Today being the anniversary of the Battle of Seneffe in 1674 and the weather being too hot to be outside, I decided to have a Sun King game in the cool of the dining room. Most battles of the 1672-1678 war had a lot of cavalry in relationship to infantry, with cavalry acting as a decisive arm. However, for a change, I thought I would fight a battle where infantry had a bigger role, so I looked around for a battle from a later period and put together a scenario. The result, somewhat disguised from the original (can you guess what battle it was?), was the Battle of Kruispuntdorp, which takes place somewhere in the Low Countries in 1674.
In this game, the Allied forces began with a small rearguard of dragoons and infantry, covering the retreat of their main body. The French, in pursuit, have a mixed force in infantry and cavalry, the latter including some elite units. Their task is to beat the rearguard and any reinforcements which come to its aid. As the action progresses, more Allied units arrive on the table, these being mainly infantry, returning to support the rearguard and hold a line against the French. The latter get some reinforcements, but by late in the game the Allies have an advantage of numbers.
The game was played lengthways on a six feet by four feet table (180cm by 120cm). The French (including reinforcements) had six infantry regiments, two artillery batteries and four cavalry regiments, plus three Guard cavalry squadrons. The Allies (including reinforcements) had two dragoon regiments, nine infantry regiments, two artillery batteries and two cavalry regiments. The game was set for 20 turns and I used my own rules.
I also devised a set of random events, with a d6 rolled at the start of each turn, an event occurring on a '6'. I did not want them to get in the way of the battle, but just to add an element of the unexpected. In the event, only one random event occurred - an Allied supply wagon entering the table and making its way across the battlefield.
Here are the photographs.