23/09/2018 at 19:55 #99979
So, we played our first couple of games of NEiS. We used the two Indochina scenarios from one of the Nordic Weasel Battlepacks, although since we didn’t have the French we instead played it as during the Vietnam War. With automatic weapons of course and not bolt action rifles.
The Americans won both, although I would blame that on the Vietnamese commander, who played rather foolishly! I just had to see what it was like running across the open in a desperate attempt to get some troops off the other side of the board. The answer, in case you have never played No End in Sight, or have any knowledge of automatic weapons in modern warfare, is rather bad for the exposed troops. Admittedly the troops firing in reaction rolled 2D6 and did not fail to get a six for all seven of my figures trying to rush across.
We all – another player joined us for the second scenario – rather liked the games and the whole “In Sight” engine. Lots of tension, drama and most important of all, lots of real decisions to be made by the player.
A rules questions cropped up though.
- Do you round up or down for kill dice, since kill dice are set at half of suppression dice? We rounded down, on the assumption that the whole ethos of No End seems to de-emphasize actual kills. So a single shot would only mean a single suppression die.
- One player pointed out that no where could we find weapon ranges in the rules. I know everything is LOS, but someone who has only ever played Bolt Action might be confused.
In direct opposite of the above assumptions of non lethality, we found assaults were appallingly deadly. Everyone adds another die and then they are all converted to kill dice. An American squad in some crestline woods pulled a reverse slope tactic – no one could shoot at them, but when the Vietnamese moved into the woods across the crestline, the Americans simply assaulted them. with sixteen kill dice. This killed four communists, which essentially wrecked an entire squad. I guess the moral of the story was to go around the hill, and never leave yourself open to a potential assault.
We did forget about smoke grenades, which would have been rather useful I think. We also did the morale rules incorrectly. We only applied them after a casualty, instead of after every attack. I think that would have reduced the amount of bayonet charges everyone was doing in the second game, because groups that were pinned would then tend to fall back under heavy fire, instead of just being pinned and waiting for the deadly assaults to come at them.
Here are some photos of the game in question. Figures are from Peter Pig I think. I quite like their figures. The fake fun fur represented tall grass. Not cover, but it blocked line of sight.23/09/2018 at 22:27 #99984
Like your layout and markers.24/09/2018 at 04:11 #99994
Very cool, good looking fights!
Jack24/09/2018 at 23:39 #100076
Very cool table. Yeah, those do look like PP figures. Most of my 15mm stuff is from them in general.
I roll Kill dice down, much due to the reasoning you give.
All weapons are LOS unless said otherwise. You are right, it should be clearer in the rules though.
As much as possible, the table is “1-to-1” scale in 15mm, so your gaming table is likely to be at most 300 meters across 🙂
Glad you guys had a good time. Assaults are indeed very deadly. If its too much, you can tone down the Kill dice, but I find that it helps get the game done and over.
Nordic Weasel Games
https://sites.google.com/site/nordicweaselgames/25/09/2018 at 08:01 #100090
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