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\deflang1033\pard\plain\f4\fs20 There are two files included in the zip which must be moved to the Medieval\\Defs folder: MWeap_orig.def and MWeap.Def.  The first is a copy of the original MWeap.Def file that came with your Medieval CD.  The second is its replacement, which simply adds a gunpowder weapon, the culverin.  You must have this version of MWeap.Def in your \\Defs folder for the French cannon to work.  Of course, they (or different guns) may prove useful to other battles too.  All missile weapons share the same sound, so imagine what you will when these culverin fire! 
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\par The few stakes and shallow ditch that Kyriell's men had time for are really only a small defensive benefit.  The deployment across the road, with "herces" of archers postioned to enfilade the French advance towards the main line of English men-at-arms, is familiar from earlier battles of the Hundred Years War.  In the absence of hard evidence, I toyed with the morale level and arrow supply of different archers, looking for what would be best for the game.  Of course you are welcome to tweak that some more.
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\par The French player will probably notice that some of his reinforcements have restricted movement on their turn of appearance.  The problem seems to be that the program does not allow movement TO a reinforcement hexagon, so the units in front mark their starting hexes as blocked for units to the rear.  Interestingly, when the computer has the French, it doesn't seem to enforce this!  This scenario pushes the limits of \plain\f5\fs20\cf0\b\ul Medieval\plain\f4\fs20  in other, more serious ways, because of the direction the reinforcements approach from.  Retreats will sometimes look like mad advances.  Units whose facing has been flipped from their initial direction will not "remember" this when a saved game is resumed (hot-seat or e-mail), and so might present an undeserved "stern rake" to the enemy.  To work around this, you could try saving the game before "end turn"; then an honest e-mail opponent would correct your facings (according to your instructions), before ending your turn and proceeding with his.  Of course, you could not do this under the "email" option; it would have to be started just as a regular human vs human game, passing the saved-game file.  Another idea is to put the units in your refused flank into square formation, to minimize the effects of mis-facing.  
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\par I have mounted the bulk of Richemont's reinforcements, and tried to reflect the French concept of the lance:  a unit consisting of one knight (the lancer), his squire (the white-horsed swordsman), and two archers (the dark-horsed short-bowmen).  Of course, it's somewhat artificial to lump knights into one unit, swordsmen into a separate one, and archers into a third (larger) one.  But I wanted to give players at least some of the flavor of the French "rapid reaction" force.   
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\par I have not seen the AI win Formigny, but it will play reasonable well.  Don't expect victory to be swift or without sacrifice.  As the French, a "balanced" AI is probably the best compromise.  "Cautious" may be good for Claremont, but will take some of the zip out of Richemont's attack.  "Aggressive" often leads to an early slaughter of Claremont, without a corresponding loss to the English, because the AI tends to advance into the hail of arrows...and then hestitates, instead of following through.  The English can be tried at any setting; even "aggressive" does not lead to reckless counterattacks.
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\par Thanks to all my playtesters: Rich, Bill and Mark.  Special thanks to Phil Natta, whose art work made Formigny fun to do.  Phil also tested email play, found numerous glitches, and gave lots of encouragement.
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\par Richard Everill 
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