You were dragged out of bed by your fellow townsfolk, shouting that the Elves were coming to arrest those that spoke out against their occupation, and suppress you. You are startled, less so because of the shock of waking or the fact that butchers were coming to probably ransack your home town, but by the cold icy grip of the farmer's musket they press into your hand.
It's been a long time.
...
You shortly arrive on a cornfield outside the town, by the stream. The bridge had been smashed into shards, in the hope of delaying the hated Greenshirts. Organisation is poor and there is no real leadership amongst the armed rabble. However, someone eventually manages to shout over the anxious crowd that you are the only one here with real leadership experience. You are flattered, and with no-one else to turn to, the defenders turn to you.
You order the game hunters - the best shots in the town - to take our best rifled muskets and take refuge in the wooded hill, and have a vantage point over the elves.
The elves arrive shortly afterwards.

The armed rabble fire first, with little order.
Defender TurnRabble 1 (30) fires at Elf Militia 1 (40)Roll 1: 19
Roll 2: 13
Hits for 13 FP Damage!
Rabble 2 (30) fires at Elf Militia 2 (40)Roll 1: 14
Roll 2: 7
Hits for 7 FP Damage!
Irregular Sharpshooters (30) fire at Elf Militia 1 (27)Roll: 8
Hits for 8 FP Damage!
Attacker TurnAttacker TurnElf Militia 1 (19) fires at Rabble 1 (30)Roll 1: 8
Roll 2: 5
Hits for 5 FP Damage!
Elf Militia 2 (33) fires at Rabble 2 (30)Roll 1: 26
Roll 2: 2
Hits for 2!

Your men shot well, theirs did not. On the face of it, we appear to have the upper hand.
Round 2Rabble 1 (25) fires at Elven Militia 1(19)Roll 1: 18
Roll 2: 11
Hits for 11!
Rabble 2 (28) fires at Elven Militia 2 (33)Roll 1: 5
Roll 2: 5
Hits for 5!
Irregular Sharpshooters (30) fire at Elven Militia 1 (8.)Roll 1: 3
Hits for 3!
Attacker TurnElven Militia 1 (5) fires at Rabble 1 (25)Roll 1: 5
Roll 2: 0
Miss!
Elven Militia 2 (28) fires at Rabble 2 (28)Roll 1: 28
Roll 2: 4
Hits for 4!

Your God! It appears that one of the Elven units is wavering! Your men are fire as if possessed!
Round 3Defender TurnRabble 1 (25) fires at Elven Militia 1(5)Roll 1: 1
Roll 2: 0
Miss! (RNG is a bastard D:)
Rabble 2 (24) fires at Elven Militia 2 (28)Roll 1: 24
Roll 2: 14
Hits for 14!
Irregular Sharpshooters (30) fire at Elven Militia 2(10)Roll 1: 11
Hits for 11!
Elven Militia 2 is Broken!
In a volley that will go down in the history books, you manage to rout a unit, the other isn't far off either!
The other unit is stubborn, however, and doesn't follow it's comrade's example. You are the De Facto leader, though it may not seem like it, and you could give the order to drive them off.
Do you:
A) Stay in your place, breaking them easily in the next volley.
B) Launch a charge across the stream to drive them off.
After all, you'd need to have the leadership and descision making skills that would be natural to a former:
1) Cavalry Commander, famed for daring flanking attacks.
2) Captain of a Regiment of Infantry-of-the-Line, known for inspiring the men to fight on against torrents of fire.
3) Leader of a Group of Light Infantry, commended for behind-enemy-lines activities.
Get posting!