By John McConnell
These are a few rules additions that I have come up with for H.G. Walls’ Brother Against Brother that should allow you to run those really big games you’ve always been dreaming of, but were afraid to attempt. Also included are a few simple rules that assist in realism, but at the same time, don’t take away from playability. Action CardsSimultaneous Actions: When drawing the two cards for determining play sequence for two squads, and the action of one may impact the other the squad, the squad which had its card drawn first is given the first action (move, load, fire, or charge). This may mean that the second squad is caused to draw a Morale Card prior to its turn if it takes a casualty caused by the first squad, or is charged by the first squad. Shared Action Cards: To speed play in larger games, the squads within each Company on a side (with 3-6 squads each) are assigned the same playing card within the Action Deck. (Example: When an Black Ace is drawn, the first squad of each company may perform an action.) This means that one squad from each command will be performing an action whenever a card for its side comes up, assuming that all companies have the same number of squads. When they are uneven, the company commanders without that numbered squad remain idle. This is a combination of the “normal” method and the Command Based Activation on page 37 of the rules, and it speeds play while at the same time avoiding balancing issues created by letting commanders choosing to move each squad within their companies. Officers and CommandsExtra Officers: Companies with 3 or fewer squads may have only one Company Officer, who is their commander. Companies with 4 to 6 squads may have TWO officers, one is the commander, and the other is the executive officer (XO). The XO acts as an immediate replacement if the commander is killed. Until that occurs, he may be used to designate replacements for killed squad leaders, but he may NOT used to order charges. Higher-Level Officers: In scenarios where there are multiple companies, there will also be a higher-level officer present, who represents a Battalion or Regimental Commander. He may command ANY squad on his side to charge, order leader replacements, and can assume command of a company whose commander has been killed (only one company at a time). If he is in base-to-base contact with a member of a current active squad within that company, he subtracts two (-2) from the die roll to receive a replacement officer. Command Groups: Each Commander has four associated figures that perform actions at the same time as he does, and maintain 6-inch contact with him throughout the game. These may consist of any assortment of 1 or 2 Color Bearers/NCOs, a First SGT, an Second SGT, and 1 or 2 Musicians, but may only total 4 in number. Musicians are unarmed and fight at a –1 in Melee. Sergeants may be armed with rifles or pistols and may use either, and fight as Leaders with a +1 in Melee. Color Bearers may not shoot, but fight with a +1 in Melee as if they were a Leader. The loss of any member of a Command Group DOES NOT cause the Commander to draw a Morale Card. If the Commander is killed, the Command Group may only retire to cover until a new Commander is appointed or the XO (if there is one) or a Higher-level Officer joins them. Company Colors and Musicians: Formed Companies within 12 inches of the Colors fight in Melee with a +1 in the first turn of Melee. If a Color Bearer is killed within 6 inches of a squad within the same Company and there are no other Command Group figures other than the Commander remaining, remove one squad member to replace the fallen Color Bearer. SquadsSize: An additional figure or two may be added to squads in order to make one side or the other more resolute and enable it to withstand more casualties. Otherwise, a squad size of 10 figures, including the NCO, should be maintained. Companies should consist of at least 3 squads, and no more than 6, as stated in the rules, though more than 4 makes control by the officer difficult. Weapons: Regardless of figure pose, all soldiers within a squad are considered to be armed identically, including the NCO. ArtilleryRapid Fire: Once per game, each Artillery Section may perform a “Rapid Fire” of Canister (only). This enables it to perform both the Load and Fire Actions in the same turn, and only in that order. This simulates a last, desperate attempt to stop the enemies’ advance at close range. 3” Rifle Template: As an optional rule for use with 3” Rifled Cannon only, use a Conical Template with dimensions of 1-inch diameter at the vertex, a 30-degree angle, and a radius of 3 inches. This template may be used at any range, and uses the pre-existing chart for determining casualties. When used, the template is centered on the line of fire, with the vertex pointing back toward the muzzle of the gun. Exploding Case: An additional ammunition type that the 3” Rifle may also fire is called Exploding Case. It may only be used at distances greater than 60” and up to 144”. It always uses the Effective line of the Canister chart for determining causalities. When used, the template is centered on the line of fire, with the vertex pointing back toward the muzzle of the gun. Once it is placed, Roll a D10. On 0-4 it is on target. On 5-6, it is short by 6 inches, and on 7-8 it is long by 6 inches. On a 9, it explodes early or not at all and misses. 12-lb Napoleon Template: As an optional rule for use with 12-lb Napoleons only, use a Conical Template with dimensions of 1-inch diameter at the vertex, a 30-degree angle, and a radius of 6 inches. This may be used at either Close or Effective Ranges, and uses the pre-existing chart for determining casualties. It is centered on the line of fire, with the vertex pointing back toward the muzzle of the gun. Movement Across Obstacles: It takes ONE additional turn for an Artillery piece, either limbered or unlimbered to cross a fence or hedge. It takes TWO additional turns for an Artillery piece, either limbered or unlimbered to cross a stream. As stated on page 18 of the rules, Artillery may not prolong over fixed obstacles such as walls or fortifications. This should apply to limbered artillery also. Multiple Sections: In the case of a Battery of Guns, sections may EITHER be commanded by their individual Section (Squad) Leaders, OR by a Battery Commander (Officer). This is determined at the start of the scenario, and may not be changed once it has started. If there is an Artillery Officer and he is killed, the Artillery Sections may still perform as normal under the command of their Section Leader. The functions of the Battery Commander are to permit Battery Actions, and to replace Section Leader casualties when they occur. CaissonsIn addition to limbers, Artillery Batteries had additional ammunition stored in Caissons. These accompanied the Battery and would normally take up a slightly more protected position. To simulate this, the Caisson may be placed up to 24” from the gun it is attached to. If using full Limber and Caisson teams, each Gun may have it’s own Action Card, rather than every two. The Caisson may also act as a Limber if the Limber destroyed, and may also trade horses with the Limber. If in Battery or Section formation, Limbers, Caissons, and Horses may be shared between guns. Multiple Actions: While the gun and crew are Loading, Firing, or Prolonging, the Limber and Caisson may move freely with their respective 12” and 24” limits. Linear FormationsUtilize the Company Formation rules from the “Fifes and Drums” section of the rules (pages 26-28), with the following changes: Skirmishers: Squads must be formed to utilize Company Formations, with the exception that ONE squad per Company may be as far as 18 inches from the Company Commander and in any formation. This represents a skirmish screen. They must still be within 6 inches of the Company Commander in order to charge with rest of the Company, but otherwise may move with them using the Commander’s Action Card. Executive Officers (XOs): Larger Companies (4 to 6 squads) may use the XO for commanding squads to use the MOVE: FORM UP command, and for maintaining the formation outside of the Commander’s 6-inch radius. Volley Fire: If the Company fires together, add +1 to the target number for the FIRST TIME it fires only. If any squads do not fire, they lose this bonus for the remainder of the battle. OtherEvent Cards: Count all Event cards as Passed Morale Checks, unless there are scenario-based events that are written up in advance. Examples of these are in the rule book on page 34. Casualty Markers: To keep track of who needs to make a Morale Check the next time their card is drawn, place a casualty figure IN FRONT of the Squad Leader of the squad that needs to make the check. Once the Squad has performed its Morale Check, place the casualty figure BEHIND the Squad Leader. If having the casualty figure in close proximity to the squad causes confusion, place it a short distance away, and preferably behind the squad. The use of casualty figures as markers combines utility with aesthetics to create a more realistic-looking battlefield. Ignore rules for Troop Types, Troop Quality, and Command Ratings, as well as the charts on page 29, and subsequent rules on Ambush and Forts and Boats. The Optional Rules (pages 32-37) should only be used if the players are experienced with Brother Against Brother, as these slow down game play considerably, and require much more note-taking and record-keeping than for basic play. Back to Novag's Gamer's Closet Winter 2002 Table of Contents Back to Novag's Gamer's Closet List of Issues Back to MagWeb Master Magazine List © Copyright 2002 by Novag This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |