This is the smallest game possible according to the book- each side has a force commander and 2 groups. Each group has a commander and 2 "elements" (what I will inevitably call a "unit").
Starting from the bottom left the forces are 2 elements of Hessian soldiers (average size units) and a group commander betwen them. In the center is the British Force Commander, then on the right flank are 2 elements of British infantry with their Group commander in between them.
Across the top from left to right are 2 elements of US infantry and their Group commander, the US Force Commander in the road, then a tiny element of artillery and a element of infantry.
(as per usual, click the photo to see bigger version)
No hits! The Group commander uses his command points to get the gun to fire once more but again no hits.
This is the casualty threshold of an average unit. They must check morale to stand. A 7 or better on 2d6 and they get it. They are now lowered from "shaken" to "exhausted". "Exhausted" has some serious penalties, and if they drop another level they are shattered and out of the game.
The Group commander has one point left so he uses it to order his men to reload. They need to roll an 8 or better (this is the second forced order) and get a 12, so they reload. They are now finished. All elements have been activated so the turn is over.
This turn took about 1.5 hours because it was my first attempt at the rules and needed to consult the book often. It would speed up a bit with familiarity. (Or if I had printed out the QRS or made unit cards- but I was lazy) Also it was a lot of combat resolution and I was taking (blurry) pictures. Moving goes a lot faster than combat.I used a very small table (3x4) so the forces were pretty much starting at contact range and that turn was pretty decisive.