I've had a heroic victory - I think I lost about 15 men to almost 1000 or some such silliness, heh.
Artillery's fine - 6 units if it in one army broke several enemy platoons before they got into rifle range, and then continued the bombardment as they stood there trading musket balls. Less expensive than replacing all those squishy troops.
A couple of nice features not already mentioned:
-Diplomacy is streamlined, and the addition of being able to make expensive state gifts makes it much easier to open negotiations - something I struggled with in previous games.
-Unit reinforcement and recruitment can now be made whilst the army is on the march. New units will automatically move to join the army once they are produced, and being able to reinforce your men after a full tern has passed no matter where you are adds flexibility and momentum to your armies. With enough cash you can just keep on rolling >
-There are now only 2 turns to a year - I believe there were 4 in Medieval 2. Unit movement distance is much larger than it was in previous games, and there's now the addition of a large zone of control around each army and fort. Should an enemy enter it you get the option to attack, and if you enter an enemy's zone you cannot move past without attacking them first. This allows you to set up forts in chokepoints much more effectively than was possible in Medieval.
-Cavalry is now almost exclusively a harrying force - charge a group of riflemen from the front and expect HEAVY casualties. Charge through your own men and watch both sides suffer. Move them through cross-fire and see the horses just melt away. However, charge them into the flank of an engaged enemy line and you can break their entire battlefront with perhaps a single cavalry unit. Good times
-Taxes are now raised against middle and lower classes separately, allowing you to either please the masses (resulting in higher population growth) or support the industrialists, looking to build future prosperity (albeit with less in the coffers for the time being).
-If you are counter-attacked during a siege your troops can deploy cavalry traps and raised trenches for cover, and artillery can dig in, becoming much better defended at the cost of being immobile and limiting the fire arc.
I've not had much trouble with bugs or any such - it's crashed randomly (mem leak) twice, but both times the end of turn auto-save meant I didn't loose much noticeable progress. Looks nice, sound effects could do with being bulked up but are ok. One thing is the naval combat - kinda suck horribly at it, and I swear the AI doesn't always obey the same wind laws that I'm saddled with, heh. That, coupled with the occasionally (though not persistently) deaf units, refusing to turn to meet the foe, or ignoring an attack order, are perhaps my only real peeves after having completed the mini-campaign 'Road to Independence', which btw is a very nice way of introducing you to the game in a more structured way than launching into the grand campaign straight off.