Indeed the local superior mass is most of the time not stopped by infantry in line formation, usually because attackers seem to hold fire and take the 20% bonus but the defender in the usual turn instead of phase game will automatically use defensive fire and so be without the that bonus for the melee, also if in line the defender has considerably less combat power for melee, to top that the attacking player will usually not attack a position with an enemy leader but left or right of it, it's also normal considering that this is a Igo-Ygo game and the superiority of column is also OK as that is why infantry attacked in column and broke thru infantry in line.
Isn't the problem here the not guaranteed moral check? Page 37 of the Leipzig user manual shows that if a unit takes casualties there must be first determined if there is a moral check at all.
So the answer would be to fire as often as possible on the attacking column to have the luck of a moral check and then the luck that the attacker fails it and becomes disrupted or routed, that means units in line should extend their line to have 2 units dishing out fire.
But is that enough? I will toy around with some numbers and see what gets out.
In the light of this one must think about the column pass thru fire optional rule, I declined it as not realistic and still think so but: 1. It would lead to all battalions in a stack taking casualties and so all taking the chance of a moral check, where otherwise one battalion would always be "hiding" the others in that hex. 2. It also may lead to players not stacking battalions at all and if they do maybe only very small ones that would not have enough strength to hold a single hex alone and here it wouldn't be unrealistic that fire passes thru them because of the so small formation.
BTW Bill Peters mentioned on a thread about that H&R mod that the melee itself shouldn't be simply taken as bayonet charge but also as close firefight, so lets say we have a bat that comes close, fires a short range volley and marches against the enemy who either holds the line or retreats. All that(or any variant of this attack procedure) is depicted by the in game "melee"(simply "attack" would have fit better) option, that's why the 20% if not firing before melee. Whether the retreat does come from the volley or the advance after that or a final hand-to-hand combat seems irrelevant and out of scope of what the engine can depict.
_________________ Général Christian Hecht Commandant en Chef de la Grande Armée Comte et Chevalier de l'Empire
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