by Ivor Janci
BROTHER AGAINST BROTHER is a set of rules for skirmish games between company or smaller-sized units. This article (of several articles to follow in future issues) introduces the reader to the 2nd edition, that was released at Historicon '97 by the publisher, Stratagem Publications, Ltd., and is distributed in the US by H. G. WALLS. The first edition, that was produced the year before, solely consisted of rules for infantry actions, whereas the second expands on those core foot soldier rules to include cavalry groups, artillery sections, scenarios, variants, etc. There is even a section for adapting the rules to fighting the French & Indian War as well as other smoothbore-dominated periods. I mention this because there are ideas in this section (such as Ambush, Forts and Boats) that can be adapted for use in gaming skirmishes between Yanks and Rebs (and Indians, Bushwackers, Militias, and so on.) The rules are printed on a glossy stock in four-color, primarily used for the photographs by Duncan Macfarlane (of Wargames Illustrated fame - see a sample below) that adorn the first five pages of the rules, as well as for the ads that appear at the back. The text of the rules is in black & white, with a generous point size that won't make you go blind. In general, the organization of the rules' sections follow the standard order that most rule sets use:
The basic rules (for the foot soldier) take up ten pages, followed by three pages regarding artillery and cavalry. In fact, the majority of the sections are only one or two pages, and with the large text size, read very quickly. Within each section are bordered insets that has the tables and charts, set in a different typeface for ease of distinguishing from the main text (see sample above.) All of these charts are compiled on a two-page spread which is perfect for photocopying, and because of the generous text size, the copies can be reduced to digest size. Along with the booklet comes two sheets of cards printed in 2-color on card stock. Sixteen of these are the Morale cards three are Event cards, and the remaining are Artillery Ammo chits. Not sold with the rules is equipment needed: 1 or more tape measures (in inches), 3 or more decahedron (D10) dice, a small bag of cotton balls, 1 deck of playing cards, and finally, miniatures and scenery. There are two scenarios included, one is a meeting engagement (two foraging parties), and the other a raid on a supply camp. Clearly-drawn maps show suggested layout and entry points. Finally, there are five pages of Optional rules as well as several Personality Attributes that can be used for individuals such as Group Leaders (Audie Murphy as Victor Fleming?) The rules were developed originally for convention games, thus to allow for a BAB wargame to be completed in a short length of time - say 3 to 4 hours - the rules are as simple and short as possible. Rules covering the vast array of small arms and artillery for this time of experimentation and innovations have been narrowed down to just the basics. Because of their conciseness, the rules are easy to learn and helps minimize looking up complicated charts. In fact, most games using these rules play to a definite conclusion. The Infantry rules were developed by me (Ivor Janci), but the expansion of the rules from my sketchy notes (such as the Artillery and Cavalry sections) is credited to Herb Gundt, Lance Kizer & Lowell Francis, and their cadre of playtesters, Mark Base, Ken Peczkowski, Tom Osbom, Bill Crozier, John Chenoweth Ed Miller, Hap Jordan, Bob Moon, Graham Wilkinson and all of the fellas at the Nineteen & One Gamers of Indianapolis. Duncan Macfarlane deserves much credit for his support, too. To those that have already purchased the rules, we thank you very much.
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