The Battle of Agincourt
The Battle of Agincourt Rulebook
Table of Contents
Table of Contents
§1 Components
The game consists of
- The board which depicts the battle field.
- 120 counters, of which 39 represent English units, 72 French units, a turn marker, and 8 markers to mark cavalry charges.
- Two Order-of-Battle charts to help organise the units before deploying on the board.
- These rules.
In addition, 2 six-sided dice (2d6) are needed.
§1.1 Board
The board has a map of the battle field near the fortification of Agincourt. Superimposed on the map is a hexagonal grid which regulates the movement and operations of the belligerents. Each hexagon (or hex) is roughly 50 metres across, and has one of two terrains in them:
- Clear. This represents clear terrain, mainly muddy, recently ploughed, fields.
- Woods. Dense growth of trees and bushes. Severely limits movement and offers some protection against artillery fire.
Also, some hexes has a fortified line in them. These represents wooden pikes that the English archers placed to hinder the advance of the enemy cavalry and protect the positions.
The effects of terrain is summarised in Table 1.
Table 1: Terrain and feature effects
| Terrain | MF | DF |
|---|---|---|
| Clear | 1 | – |
| Woods | 1* | ×2*† |
| Fortified | 1 | ×2*‡ |
* only. † Against missile attack. ‡ Against mêlée attack.
Finally, some hexes are marked by the French Fleur de Lis and English lion. These designate possible set-up hexes for the French and English faction, respectively.
§1.2 Counters
Most of the counters in the game represent actual units in the battle. The various elements of a unit counter are illustrated in Figure 1.
The faction a unit belongs to is illustrated by the colour of the background of the unit: Red units belong to the English faction, while blue units belong to the French faction.
Units can be in one of two states: Good order, or Ordered, and Routed (§4). The good-order side is indicated by a deep background colour, while the routed state, on the back side of the counters, is indicated by a lighter background colour.
Figure 1: Elements of units. The counter shows the following elements:
- Echelon. The size and place in the hierarchy of the unit. In this game there are battalions, regiments, divisions, and armies.
- Type. The kind of unit. There are dismounted Men-at-Arms, mounted Men-at-Arms, archers, Regicide (King-slayer), and Leaders.
- AF — Attack Factor. The strength of the unit when performing mêlée or missile attacks. Higher values reflect a stronger unit.
- DF — Defence Factor. The strength of a unit when defending against mêlée or missile attacks. Higher values reflect a stronger defence.
- Range (only for archer units). The range of archers. A value of 3, for example, says the unit can hit a target three hexes away (two intermittent hexes).
- MF — Movement Factor. The mobility of a unit. This reflects how many hexes a unit may move in a given turn.
- MR — Morale Rating. How susceptible the unit is to become disorganised, or routed, when it sustains losses in combat. A lower value means the unit is less susceptible to be routed.
Two other counters are supplied, the game turn counter, and 8 cavalry charge counters, as shown in Figure 2. The game turn marker is placed on the turn track and is used to help keep track of the turns and the faction in turn. The charge marker can be used to remind factions which cavalry units charged during the movement phase.
Figure 2: Auxiliary markers (game turn marker and cavalry charge marker).
NATO symbology used on the counters:
| Type | Echelon |
|---|---|
| Infantry (Men-at-Arms) | Battalion |
| Artillery (Archers) | Regiment |
| Cavalry (Mounted Men-at-Arms) | Division |
| Special Forces (Regicide) | Army |
| Headquarters (Leader & Retinue) |
§2 Setup
First, the English faction sets up, and when complete, the French faction sets up its formations.
Units may be set up with any facing.
The provided OOBs can help factions organise the units before setting up. However, as all units will be placed on the map, there is little use of the OOB after the initial setup. The OOBs can be put away, or used to record casualties later on in the game.
§2.1 English
The English faction must set up archer units in all hexes behind fortification lines. This will leave one remaining archer unit to be set-up elsewhere.
English Men-at-Arms units must be placed in the remaining English set-up hexes, marked by a red English lion.
English leader units may be placed in any clear hex, with or without a set-up mark, behind the front-line of the English Men-at-Arms or archer units.
The remaining English archer unit must be placed within three hexes (two intermittent hexes) of the Henry V leader unit, and behind the front line of the English Men-at-Arms and Archer units.
§2.2 French
All French units may be set-up on any of the French set-up hexes marked with a French Fleur de Lis, except cavalry units may not set up in the front line i.e., hex-row XX09.
§2.3 Finishing off the setup
The final thing to do, is to place the game turn marker (§1.2) on turn 1 on the turn track on the board.
The game is now ready to begin in earnest.
Before we go on to the game flow and explain the rules for movement, combat, etc., we need to define a number of concepts and some ground rules.
§3 Stacking
At most one unit may occupy a hex at any given time, including during movement (regular and when routing).
The only exception is the French Regicide unit. That unit may pass over friendly and enemy units, but may not end movement in a hex already occupied by another unit.
§4 Order of a unit
A unit that has its front side (deep background colour) face-up is in Good Order. A unit turned over to its back-side is Routed. Routed units have some restrictions imposed:
- Cannot attack, but do defend against attacks, albeit with half DF, as shown on the back-side of the counters.
- May not counter-attack (§11.5).
- Cannot move of their own volition in a Movement phase (§7).
- Must move as far as it can toward the factions board edge (North for the French, South for the English) as fast as it can.
- Have no facing, and are thus not subject to rear-attacks.
Routed units can come into Good Order in the Rally phase (§12) of the faction's turn.
All units can be routed. A routed unit that fails a Morale Check after being attacked is immediately Eliminated.
§5 Facings
All good order units (§4) have a facing, which is one of the six hex sides of the hex that the unit occupies. Routed units have no facing.
Counters should be placed on the board so that its echelon element (§1.2) points toward its front hex-side.
§5.1 Front hex-sides
For movement purposes (§7), all good-order units have three front hex-sides. These are the hex side directly in front of the unit, and the hex sides directly adjacent to that.
For combat purposes (§9, §10), all good-order units, except cavalry units, have the same three front hex-sides as for movement purposes.
Cavalry units' front hex-sides are the hex-side directly in front of it, and the hex-side immediately to the right of it.
Figure 3: Facings of units. Front hex-sides for movement purposes are indicated by the arrows. Front hex-sides for combat purposes are indicated by shaded hexes. The rear hex-side is indicated by a thick black line.
All units may only attack or move over its front hex-sides. This is illustrated in Figure 3.
Note that routed units have no facing, and thus no front hex-sides.
§5.2 Rear hex-side
The hex-side directly opposite of the good order unit's facing, is the rear hex-side of the unit, as illustrated in Figure 3. Units are particularly vulnerable to attacks over that hex side.
A unit attacked over its rear hex-side may not counter-attack (§11.5).
Note that routed units have no facing, and thus no rear hex-sides.
§5.3 Flanks
Hex-sides that are neither front nor rear hex-sides of a good-order unit are flank hex-sides. Units attacked over its flank hex-sides suffer no adverse effects, but they may not counter-attack (§11.5).
§6 Turn sequence
The game is played over 8 turns, or until a sudden death victory condition (§14) is met, whichever comes first.
Each turn is divided into two faction turns: First the English faction has its turn, and once completed, the game turn marker (§1.2) is flipped to its French side, and the French faction has its turn. When both factions have had their turn, then the game turn is over and the game turn marker should be flipped to the English side and moved to the next turn.
Each faction turn is further subdivided into Phases, as shown in Table 2. The phases are:
- Movement. All of the good-order units of the faction in turn, may be moved (§7).
- Missile. All archer units may perform missile attacks, and only archers may do so, and only missile attacks may be made (§9).
- Mêlée. All good-order units with an enemy unit in one of its front hexes, may engage in mêlée (close-quarter) attacks against those close enemy units. Enemy units may, if they survive the attack, are not routed, and have an attacker in its front hexes, counter-attack (§11.5).
- Rally. Any routed unit may attempt to Rally and thus become good-ordered. Only units of the faction in turn may attempt a rally. Should the rally fail, then the unit remains routed and must immediately move as close to the friendly edge.
The phases must be executed in the exact order given.
Table 2: Turn sequence. First, the English faction executes its turn, going through the phases exactly as outlined, and then the French faction has its turn. The phases are, in order: Movement, Missile, Mêlée, Rally.
§7 Movement phase
Each unit has a Movement Factor (MF). In each movement phase of a faction's turn, each good-order unit may spend its MF to perform movement. Routed units may not move by its own volition, and cannot be moved in its faction movement phase.
A unit may move into one of the hexes beyond its front hex-sides. This means a unit may move into one of the three hexes in front of it (see Figure 5). When a unit enters a new hex it does not change its facing.
To enter a hex, one MF must be expended, irrespective of terrain or other features. If a unit does not have enough MFs to enter a hex it may not enter that hex.
Movement factors cannot be accumulated over turns, nor can MFs be transferred between units.
§7.1 Terrain
Woods hexes cannot be entered except by archer units. All units may enter a fortified hex. This is summarised in Table 1.
§7.2 Stacking
A unit may not enter a hex already occupied by a different unit, however temporarily. The only exception is the French Regicide unit which may pass over other units, friendly or hostile, as long as it does not end its movement in a hex already occupied by another unit.
Units do not need to stop when moving adjacent to an enemy unit, and may continue to move if it has the MF to do so. Moving away from an adjacent enemy unit is likewise possible, although it may mean first spending an entire movement phase to change facing (§7.3).
§7.3 Facing
A unit may change its facing by expending all its MFs to do so. That is, a unit that chooses to change its facing cannot move that movement phase — not before nor after changing the facing. A unit may change its facing to any of the six possible directions.
§7.4 Cavalry charge
A cavalry unit that moves exactly 3 hexes in a straight line and ends its movement phase adjacent to an enemy unit is performing a Cavalry charge. The unit will gain a bonus when resolving combat against the enemy units. This is illustrated in Figure 4.
Figure 4: Cavalry charge. If the French cavalry unit moves to 1214, it will perform a cavalry charge against the English unit in 1215. However, moving to 1114 is not moving in a straight line, and the move is therefore not a Cavalry charge.
The dedicated Cavalry charge marker (§1.2) can be used to indicate such a charge, lest the faction should forget.
§8 Combat phases
Combat in The Battle of Agincourt is split over two separate phases: the Missile (§9) and Mêlée phases, and combat is resolved separately in each phase, and in that order. In this section, common principles will be explained.
Combat is never mandatory. That is, a unit adjacent to an enemy unit need not attack that unit, and enemy units adjacent to any attacking unit need not be attacked.
An attacking unit may only attack once per turn. That is, an attacking unit that fired in the missile phase cannot perform mêlée in the following phase. It may, though, defend and counter-attack (§11.5) in the opponent's turn.
A defending unit may only be attacked once per phase. That is, a defending unit may be fired upon in the missile phase, and then attacked again in a mêlée in the following phase. However, a unit may not be the subject of multiple missile or mêlée attacks.
Attacks, missile or mêlée, are always against a single unit (or hex). That is, an attacking unit or units attack into one, and only one, hex.
Resolution of combat is the same for both missile and mêlée attacks, and is detailed in §11.
Figure 5: Missile attack range. The ranges of the French and English archer units are indicated by the shaded hexes. Line-of-sight (LOS) is indicated by full-drawn lines, while interdicted LOS is shown by dashed lines. If the range optional rule (§9.4) is used, then the English archer in 2814 would have a +3DRM (distance is 4 hexes) when firing upon the French unit in 2611.
§9 Missile phase
An artillery (archer) unit may attack any one enemy unit within range and to which it has Line of Sight. An artillery missile attack is resolved just like a Mêlée attack, except no counter-attack is possible.
Multiple missile units may not combine their strength when attacking. That is, a single artillery unit's attack is against a single enemy unit, and other artillery units cannot attack that enemy unit, whether in a combined or later attack.
§9.1 Range
Each archer unit has a range in which it may attack, as illustrated in Figure 5.
French archer units have a range of three hexes, meaning it may attack a unit that is two or less intermittent hexes away.
English artillery units have a range of six hexes, and may thus attack an enemy unit that is five or less intermittent hexes away.
§9.2 Line of sight
Line-of-sight is determined by drawing a straight line from the centre of the hex of the firing archer unit to the centre of the target hex. The centres of the hexes are marked by white dots.
If the line traced does not pass through a hex or hexes occupied by any non-target unit, friendly or enemy, then the firing unit has line of sight to the target.
Conversely, if the traced line passes through any hex occupied by a non-target unit, friendly or enemy, then the firing unit does not have line of sight to the target.
Note, a line passing between two hexes, along a hex-side, is only blocked for line of sight, if both hexes are occupied by non-target units.
§9.3 Woods
An archer unit occupying a woods hex has its defensive factor (DF) doubled when attacked by missile fire.
Note that non-artillery units can never occupy a woods hex, and are thus never doubled in defence.
§9.4 Optional rule
Optionally, the factions may decide to use the following optional rule.
For each hex, beyond the first, an archer unit fires, it incurs a +1DRM. This range DRM is cumulative to any other combat DRM. That is, an archer unit firing at a unit in an adjacent hex has no additional DRM. If it fires at a target 3 hexes (2 intermittent hexes) away, it has an additional +2DRM.
This rule simulates the decreased accuracy and efficiency of long-range artillery fire, and may serve to give the English faction a handicap.
§10 Mêlée phase
One or more attacking units adjacent to one enemy unit may perform a mêlée attack on that enemy unit. All attacking units must be adjacent to all defending units.
§10.0.1 Cavalry charge
A cavalry unit that performed a cavalry charge (§7.4) in the preceding movement phase, will receive a -2DRM bonus when resolving the attack against the adjacent enemy unit.
§10.0.2 Fortified lines
Defending archer units occupying a hex behind a fortified line, have their defensive factor (DF) doubled when defending against a mêlée attack, if the attack is over the defending units' front hex sides. This doubling also applies when an archer unit is defending against a counter-attack (§11.5).
Note that neither Men-at-Arms, cavalry, Regicide, nor Leader units do benefit from occupying a fortified hex. Also note, that routed units have no facing, and thus this doubling never applies to routed archer units.
§11 Resolution of combat
Resolution of combat goes through five, and possibly six steps:
- Determine combat odds.
- Determine any die-roll-modifiers (DRM).
- Roll the dice (2d5 [sic: 2d6, see §1 and §11.2]) and add the DRM.
- Consult the Combat Resolution Table (CRT, Table 3) to find the combat result.
- Apply the combat result immediately.
- In case of mêlée attacks, perform any advance or counter-attack.
Only once the combat has been completely resolved, including any advances (§11.4) or counter-attacks (§11.5), may the faction in turn move on to the next combat.
Once all combats have been resolved, the phase in question ends.
Figure 6: Mêlée example. Left: The two English units in 1215 and 1115 attack the French unit in 1214. The English unit in 1315 cannot participate in the attack as it does not have the French unit in one of its front hexes (§5.1). The attacking units have a total AF' of 9 + 6 = 15, while the defender has 4DF. Thus the odds are 15:4, rounded down to 3:1. Furthermore, since one of the attackers is adjacent to a Leader unit, the attackers get a -1DRM. Middle: The English faction rolls an 8, and applying the -1DRM, obtains the result 'M'. The defending unit must perform an MC (§13), and rolls a 5, failing that. The French unit is routed, and must move towards the northern edge as fast as possible. One of the English units may advance into 1214. Right: If the French unit's MC succeeded, or the combat result was '-', then the French unit may counter-attack (§11.5) one of the attacking units. It chooses to attack the weaker English unit in 1115. The counter-attack has odds 8:4, or 2:1, and is resolved like a regular attack, except no counter-counter-attack is possible. Note, if the counter-attack resulted in 'M', then the English unit must not do an MC, because it is backed up by a friendly unit in its rear. Had the counter-attack been against the English unit in 1215 and had the result been 'M', then the English unit would not have that privilege.
§11.1 Odds
The attacker sums all AFs of the attacking units:
AF' = Σ AF over all attackers.
The defender determines its, possibly modified, DF. The source prints this as DF′ = DF × {2 for an artillery attack and 2 for a mêlée attack, otherwise 1} [sic: the printed formula is garbled; the doubling conditions are those listed below].
- An archer unit in a woods hex defending against a missile attack has its DF doubled.
- An archer unit in a fortified hex defending against a mêlée attack has its DF doubled, if attacked over one of its front hex-sides.
If the artillery unit is attacked in the rear or flanks it does not have its DF doubled. Thus, if one attacker attacks over the defending unit's front hex-sides, but another attacker attacks over the defending unit's flank or rear, then the defending unit does not have its DF doubled.
- Routed units have their DF halved, as printed on the back-side of the unit counter.
The odds ratio of the attack is then determined as the ratio of the total AF to the modified DF, rounded down to the nearest fraction in the column headers of the CRT (Table 3). For example, an attack is made with 9 AF against a unit with 5 DF. The ratio is 9:5, which rounds down to 3:2. Similarly, an attack with 6 AF versus 9 DF rounds to 1:2.
Odds larger than 4:1 are treated as 4:1. Combat at odds smaller than 1:4 is not possible. [Footnote in source: Odds 1:3 and 1:4 are not possible in the first place. The units with the least possible AF are French artillery units with 3 AF. The English unit with the largest DF are Leader units with 6 DF, giving a ratio of 1:2.]
§11.2 Die roll modifier
Any relevant die roll modifier (DRM) is determined.
- An attacking unit adjacent to one or more Leader units gets a -1DRM to its attack. This DRM applies only once per combat. If several attacking units are adjacent to one or more Leader units, then the DRM is still only -1. Similarly, if an attacking unit is adjacent to two or more headquarter units, then the DRM is still only -1.
- An attacking Leader unit receives a -1DRM. This DRM applies only once per combat. If two or more headquarter units attack in the same combat, then the DRM is still -1.
- A French cavalry unit that performs a cavalry charge (§7.4, §10.0.1) receives a -2DRM. That is, if the attacking French cavalry unit moved exactly three hexes, in a straight line in the preceding movement phase, then that cavalry unit receives a -2DRM. This DRM can be applied only once per combat; if more than one cavalry unit charge the same defending unit, then the DRM is still -2. Note, if other French units, that did not perform a cavalry charge, also partake in the combat, then the -2DRM is still received.
- An attacking unit that attacks a defending unit over its rear hex-side receives a -4DRM. This applies even if other attacking units partake in the combat. Since routed units have no facing, this DRM never applies when attacking such a routed unit.
Note, only the least DRM can be applied to a combat. That is, DRMs are not cumulative.
For example, a unit adjacent to a Leader unit (-1), attacking a defending unit over its rear hex-side (-4), will only receive a -4DRM for the rear-attack.
The attacking faction then rolls 2d6 and adds the DRM to the result. This is the modified die roll (MDR) result.
Cross-index the MDR with the previously determined combat odds in the Combat Result Table (Table 3) to get the outcome of the combat.
§11.3 Combat outcomes
There are three possible outcomes of a combat:
- Nothing. Nothing happens. Both attacker and defender suffer no adverse effects. The defender in a mêlée attack may, if it is not of the faction in turn, counter-attack one of the attacking units (§11.5).
- M — Morale Check. The defending unit must perform a Morale Check (MC, §13). If the MC of the defending unit, in a mêlée attack, succeeds, and it is not of the faction in turn, then it may counter-attack one of the attacking units (§11.5). If the unit fails its MC it is immediately routed (§13.4), and one attacking unit may advance (§11.4).
- E — Eliminated. The defending unit is eliminated. The unit is immediately removed from the board. No counter-attack is possible, and one attacking unit may advance (§11.4).
Table 3: Combat Resolution Table (CRT)
| MDR | 1:4 | 1:3 | 1:2 | 1:1 | 3:2 | 2:1 | 3:1 | 4:1 |
|---|---|---|---|---|---|---|---|---|
| ≤ 2 | E | E | E | E | E | E | E | E |
| 3 | M | M | M | E | E | E | E | E |
| 4 | M | M | M |
E: Eliminated. M: Morale check (MC).
§11.4 Attacker advance
In a mêlée attack, if the attacked hex is vacated, either because the defending unit was routed and left the hex, or because the defending unit was eliminated, then one of the attacking units may advance into the vacated hex, provided it is capable of moving into that hex.
That is, if the vacated hex is a woods hex, then only archer units may advance into that hex — other types of units cannot enter a woods hex. Advance is not possible in a missile attack.
§11.5 Counter-attack
In mêlée combat, if the defending unit, which is not of the faction in turn, is not eliminated nor routed as a result of the combat, then it may counter-attack. Counter-attacks are not possible after a missile attack.
Counter-attacks are resolved in same way as the regular attack, except the attacker and defender roles are switched. As with regular combat, counter-attacks are never mandatory, and are against one of the previously attacking units.
That is, if a unit was attacked by two or more units, and it then counter-attacks, it must choose which of the units to perform the counter-attack against. All terrain effects and DRMs that would apply in a regular attack apply equally in a counter-attack.
§12 Rally phase
During the rally phase, any friendly unit that is routed (§4) must attempt to rally by performing a Morale Check (MC, §13).
If the English Henry V unit is eliminated, then the English faction may not attempt any rallying of routed units.
A routed unit that succeeds its MC in the Rally phase becomes good-ordered (§4). Its counter is flipped to its front-face, and the controlling faction may choose any facing for the unit.
If the routed unit fails its MC, then it remains routed and must immediately move as close as possible to its friendly edge, North for the French faction, South for the English faction, as it possibly can (see also §13).
§13 Morale Check
A Morale Check (MC) must be performed immediately, when called upon, either as a result of combat or during a rally phase.
To perform an MC, the controlling faction rolls a 2d6 and applies any applicable DRMs.
- A unit adjacent to a friendly Leader unit receives a +1DRM. The DRM applies no matter if the Leader unit is routed or not.
- The unit receives a -1DRM per friendly Leader unit eliminated, including having left the board. Friendly routed headquarter units that are still on the board do not impose a -1DRM.
All applicable DRMs are applied. That is, if a unit is next to two Leader units, and one friendly Leader unit has been eliminated, then the resulting DRM will be 2 × 1 − 1 = 1.
Some units may, under specific circumstances, ignore MC as a consequence of combat.
- An English good-order unit if backed-up by any friendly unit occupying its rear hex.
- The French Regicide unit if it is adjacent to any friendly unit and in good order.
That is, these units under those specific circumstances, need not perform a MC as a consequence of combat. They must still, however, perform a MC in the rally phase if routed.
Any applicable DRMs are added to the 2d6 die roll to give the modified die roll (MDR). The MDR is compared to the Morale Rating (MR, §1.2) of the unit. If the MDR is equal to or greater than the unit's MR, then the MC succeeds. If the MDR is less than the unit's MR, then the Morale Check fails.
§13.1 Optional rule
For every 15 French units eliminated, the French units incur a -1DRM to all their MCs.
That is, if the French faction has suffered 15 unit eliminations, then all subsequent French MCs have a -1DRM. If the French losses become 30 or more, then the MC suffers -2DRM. This DRM is in addition to any other kind of DRM which may be applicable.
§13.2 Consequence in combat
If an MC, as a consequence of combat, was successful, and the unit was in good order, then there is no consequence to the unit. The unit may, as described previously, possibly counter-attack (§11.5).
If the MC fails, and the unit was in good order prior to the check, then it is immediately routed. The unit is flipped from its good-order side to its routed side, and must immediately move away from its attackers (§13.4). One attacker may advance (§11.4).
If the MC fails, and the unit was already routed, then the unit is immediately eliminated and removed from the game. One attacker may advance (§11.4).
§13.3 Consequence in rally
If the MC succeeds, then the unit immediately becomes good-ordered. The unit is flipped to its good-order side and the controlling faction may assign it any facing. The rallied unit may then move and attack normally starting from the faction's next turn (until, possibly, it becomes routed again).
§13.4 Routing
A unit that is, or was previously, routed that fails a MC, must immediately move towards its faction edge of the map and do so as fast as possible.
The English edge of the map is the south edge (hex row XX22) while the French is the north edge (hex row XX01).
The routed unit must move its full MF allowance under the normal movement rules. That is, a unit, except the French Regicide unit, may not move through other units, nor may it end its movement in a hex already occupied by a different unit. Non-archer units may not enter a woods hex.
Each hex entered by a routed unit must bring that unit closer to its faction's edge. Routed units have no facing, and may turn, if that would bring the unit closer to the destination edge.
That is, if a unit is routed as a consequence of combat, it must immediately move as far as it can from the battle field.
A routed unit that failed its morale check in the Rally phase will likewise attempt to move away from the battle field. Thus, a unit may be routed in its opponent's combat phase, and moved its full movement allowance then, and if it fails its MC in the following friendly Rally phase, move, again, its full movement allowance.
A routed unit that reaches its faction's edge of the map, and then moves off the map is considered eliminated and cannot be rallied nor enter the map again.
§14 Victory
Victory is determined by the number of eliminated units of each faction. All units are of equal worth when counting victory.
§14.1 Sudden Death
If, at any point, 35 or more French units have been eliminated, then the English faction wins a sudden death victory.
If, at any point, 25 or more English units have been eliminated, then the French faction wins a sudden death victory.
§14.2 End of game
If no faction has won by the end of turn 8, then victory is decided as follows:
- For every English unit eliminated, the French faction receives 1 victory point.
- For every French unit on or further south of hex row XX19 (4 or less hexes from the south edge), the French faction receives 1 victory point.
If the total French victory points are 25 or more, then the French faction wins. Otherwise, the English faction wins.
Probabilities reference (Table 4)
Table 4: Probabilities. Top: probabilities of different combat outcomes for given odds. The right-most column gives the probability for either an E or M outcome. Bottom: probability of MC success given different MR. Probabilities are given assuming 0 DRM.
| Odds | P(M) | P(E) | P(M or E) |
|---|---|---|---|
| 1:4 | 1/18 = 5.6% | 1/36 = 2.8% | 1/12 = 8.3% |
| 1:3 | 5/36 = 13.9% | 1/36 = 2.8% | 1/6 = 16.7% |
| 1:2 | 1/4 = 25.0% | 1/36 = 2.8% | 5/18 = 27.8% |
| 1:1 | 7/36 = 19.4% | 1/12 = 8.3% | 5/18 = 27.8% |
| 3:2 | 1/4 = 25.0% | 1/6 = 16.7% | 5/12 = 41.7% |
| 2:1 | 5/9 = 55.6% | 5/18 = 27.8% | 5/6 = 83.3% |
| 3:1 |
| MR | P(X + Y ≥ MR) |
|---|---|
| 3 | 35/36 = 97.2% |
| 5 | 5/6 = 83.3% |
| 6 | 13/18 = 72.2% |
| 7 | 7/12 = 58.3% |
| 8 | 5/12 = 41.7% |