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Skirmish-gaming through the ages
BRIfrIK OF BAITTEow here's a clever concept. One
single rules set for skirmish-gam-ing, from ancients to the modern
day, for any period in history. ls this the
'one skirmish-game to rule them all'?
Brink of Battle seems to attempt the
impossible: a single system for all types
of skirmish-gaming; that is, gaming be-
tween two or more sides, each control-
ling no more than 20 models per side.
The rules can be used for any scale, but
preferably between 2Omm and 54mm,
going by the book.
The game divides up the skirmishes
into three eras: ancienVmedieval (up to'1 450), early modern (1450-1 BB0) and
modern (1880+). These divisions are
effectively created by the introduction
of gunpowder and the brass cartridge.
Players are left to make up their own
forces and decide themselves holv good
their troops are and what abilities the1,
should have. Effectively, they get to
decide the historical accuracy of the
forces they create.
Each model has three scores: CBT(combat, governing m6l6e and missile),
CMD (command and morale) and CON(resilience to damage). Added to these
are 50 profile traits ancl 60 types ol.
gear (weapons and equipment). Tl.rese
are paid for out of the 'supply points' -there are typically 500 points for a small
game. A levy (with a score of 3 in the
three Cs, plus spear and shield) costs 33
points, while a well-equipped heroic
character can cost into the hunclrecls.
The cost of gear varies with the era, so
a bow in ancient times is expensive (?0
points), but by the early modern period
it has become quite cheap (5 points).
The ganre uses an alternative activation
system. Each turn, the opponents dice
to see rvho has 'the edge', and then
rvork out their activation points (namely,
the number of models they can activate
this turnr. Starting rvith the player withthe eclge, each places down activation
markers ne\t to the models they want
to use. Each play'er then takes it in turn
to activate a single model with a marker
by declaring ils action. The opposingplal'er mav interrupt (or 'break') this
action n ith one of his models with a
nrarker. Inragine that a charging cavalry-
man has cleclared lris charge against a
bon'nran; if the borvman has an activa-
tion counter, he can use it to shoot at
his opponent before he charges. Each
action tancl each 'break') removes the
actir ation marker.
There are comprehensive rules for
terrain and obstacles and how mod-
els rr.ral,move over them ... or fall offthenr! Combat is simple: opposed skillrolls using a D10 for close combat
ancl ranged attacks with modifiers,
based on the models' CBT score lvithmodifiers. The highest roll rvins and a
second roll determines if the target is
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unharmed, stunned (knocked down) or
wounded (removed from play). Target
priority is alrvays to the nearest ready
model. Rules for panic and morale are
incl uded.
The comprehensive list of profile traits
and gear are great strengths in the
game, allowing plenty of customiz-
ing options (from war dogs to combat
hand-signals). Only three missions are
provided, but this is made up with a
campaign and experience system. A
Iittle more guidance may be needed for
the inexperienced player, as there are
no army lists, but the book gives a Iittle
guidance and the experienced will be at
home here.
The text takes a little time and careful
reading to follow the sequence of play,
but is generally easy enough to pick up.
Plenty of examples are given. For those
looking for a detailed skirmish system
w,ith loads of customizing options,
rvhich is also quick to play, Brink of Bat-
t/e may be the answer. lt does, indeed,
succeed at the apparently impossible.