A fast, cheap but not very quality solution would be to create several brick models and a straight edged wall, then just repeatedly place the brick models on the edge to cover it. For example in Dark Souls it's done that way for example: Screenshot 1 Screenshot 2
Do they break in real time or are they already broken? If it's a key piece I'd say just model it and set up part of your tiling texture to be the broken edges, otherwise I like the technique that syncing suggested.
There are two texture in play here. A tiling brick for the face and another tiling rubble damage that follows around, it blends with an alpha mask so you don't notice any seams.
Replies
Screenshot 1
Screenshot 2
http://simonschreibt.de/gat/fallout-3-edges/
http://www.polycount.com/forum/showthread.php?t=100867
http://cgterminal.com/2011/04/04/quickly-making-large-scale-rubble-in-3ds-max-video-tutorial/
http://docs.cryengine.com/display/SDKDOC2/Using+Decals+for+Destroyed+Structures
It's not just the texture. It's the whole geometry of bricks.
Yes, it has 2 textures. One for a regular wall, one for broken geometry. It's not just alpha or a plane with masked damage.
At the simplest level, 2 textures with alpha blend achieves the idea. Once the basics are understood, getting fancy with geometry is the next step.