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Brother Against Brother adaptation for the Indian Mutiny

I searched around for several years for an appropriate set of rules for the Indian Mutiny in
25/28mm.  A game of ACW Brother Against Brother (BAB) run at a club game night by
a member piqued my interest in the rules.  I was even more enthusiastic about using them
for the Mutiny when I realized that the game I had played had been highly modified--and
not for the better--and that the original rules gave an even better game!  Over the years
I've tweaked my own, minimal, modifications based on the experience from numerous
games. 
 
BAB is a skirmish set of rules, with the basic manuever element being the squad.  So I
don't try to recreate major battles with them (which is okay with me, since detailed
Mutineer orbats for most major battles is pretty much nonexistent).  Instead, I try to
create skirmish battles based on historical situations; for example, the relief of Lucknow,
or, just this past November, the skirmishing around the Subzee Mundee (Green Market)
during the siege of Delhi (go to the Website of The Northern Conspiracy to see photos of
these and other games).  The following rules modifications to BAB have generated
exciting games in this vein.
 
WEAPONS
From the start, I have given European British troops (HEIC and Crown) the benefit of
rifled muskets.  Loyal Indian troops and Mutineers take the +1 modifier for having
smoothbore muskets.  I have since learned, by reading first-hand journals, that
many Crown troops fought at least through the Seige of Delhi armed with the Brown
Bess.  However, I think it's too difficult for gamers to keep track of which European
troops have rifles and which don't, and I like the gaming dynamic created by giving the
Europeans this advantage, so I haven't changed things.
 
You could also give the rifle-armed troops an advantage in range by forcing the
Mutineers and other smoothbore-armed troops to fire on the carbine chart, but I think that
is another detail that can get in the way of fast play and might be overlooked during a
convention game.  Too, I don't like the idea of some troops potting away from outside of
their opponents' range.
 
I give lance-armed cavalry an additional +1 in the first round of melee.  Artillery remains
unchanged, except that I use the weight differences (heavy and light) introduced in the
AWI section of BAB.
 
TROOP TYPES AND QUALITY
All HEIC or Crown troops (European or native) are regulars (Training).  The 60th Rifles
and Highlanders are elite (Quality).  All Mutineers are regulars.  Ghazi fanatics,
matchlockmen (princes' troops) and badmashes are all irregular (Training).  
Matchlockmen and badmashes are green (Quality).  Ghazi fanatics are elite (Quality). 
This gives the matchlockmen a negative in fire and melee, the badmashes a negative in
melee and the ghazis a positive in melee.
 
Also, I allow "company formations" introduced in the AWI section of the rules.  This
permits formed troops whose squad leaders are within command of their officer to react
at the same time.  Since only regular troops may be "formed," this gives a nice advantage
to the British and also to the regular Mutineer troops. 
 
ORGANIZATION
One of the hallmarks of the Mutiny to my mind was the lack of command control on the
part of the Mutineers.  They had few qualified, experienced officers, while the British had
so many spare officers (of mutinied native regiments) that they actually formed cavalry
units from them!  To reflect this in BAB I give the British one officer for every two
squads, while the Mutineers have one officer for every four squads.   Typically, I give a
Mutineer infantry command two regular squads, one squad of matchlockmen and one of
melee troops such as ghazis or badmashes.  I have seen Mutineer attacks grind to a halt
upon the drawing of a "Thwack!" card that kills an officer (which means that they can't
charge or retreat, except to cover if fired upon).  During one "Relief of Lucknow" game,
the agressive Mutineer attack on the besieged residency stalled in front of the walls for a
couple of turns on one "Thwack!" card and then stalled again within the walls when
another was drawn.  A counterattack by two squads of loyal Sepoys threw the milling
Mutineers out of the residency and saved the day!
 
The larger size of the Mutineer commands also create command control problems as
players want to spread them out across a broad front, but discover that without an officer
within command range you can't charge or retreat (according to the rules). 
 
Anyway, that's the crux of my Indian Mutiny modifications to BAB.  Quite minimal, as
you can see. 
 
I urge you to try them out!  If you have any questions, please feel free to ask!

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