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No End in Sight. Cold war and modern platoon combatClick to magnify
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No End in Sight. Cold war and modern platoon combat

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The M113 is burning behind you, the Reds are coming on strong. the platoon is in bad shape and mortar support is nowhere to be seen.

As platoon commander, you have to rely on your squad leaders to push your troops forward, lay down suppressing fire and win the fire fight.

No End in Sight is a comprehensive guide to contemporary, cold war and near future combat. Lead an infantry platoon through random battles, several campaign styles or scenarios of your own design. Track the progress of your squad leaders as you play.

The rules feature an innovative activation and reaction fire mechanic that leaves you making important and tough choices constantly. Know when to push and when to hold off. Your men have to last for a long fire fight and you may run out of steam when you least expect it.

Combat is written to produce a fairly realistic level of casualties. Most fire will serve to pin and suppress the enemy with modest casualty rates until you close to assault.

Command battle hardened professionals and insurgent militia, dismantle IED's, call in artillery fire, evac the wounded and take on enemy tanks. It's all covered.

The rules are written to be both playable and enjoyable on a small gaming space, using approximately a platoon plus appropriate supports, APC's and assorted vehicles on each side.

Run your own invented campaign or use the included systems to:

*Conduct "Hearts and Minds" peacekeeping in a foreign land (or throw the invaders out)

*Fight to prevent the "Domino Theory" from coming true.

*Engage the NATO/Warsaw Pact while hoping the conflict does not escalate out of control.

* * * * *

The rules have been updated to a brand new second edition. 

This updates and clarifies many rules, including a better assault sequence and expanded options for troop characteristics.

More tools have been included to help set up your own forces.

* * * * *

No End in Sight is compatible with any individually based figures. 

Game measurements were written with 15mm figures in mind, but can be used for larger and smaller figures.

A typical game features about a platoon on each side, with supporting elements and vehicles.

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Reviews (2)
Discussions (10)
Customer avatar
Ezekiel J September 29, 2022 4:56 pm UTC
Looking for a reasonable NAM era ruleset to deal with Vietcong v U.S. squad to platoon level with vehicles (Helo, APC and light tank). Max figs ~ 50/side plus support. Anyone have a opinion formyhis game? I will be using 1/72 Italeri Silver Bayonet set for figs (kinda a great all in one).
Customer avatar
Anthony G April 18, 2021 12:45 am UTC
PURCHASER
My other main gripe, which maybe I am missing, the commandos are getting low activation rolls. They roll a 1, get one activation. Next roll they get a 2, one activation, and then another 1 or 2 meaning they are done while high rolls by the insurgents steamroll commandos. It seems a couple low activation rolls at the beginning can completely end all chances in phase 2 or 3.
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Customer avatar
Ivan S April 18, 2021 3:00 am UTC
PUBLISHER
I am traveling this weekend so ill grab these questions monday probably.
How many units do you have on eachside though? If fx you have 9 commandos in total, id suggest forming 3 figure teams to avoid the luck of the dice
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Customer avatar
Anthony G April 18, 2021 3:23 am UTC
PURCHASER
No worries.

Commandos: 2 squads of 3 (6 total minis) each squad with their own leader. Professional but Green. This represents well trained but untested in battle special forces.

Insurgents: 2 groups of 6 (12 total minis) each squad with a leader. Irregular but veteran. Militia that has seen battle before.

I prefer smaller mini counts so I want to keep the commandos in small numbers since it is recommended there is a 2:1 ratio from irregular to professional.

Thanks for the reply. Changing over to Clash on Fringe until I hear back. I really enjoyed my first play of clash the other day. For the most part I enjoyed NEIS as well. Just a few questions I need cleared up. Great games!

I bought all the battle pack zines and alpha rules as well. Seriously considering doing Patreon. I really enjoy the variety in your rules. And they have room for so much individual creativity.
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Customer avatar
Anthony G April 21, 2021 1:59 pm UTC
PURCHASER
Just want to bump this up incase you forgot. Still looking for a few answers! Thanks.
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Customer avatar
Ivan S April 24, 2021 8:13 pm UTC
PUBLISHER
Appreciate the kind words. Yeah, your organizations are about what I would have done. You can definitely get done in by rough dice. We did experiment with rolling 2D6 and picking the highest and I think that gives a more stable distribution.

One possible quirk you are running into is that being platoon-level, we generally had more units on the table while testing. One team out of 6 rolling poorly won't eat your plan, but one team out of 2 definitely will.
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Customer avatar
Anthony G April 24, 2021 9:24 pm UTC
PURCHASER
This makes total sense. I need to break groups a little more. Thanks.
Customer avatar
Anthony G April 18, 2021 12:42 am UTC
PURCHASER
Also, if the only enemy in light of sight is pinned, is it a normal 4” movement?

If the enemy that was pinned, becomes unpinned (he can’t shoot in the same turn as getting unpinned) but now there is an enemy standing still in line of sight. When it comes time to activate the troop out in the open, can he shoot first, pin the enemy again, and move up 4”? Or does the shoot draw a reaction fire first? I ask because I am in this situation. The enemy moving up keeps pinning the commandos with their shoot, then move up freely. Commandos unpin, but immediately get pinned again on the enemy shoot action, which lets them move up again.
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Customer avatar
Ivan S April 24, 2021 8:14 pm UTC
PUBLISHER
Yeah, this is somewhat intended. The team that's pinned down needs another team or vehicle to provide them with covering fire (or to outlast the hail of fire when the enemy eventually fails to activate).

It can be very unforgiving though.
Customer avatar
Anthony G April 17, 2021 9:45 pm UTC
PURCHASER
If an irregular group takes a causality, rolls 3D6, and a one comes up, the rules say a figure must be removed from the group. It doesn’t say remove from play, so what exactly happens to him/her and what is the procedure?
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Customer avatar
Ivan S April 24, 2021 8:15 pm UTC
PUBLISHER
They head to the hills and are removed from the table, but would be available again in a campaign. The inspiration was Iraqi and Afghan "one mag warriors" that are conscripted into firing one one magazine of ammo in battle and then tend to disappear into the hills.
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Customer avatar
Anthony G April 24, 2021 9:23 pm UTC
PURCHASER
Awesome, had I done this, some of the above situations would not have been as bad.
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Customer avatar
Ivan S April 24, 2021 9:24 pm UTC
PUBLISHER
Yeah, sorry about that. The game can be very unforgiving, on purpose.
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Customer avatar
Anthony G April 24, 2021 11:34 pm UTC
PURCHASER
No need to apologize for a game design decision. It makes for a very unique experience. I just needed a little clarification. Next game should be much better understanding some rules and concepts better.
Customer avatar
Anthony G April 09, 2021 1:16 am UTC
PURCHASER
Just getting into 15mm minis. Looking at the “in sight” rules because of the smaller 2x2 footprint. However, I currently only have a platoon of US infantry, a platoon of terrorists and hordes and hordes of zombies. Which in sight system would be best for my current mini collection. As of note for my 28mm. It’s all sci-fi and post-apocalypse.
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Customer avatar
Anthony G April 09, 2021 12:42 pm UTC
PURCHASER
But I am not worried about using 28mm. I am more interested in using the 15mm I have and expanding my 15mm collection.
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Customer avatar
Ivan S April 09, 2021 3:14 pm UTC
PUBLISHER
Cheers! No End in Sight is slightly more updated than its scifi counterpart and will do you great for your army troops and irregulars (it's written very much for that sort of environment). Adding in some zombies should not be too challenging.

We played platoon level battles in 15mm on a 2x2 foot tables using the rules no problem.
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Customer avatar
Anthony G April 09, 2021 3:42 pm UTC
PURCHASER
Awesome. Thanks for the reply. I really enjoy five parsecs and just started messing around with clash on fringe. You create some great games!
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Customer avatar
Ivan S April 09, 2021 5:18 pm UTC
PUBLISHER
Thank you so much for the kind words!
Customer avatar
Andy S February 27, 2021 8:49 pm UTC
Still stuck in the Covid lockdown of 2020-2021. Does this ruleset offer any support for solo play as getting friends around to play is strictly no-go at the moment ?
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Customer avatar
Ivan S February 27, 2021 9:54 pm UTC
PUBLISHER
I have begun measuring time in Covids, as in "We got the new car 3 Covids ago".

3 pages of notes on solo gaming are included. They are more guidelines with some random rolls to vary enemy behavior, than a full fledged AI, but they are workable.
Customer avatar
Bartosz O December 23, 2019 9:45 pm UTC
PURCHASER
Hello, does the 2nd edition include the Rules Pack Alpha?
Customer avatar
Thomas K March 31, 2017 2:10 am UTC
PURCHASER
Do irregular troops track their wounded in addition to the Irregular Troop Casualty Check, or does that check replace the normal hit/casualty resolution? (page 22)
Customer avatar
Thomas K March 29, 2017 6:33 pm UTC
PURCHASER
The break check list calls for +1 per 'casualty'. Does that mean wounded and pinned results, or just wounded? (Page 21)
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Customer avatar
Thomas K March 31, 2017 2:03 am UTC
PURCHASER
Yes, thanks
Reply
Customer avatar
Thomas K March 31, 2017 2:14 am UTC
PURCHASER
Do lines one and three stack on the Break Check list? I'm other words, does a new casualty count +1 or +2?
Customer avatar
Volker P July 23, 2016 2:49 pm UTC
PURCHASER
Do you make a similar update of the rules also for "No stars in Sight"?
Reply
Customer avatar
Volker P July 23, 2016 2:56 pm UTC
PURCHASER
Thanks for the fast reply. That's sounds great. I'm looking forward to this update.
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