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Brother Against Brother

Schild & Vriend Gentlemen’s Wargaming Society 14/9/20


General Movement. • Firing into or out of melee is not allowed (just to simplify
things).
• Troop types: Infantry, Cavalry, Artillery. Each unit Hexes Woods, Water, Fence Special • Line of sight:
starts at Unit Strength (Str) 10 (some units can start Uphill, BUA Wall • From hex-centre to hex-centre (but use common sense...).
lower or higher). If Str = 0, unit destroyed. Units are Difficult Hedge • Shooting over 1 or 2 linear obstacles is allowed.
organized in brigades, led by an Officer. Infantry D4 +1 +1 Obstacles right in front of firer or target do not count.
• Officers: single figure; never removed from game; if Light Inf D4 +0 +0 • Units on hill can fire over units below if closer to
run over by enemy, place with nearest friendly unit. firer than target. Counts as linear obstacle. Roll D10:
Cavalry D4+2 +1 +1 if ‘9-10’, unit -1 Str (friendly fire).
• 1 unit in 1 hex, 1 hex can have 1 unit; officers free. Limb. Art. D4 +1 NA (Un)limber = free,
Depl. Art. 1 +1 NA only once per turn. Muskets & Carbines FIRING
• No orientation of units needed, except for aesthetics.
Type Short Range Long Range
Officer 4 / 6 +1 +1
• D10 = ‘1’ through ‘10’ Musket (inf) 4 hexes 8 hexes
• Movement is at least 1 hex, irrespective of terrain.
• Units cannot move through each other. Carbine (cav) 3 hexes 6 hexes
Sequence of Play • Units must stop when moving adjacent to enemy, • Roll D10 for every 2 points of Str of unit (Light Inf
1.Sides take alternate turns. unless charging, in which case unit can move into D10 for every 3 Str). Die roll modifiers:
2.Resolve morale for active side’s units that suffered enemy hex. +1 target in soft cover (corn field, wood, fence, bush)
casualties last turn (use marker). • Movement entirely on road: +1 hex. +2 target in hard cover (stone wall, buildings,
• Group activation: all units roll the same movement die entrenchment)
3.Per Brigade: +1 mounted cavalry firing
Charge & Melee +1 long range
• Move Officer 1.After a successful charge order, attacker rrolls on • Every D10 that scores 1-4 results in -1 Str on target.
• Automatic activations chrage response table.
2.Attacker rolls movement die for charge movement. Artillery firing
• Activate units within command range of Officer, roll 3.If contact (same hex) is made, defender rolls on charge Type Range Special Rules
7+ on 2D6. Officer’s bonus if applicable. One roll response table.
can be made for any adjacent group of units of the 4.Roll D10 for every 2 points of Str. (Light Inf and Art Shot Unlimited Roll 2D10
same type. roll D10 for every 3 Str). Use SCRUD system to pair Cannister 4 hexes Cannot be shot over other troops.
• Units outside command range can be activated on 8+ dice, highest number kills. Equal numbers no effect. Roll 4D10.
Unpaired dice kill at 6+. • Modifiers:
• If an order fails, no more activations for that brigade. Modifiers on #dice: +1 target in soft cover (corn field, wood, fence, ...)
• +1/+2 for Inf / Cav charging (1st round only) +2 target in hard cover (stone wall, buildings,
ACTIVATION of UNITS • +1 for first melee of unit in game entrenchment, ...)
• Move - Fire - Charge: activation roll needed • +1/+2 defender behind soft/hard cover or def. posi- • Every D10 that scores 1-4 results in -1 Str on target.
tion
• Automatic activation, no roll needed: • Continued melee: start from phase 4. Optional Rules
• No penalties for moving out of melee (after 1st round), • Movement distances can be fixed if players agree.
• Continued melee Consider each D4 as a roll of 2.
but defending unit cannot move to a hex where charg-
• Fire at enemy within 2 hexes ing attacker came from. Attacker can ‘break through’ • No hexes: Each movement or range point = 10 cm.
• Measurements between units: flag to flag
• Move 1 hex (no charge) when adjacent to enemy, defending hex if desired. • Footprint of unit becomes important. All figures
unit cannot end adjacant to (another) enemy. Fire adjacent; no shooting through friendly stands of
• March Column: units along road can march 1 or 2 • Inf and Cav fire at closest target (but use common sense...). same unit; divide Str equally among stands (flag
hexes (scenario-specific). Once a unit is activated • Unit can split fire between possible targets within 120 takes +1 or -1) if necessary.
using a command roll, the column is broken. degree firing arc. Firing arc is chosen when firing. • Terrain areas x2 movement cost; obstacles +10cm
Rules by Philip Dutré, inspired by Brother against Brother, Black Powder. Playtesting by Bart Vetters, Eddy Sterckx, Frank Vleugels, Alan Huyton, Koen Devroey, Graham Tuer, Dominique Coene.
Morale charge Response For Attacker Charge RESPONSE for defender
(start of turn) Prior a Charge Receiving a charge
D20 Effect D20 Effect D20 Effect
1 Unit may not do anything this turn, not even an 1-2 Unit refuses charge order and stays in place. 1-2 Defender -2 Str, but only if infantry or artillery is
automatic action. 3-4 Unit leader is lynched for giving stupid charge charged by cavalry.
2 Unit may not receive a rolled-for activation this order. -1 US. Unit refuses charge order and 3-4 We will stand our ground!
turn (but automatic activations are allowed). stays in place. Bolstered morale: +2 Str
3 Unit must immediately move 1 hex away from 5-6 Unit refuses charge order, but the unit fires at 5-6 Unit countercharges its attacker and both units
the enemy (except when Artillery). Use common the targeted enemy instead. meet halfway.
sense to decide where unit flees to (away from 7-8 Unit is eager to charge, +1 movement point. 7-8 If defender has Str 5 or less, and attacker’s Str is
enemy, nearest cover, etc.). 9-10 Inspirational leader raises fighting spirit, +1 higher than defender, defending unit routes
4 If unit is adjacent to forest, unit moves immedi- melee die if contact is made. (remove guns from game), attacker -2 Str.
ately to forest (unless this places unit adjacent to 11-12 Bolstered morale: +2 Str Attacker occupies hex vacated by defender.
a new enemy unit). Not applicable to Artillery. 9-10 We will stand our ground!
13-14 Bolstered morale: +1 Str
5-6 Unit must immediately move 2 hexes away from Bolstered morale: +1 Str
15-16 Some soldiers skeedaddle prior the charge. -1
the enemy. Artillery crew leaves guns behind 11-12 Unit must immediately move 2 hexes away from
Str, but charge continues as intended.
(remove guns from game). Use common sense to the charging enemy. Artillery crew leave guns
decide where unit flees to (away from enemy, 17-18 Unit can charge as intended.
behind (remove from game). Use common sense
nearest cover, etc.). 19-20 Unit can charge as intended to decide where unit flees to (away from enemy,
7-8 -2 Str if there is an enemy unit within 3 hexes; nearest cover, etc.). Charging enemy halts and
otherwise -1 Str. occupies hex left by defending unit.
9-10 -1 Str if there is an enemy unit within 3 hexes. 13-14 Unit fires at charging enemy just before contact
11 Unit commander shot in the arm. -1 Str. is made. 1 firing die for every 3 points of Str.
12 Unit commander shot in the leg. -1 Str. Proceed with melee as usual after resolving fir-
ing.
13-14 Stragglers and skeedaddlers rejoin unit, +1 Str.
15-16 Inspirational Leader raises fighting spirit, +1
15-16 The unit wants revenge for fallen comrades: unit
melee die.
must charge (or move to) nearest enemy threat.
Movement distance must still be rolled for. No 17-18 Unit receives charge.
further check for charge response. 19-20 Unit receives charge.
17 If unit has Str 3 or less, unit routs (remove from
game).
18 If unit has Str 5 or less, and there is an enemy
unit within 3 hexes, unit routs (remove from
game).
19 Unit rallies around the flag, +2 Str.
20 Unit rallies around the flag and is sure victory
must be ours! +3 Str.

Rules by Philip Dutré, inspired by Brother against Brother, Black Powder. Playtesting by Bart Vetters, Eddy Sterckx, Frank Vleugels, Alan Huyton, Koen Devroey, Graham Tuer, Dominique Coene.

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