An old question from TMP:
My answer:
Your answer was ultimately the best – what does everyone else in my area play. (Because that's the one way to actually get a game).
After playing about a Dozen games of Field of Glory Napoleonic, I think it does fit a lot of your criteria.
1)
Plays well on a 6x4 or 8x4 table with up to 28mm (if we stick with
that), 15mm or 10mm figures – The rules are based on what size you play,
so it covers all your sizes (6mm/15mm/28mm). A 6x4 table works for
15-18mm.
2) Can be played to a reasonable conclusion within a few
hours, say around 3 or so. – The game is designed for 3 hour games
between 2 people. It's great for club or tournaments were you can play
for 3 hours in a standard corps sized game of 800 points. There are
variant online rules for 500 point games on a 4x4 table in 15mm, which
would be quicker.
3) Allows us to play larger battles but not
full-scale battles; we want to do more than a small clash but not the
entirety of Waterloo or Austerlitz. I think this translates to Brigade
level or one level higher (Corps?) but that terminology is confusing. –
The game calls itself as being regimental level, but you play as one
Corps commander. Each base of figures works out to one regiment/2-3
battalion's and you have 20-40 stands per army. This also means you can
easily refight an entire historical battle with 2-4 players a side. I
played in a Battle of Taravala with 3 a side, each player controlling
2-4 divisions of troops and it went for about 5 hours.
4) Rules
are reasonably straightforward, none of us want a dissertation or having
to do a ton of setup or complex mechanics. This is one game among a few
that we will play so we'd prefer something that we can pick up
reasonably quickly without constantly referring to the book to see how
to play. – FOGN got re-written to much more clearer. However, the
interactions of rules can be a bit hard to learn and it takes sometime
to learn. I do think they are vastly better laid out and written than
Black Powder. The book does lack an index which is maddening when
trying to work out what rules apply to what units. Once learnt the game
can be players with reference to 5 pages of tables (movement, firing
ranges, firing dice etc).
5) Doesn't require a ton of setup; as
mentioned above we get together roughly monthly on a Sunday for a few
hours so we want to maximize our game time. – Unlike a lot of other
games, the setup is part of the game! Each player chooses what terrain
they want on the table and then roll to see where it goes – so a good
general will choose his ground carefully. It's pretty quick to setup
though, and if you don't want much terrain on the table it's very quick
(you might only have 4 pieces to place). Units deploy on the table as entire divisions, so you only placing 2-4 groups of units on the table each time for each player, and if one side is attacking and the other defending, you put your entire army down at one time without needing to alternate.
6) Has at least some
period flavor; it doesn't have to be a huge amount but it should feel
like a Napoleonic game and reward at least some adaptation of period
tactics. – I've found I started to win games with my Peninsula army only
after I started to read use Wellington's tactics. Place your infantry
on the reverse slope. Put Cavalry on the flank but you need artillery or
infantry if you force the enemy into square. Cavalry that charges too
far can be counter charged when there are spent and blown. Cavalry can
slow down the enemy advance and force them into square. Attacking
infantry need artillery to good firepower to disrupt the enemy before
charging and need flank and rear support. I think it leads to very
historical tactics and outcomes, but you still get out of the ordinary
events that make battles memorable (My Portuguese conscripts held the
line! The Polish Lancers wiped out a division with one decisive charge.
The Highlander infantry charged the town and took it despite being
outnumbered).