@ Nosher, just trying to find out what figure ratio the rules use. No one seems to want to say.
Within the design philosophy there isn't a definition of x amount of figures equals whatever formation.
However in the section on recreating historical orbats, the designers suggest that up to 2000 men in a unit is classified as a small unit whereas 3000+ is classified as a large unit. A 'Unit' in FoG N represent various nations interpretations of Brigade/Regiment etc, so for example a Large French unit is a regiment of 2-6 battalions. A Small British Unit might represent a brigade of two Battalions.
I think you might struggle with the rules Mark because by your own definition they do exactly what it is that frustrates you about Napoleonic systems. The units do look a bit smallish given what they represent, and initially I was quite surprised just how small thinsg appeared. Rather pleasingly though this proved wrong in game play because of the subtleties of the command and control system. The battles that I have played have looked the part - but if you're used to having 2000+ figures on the tabel this isn't going to be the rule set for you.
A game 'turn' constitutes the following:
1. Command Point Allocation - Corps Commanders issue Command Points to their sub commanders. (Takes about ten seconds)
2. Assault Phase - units wishing to assault decalre assaults, targets chooses their response and firing is conducted against chargers
3. Firing Phase - all firing other than that in assault phase takes place. Active player fires first followed by inactive player - shotting is not simultaneous! Breath of fresh air!!!
4. Movement takes place - active player only. Reserves and Flank marches arrive
5. Combat Phase - all close combat is resolved
6. Recovery Phase - both sides can attempt to recover disorder - which is where everything tends to start to go wrong. Disorder left unchecked rapidly decreases and can lead to rapd army detrioration
I have found that the turn sequence is far more intuitive than previous FoG sets - yes there are tables of modifiers to take into account, but because the to hit factors are far simpler (almost BKC-esque) I found I could grasp what to hit factors I needed very quickly which speeds up game play tremendously.
For me FoG N covers Corps Sized games accuartely and gives realistic outcomes without some of the cheesiness I have seen in games like Lasalle and NaW. I will probably still play Lasalle for Divisional Games.
Horses for courses