Hi All,
I am back in the saddle after long absence and impressed by new additions to the engine and new NRC unit icons. Looking forward to see all titles to be updated, will certainly buy all of the them for aesthetic reasons! I am pleased to see the engine is evolving, new titles are added and old titles are updated and the project lives on! Well done to all involved!
I am now evaluating how new mechanics and ORs impact on the realism of the experience and would love your guidance. Below is my quick assessment so far:
My choice of ORs considering realism is the ultimate goal:

Column pass through fire ON or OFF is most debatable perhaps - but my rationale is that packed formations are already penalised through Target density modifier. Furthermore 3 battalions of 200+ units should not be at the disadvantage to one large battalion of 600+, so my conclusion it should be OFF.
Also, I was considering the below House rules for my next PBEM and would love to see some opinions:
HR1: No unlimbering artillery in obstructed hexes Forest hexes to say at least. Town/Village hexes debatable: I struggle to imagine a situation where large batteries of 8-12 guns could be packed on a 100 meter front in a narrow 18-19th century streets packed with buildings. These battaries required lots of space. HR2: No artillery units in squares (have to move either unit if pushed into such position by melee).Was raised a few times – I realise gunners could take cover in a square but this would have a drastic impact on a rate of fire, artillery unit cohesion and command and control. HR3: No cavalry unit below 199 (1XX) men is to be split by squadrons. From my playtesting squadrons of 40-60 cavalrymen are immune to fatigue as they are eliminated to the last men BEFORE they get a chance to gain fatigue. As a result cavalry regiments can be “utilised“ literally to the last man. PS. would love to see squares loosing ZOC ability, but this cannot be cured by house rules unfortunately.