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#9060
Avatar photoshelldrake
Participant

The game was very tense, and the three VC figures back up by communist dice rolls were able to stop the LRRPs from their main mission!

 

Feedback and feelings – In a nut shell, I love the game. It is very easy to learn, and I only had to refer to the actual rules when I needed to add a new component to what I was doing, such as calling in the artillery.

The 3″ movement worked well for the type of game I was playing – a recon team sneaking through the jungle. I also created a ‘movement stick’ (seen in the first photo at the top of the image of the actual AAR). This sped things up a whole lot.  I suggest anyone playing the game make one of these. I intend to make one for different ranges for other uses in the game.

The dice were the real enemy for the LRRPs in this game. They rolled more 1’s than anything else, and the VC had a lot of 5’s and 6’s. This is what broke the mission.

It is very important to have lots of scenery that breaks line of sight, and this is mentioned in the rules. If you have an enemy hunkered down in cover and you need to cross an open ground, it is really going to ruin your day.

I honestly wouldn’t change the rules in anyway. Normally I get a set of rules and make ‘house rules’. Not for this one. Except for having an index.

The rules allowed for me to do what I needed; For example I could make the team a scout team that was highly motivated. I used night rules to reduce vision in the jungle.

Any changes to my game would be on my behalf – the enemy blips and the chances of if a blip in an enemy or not and clearly mark out what areas are ‘open’ and what is cover. I would also make it harder for the enemy to spot the LRRPs – they would often hide metres away from the enemy without being seen.

I also let the VC declare exhausted rather than push their luck with activations. I think I will add to the ‘Leader Dispositions’ chart how many activation rolls they will make before declaring exhausted. This a ‘Reckless’ leader will go for 6 activations a turn and a ‘Passive’ leader will only use one. This might have given the LRRPs a bit more of a chance, especially if I had encountered more enemy during the game.  (OK – so I have one house rule in mind)

 

Lessons learnt:

as mentioned, have lots of cover.

Use ‘fire and movement’. Try to expose as few soldiers as you can when moving and provide plenty of covering fire – basically use fire and movement.

get better dice. I was enjoying myself too much to launch my dice across the room in frustration

Do your best to keep pins to a minimum. If this means taking your time to get troops into position with fire and movement, then so be it.

playing aids – create some. I made the movement stick, and this sped things up a whole lot. I knew exactly how far I could move with out the tape measure knocking my scenery over, and it just made moving faster.

I also want to create a number of fire team reference cards so that I have a list of what skills, if any, the soldiers have, and include a place to record stress and wounds etc.  This will remove the use of counters on the table that you can see in the photos.

 

Rule questions:

Can a soldier get more than one pin?  I played it as yes, and my Team Leader had two pin markers next to him at one stage.

On the quick reference sheet is has “+1 per SAW” in the Firing box, but the rules say “+2”. Which one is correct? I went with the rules.

I am fairly certain I had one other question, but can’t remember what it was. I will ask it as soon as I remember.

 

Summary:

“No End In Sight” is a very easy set of rules to learn, has very simple game mechanics, but don’t let that fool you. You have to make important tactical decisions that can make or break a game. Game play is fast and fun, and makes for a thrilling and tense game.

The game works perfectly for solo play.

I highly recommend these rules to anyone wanting to play a modern platoon level game.

The rules could do with an index, and I am happy to put my money where my mouth is and come up with one if Ivan is happy to let me.