A lot of questions have come in, so I figured I'd answer some of the more common or interesting ones.
General questions about the game:
What scale of miniatures works best?
Any scale can work as long as you can identify which figure is which. You need to be able to tell who has the SAW or RPG and who is the squad leader.
The ranges and whatnot are roughly intended for 10-15mm but people tested the rules with 28mm and it worked fine.
For the big figures, you might want to increase the base movement rate a little.
How many figures do I need?
The aim is platoon level gaming, so figure 3 squads of 8 or so miniatures each, plus a few vehicles supporting them if you like.
We ran tests with a full platoon of 3 squads, 3 APC and a tank on each side and had no problems though pushing above that might get a little busy. You'll have a lot of leaders to keep track in particular.
Smaller games could be done easy enough. Take a US infantry squad, treat each 4 man team as its own squad with its own leader and put them up against 15 or so insurgents and you could have a nice little skirmish.
What size of playing space do I need?
Not terribly big. 2x2 or 3x3 feet will work fine. Troops should be deployed one or two moves before contact, rather than setting up far from the enemy like you usually do.
No End In Sight is about the actual fire fight. The entire table is maybe 100-200 yards across.
Supplements, expansions, scifi, bunnies, I want it all!
Multiple people asked for a hard scifi version almost immediately upon seeing the rules, so I am obliging that.
I'll ask for testers once we get closer to having a workable product but it'll be pretty exciting. It's still several months away but nothing prevents you from playing some near-future games right now.
Other than that, you guys will have to tell me what you want. WW2 isn't out of the question and there may very likely be a WW1 variant in the not too distant future. If people want big, long lists of vehicle data, you'll have to send me some booze.
Vehicles seem very fragile.
They are. This is intentional. On a 3x3 foot table, you are essentially at point blank for vehicles. Even a T55 presents a threat at that range.
If it still bothers you, bear in mind that we are playing for effect. A "hit" with an anti-tank weapon means you hit the target and inflicted some type of result on them. Missed shots may have scratched the armour with no effect (this is why RPG have a hard time hitting in the game).
Why don't insurgents take stress from casualties?
I wanted insurgents and regular troops to feel different. In many cases, it seems insurgent forces are less likely to cease combat to tend to wounded than trained soldiers are.
My research indicates that taking multiple wounded will often slow or stop a squad from operating effectively and I wanted the rules to reflect that, so stress builds quickly.
Insurgents are more likely to leave the wounded to be recovered after the fact. However, to reflect their brittle nature, they have to make a "casualty check" to see if any of them bail when they take losses.
This means insurgent units can often start big, but if they get hit hard, they will tend to melt away.
I can't hit a **** thing!
Ranged fire won't inflict a lot of casualties. You have to either get in assault range, severely outgun the enemy or drive them off through suppression.
This mirrors accounts of fire fights in modern warzones. A platoon can go through a brutal fire fight, get kicked in the teeth and fall back and only have taken 3 or 4 actual casualties.