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Look Sarge No Charts WW II
 
$25.00 $20.00
Average Rating:5.0 / 5
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Look Sarge No Charts WW II
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Look Sarge No Charts WW II
Publisher: LMW Works
by Ty C. [Verified Purchaser]
Date Added: 04/17/2015 13:31:12
The rules layout takes a little bit of getting used to but once you have tuned into them they are logical and flow very well, the unit activation takes away predictability which makes it ideal for anyone wishing to play solo and creates real command and control decisions for the player(s).
For my first game I converted the Crossfire scenario Assault on Tula from the Hit the Dirt supplement, it played on a 2 x 2 table, first time out the Germans got repulsed with heavy losses while on a second play through the Russians retreated off table into the depths of Tula after taking light casualties, the game plays smoothly and quickly which will allow you to play a few games in an evening if you only have a battalion per side.
Having played the majority of WW2 rules out there I highly recommend this rule set for anyone wishing to get games on the table and reach resolutions in an evening whether as a group or solo, each stand is a platoon so three plus support elements and a HQ make up a company, they are written for 6-12mm but as long as you had infantry only encounters the bases will accommodate 15mm figures (3 inches x 1.5 inches for platoons and 1.5 x 1.5 inches for squads / command elements).

Rating:
[5 of 5 Stars!]
Look Sarge No Charts WW II
Publisher: LMW Works
by James Q. [Verified Purchaser]
Date Added: 03/15/2015 10:22:31
I am writing this review of Look Sarge, No Charts WWII rules to help other in deciding if this is the right set of rules for them. I am an avid wargamer with over 25 years of experience. I have read many a rules set, both miniatures and hex-and-counter. In short, this is one of the best presented miniatures rules set I have come across. I will now briefly go over some of the fundamental design points of LSNC: WWII.

The basic maneuver unit is a platoon stand with activation done by company. 3” wide bases for platoon combat stands with 6mm(1/285)-12mm minis suggested.

The activation system used is a double random one in which a D6 is rolled for each command HQ and then cards (a standard deck Blk/Red Ace-6 plus a Joker) are drawn to randomize activation. When the Joker is drawn, the turn ends.
Because some formations may not activated each turn, this command system is not going to appeal to control-freaks who like to have their unit do exactly what they tell them every time. I like the mechanism, it models what Clausewitz called the “friction” of war. It is one of the designer's key objective in the design of these rules. Furthermore, there are options to allow higher level HQ to have a little more control of the formation under them.

The basis for the name of the rules is the fact that all the info (movement, defense, attack values) to run the game is printed on labels without having to look up charts. As far as combat goes, you roll a D10 add the attack value and if its higher that the defense value of the type of unit you are firing at, you score a hit. Obviously there are other nuances but that is it in a nutshell.

I have to say that the game in general seems feels right for the scale presented. Games have a potential to be quick and dynamic. None of this 'I move a few inches, you move a few inches' nonsense. Real sweeping, swirling battles can be had in this set.

Other key points, there are painless rules for spotting and reconnaissance, and morale. There are also many optional rules to be used to suit one's style.

The only issue I have with the game is that there are no scenarios or orbats. But this is not an issue for me as I have tons of resources for both. For those just starting out you can get one of the SkirmishCampaign books for scenarios and go to the GHQ microarmor website for free orbats at this same scale. Consider this a toolkit for battalion level (platoon scale) WWII combat.

I'd like to say that I was not looking for WWII miniatures rules (I have plenty of other projects in the works) but had an opportunity to pick these up. I'm glad I did. Heck, I might even dust off what few Microarmor I have and send for reinforcements!

Rating:
[5 of 5 Stars!]
Look Sarge No Charts WW II
Publisher: LMW Works
by Pete M. [Verified Purchaser]
Date Added: 01/29/2014 22:01:15
This is a great set of WWII rules, that focuses on command decisions. It has everything you need to run a battle in any theater. It's written by an active duty officer in the U.S. Army and it shows. The game scale is 50 yards to the inch and the manuever elements are platoons. I like how easy it to figure out what you need to resolve basically any question in the game. The command system is highly innovative as well. You can't help but like a system where you really feel like commanders are driving the action and not just mobile moral boosters.

I will say that this game takes about 10 minutes to explain to newbies and you may get through your first game before anyone has any rules questions. It is perfect for convention play as well as among friends at the club. While simple it isn't simplistic. A Panther handles a lot different than a Tiger or a Sherman. While the modeling of the vehicles are simplified, this isn't a game of 1 on 1 tank duels but of military organizations duking it out for supremacy.

Get these rules - well worth the money.

Rating:
[5 of 5 Stars!]
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