This list will allow you to create the victorious English armies of Crecy, Poitiers, and Agincourt (as well as avoid the not so successful armies of Patay, Formigny, and Castillon). This list is not as suitable for the battle of Shrewsbury in 1403, which involved many local troops of dubious quality. English armies of this period were at their best when on the defensive, using a carefully selected natural position augmented with stakes, wagon parks, and other man-made fortifications. They either fought to further their Kings dubious claim to the throne of France, or to protect English interests on the continent.
ARTILLERY Crude light bombards and small cannons were infrequently used in this period. The following rules apply.
Light gun: Range of 48 inches. Any hits are resolved at S10, with D4 wounds and no armor save. The procedure is as follows. Line up the gun with the intended path of cannonball flight. Then, guess a range from 1 to 48 inches. Next, roll the artillery die. If a misfire is rolled, go to the following table and roll a D6.
1. Spectacular explosion. Crew takes S5 hit, no save.
2. Serious misfire. Gun lost, but crew survives.
3-4. Fouled. Takes one turn to clear and reload.
5-6. Minor malfunction. May fire normally next turn.
If a number is rolled, the cannonball hits at the called distance PLUS the number of inches on the artillery die (2, 4, 6, 8, 10). As you can see you should attempt to call a distance that is a little short of your target. Once the distance that the cannonball flies is determined, roll a D6. On a roll of 1, the shot deviates 2 inches to the left. A roll of 2 indicates a deviation of 1 inch to the left, with rolls of 3 and 4 being dead center, and rolls of 5 and 6 being one and two inches to the right respectively. This simple roll, representing wind, barrel and cannonball irregularities, etc., is intended to offset the unfair targeting of characters by making them 3 times harder to hit. Even the "Look out, sir!" rule does not go far enough in this respect to reflect the near impossibility of singling out a man-sized target on which to concentrate fire, especially considering the limited effectiveness of artillery in the period. Once the actual spot that the cannonball hits is finalized, roll the artillery die again. On a misfire, it sticks at that spot. Any number represents the distance of the balls bounce, and to wound rolls are made for any figures in its path along a straight line. Note that only one figure per rank (or file if fired on from the flank) may be under threat. The "Look out, sir!" rule most definitely applies to artillery, and I recommend it be used even if characters are not attached to units, as otherwise lone characters are far too vulnerable.
With at least 2 crew, a wheeled gun may be prolonged up to 4 inches per move, with no march moves possible. May fire every other turn, as reloading takes a full turn. If the crew is forced down to one model, then reloading takes 2 turns.
ENGLISH LONGBOWMEN English archers of this period are some of the most acclaimed warriors in military history. In addition to their BS of 4, they may have all models in their second rank fire at full effect. Models in third and subsequent ranks still may only fire at half effect, rounded down, in accordance with the rules for Massed Archery.
STAKES A longbow unit may begin the game with stakes planted. The unit may also plant or remove and carry them in a later turn if desired. Each turn of planting or removing stakes costs the unit an entire turn of movement and shooting.
Once in place, stakes are treated differently with respect to cavalry and infantry. Against cavalry, stakes are treated as a defended obstacle. To review, the charging cavalry would hit only on a 6, and neither side would count rank bonuses to determine the victor of a round of combat. In addition, cavalry receive no warhorse attacks or lance/spear strength bonuses. Finally, cavalry charging stakes suffer a S1 hit per model in the first rank. If wounded, the figure receives no saving throw if on an unbarded horse, and a save of 6+ if on a barded horse. Any wounds caused by stakes count toward determining the winner of a round of combat.
Against infantry, stakes disrupt the units of both sides to the extent that neither side receives rank bonuses. Otherwise, combat is resolved normally.
If the archers are routed, or if they voluntarily move away from planted stakes, the stakes are lost for the remainder of the game.
COMBINED FORMATION English men-at-arms and billmen may be formed in the same unit. As long as at least half of the front rank contains men-at-arms, the unit is considered to be stubborn, and may use the men-at-arms higher leadership.
FEROCIOUS CHARGE English and Gascon men-at-arms are familiar with the dangers of charging knights to undisciplined foot and lesser cavalry. As such, they (and any troops with them in a combined formation) are immune to units with Ferocious Charge capability.
0-1 Army General....................185 Points
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
| General Warhorse |
4 8 |
6 3 |
6 0 |
4 3 |
4 n |
3 n |
6 3 |
4 1 |
9 n |
Equipment: Armed with a shield, sword, and heavy armor. May have a double-handed weapon (+3 pts), and/or a lance (+3 pts). May ride a Warhorse (+4 pts). The Warhorse may have barding (+4 pts).
Special Rules: Army General. Stubborn when on foot.
0-1 Army Standard Bearer....................100 Points
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
| Standard Bearer Warhorse |
4 8 |
4 3 |
4 0 |
4 3 |
3 n |
2 n |
5 3 |
2 1 |
9 n |
Equipment: Armed with a shield, sword, and heavy armor. May have a double-handed weapon (+3 pts), and/or a lance (+3 pts). May ride a Warhorse (+4 pts). The Warhorse may have barding (+4 pts).
Special Rules: Army Standard Bearer. Stubborn when on foot.
English Longbowmen....................15 Points/figure
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
| English Longbowmen | 4 | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 7 |
Equipment: English longbow, light armor, stakes. May have buckler (+1 pt).
Special Rules: Light infantry. English longbow: Range 30 inches, S3, a save modifier of -1. Stakes.
English Billmen....................9 Points/figure
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
| English Billmen | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Equipment: Halberd, light armor.
Special Rules: None.
Welsh Spearmen....................7 Points/figure
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
| Welsh Spearmen | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 6 |
Equipment: Thrusting spear. May have shield (+1 pt) and/or light armor (+2 pts).
Special Rules: Light Infantry.
Welsh Longbowmen....................10 Points/figure
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
| Welsh Longbowmen | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 6 |
Equipment: English longbow, stakes. May have light armor (+2 pts).
Special Rules: Light Infantry. English longbow. Stakes.
0-1 Wagon Park....................45 Points/wagon
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
| Defender Wagon |
4 n |
2 n |
2 n |
3 n |
3 6 |
1 2 |
3 n |
1 n |
6 n |
Equipment: Each wagon has a crew of five defenders armed with hand weapons.
Wagon Special Rules: All wagons must be set up as a single group with no more than 2" between each wagon, and within 12" of the players table edge. Wagons count as a defended obstacle and provide hard cover for models that occupy them or who are behind them.
Defender Special Rules: Skirmishers. All the defenders form a single unit that must remain with the wagons unless they break or flee.
English Men-at-Arms....................30 Points/figure
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
| Mtd. Knight | 8 | 4 | 3 | 4 | 3 | 1 | 4 | 1 | 8 |
Equipment: Handweapon, heavy armor, shield, lance, and a Warhorse. May have double-handed weapon (+2 pts). The Warhorse may have barding (+4 pts).
Special Rules: May have up to +1 rank bonus when mounted. May fight dismounted for -12 points. Stubborn when on foot.
Hobilars....................14 Points/figure
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
| Hobilars | 8 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 6 |
Equipment: Light armor, thrusting spear, horse.
Special Rules: None.
False-French Militia....................5 Points/figure
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
| Militia | 4 | 2 | 2 | 3 | 3 | 1 | 3 | 1 | 5 |
Equipment: Thrusting spear, shield. May have light armor (+1 pt).
Special Rules: Fear any unit they do not outnumber by at least 2:1.
Gascon/False-French Men-at-Arms....................30 Points/figure
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
| Mtd. Knight | 8 | 4 | 3 | 4 | 3 | 1 | 4 | 1 | 8 |
Equipment: Handweapon, heavy armor, shield, lance, and a Warhorse. May have double-handed weapon (+2 pts). The Warhorse may have barding (+4 pts).
Special Rules: May have up to +1 rank bonus when mounted. May fight dismounted for -12 points.
Gascon Crossbowmen....................8 Points/figure
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
| French Crossbowmen | 4 | 2 | 3 | 3 | 3 | 1 | 3 | 1 | 6 |
Equipment: Crossbow. May have light armor (+2 pts) and/or personal pavise (+2 pts).
Special Rules: Light Infantry. Personal pavises take an entire move to set up or take down. They provide light cover when fired upon from the front.
Gascon Brigans....................8 Points/figure
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
| Heavy Foot | 4 | 2 | 3 | 3 | 3 | 1 | 3 | 1 | 6 |
Equipment: Light armor, thrusting spear, shield. May substitute halberd for spear and shield.
Special Rules: Light infantry.
Gascon/Breton Javelinmen....................6 Points/figure
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
| Breton Javilenmen | 4 | 2 | 3 | 3 | 3 | 1 | 3 | 1 | 6 |
Equipment: Javelins, handweapon, shield.
Special Rules: Skirmishers.
Light Gun....................40 Points/gun
Artillerists....................5 Points/figure
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
| Light Gun Artillerist |
n 4 |
n 3 |
n 3 |
n 3 |
7 3 |
3 1 |
n 3 |
n 1 |
n 7 |
Equipment: Handweapon. May have light armor (+2 pts).
Special Rules: Artillery. -5 points if gun is non-wheeled and immobile.