We had another bash last night, I umpired, with 4 players - a core British Infantry force, a core French Guard force, Old Guard Cavalry and British Heavy Dragoons. Only one of the players had previously played, and I was umpiring since I know the rules fairly well. We also had a spectator or two who are interested now as well.
The table ended up being The Crossroads, with an added marsh at the extreme right of the picture, a hill next to it, and a large wood over on the left. The French set up in columns mostly on the right of the picture in the rulebook at the top end, the British had their objective towards the right at the bottom, with their infantry spread out in line up to about 2/3 of the way along the bottom towards the left, the elites just in front of the hill, and the artillery at the end of the line on the left.
The French advanced in march column towards the enemy and towards the town; on the first British turn, his artillery opened up at the limbered French artillery with bounce-through at one of the marching columns. We weren't sure whether to count limbered artillery as in column or not; in the end we decided to do so, and gave double dice to the brit artillery, which proceeded to break the limbered French artillery immediately.
After a couple of turns, the French had reached firing range, taken a few more casualties here and there, and had taken the town (at least one town square, anyway). The brits continued to pour fire on them, doing a couple more casualties here and there, but a few of these were being recovered. On the extreme left, the elites had taken a good position in line on the hill, and were attacked by not one, not two, but three units of Young Guard in assault column. Luckily they had been shooting for a turn or two, and the reaction phase saw two more disruptions to one of the units, enough to break it. That still left two assault columns against the thin red line, but the dice gods were with the British, and they managed to repulse the French attack. This was pretty much the story on the left all night - the French would charge in, the British shooting would do a lot of damage to (or break) another French unit attacking, and the ensuing combat would be inconclusive. On the left, both armies brought on their reserves quite early, and French heading around the woods and heading for the artillery, the brits bringing their dragoons on towards the left and heading for the two Young Guard units over on that side. The brits managed to get a combined attack of Dragoons and infantry on one of the YG, which meant that they didn't stand much of a chance - square or not, they were going to be halved. When that combat was over, with the YG broken, the two units of dragoons went for the other YG unit, which also turned into square. it managed to hold off the attackers this time, and the OG Cavalry was just coming into range, but since the French had now lost several units, they were above their break point, and turn 13 proved unlucky for them - the morale roll was noticeable for the number of 1s and 2s, and the French quit the field.
While the French had no chance on the right, where the objective was, if they'd had another turn or two, the OG Cavalry would probably have changed things drastically over on the left. We ran a turn or two of 'what-if' combat to see how things might have gone on the left if the French had had more time; the brit artillery crumbled and the dragoons hightailed it away from the Old Guard. This could easily have bought the French more time, and could have changed the course of the game.
Everyone who took part or watched the game had fun, a couple more people expressed their interest and asked what armies people had, so they could have something different, and we were all impressed how smoothly and quickly the game ran again. Having thought about it some more, I think that we shouldn't have counted the limbered artillery as column, but that was the least of the French worries, I think, and probably wouldn't have had much of an effect on the rest of the game.