by Nic Birt
This is a simple mini campaign that can be played as a quick board game or, as I prefer, resolving the conflicts as wargames with miniature figures. The game intends to simulate the brief Agincourt campaign with the player taking the side of Henry V's English army and the French actions being automated. The game begins after the capture of Harfleur by the English and follows their march from Harfleur to Calais. My aim was to keep the game quick and easy while retaining a degree of accuracy and attempting to simulate the key aspects of the campaign. Game components The map marked with towns, rivers and hills. An English counter (with a longbow icon) to symbolise Henry V’s English army and six other counters (with sword icons) representing divisions of the French army. Each counter equals about 5000 men. A six-sided die is also required. Set up The English start at Harfleur.
One division is in the hex immediately north of Abbeville, another is in the hex immediately north of Amiens and a third at Corbie. These three units form the initial blocking force along the River Somme. The remaining three forces are scattered off the southern end of the map. One is in the half hex where the label “R. Seine” appears, another is in the half hex below the label “R. Breck” and the last is the half hex below the ‘P’ of “Picardy”. Movement The English move first. Each move is one day and the English can move one hex. They have supplies for one week and can move freely in the first seven days. After that they get progressively weaker so moving becomes difficult and requires a throw from the dice.
1 : - 2: 2+ 3: 3+ 4: 4+ 5: 5+ 6: 6+ The English objective is to reach Calais. If they have not arrived by week seven the force is considered decimated by sickness and hunger and the survivors surrender to the French. The only other restrictions to the English movement are in crossing rivers and entering hilly terrain which also require dice throws. Failing to get the required score means the English cannot move that day.
Moving into an adjacent hilly terrain hex. : 2,3,4,5,6 Moving across a river into an adjacent hex. : 3,4,5,6 Moving across a river into an adjacent hex occupied by an enemy force. : 6 French movement is not subject to restrictions of supply or terrain. However each division or group of divisions in the same hex throws the dice to find the distance permitted to move that day. When a French division moves into a hex containing another French division the forces join and become an army. Move armies first, starting with the largest, and then any remaining single divisions.
1: 1 2-5: 2 3: 3 The number of French divisions in a hex and a die throw dictates the French action. Find the action code from the following table.
Modifiers to die throw:
A Attack the English hex this move, if possible, otherwise move directly towards the English. B Move adjacent to the English hex preferably between them and Calais. C Move to, or remain in, a blocking position north of the river that the English must cross next to reach Calais. Select the rivers in this order: Somme, Authie, Canche. To choose the destination dice between free hexes or dice for stacking on occupied hexes if none are free. D Hold position, no movement this turn. E Retire to nearest town Combat When the English and French counters are in the same hex combat will occur unless the French are in a town. If they French have retired to a town they may stay there and not attack the English. The English lack siege equipment and will not attack towns. Dice to see if the French leave the town and attack.
Number: die roll needed for an attack 1 or 2 : 6+ 3: 5+ 4: 4+ 5: 3+ 6: 2+ Modifiers to die score:
Battles are best resolved with miniature figures but if you lack the models or want a fast campaign you could try this combat result method:
English combat value: the score of 2 x d6.
Reactions Use the 'combat result' value to assess English and French reactions. Positive scores are English victories and negative scores are French victories.
Following a defeat, surviving units on the losing side must retreat back along the route they took to arrive at the battle site but avoiding enemy occupied hexes. If the English must cross a river they need to dice to do this as normal. Failure to avoid the enemy or to cross over rivers means the retreating force will be overwhelmed by persuing forces and destroyed. Playing the Game As the English commander you will probably find your route across the Somme barred. With a growing French army becoming more aggressive you must either risk an attack on a defended river crossing or use valuable days trying to outflank the French. Time is on the side of the French; as the weeks pass Henry V's army gradually becomes ineffective with dwindling supplies and sickness taking hold. If you are lucky an undefended crossing point on the Somme may be found and then you head for Calais … but the French will soon be after you. Background Information I found these books useful and this film inspiring in preparing this game:
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