When I read the subtitle “The Triumph of Archery over Armor” I knew I had to play this game. That sentence is like red to my bullish need to overshare the history of archery with anyone and everyone. That it was also a classic game from Jim Dunnigan, published by SPI, and thus a piece of gaming history made it all the more interesting. Luckily, I was able to secure an in-shrink copy from avid collector and all-around good guy Nils Johansson. I wasn’t sure what to expect from this game, I had never played a Dunnigan or SPI game before, and I was pleased to find some very intriguing design ideas in this box.
The Agincourt War by A.H. Burne
Lt. Col. Alfred H. Burne served in the Royal Artillery of Great Britain from 1906 through 1945, serving active duty in France during World War I and as a training officer in Britain during World War II. In his retirement in the late 1940s and 1950s he wrote several very influential works on military history, particularly medieval military history. The Agincourt War, first published in 1956, is the second book in his history of the Hundred Years War. The first The Crecy War, covers the conflict from its origins until the 1390s, where The Agincourt War picks up and continues the war to its conclusion. It is always useful to understand the background and potential biases of any historian, but for a historian like Burne it is particularly vital because his background bleeds through into his work on almost every page. This is not to say that reading Burne’s work is without merit, nor to undersell his influence on the field of medieval military history, but more to note that tackling an author like Burne and his work is a complex matter and not one to be taken lightly.
The Agincourt Campaign of 1415: The Retinues of the Dukes of Clarence and Gloucester by Michael P. Warner (Boydell, 2021).
The research on the prosopography of English armies during the fourteenth and fifteenth centuries is easily one of the most fascinating and rewarding bodies of historical research of the last twenty years. Pioneered by scholars like Andrew Ayton, Adrian Bell, and Anne Curry, this work has now been taken up by many more researchers and expanded beyond what the three of them could have managed on their own. Michael P. Warner’s book examines the Agincourt campaign through the lens of the retinues of King Henry V’s younger brothers. This is very much a work of academic scholarship that is in conversation with a wider pool of research, not an introductory book. That said, it is also remarkably approachable for a book of this kind and while an awareness of the work of Ayton, Bell, and Curry will assist anyone who wishes to read it, having actually read everything that came before is not a requirement.
Men of Iron First Impressions: Agincourt 1415
I felt a wave of nostalgia when I first opened up my copy of the Men of Iron Tri-Pack from GMT – the new release that packages three of legendary game designer Richard Berg’s classic medieval hex and counter wargames together. It’s not that I’d played this game before, or any of the previous versions. I hadn’t even played a hex and counter wargame before, not really. My nostalgia stems instead from games I played with rather than played, and memories from my very early childhood.
You see, my father was something of a wargamer back in his day. He owned copies of classic Avalon Hill games like Gettysburg and Civil War. Some of the earliest photos of me as a child show him balancing me on one knee while he pours over a classic wargame, played solo in the basement of the house my parents were renting. As an older child my brother and I would occasionally coerce him into unpacking a game and trying teaching us how to play – as Virginians we couldn’t help but take at least a little interest in battles that took place in our home state. We never successfully played them, we were far too young and the games too long, but he gamely made an effort, and they were fun evenings even if we ended up making up at least half the rules ourselves. The closest we ever got to playing one of the classic Avalon Hill games was Civilization, a perennial favourite during the intermittent blackouts that accompanied major storms in the autumn. That game would be unpacked, the rules hastily learned, and the opening turns played before it got too dark, and we were sent to bed. We would leave it out with a plan to finish it tomorrow, but usually the power would be back, and it was far more tempting to play Super Nintendo instead. The more serious wargames never even got that far.