Brother Against Brother – Wilson’s Creek, a bit of a preview

By Nik Gaukroger 10 Apr 2015 0


A few weeks ago we reported that Matrix Games had announced a release date for their new Civil War strategy game, Brother Against Brother (see here). Since then they have also released a number of maps from battle scenarios included in the game, along with detailed orders of battle. These are:

Battle of 1st Manassas Map and Order of Battle here – or click here to view the map online

Battle of Wilson's Creek Map and Order of Battle here – or click here to view the map online

Battle of Mill Springs Map and Order of Battle here – or click here to view the map online


We’ve had a few questions about what the game is like and to answer that we have permission to use an AAR (or part of) originally on the Matrix Games form. So read on …


The break of dawn, August 10, 1861

Thirteen thousand Missouri and Arkansas militiamen - green and ill-equipped, but determined - were encamped along Wilson's Creek, about 12 miles southwest of Springfield, Missouri. Whatever calm and quiet that could possibly have reigned where so many infantry, cavalry, and artillery-men were stirring that morn, was soon to be shattered.

The Battle of Wilson's Creek was at hand.



In this After Action Report I will be playing the Wilson's Creek standard scenario. There are more than 20 battle scenarios available to play in Brother Against Brother but I chose this one because it was such an interesting early war clash - sometimes called the Bull Run of the West.

Close to six thousand Union troops, including militia from Missouri, Kansas, and Iowa, and some regular army companies under Brig. General Nathaniel Lyon attempted a Manassas type pincer movement against the encampment of 13,000 Missouri and Arkansas State Guard commanded by Major General Sterling Price.

The outcome of the battle placed southwest Missouri firmly in Rebel hands for the rest of the war.

Here are the scenario options I've chosen: 

Difficulty '1st Lietenant'. I could have chosen any level from Corporal to Full General, with the higher ranks giving the AI progressively more advantages in cohesion, morale, aggressiveness, and likelihood of executing orders as given.

I have the 'end turn activation rule' off. See the manual for more information on this, but it has to do with when the player gets notification that a specific brigade is not able to follow orders that turn (not activated). I personally kind of like to know sooner rather than later. (Now in actuality, difficulty levels below Lt. Colonel don't have such failed activations!)



My Order of Battle.

Note that the color bars next to a Division are correlated with the optional appearance of unit colors on the map.

This OOB is clickable - taking the player right to the unit on the map. It also can be expanded to give even more information.



Starting positions for my forces north of the Confederate encampment:

Well, for the Confederates also, since the existence of the Reb camps along Wilson Creek were generally known. The Union forces did not know the Reb dispositions in detail, but in general.

Note the mini-map on these battleground map segments - the lighter highlighted portion of the minimap is centered around which portion of the overall map is being viewed.

Note also that I'm displaying the counter or icon view of my forces. This can be easily alternated with the sprite view as will be shown many times later.



So there are a few hints at what the game is about. You can read about how the game went here.

We’ll look to bring a full review of the game as close to its release date as we possibly can.



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