The scenario was a simple one. Both sides had a brigade of cavalry and three of infantry. The Confederates had 3 regiments of cavalry and ten of infantry with 4 guns while the Federals had 2 units of cavalry and 12 of infantry. Four of the Federal infantry units were classed as 'large', but they were also 'newly raised' which in Black Powder means that you don't quite know how they will perform when first in contact with the enemy. The Federals were supported by 5 batteries. Both armies' objective was the vital crossroads in the centre of the table, and they entered from opposite corners. Both sides forces would be preceded by their cavalry followed by at least one brigade of infantry in turn 1.
At this point we had to call it a day. We were both within one brigade of our respective army break points, although I felt that my position would be untenable if we'd played another couple of moves. As it was it was agreed we had fought each other to a draw, although the Confederates would in truth have struggled to hold the superior Federal numbers at bay if we'd gone on much longer, although there was a reasonable chance that the Federals may have had more troops shaken in the process. We will never know.
It was a good game and we got a lot done in about 3 hours with quite large forces. I think the ACW chapter in BP is a bit of a space filler (as indeed is the Crimean one imho) as it doesn't really suggest much more than a basic knowledge of the period, troop types, etc. No matter, the joy of BP is that you can tinker with them to make them 'feel' right to your heart's content. John made an interesting comment as well, that whatever period you play using BP it never feels like just another game using the same set of rules, e.g. ACW feel like ACW, SYW feel like SYW. Having played a whole range of games and periods using BP (and P&S) over the past few months I would happily agree.