Melee Rating to the leader itself if it is alone in a hex. A hex containing only a leader(s) may be entered or passed through by an Enemy combat unit, in which case the leader(s) is captured and removed from the map.

12.24 Only one leader's Melee Rating may be applied to a combat unit in a given melee. Errata (SPI boxed-insert addenda, October 1979): The word "IF" should be the first word of the second sentence; it was omitted. The sentence reads: "If more than one leader is stacked with the unit." 12.3 Loss of Leaders

12.31 A leader is never affected by fire combat and is not affected per se by melee combat, whether or not it is stacked with a Friendly combat unit.

12.32 If, during fire or melee combat, a leader is stacked with a combat unit which is eliminated, that leader remains stationary until it retreats automatically with the created Fugitives beginning with the next Fugitive Movement Phase.

12.33 A leader which is retreating with Friendly Fugitives (Case 14.2, Movement of Fugitives) during the Fugitive Movement Phase (he may not be moved during the Movement Phase) continues to retreat (off the map if necessary) unless, at the beginning of a Fugitive Movement Phase, he is stacked with a Friendly combat unit which he may command (Case 12.1, Leadership Ability). In this case, Fugitives are retreated away on their own, subject to Case 14.2, and the owning Player is free to move the leader as he chooses.

12.34 Leaders which retreat off the map edge are not considered captured for victory purposes and may not be returned to play.

12.35 If an Enemy combat unit enters a hex containing a leader, that leader is considered captured and is immediately removed from play. Leaders may also be lost during leader-to-leader combat (Section 13.0). Fugitives (Enemy or Friendly) may freely move through leaders and have no effect on them.

13.0 Leader Combat

Commentary: With the rigid class system which characterized feudalism, combat between prominent individuals of opposing armies was quite common and considered rather sacred. Individuals would challenge each other on a field of battle, and to refuse meant disgrace. When two knights fought on such terms, no one was likely to interfere. Often the outcome of such single combats could have serious effects on morale.

General Rule: During the Leader Combat Phase, opposing leaders which occupy adjacent hexes and are stacked with combat units of their contingent may engage in leader combat. All leaders begin each leader combat with a strength equal to their Melee Rating. During leader combat, both leaders engage in five individual Rounds during which time their strength may be reduced. If a leader's strength is reduced to zero, the leader is captured and removed from the map. Leaders may be engaged in only one leader combat per Leader Combat Phase.

Procedure:

  1. Determine which leader has the greater strength; this leader is termed the Superior Attacker (see Case 13.12 if both strengths are the same).
  2. Both Players then choose the manner of attack, selecting one of six options on the Leader Combat chart (13.3), and reveal their selections simultaneously.
  3. The manner of attack chosen by each Player is then cross-referenced on the Leader Combat Chart, with the superior Attacker using the appropriate vertical column. The indexing of both Player's manner of attack will yield a series of three numbers. The die is rolled and the Superior, the Inferior, both, or neither leader's strength is reduced by one.
  4. This leader combat (step 1 through 3) is repeated five times or until one leader (or both) are captured, whichever occurs first.
  5. If both leaders sustain a captured result in some round, both leaders advance into "Sudden Death" round with both leaders considered to be of equal strength. Only one leader may be captured. If the result occurs that both leaders are captured, another "Sudden Death" round commences.

Cases:

13.1 Resolving Leader Combat

13.11 Only one leader per hex may engage in leader combat. If more than one leader is present in a hex with a Friendly combat unit, the leader with the highest strength is used. (If two leaders are of the same strength the Phasing Player selects which one he wishes to engage in leader combat.)

13.12 If both opposing leaders are of the same strength, the manner of attack is selected once. However, the die is rolled twice with each player cross-referencing his manner of attack once from the superior position.

13.13 The six manners of attack which determine the probability of Strength loss are:

Manner of attackStrength loss
Advancing Attacking0
Advancing Parrying1
Standing Attacking2
Standing Parrying3
Retiring Attacking4
Retiring Parrying5

The manner of attack is chosen simultaneously by both Players in one of the two following manners:

  1. Each Player writes down his choice (by name or number) on a piece of paper
  2. Both Players simultaneously display (as in choosing up "odds or evens") a number of fingers corresponding to the manner of attack they have selected (the number zero being represented by a closed fist). Note: This method of selection is much more spontaneous and convenient.

13.14 If a leader is not captured during leader combat, his strength in subsequent leader combats returns to full strength. A leader may engage in any number of leader combats and be returned to his full strength provided he is not captured.

13.2 Explanation of Leader Combat Results

13.21 Cross-referencing both Players' manner of attack yields a "box" with three ranges of numbers as follows:

ResultDie roll range
SUPERIOR01...35
BOTH36...45
INFERIOR46...90
  • If the result lies between the numbers in the top line (inclusive), the Superior leader's strength is reduced by one.
  • If the result lies between the numbers in the middle line, both leaders' strengths are reduced by one.
  • If the result lies between the numbers in the bottom line, the Inferior leader's strength is reduced by one.

Thus in the above example on a die roll of 1-35 the Superior leader's strength is reduced by one, on a 36-45 both leaders' strengths are reduced by one, and on a roll of 46-90 the Inferior leader's strength is reduced by one. If the number rolled is 91-100 (00) neither leader is affected.

13.22 If the die roll falls within a range which is marked "(c)", the leader to whom the die roll corresponds is automatically captured and removed from play, regardless of his remaining Melee strength.

13.3 Leader Combat Table (see chart sheet)

14.0 Fugitives

Cases:

14.1 Creation of Fugitives

Military units, when they disintegrate, do not vanish from the field. Survivors remain and may often have important effects on the subsequent course of the battle. In Agincourt the Fugitive rules provide this element.

14.11 Whenever a combat unit suffers a line loss due to fire combat, melee combat, or a morale check, a Fugitive marker in a denomination equal to the number of line losses suffered is placed in the hex with that combat unit.

14.12 If a Fugitive marker is to be placed on a double-counter French combat unit, then the die is rolled to determine in which of the two hexes it is placed. On a die roll of 1-5, it is placed on the left side of the counter and on a 6-10, on the right.

14.13 If a Fugitive marker already occupies the hex in which the new Fugitive marker is to be placed, the values of the two Fugitive markers are added together and one Fugitive marker of the combined denomination is substituted. Example: If a combat unit suffered a two-line loss from archery fire a ×2 Fugitive marker would be placed with the unit. If that same unit suffered a one-line loss due to melee during the same Game-Turn, the ×2 marker would be removed and would be replaced with a ×3 Fugitive marker (×1 + ×2 = ×3).

14.2 Movement of Fugitives

14.21 At the beginning of the Fugitive Movement Phase, the Phasing Player determines the direction in which Fugitive markers created in the last Game-Turn move (Cases 14.23 and 14.24). He also determines the new direction of fugitive markers which have "run into" Friendly combat units during the previous Game-Turn (see Case 14.25). All other Fugitive markers are moved in the same direction as in the previous Game-Turn (Exceptions: Cases 14.26 and 14.27).

14.22 French Fugitive markers must always be moved in a northerly direction. To determine their direction of movement a die is rolled. On a roll of 1-5 they are moved in a northeasterly direction; on a roll of 6-10, a northwesterly direction.

14.23 English Fugitive markers must always be moved in a southerly direction. As with the French Fugitive markers, a die is rolled to determine their direction of movement. On a die roll of 1-5 they are moved in a southeasterly direction; on a roll of 6-10, in a southwesterly direction.

14.24 Once a Fugitive marker's direction of movement is determined and the marker is faced in that direction, it is moved its entire Movement Allowance in each Movement Phase (see Cases 14.26, 14.27, and 14.28).

14.25 If a Fugitive marker is moved into a hex containing a Friendly combat unit, it is moved no further during that Fugitive Movement Phase. During the following Movement and Archery Phase, the combat unit which was "run into" by the Fugitive marker must remain in place. It may not be moved until the next Game-turn. Once a Fugitive marker has been moved into a hex containing a Friendly combat unit, the die must be rolled again (during the next Fugitive Movement Phase) to determine its direction for further movement.

14.26 Fugitives may not be moved into Woods hexes. If the direction of their movement would force them into a Woods hex, then their direction of movement is deflected, with fugitives moving in an easterly direction changing their direction to move in a westerly direction and vice-versa. For example, if a French Fugitive in hex 2626 was moving in a northwesterly direction, it would "bounce" off the Woods and proceed to move in a northwesterly direction into hexes 2526, 2425, etc., rather than moving into hex 2527, a Woods hex.

Errata (SPI boxed-insert addenda, October 1979): The fugitive unit would bounce in a northeasterly direction, not a northwesterly direction.

14.27 Fugitive markers which are moved into a hex occupied by an Enemy combat unit are captured and are removed from play.

14.28 Fugitive markers may be captured by Enemy combat units during the (Enemy) Movement Phase. To capture a Fugitive, a unit must begin a Movement Impulse stacked with a Fugitive marker, and remain in the hex for one complete Impulse, at which time the Fugitive marker is removed from play.

15.0 Yeomen

Commentary: In addition to being bowmen, archers were also light infantry, trained to take part in the melee under certain circumstances. The English bowmen were quite good at this, having had considerable experience. Others were not so good.

General Rule: English longbow units are printed on both sides with one side representing archer status and one side yeoman status. The yeoman status of an archer unit indicates that the archers have "stowed" their bows and drawn a personal side weapon such as a sword, mallet, or axe. Archer units may freely be changed between their archer to yeoman status at the beginning of the Friendly Movement Phase, and they must be immediately changed from archer to yeoman status if melee attacked. French archers have no Melee Strength and defend at a Melee Strength of one. If melee attacked, they become fugitives during the succeeding Fugitive Movement Segment. Archers in yeoman status have a Movement Allowance and may be moved during the Phasing Player's Movement Phase. English yeomen may also be employed in one of four functions during a Movement Impulse:

  1. They may be moved, during which time they may capture leaders and/or carry stakes (see Section 16.0, Stakes)
  2. They may retrieve arrows
  3. They may capture Fugitives
  4. They may implant or remove stakes

French yeomen may only move and/or capture leaders during their Movement Phase. Yeomen are treated as melee combat units for all purposes until they are changed back to their archer status. However, while in yeoman status they may not fire during the Archery Phase. Archers in the archer status may fire but they may not be moved. Archers in the archer status may not melee offensively. However, if they are melee attacked (which requires that they revert to the yeoman status), they may melee during their Friendly Melee Phase.

16.0 Stakes

General Rule: Eight of the 10 English archer units are supplied with stakes counters. These stakes, once implanted, provide protection for archers stacked in the hex with them. Stakes may be implanted or removed any at time during the game.

Cases:

16.1 Removing Stakes

16.11 English yeoman units which begin a Movement Phase stacked in a hex with an implanted stake counter may remove the stakes by expending their entire Movement Allowance for that Movement Phase (i.e., they must remain in the hex for the three Impulses of one Friendly Movement Phase).

16.12 A removed stake counter is flipped to its "carried stakes" side. The counter may then be freely moved ("carried") by a yeoman during subsequent Movement Phases at no additional movement cost. A French combat unit entering a hex containing stakes is immediately eliminated.

Errata (SPI boxed-insert addenda, October 1979): A French unit may never enter a hex containing stakes which are manned by an English unit.

16.2 Implanting Stakes

16.21 English Yeomen who are carrying stakes may implant them during a Movement Phase.

16.22 To implant stakes, a yeoman which is carrying them must remain in a hex for three consecutive impulses (which extend over two Game-Turns), at which time the stake counter is flipped to its implanted status.

16.3 Facing and the Effects of Stakes

16.31 Stakes, when implanted, have a specific "facing" which protects English yeoman/archer units during the Melee Phase. Only English yeoman/archers (longbowmen) may benefit from implanted stakes. The "facing" (which is selected by the English Player when the stakes are implanted) protects a yeoman/archer unit from melee attacks from 4 of the 6 hexsides that surround the hex. Unprotected staked hexsides have no effect on play whatsoever.

Diagram: A hex with implanted stakes (STAKES IMP) shows four hexes marked "Protected" and two hexes marked "No Protection."

16.32 French men-at-arms units may not attack English yeoman/archer units through a protected stake hexside. (Men-at-arms units were made up largely of nobles and knights who thought it beneath them to attack a fighting force of commoners.)

16.33 French cavalry units which attack English yeoman/archers through a protected stake hexside are affected when checking for unit morale (see Morale Point Table, 10.3) and in melee (see Melee Adjustment Table, 9.4).

17.0 Cavalry

Cases:

17.1 Cavalry Melee and Movement Ratings

17.11 Each cavalry counter is backprinted. Printed on the front side of each counter is the Melee Combat Strength for that cavalry unit when it is moving and attacking normally. Printed on the back side is the Melee Combat Strength for that cavalry unit if it is engaged in a charge.

17.12 Cavalry counters are deployed with their normal (front) rating showing. At the beginning of any Movement Phase, cavalry counters may be flipped to their charging (back) rating, in which case the charging Melee Strength and Movement Allowance are utilized under the conditions of Case 17.2. Cavalry counters may be "flipped" back to the normal rating at the beginning of any subsequent Friendly Movement Phase.

17.2 Cavalry Charge

17.21 Cavalry units may charge (using their higher Melee Strength and Movement Allowance) during a Game-Turn if their counter has been "flipped" to the charge status at the beginning of the Movement Phase, or if the cavalry unit which the Phasing Player wishes to charge has remained in the charge status since a previous Game-Turn.

17.22 If a unit is used in a charge, it must be moved its entire Movement Allowance, with one exception: a charging cavalry unit which charges into an enemy unit does not have to expend its entire Movement Allowance. However, that cavalry unit must move at least one hex during its Movement Phase.

17.23 Once a cavalry unit begins to charge it may not charge (or use its charge rating) for more than two consecutive Movement Phases. After a cavalry unit has "charged," if it charged for two Game-Turns, it must wait for two Game-Turns before charging again. If it charged for one Game-Turn, it must wait for one Game-Turn.

17.24 The path of a unit charge may not turn or cross a contour hexside into a lower terrain elevation. Charging cavalry may charge across a contour hexside into a higher elevation, however.

17.25 Each time a cavalry unit charges into a hex containing a Dead marker during a Movement Impulse, the owning Player must check that cavalry unit for morale at the end of the Impulse. (This morale check is in addition to the other morale checks that must be made for that unit.)

17.26 A charging cavalry unit must charge in a straight line (i.e., it may not pivot).

17.27 Cavalry units may not charge through hexes containing Fugitive markers (Enemy or Friendly).

18.0 Fait du Mort (Suicide Squad)

Commentary: The French organized a group of knights whose sole and fanatical purpose was to kill King Henry V.

General Rule: Included in the countermix is a single counter representing the French suicide squad. This unit is treated exactly as a leader for all purposes except that its Melee Rating may not modify the Combat Strength of units during melee. The first French combat unit which is moved into a hex adjacent to the hex occupied by King Henry V automatically receives the suicide squad, which is then placed in the hex with that unit. The Fait du Mort may then engage in leader-to-leader combat with King Henry in any subsequent Leader Combat Phase. The Fait du Mort may be freely stacked with French combat units of either the Burgundian or Armagnac contingents.

19.0 French Artillery Battery (Optional Rule)

Commentary: The French had some cannon at Agincourt — probably great bombards. But there is little evidence that they were actually used aside from a notation to the effect that a single archer was killed by a cannon ball. Nevertheless, the effect of their presence was marginal, so they are included only as an option.

General Rule: The French artillery battery may fire up to a range of 12 hexes at English combat units. Once deployed (see Section 20.0, The Scenarios) it may not move and is treated as a fire (archery) unit for all purposes except that the unit may never fire over an intervening combat unit (Enemy or Friendly). It may be fired at the end of the French archery phase. Once fired, it may be fired every sixth Game-Turn thereafter (i.e., if it were fired on Game-Turn One, it could not be fired again until Game-Turn Seven).

To Fire, the target is designated and the die is rolled. If the result is equal to or less than 6%, the target unit is hit and suffers a one-line strength loss.

20.0 The Scenarios

Commentary: Agincourt is presented in a series of four distinct Scenarios, each of which can be played as a separate game. We recommend that Players use the Historical Scenario (20.1) to gain a basic familiarity with the game system. This Scenario programs the historical mistakes that were made into the French army's movement and provides an almost historical clockwork representation of the course of events and dynamics of the battlefield, thus providing an enlightening two-Player or solitaire, English Player game.

The second Scenario, the French Free Deployment (20.2), explores the options available to the French had they used their forces intelligently and waited another day for the battlefield to dry out from the rainstorm of the night before.

English Attack Scenario, or King Harry's Folly (20.3), examines the situation had the English attacked or been forced to attack the French. This Scenario examines the possible situation had the French been content to blockade the English facing them with starvation. Both this Scenario and the French Free-Deployment Scenario are tensely balanced and provide both Players a chance to decisively defeat his opponent.

The Open Field of Battle Scenario (20.4) explores what might have happened had the French attacked two days before (when they were drawn up in full battle array just south of the actual battlefield), without granting the English request for the choice of the battlefield (which gave the English the protection of the two flanking woods of Agincourt and Tramcourt).

General Rule: Each Scenario represents a distinct game possessing special rules governing the length, deployment, and victory conditions applicable to the situation it simulates. The initial deployments are printed on the map or stated in the Scenario rules. All units are deployed at their original maximum strength and arrow supply. Line Strength markers are placed at full strength (i.e., 7 lines exist in each French front line "battle") on each unit's Line Strength Record Track. All archer Arrow Supply markers are placed at 24 on the Arrow supply Tracks. (The English have a left and right Arrow Supply Track, for units in either portion of the English line, for easier reference.) All Casualty markers begin each Scenario at zero. All Scenarios begin on Game-Turn One (11.30 A.M.). The stacking rules must be observed in the initial deployment. All units are deployed on the map; there are no reinforcements in any Scenario.

To determine the level of Victory in a given scenario, total both the English and French Victory Totals and express them as a ratio of English to French points, using the following ratings.

Victory levelRatio (English : French)
Decisive English Victory2 or greater : 1
Substantial English Victory1.75 : 1 to 1.99 : 1
Marginal English Victory1.5 : 1 to 1.74 : 1
Draw1.25 : 1 to 1.49 : 1
Marginal French Victory1.00 : 1 to 1.24 : 1
Substantial French Victory0.75 : 1 to 0.99 : 1
Decisive French Victory0.74 or less : 1

Cases:

20.1 Agincourt Historical Scenario (Suitable for Solitaire Play)

20.11 Scenario Length. The Scenario ends at the end of the first Game-Turn following either army's demoralization.

20.12 Initial Deployment.

French: All French units are deployed according to the inital deployments on the map. All French leaders are deployed on top of their appropriate combat unit (signified by a leader flag). The Fait du Mort unit is placed aside and deployed according to Section 18.0.

English: All English units are deployed according to the initial deployments on the map (the English second position). All English leaders are deployed on top of their appropriate combat units (signified by a leader flag). Stake markers are placed on top of each longbow unit with the exception of the King's Own and the Royal Archers units.

Errata (SPI boxed-insert addenda, October 1979): The English units with stakes begin the game with stakes implanted.

20.13 Special Rules

A. All units must be deployed exactly according to the initial historical set-up.

B. The ground is muddy. The Movement Point cost of each clear terrain hex is one.

C. Before the first French Player-turn begins, the English longbows which are within range of the French cavalry must fire at least one volley at both French front line cavalry units (as historically happened, triggering a French charge).

D. During the first French Player-Turn, the front line French cavalry — and only the French cavalry — may be moved. It must charge at its full Movement Allowance, toward the English line (in the Impulses as outlined in the movement rules). On the next Game-Turn, the French cavalry must continue to charge, and the French front line must move forward. On the third Game-Turn, the French archers must move forward. On the fourth Game-turn the French second line must move forward.

Errata (SPI boxed-insert addenda, October 1979): On the fifth Game-Turn the French third line must move forward.

E. Once a French unit has begun to advance, it must be moved forward towards the English line at its full Movement Allowance continuously in accord with the rules governing movement, with the following exceptions: French archers are never forced to crowd with other French units (they may move laterally in that situation), and French archers which are within shortbow or crossbow range of an English unit may stand and fire instead of moving forward.

F. French archers which must be checked for morale at the end of the Movement Phase (if there are enough Morale Points present so that there is the possibility the archer unit will take a step loss) retreat from the battle as per the Fugitive rules (Case 14.2, Movement of Fugitives) beginning with the subsequent French Fugitive Movement Phase.

G. When playing this scenario solitaire, the leader to leader combat is resolved as follows: First the English Leader's Attack Posture is chosen, then the French Leader's Attack Posture is chosen at random using a six sided die with the number six representing the Advancing Attacking manner of attack (0).

20.14 Victory Conditions

French Victory Points

  1. The French Player (or the French Force when playing solitaire) receives 7 Victory Points for each English line step loss (including line step losses due to Morale).
  2. The French Player receives Victory Points equaling 4 times the Ransom value of each English Leader captured.
  3. The French Player receives 2 Victory Points for each point of English Fugitives Captured.

English Victory Points (see 20.24)

20.2 French Free Deployment Scenario

20.21 Scenario Length. The Scenario ends at the end of the first Game-turn following either army's demoralization.

20.22 Initial Deployment.

French: All French units may be deployed freely within the original deployment area behind the French front line. They cannot set up closer to the English than the French front-line (front-line cavalry included) of the historic Scenario printed on the map. French leaders may be deployed on top of any combat unit providing that the leader is of the same contingent (color) as the unit. The Fait du Mort unit placed aside and deployed according to Section 18.0.

English: All English units are deployed according to the initial deployments on the map (the English second position). All English leaders are deployed on top of their appropriate combat units (signified by leader flags). Stakes are placed on top of each longbow unit with the exception of the King's Own and the Royal Archer's units.

20.23 Special Rules

A. The ground is dry. The Movement Point cost of each clear terrain hex is one-half. Units may not enter Woods hexes.

B. French units must be deployed in lines of at least 4 units. There is no specific Game-Turn on which each French line has to be moved. However, units in lines must be moved under the restriction of the line movement rules (Case 5.3).

C. A French combat unit must be moved at its full Movement Allowance each Game-Turn, if it begins its Movement Phase within the range of an English longbow unit. Exceptions: French archers which are within shortbow or crossbow range of an English unit may stand and fire instead of moving forward.

20.24 Victory Conditions

French Victory Points

  1. The French Player (or the French Force when playing solitaire) receives 4 Victory Points for each English line step loss (including line step losses due to Morale).
  2. The French Player receives Victory Points equaling 4 times the Ransom value of each English Leader captured.
  3. The French Player receives 2 Victory Points for each point of English Fugitives Captured.

English Victory Points

  1. 1 Victory Point for each French Casualty point (as recorded on the Army Casualty Track).
  2. 1 Victory Point for each point of Ransom value of each French Leader captured.
  3. 1 Victory Point for each point of French Fugitives captured.

20.3 King Harry's Folly

20.31 Scenario Length. The Scenario ends at the end of the fourth Game-Turn, following either army's demoralization.

20.32 Initial Deployment.

French: All French units may be deployed freely within the original deployment area behind the French front line. They cannot set up closer to the English than the French front-line (front-line cavalry included) of the historical Scenario printed on the map. French leaders may be deployed on top of any combat unit providing that the leader is of the same contingent (color) as the unit. The Fait du Mort unit is placed aside and deployed according to Section 18.0. No French archers may be deployed in the front line.

English: All English units are deployed according to the initial deployment on the map (the English second position). All English leaders are deployed on top of their appropriate combat units (signified by leader flags). English yeomen have no stakes for this Scenario.

20.33 Special Rules

A. The ground is muddy. The Movement Point cost of each Clear terrain hex is one.

B. French units may not be moved until fired on by English Longbow units. (Exception: see Case D).

C. Once a combat unit has been fired at, it must expend its full Movement Allowance and move toward the English line.

D. Each time a French unit is eliminated, one French unit which has not been fired upon at that point in the game may be moved freely during succeeding game-turns.

E. In a given Game-Turn, if a French combat unit is hit by arrows, it must check for morale in the Morale Phase (if there are sufficient Points for there to be a chance of the unit suffering morale losses).

F. After 30 Casualty Points have been marked on the French Casualty Track, all of the French combat units are mobilized. They may move forward at the French Player's discretion and may attack the English.

20.34 Victory Conditions

French Victory Points

  1. The French Player receives 2 Victory Points for each English line step loss (including line step losses due to Morale).
  2. The French Player receives Victory Points equaling 2 times the Ransom value of each English Leader captured.
  3. The French Player receives 1 Victory Point for each point of English Fugitives captured.

English Victory Points

  1. The English Player receives 1 Victory Point for each French Casualty Point (as recorded on the Army Casualty Track).
  2. The English Player receives 1 Victory Point for each point of Ransom value of each French Leader captured.
  3. The English Player receives 1 Victory Point for each point of French Fugitives captured.
  4. The English Player receives 4 Victory Points for each English Unit exited off the North map-edge.

20.4 Open Field of Battle

20.41 Scenario Length. The Scenario ends at the end of the first Game-Turn following either army's demoralization.

20.42 Initial Deployment. The Initial Deployment is identical to the deployment listed under 20.22.

20.43 Special Rules. The Special Rules are identical to the rules listed under 20.23 with the following addition:

D. All woods hexes on the map are treated as clear terrain and terrain elevations are not considered to exist for this scenario.

E. All units in this scenario are subject to case 5.3 Line Movement. However, they may be pivoted freely once they have passed a horizontal hexrow containing an English unit (i.e., the 29xx hexrow).

20.44 Victory Conditions

French Victory Points

  1. The French Player receives 2 Victory Points for each English line step loss (including line step losses due to Morale).
  2. The French Player receives Victory Points equaling 2 times the Ransom value of each English Leader captured.
  3. The French Player receives 1 Victory Point for each point of English Fugitives captured.

English Victory Points

  1. The English Player receives 1 Victory Point for each French Casualty point (as recorded on the Army Casualty Track).
  2. The English Player receives 1 Victory Point for each point of Ransom value of each French Leader captured.
  3. The English Player receives 1 Victory Point for each point of French Fugitives captured.

Charts and Tables

The printed chart sheet (Agincourt Charts & Tables) is reproduced below in order. The two identical chart sheets in the booklet are transcribed once.

7.3 Terrain Effects Chart

Terrain featureMovement Point cost
Clear, Dry1/2
Clear, Muddy1
Contour Line (downhill)None (however, see Case 7.26)
Contour Line (uphill)+1 (see Case 7.24)
Road/StakesNone
WoodsMovement Prohibited

8.7 Fire Combat Results Table

Find the section of the table which lists the Firing unit and the Target unit types (e.g., Crossbow firing at Archers). Next, find the column heading which indicates the appropriate range in hexes between the Firing and Target unit (e.g., 3 hexes). Locate the number of volleys being fired under the appropriate range heading (e.g., 2 Volleys at a range of 3 Hexes). The numbers listed reflect the probability of one or more successful Arrow Strikes (e.g., with a Crossbow firing 2 Volleys at an Archer unit at a range of 3 Hexes, a die roll of 01 through 23 would result in 1 Strike; a roll of 24 or 25 would result in 2 Strikes; any other roll would have no effect.)

Longbow firing at Men-at-Arms (volleys listed under each range)

Strikes1 Hex (1-3)2 Hexes (1-3)3 Hexes (1-6)4 Hexes (1-6)5 Hexes (1-6)6 Hexes (1-6)
1 Strike17 28 3514 24 3111 20 26 31 36 379 16 22 27 31 343 6 8 11 13 161 2 3 4 5 6
2 Strikes– 31 43– 26 36– 21 29 36 43 48– 17 24 31 37 42– – 9 12 14 17– – – – – –
3 Strikes– – –– – –– – – 37 44 50– – – – 38 43– – – – – –– – – – – –

Longbow firing at Cavalry

Strikes1 Hex (1-3)2 Hexes (1-3)3 Hexes (1-6)4 Hexes (1-6)5 Hexes (1-6)6 Hexes (1-6)
1 Strike22 34 4019 31 3817 28 35 39 40 4014 24 31 36 38 406 11 16 20 24 272 4 6 8 9 11
2 Strikes– 39 52– 35 46– 31 43 51 57 60– 26 36 45 51 56– 12 17 22 27 31– – – – 10 12
3 Strikes– – 53– – 47– – – 53 60 66– – – 46 53 60– – – – – –– – – – – –
4 Strikes

Longbow firing at Archers

Strikes1 Hex (1-3)2 Hexes (1-3)3 Hexes (1-6)4 Hexes (1-6)5 Hexes (1-6)6 Hexes (1-6)
1 Strike32 44 4428 40 4424 36 42 42 40 3719 31 37 41 41 409 16 22 27 31 343 6 8 11 13 16
2 Strikes– 54 65– 48 61– 42 55 62 65 66– 35 46 55 60 63– 17 24 31 37 42– – 9 12 14 17
3 Strikes– – 68– – 63– – 56 66 73 78– – 47 57 64 70– – – – 38 43– – – – – –
4 Strikes

Crossbow firing at Men-at-Arms

Strikes1 Hex (1)2 Hexes (1)3 Hexes (1-2)4 Hexes (1-2)
1 Strike19145 101 2

Crossbow firing at Archers

Strikes1 Hex (1)2 Hexes (1)3 Hexes (1-2)4 Hexes (1-2)
1 Strike322413 233 6
2 Strikes––– 25– –

Shortbow firing at Men-at-Arms

Strikes1 Hex (1-2)2 Hexes (1-2)3 Hexes (1-4)4 Hexes (1-4)5 Hexes (1-4)
1 Strike5 103 62 4 6 81 2 3 41 2 3 4

Shortbow firing at Archers

Strikes1 Hex (1-2)2 Hexes (1-2)3 Hexes (1-4)4 Hexes (1-4)5 Hexes (1-4)
1 Strike24 3620 3214 24 31 369 16 22 273 6 8 11
2 Strikes– 42– 36– 26 36 46– 17 24 31– – 9 12
3 Strikes– –– –– – – 47– – – –– – – –

9.4 Melee Strength Adjustment Summary

ModifierCondition
−3unit Crowded on three sides
−2unit Crowded on two sides
−1unit Crowded on one side; or per increment of Dead marker in unit's hex
+1 to +5unit stacked with Leader (also see Case 9.15)
+4Initial Shock for English archers (yeomen); or Initial Shock for French single counters
+7Initial Shock for English men-at-arms; or Initial Shock for French double counters

9.5 Melee Combat Results Table

Combat Differential (Attacker minus Defender)

Defending unit's Line Strength012345678910 or 1112 or more
1st Line00000361014182328
2nd Line0003

If the number rolled is equal to or less than the indicated die roll, the defending unit suffers a one line loss. Place a Dead and a Fugitive marker. Note: Attacks may not be made at a Combat Differential of less than zero.

10.4 Unit Morale Table

Unit's Current Line Strength (columns); Morale Points (rows)

Morale PointsFrench Archers, French 3rd Battle: 3rd (7th)French Archers, French 3rd Battle: 2nd (6th)French Archers, French 3rd Battle: 1st (5th)All other units: 4th or 3rdAll other units: 2nd or 1st
172000
21812720
3302418127
44236302418

If the number rolled is equal to or less than the indicated die roll, the unit suffers a line loss. Place a Fugitive marker.

10.5 Morale Point Schedule

  • 1 Point: per Arrow Strike unit has suffered this Game-Turn; per 1-Point Dead marker of same nationality within 2 hexes of unit; per Friendly unit Crowding the unit checking morale (Case 3.7); if unit has lost its First Line.
  • 2 Points: if unit is Stacked with Dead marker of same nationality; per 1-Point Fugitive marker of same nationality within 2 hexes of unit; if unit has lost its First 2 Lines.
  • 5 Points: if unit will Melee in ensuing Melee Phase; if unit has lost its First 3 Lines.
  • 10 Points: if unit is Cavalry and will Melee with an Archer unit through a protected hexside in ensuing Melee Phase; if news of King Henry's Death reaches unit (Case 10.3); if unit has lost 4 or more Lines.

11.3 Army Morale Table

French Army CasualtiesDieEnglish Army Casualties
10-2035-9
21-30710-15
31-401216-20
41-501721-25
51-602326-30
61-702931-35
71-803636-40
81-904341-50
91-10051

If the number rolled is equal to or less than the indicated die roll, the entire Army Morale breaks (see Case 11.2).

13.3 Leader Combat Results Table

Columns are the Superior leader's manner of attack; each block is the Inferior leader's manner of attack. Each cell gives the die-roll span for the Superior, Both, or Inferior result.

Key: #...# = span of die roll results required to reduce appropriate leader's strength; (c) = affected leader immediately captured; – = no effect. Superior leader reads down vertical column under his selected manner of attack, cross-referencing with Inferior leader's selected manner of attack to resolve combat. See Section 13.0 for complete explanation of Leader Combat.

Columns for every block (Superior manner): 0 Advance Attacking | 1 Advance Parrying | 2 Standing Attacking | 3 Standing Parrying | 4 Retiring Attacking | 5 Retiring Parrying

Inferior 0 – Advance Attacking

Result012345
SUPERIOR01...3501...4501...2001...3001...2501...35
BOTH36...4546...5521...3031...4026...3536...45
INFERIOR46...9056...9031...6041...6036...7046...70

Inferior 1 – Advance Parrying

Result012345
SUPERIOR01...4501...2501...3001...1001...3501...15
BOTH46...5526...3031...4011...1536...4516...20
INFERIOR56...9031...6041...6516...3046...7521...40

Inferior 2 – Standing Attacking (errata: the printed heading reads "Standing Stacking"; the SPI addenda corrects it to "Standing Attacking")

Result012345
SUPERIOR01...2501...3501...1501...2501...0501...15
BOTH26...3536...4516...2526...3506...1516...25
INFERIOR36...5046...6026...5536...5516...3026...30

Inferior 3 – Standing Parrying

Result012345
SUPERIOR01...3501...1501...2501...0501...1501(c)05
BOTH36...4516...2026...3506...1016...25–
INFERIOR46...6521...3036...6011...2526...35–

Inferior 4 – Retiring Attacking

Result012345
SUPERIOR01...2001...3001...1001...2001(c)10–
BOTH21...3031...4011...2021...30––
INFERIOR31...5041...5021...30––01(c)10

Inferior 5 – Retiring Parrying

Result012345
SUPERIOR01...3001...1001...20––01(c)20
BOTH31...4011...1521...3001...05––
INFERIOR41...5516...2031...3501(c)1001(c)0521(c)35

Transcription Notes

Not transcribed: the historical situation briefing (scan pages 19-32), the counter sheet artwork (scan pages 33-37), and the design and production credits (scan page 14). These are narrative, component art and credits rather than rules. Scan pages 17-18 repeat the chart sheet of pages 15-16 and are transcribed once above. All SPI boxed-insert errata (October 1979) are applied in place and marked as such.

Erpingtn, Leader Combat Strength 3, Ransom Value 6
(blank)
Leader
Artillery (optional)(artillery counter)(blank)Artillery (optional)
Arrow Supply MarkerOxford ARROW SUPPLY(blank)Arrow Supply Marker

English Fatigue Morale Phase: The English Player must check unit morale for all English units which were engaged in melee combat during the French Player's Melee Phase this Game-Turn.

  • French Fatigue Morale Phase: The French Player must check unit morale for all French units which were engaged in melee combat during the English Player's Melee Phase this Game-Turn.

  • – – –
    – – –
    – – – – – 67
    – – – – – –
    – – – – – –
    – – – – – –
    – – –
    – – –
    – – – – 74 81
    – – – – 65 72
    – – – – – –
    – – – – – –
    6
    10
    14
    18
    23
    28
    33
    38
    3rd Line036101418232833384450
    4th Line61014182328333844505662
    5th Line141823283338445056626772
    6th Line232833384450566267727782
    7th Line333844505662677277828690
    55348423630
    66358534842
    77368635853
    88177736863
    98985817773
    109793898581
    51 or more
    101 or more59