During the battle of Agincourt, thousands of french mounted and dismounted knights were captured. These were sent to the rear under guard to be held for ransom.
In "Agincourt As A DBA Game" (The Courier #81), Russ Lockwood offers a rule where French knights in melee combat are not eliminated but captured. This is done by moving the unit in question to the English camp area.
Borrowing and expanding on this idea for AGINCOURT, 1415, the rule becomes:
If in melee combat a French knight takes a hit requiring the loss of a Strength Point, the unit is also checked to see if it is captured.
A d6 Capture Roll is generated and compared to the unit's current morale. If the Capture Roll is greater than the unit's morale (morale values range from 1 - 4 with 4 being excellent and 1 being poor), the unit is captured. If not, the unit fights on and may end up being eliminated.
The idea behind this is that the higher a unit's morale, the less likely it will be to surrender and if a unit's morale is lower, the greater chance it may allow itself to be taken captive.
Since the English camp has seven hexes, there is a maximum of seven units that can be captured (only one captured unit is allowed per hex). Limiting the number of captive units models the fact that the English killed a lot of captives when a French attack on the English rear took place rather than have them freed to rejoin the battle.
In AGINCOURT, 1415, if a non-captive French unit enters a camp hex, the French unit in the hex is freed and will become active again. Two English infantry units guard the English camp.