Continuing on the never-ending subject of OR choice.
There are two opinions expressed in this WDS blog post and I would like to explore the selection of OR presented by RH (italics in the blog post).
https://wargameds.com/blogs/news/introd ... les-seriesThere seem to be a different approach to 5 optional rules described in the blog post in italics:

It appears that there is no disagreement to the Movement Threat Disorder as both perspective advocate for this to be ON, but it is added here for the purpose of wider context. All the rest of OR seem to be in line and agreed on, but these 5 are the most common where there is no general consensus (manual defence fire in this case is assumed to be combined with automatic defensive fire, so there is only 1 email per turn)
Now what I would look at this at the lower tactical level (battalion-brigade) and from the perspective of two infantry doctrines:
Musket FP Focus vs
Mass Melee Focus, where:
a. FP focus represents relying more on musket FP: fighting more in line formation, hence the with less density per hex and relying more on musket FP.
b. Mass Melee focus represents relying more on Mass Melee with high-highest density per hex, where infantry battalions are formed into heavily stacked columns massed into 1 hex to maximise the odds in melee.
ASSUMPTIONS There are a few the assumption which are made from historical perspective:
1. Fire focus is more historical and generally it can be stated that musket FP was the primary infantry tool of the day.
2. Bayonet attacks (represented by melee in game turns) were not common. Typically, a column would approach the enemy and then deploy into line to use their muskets. So this is can be done within 1 game turn mirroring the historical approach.
3. It was not common for entire infantry brigades to be formed into packed columns on 100 by 100 meter space for mass bayonet charges.
OR SELECTION TO DRIVE FIRE FOCUS Based on the above assumptions we can attempt to select optional rules to drive more historical flow of battles, that is with more Musket focus and less Melee focus. And this is completely in line with what is suggested in the blog in italics:

1 Movement threat disorder ON and 2 Columns pass through fire ON – both rules make approaching the enemy line for mass melee riskier and more costly, hence its Negative impact on Melee focus.
3 Flank morale modifier encourages deploying battalions into solid “shoulder to shoulder” line (+going into extended line as of 4.07) which maximises musket volley opportunities as units battalions are deployed into one line.
4 Line movement restriction OFF certainly favours FP doctrine as there is less risk in maneuvering in line.
5 Manual Defensive Fire OFF statistically increases the number of musket volleys and skirmishes firing at the approaching enemy.
IMPACT ON ATTACKER and DEFENDER Then we can also add the impact on the Attacker and the Defender:

It’s obvious that optional rules 1 and 2 makes it risker and more costly for the attacker to approach the defending stack, hence Negative. The rest is close to neutral to me.
DISSUCSSION The selection of OR presented in the blog post by RH does seem to drive more historical flow. However, what remains uncertain is whether this selection of OR makes it extremely difficult for attacker to assault enemy defensive line packed with artillery.
Infantry formed in line does not stand a chance vs artillery at point blank. Hence the only option to assault the enemy position is with melee (Melee Focus).
The defender optimal response to Melee focus would be forming large stacks packed with the following units:

This is nearly maximum stack (~1750), with a tremendous FP from the 8gun heavy battery and with a decent chance of stopping an enemy attacking column made of 1750 troops with a leader. The potential losses from the one-off volley by the battery at point blank (with column pass being OFF) are 112 out of 1750 attackers. This means the rest will make it to the melee (assuming no disorder from the defensive fire) representing the odds: 1.83 attackers to 1 defender. In such melee the average losses would be: 147 for the defender, 134 for the attacker.
The exact formula determining the melee outcome is hidden by the developers , but generally the attack needs 2 to 1 advantage to have a decent chance of succeeding. 1.87 to 1 is probably also ok but its on the thin line. Adding the chance of disorder by the defensive fire and both stacks are close to being evenly matched in melee.
Now lets assume Column pass through fire is ON (more losses for the attacker) + Manual Defence fire is OFF ( more volleys from the battery albeit at 50% FP).
It is likely that the attack will fail. This would make a defensive stack with 8 guns nearly immune to infantry attacks. The defending infantry within the stack is also immune to an enemy artillery fire at it is masked by the friendly 8 gun battery. Only counterbattery fire (need FP superiority for this) and/or a cavalry charge can help. Cavalry charge is not possible in this case as the defending stack is positioned behind a stream.
SUMMARYIn the above example with the selection of OR from image 1 it seems like attacking the defending stack via:
- Fire Focus will certainly fail (the battery will always outgun any infantry unit).
- Melee Focus is likely to fail as described above.
While the selection of OR above indeed influences the historical battle's flow, the question remains: how to storm strong enemy artillery positions? This would be especially relevant for later Napoleonic Campaigns in 1812 and beyond. As the Napoleonic Wars progressed, the number of guns per 1000 men ratio was constantly increasing from 2-3 guns per 1,000 men in earlier campaigns, culminating to 6-7 (and above) guns per 1,000 men in 1813-1814. This is particularly true for the allied side, especially the Russian army. Anyone who has played Eylau as the French can appreciate the challenge.
Another route which can be considered is questioning whether artillery is overpowered in the first place. This was explored by Hans Boersma mode here
https://1815.deds.nl/ with across the line artillery FP reduction and by H&R mode back in 2011.
As the main game goes, at this stage, the only tool we have to reduce artillery FP is via disabling Column pass through fire. However, the other side of turning this rule OFF, is that it encourages unhistorical Mass Melee focus with entire brigades formed into near maximum stacks and storming the enemy positions.
I am sure there is a wealth of experience within NWC to address some of my concerns above and show me how the attack can be handled with this selection of OR. I would love give these OR a run via a short testing game involving heads on assault. This is posted on the opponents’ finder forum:
viewtopic.php?f=24&t=17292