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The Regiment: Rougneck Country: Compatible with Stargrunt and Dirtside II
by Bill A. [Verified Purchaser] Date Added: 03/08/2013 21:10:51
Roughneck Country is the sequel to Rolling Thunder, in which The Regiment – a GEV-mounted mercenary group apparently based on David Drake's Hammers Slammers – is contracted to put down a miners rebellion. There are 12 linked scenarios – six for Dirtside, six for Stargunt.

The same campaign system is provided as was seen in Rolling Thunder. Basically, each player starts with a certain amount of Logistics Points, and must spend them to play each scenario, repair or replace lost units, or buy extra forces (in some scenarios); points are earned through rout or destruction of the enemy, and by meeting victory conditions; if your points are gone, you lose the campaign. One problem is that if you analyze the system, the StarGrunt scenarios are generous in terms of points, but the Dirtside scenarios are quite costly (you can easily lose more forces than you can afford to replace). As in the previous product, the system still refers to Intelligence Points and Full Thrust scenarios (neither are used in this campaign), and claims some scenarios are 'unique' (can only be played once per campaign) while others are repeatable, which contradicts the author's comments (on the previous book) that all scenarios should be 'Unique.' And as in the previous book, while it makes sense for The Regiment to track its losses in terms of Logistics Points, having the opposition – in this book, the Thunderbolt Division, mercenaries employed by the miners – do so makes little sense, since they field a new force in almost every scenario.

Stats are provided for Thunderbolt Division vehicles (mostly slow, tracked vehicles): the Mamba MBT, Black Rhino tank destroyer, Dragon self-propelled artillery, Minerva command vehicle, and Destrier APC. The scenario book does not state this, but based on the author's previous comments, I believe he intends for the Division player to be restricted to these vehicle designs only. Unfortunately, the author provides no suggestions on where these vehicles can be purchased as models.

Stats are not provided for The Regiment's vehicles – and since the author has said the previous book should be played with the designs provided in Rolling Thunder, I would assume he intends the same with Roughneck Country. Therefore, you need the stats from Rolling Thunder to play Roughneck Country scenarios.

Another problem for the StarGrunt scenarios is that squad size is left undefined. (In StarGrunt, higher-tech forces such as The Regiment usually have smaller squads compared to lower-tech forces.)

A major change between this book and Rolling Thunder is in the campaign design. In the first book, the players played scenarios that were roughly similar, except that the point limits changed so that there was a progression from imbalance in favor of The Regiment to imbalance in favor of the opposing force by the end of the campaign. In this product, the difference in point levels is much less, though still going from giving a benefit to The Regiment at the start, to balanced scenarios at the end of the campaign. (However, the campaign system may limit a player from fielding all the points available in a scenario, if he's taken a beating in terms of Logistics Points – though the campaign rules aren't 100% clear on this, and the author provided me with conflicting answers about this.)

One problem is that victory conditions are often in terms of reaching an objective with some percent of your forces, but it doesn't specify how to measure this (number of stands? point totals? including offboard assets?).

All of the scenarios are vague, and will need considerable filling out by the consumer. No maps are provided, or even suggestions of table size (the author told me 4' x 6' would be the standard size).

Some scenarios lack tactical challenge, such as a StarGrunt scenario in which infantry simply deploy on a featureless blacktop and open fire on each other. In one of the Dirtside scenarios, the Regiment must fight his way up the tabletop, limited to a 1' wide corridor of passable terrain, while the enemy can deploy freely.

One type of scenario - an assault on a city - is reused multiple times, with only minor changes in forces or mission. Another scenario gives the Regiment only 10 turns to find hostages, in a building of unknown size (the standard 4' x 6' tabletop?) and design.

The author seems unaware that The Regiment, with its GEV-mounted force, should find water no obstacle - so the scenarios about river crossing or fighting their way up a coastal highway just make no sense. (If he intends the vehicles to operate as they do in the Hammers Slammers series, then he should offer rules for how to handle that in Dirtside.)

One scenario confusingly mixes a large river, a damaged bridge, engineer units and bridgelayers, with confusing victory conditions that make it unclear if The Regiment is supposed to lay a new bridge, repair the old one, or ignore both and just make for the far map edge. No stats for engineer units are provided. No rules are provided for crossing such a large river (Dirtside only envisions minor water obstacles) or repairing a bridge.

The Division player sometimes get the assistance of the miners/rebels, but no stats for them are provided. One scenario calls for 2,000 points of rebels - which, assuming they are militia-grade infantry, would be 133 stands of infantry!

Several of the scenarios are cityfights, but the author fails to define the terrain in Dirtside terms (isolated buildings or urban terrain).

The cover art – showing a MBT GEV in a desert – has no connection with the contents of the scenario book.

While this product has some good ideas, it reads more like someone's notes on a campaign he'd like to run someday, rather than a product that has been tested and developed.

I was unable to contact the author to get his answers for the specific problems I found in this product, as he is refusing to speak to me after my last review...

Rating:
[2 of 5 Stars!]
The Regiment: Rougneck Country: Compatible with Stargrunt and Dirtside II
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Publisher Reply:
You can use any vehicles from any manufacturer you want. There are no major changes to the campaign system. You can play the points per scenario as one offs or you can use the campaign system with a predetermined number of points. Whichever the player prefers. Why is this so hard for you to understand BIll? Victory conditions are what they are. % of forces is just that. Use points if that is what you prefer or % of units. Just be consistent. Wargames are universally played on 4' x 6' tables because that is tournament standard and most players have access to a sheet of plywood which happens to be that exact size. There are no featureless blacktops in the campaign Bill. STOP MAKING STUFF UP! The 1' foot wide corridor of passable terrain is called a linear ambush. Read some history or spend time in the military Bill. Difficult scenarios and especially disadvantageous terrain and situations make it tactically challenging. GEVs may not find water an obstacle but they can't negotiate a steep riverbank or cliff without wrecking the vehicle. Unlike you I have served on hovercraft in the Navy and unless it has a nice smooth gradient to drive up on they are not going anywhere. Just because the table is flat doesn't mean all of the terrain is flat. Bridge laying and engineers are covered under Dirtside II rules. Lay the smaller temporary bridge across the broken span or bridge at another narrower point. Whatever fits your personal collection of terrain or tables. Rebels are just that rebels. They use whatever is at hand. Militia grade infantry, some basic mining trucks used as APCs, some captured Merc equipment. Whatever you want to use. A city fight is a fight in a city so you would use urban terrain. Most of this stuff is self explanatory and the ten guys in my gaming group have had absolutely no problems with it nor has anyone using the campaign system in the Ghostwar series ever asked a question or complained because THEY LOVE IT and send me messages to that effect frequently. I can only assume you have difficulty thinking for yourself because of some mental deficiency. SO WOULD YOU PLEASE STOP BUYING MY STUFF BILL!!! And for god's sake stop writing erroneous reviews that I have to take time out of my busy day to write corrections for.
The Regiment: Rolling Thunder: Compatible with Stargrunt and Dirtside II
by Bill A. [Verified Purchaser] Date Added: 02/22/2013 21:21:53
What this product provides is:

* a page of fluff
* a page of campaign rules
* a fluff map
* five Dirtside II stat cards (and some Stargrunt II info)
* 12 sequential scenarios, each half a page, with tabletop descriptions but no maps. Eight for Dirtside II; four for Stargrunt II.
* links to where the rules can be downloaded free (unfortunately, the links are out of date)

The basic idea is that The Regiment has been hired by the Del a'Zhou to deal with their upstart rivals, the Rhineland Republic. Your mission is to cross the border and trash their starport (under construction).

The majority of the Dirtside II missions allow you to earn victory points either by (a) destroying the enemy, or (b) crossing the tabletop and exiting with your forces intact. As the campaign progresses, you get fewer forces (attrition) while the enemy gets a bit more.

The Stargrunt II missions are divided into a pair of "protect our lines of communication" patrols, and a pair of "defend the port while we embark our vehicles" missions.

The forces are specified by points, sometimes with a little guidance ("mercenaries and vehicles"). The Regiment player starts with a 10,000-point armored company (1st scenario), then is whittled down to only 5,500 points (last Dirtside II scenario). The campaign initially gives the Regiment side a substantial edge in points, but that fades as the campaign progresses.

The campaign rules appear to be generic, and refer to situations not in this supplement (i.e., there are no starfights here). The basic idea is that the players have Logistics points. Every scenario costs points, but the player can earn more by fulfilling victory conditions. In the StarGrunt scenarios, Logistics points can be spent for extra support. Damage for the Regiment player is also tracked from scenario to scenario, and Logistics points can be spent to repair, reload or replace units.

(The campaign rules talk about both players having Logistics points, but since the Republic does not have "continuing" forces from scenario to scenario, I don't see how that's going to work.)

Although five vehicle datacards are provided for The Regiment, there is nothing in the scenarios that require you to use these designs. No troop descriptions are given for the Republic, other than mentions in the fluff of "troops" and "mercenaries."

The Regiment data provides for a blower tank, blower APC, blower artillery vehicle, command blower, and infantry support blower/gun jeep. According to the data, the infantry use hoverbikes for transport. This is contradictory, but the author tells me he means for the infantry attached to armor units to use the ACAVs, while the infantry units have the bike-mounted "dragoons."

One frustration is that though the data is provided for very specific vehicles, the supplement provides no information on where to purchase these models.

One criticism I have with the campaign system is that there seems to be no reason to reduce the Regiment's point values for each subsequent scenario, if they are also being penalized by accumulating damage. The Regiment player could be in a position where he still has 7,000 points, but the scenario only lets him use 6,000… and I assume that if the scenario allows 7,000 points and the Regiment only has 6,000 points let, that's all they can use.

Another criticism of the campaign system is that it seems possible for the Regiment player to choose to replay an easy scenario multiple times to rack up points, and win the campaign early.

One problem I see with the scenarios is that they have the same or similar victory conditions, with only the enemy point totals and the terrain changed – could get boring, especially with the Regiment player encouraged by the victory conditions to avoid combat and exit the far edge of the tabletop. Another scenario only gives the enemy minefields, obstacles, and offboard artillery (yawn).

Players will need to come up with their own rules for hoverbike dragoons (not covered in Dirtside II) and how to fire the artillery in scenario 1 (without any onboard spotters).

The product feels incomplete. Scenario maps would definitely be an improvement. The campaign rules need work, and the scenarios seem underdeveloped.

Rating:
[2 of 5 Stars!]
The Regiment: Rolling Thunder: Compatible with Stargrunt and Dirtside II
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Publisher Reply:
The Campaign rules are generic and can be used in many different ways depending on what level of detail you want to use. You can use the LP to just purchase the next scenario with both players spending points to buy that scenario with varying level of return. If you run out of points and cannot buy the next scenario then you lose the campaign as you have run out of resources and can no longer fight. Using this method you should use the force size listed for each scenario and not worry about attrition as that will be taken care of over the course of the campaign with forces on both sides fluctuating depending on what is going on in the storyline. You can also use the points to pay for new troops and repair damaged units. This makes the campaign very hard for both players and you should start with very large forces as a starting army of whatever size you feel comfortable with. This method is also somewhat independent of the storyline and is more of a head to head game instead of a strict story arc from scenario 1-12. Republic forces are purposely left generic and are of such varying equipment and experience that you can use just about anything and not go wrong. Which is why I didn't bother to try and list the dozens of vehicles and organizations possible for the Republic. In other words be creative and do what you like. Scenarios list a points cost for the Dirtside II scenarios for the Regiment and the organization is left up to you. The regiment player must use regiment equipment but if you want to field an all infantry force then go right ahead, all panzers? be my guest. A mix of the two perfectly fine. At no point have I ever said that ACAVs transport infantry. Infantry in the Regiment use hoverbikes and count as dragoons (which are infantry forces that travel as cavalry but fight as infantry) under Dirtside II rules Cavalry rules can be found on pages 13 (under infantry forces), page 25 and 26 (under infantry movement and terrain effects) and page 53 under infantry points cost "cavalry cost an additional 50% of the basic element's points cost" Regiment infantry are organized into 6-man squads mounted on bikes supported by a crew served heavy weapon mounted on a jeep. I though that this is fairly simple and self explanatory but even after 5 days of answering question the reviewer still managed to screw this up. The reason the infantry are called Dragoons is because that is exactly what they are. A simpple google search of dragoon will take you to a definition which is infantry mounted on cavalry but does not fight as cavalry and instead uses the enhanced mobility of cavalry movement and then fight on foot when contact with enemy forces is established, which is explained in the PDF. I would expect a reviewer of wargames scenarios to understand the difference between infantry, cavalry and dragoons. Data cards are provided for the vehicles but it is up to you to find vehicles that fit your personnel visual aesthetics. Another simple google search of blower tank will take you to Hammer's Slammers sites complete with models (which are made by Old Crow models if you are interested though he is on hiatus and his store is currently non functional) I don't make models but if you had bothered to ask I could have pointed you in the right direction. Also someone who runs The Miniature Page should not have any trouble finding models for these vehicles since there are a plethora of manufactures out there to choose from. The reason to reduce the Regiments points is that in real life combat not all casualties are directly related to enemy fire and some vehicles must be combat losses due to maintenance or mechanical failure. During the Regiment's march into Republic territory the Regiment will lose vehicles and personnel to simple accidents or mechanical failures. Hence the slow reduction in points. The Campaign is designed to be played from scenario 1-12 without repeating any scenario but if you wanted to play scenarios more than once then who am I to say you can't...it is your game. Do what you want. The campaign is only a guideline. The scenarios are designed to tell a story. The story is a deep penetration of enemy held territory to destroy an objective and then get out alive. Most modern military strategy takes into account force protection since military equipment is expensive and difficult to replace. I take this into account when writing scenarios and campaigns. The objective to to accomplish the overall mission and the Republic is trying to slow down or stop the Regiment before they do. Too much damage in the early scenarios will prevent the Regiment player from making it to the end. If you want to play a simple line up and shoot at one another without any realistic logistics or consequences to your strategy then I suggest you play Warhammer 40k. Again Dragoons are covered under cavalry in the Dirtside rules. Artillery spotters in scenario 1 are the Republic Sensors and count as a size 1 vehicle which is destroyed if it takes any damage. Scenario maps are not included because a detailed description of the table and terrain are provided but I guess some people need pictures. The campaign has worked just fine for other products I have done and I have received compliments on it. This entire review makes me wonder if you actually played through the campaign with an opponent or simply read through it. Since you didn't know the rules for Dirtside and based on the numerous mistakes you made reading through the campaign scenarios (despite lengthy explanations from me and noted above) I give your review 1 out of 5 stars.
Dollar Dungeons #3 The Black Pit of Secrets
by Chad L. [Verified Purchaser] Date Added: 02/21/2013 23:22:26
What you get here is a randomly generated map, with random contents. The map is poorly laid out, room numbers scattered at random. The so called room descriptions are often just "Empty" while others describe a single feature. Lone monsters stand in rooms waiting for adventurers to show up and kill them.

Unless your players are happy to just kick open doors and kill what's inside and don't care why, this is not suitable to be dropped in to any campaign.

Rating:
[1 of 5 Stars!]
Dollar Dungeons #3 The Black Pit of Secrets
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The Alpha Centauri Campaign I: A Campaign for Full Thrust, Stargrunt II and Dirtside II
by Brandon B. [Verified Purchaser] Date Added: 01/18/2013 15:20:59
The Good
Cost is $3.00, what do you get for that? 23 Pages of a campaign system, 12 scenarios, both Terran and Synod forces, not only a break down of the ground companies, but also the Terran ships.

The Bad
I have never played Full Thrust, Dirtside II, or Stargrunt II, so as a newbie, I have a hard time figuring out what is a Dirtside unit or a Stargrunt unit. As far as the Full Thrust side of it goes, You have all the Terran ships you need for this, but you have to use the destroyers, cruisers and the scoutships from the FT rule book for the Synod player.

The Ugly
Pages 21 and 22 have two of the SSD for FT slightly off, not enough that it makes the ships unplayable, but it is just a bit unsightly.

Overall
Overall a great book for the price. You get most everything you need to get this campaign started. It is put together pretty well, only the two noticeable page errors. If you play Full Thrust, Dirtside and Stargrunt, this would be a great way to get a new campaign started. The issues with me not knowing the difference between a Dirtside unit or a Stargrunt unit, is just my ignorance of the games in questions.

Rating:
[4 of 5 Stars!]
The Alpha Centauri Campaign I: A Campaign for Full Thrust, Stargrunt II and Dirtside II
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Get Some! Future Warfare: Army Design Special Rules
by Robert B. [Verified Purchaser] Date Added: 01/04/2013 20:05:33
I am very impressed with the concept of a system that is set up to allow players to design armies. I wish more companies would do so.

Rating:
[5 of 5 Stars!]
Get Some! Future Warfare: Army Design Special Rules
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4 Ed. Dollar Dungeons: #13 The Forsaken Sanctum of Secrets
by Thomas B. [Verified Purchaser] Date Added: 01/02/2013 20:43:34
This is an abysmal product and a scam. The dungeons contained in the Dollar Dungeons series by Art of War games are ripped directly from a Donjon dungeon generator, and violate the OGL by having OGL content without including the full text of the OGL in the product.

I feel cheated, and rightfully so.

Rating:
[1 of 5 Stars!]
4 Ed. Dollar Dungeons: #13 The Forsaken Sanctum of Secrets
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Dollar Dungeons #8 Barrow of Ulfang the Black
by Jim C. [Verified Purchaser] Date Added: 12/25/2012 00:37:51
My fellow reviewer has summed up the approach of this line of downloads quite well. The publisher (author is probably not the term) has gone as far as ensuring that there's a bit of a theme to the creatures here, which is about as much good as can be said for it.

Rating:
[2 of 5 Stars!]
Dollar Dungeons #8 Barrow of Ulfang the Black
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Supporting Cast: 10 Low Level Halfling NPCs
by shannon g. [Verified Purchaser] Date Added: 12/23/2012 22:44:45
This product is only 50 cents, that's only good thing I can say about it. Typos,misspellings and NPCs that look and feel like they were generated at a 3rd rate online character generator. That said..its only 50 cents.

Rating:
[2 of 5 Stars!]
Supporting Cast: 10 Low Level Halfling NPCs
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35 Fantasy Castles and Towers
by Dave H. [Verified Purchaser] Date Added: 12/16/2012 18:42:24
The Good: No editing errors, good production values, some creative ideas.

The Bad: About 2 pages of actual content with lots of extra space, no OMG content.

This is a very short bit of brainstorming. A night spent with a creative friend and a good bottle sort of brainstorming. I had expected something along the lines of 101 XYZ from the old Dragon Magazine with lots of ideas (winners, losers and maybes). This was fairly simple stuff with no fantastic pieces. Worth the price but not a classic.

Rating:
[3 of 5 Stars!]
35 Fantasy Castles and Towers
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Get Some! Fantasy Warfare
by Jordan L. [Verified Purchaser] Date Added: 12/09/2012 04:12:01
OK. I must begin by confessing it took me at least five times of downloading, starting to read, and then deleting this book from my reader before I took the bit and soldiered through reading them. I know these are play test rules but, spelling their as THIER, almost every time, the casual tone of writing, the lack of diagrams, basing information and splashy use of "kewl fontz" distracts from what looks like a really easy, fast and fun game mechanic. What this currently looks like is a big middle finger for Warhammer Fantasy Battles. Perhaps because of this, many things a new player might need to know about getting started in miniature gaming are missing and the knowledge of them seems to be assumed by the authors. I've tried a number of Warhammer surrogates which are better written, but no less cumbersome than what they were replacing. I think this game has great potential however, I don't care for the "Get Some!" branding It feels like Nu-Metal, and every time I look at the cover I expect someone to jump in front of me and yell "Extreme".

Now, that said, and given a pass by a professional editor for clarity and spelling, these will be really great and I am really interested in playing them.

Rating:
[3 of 5 Stars!]
Get Some! Fantasy Warfare
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Get Some! Fantasy Warfare: The Legions of Rome Army List
by Robert B. [Verified Purchaser] Date Added: 12/03/2012 09:36:48
You can't beat the price. From what I have seen so far, the game rules, though still experimental, are pretty solid. I love the idea of faction design.

Rating:
[4 of 5 Stars!]
Get Some! Fantasy Warfare: The Legions of Rome Army List
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Dollar Dungeons #1 The Black Vaults of Vali
by Petter T. B. [Verified Purchaser] Date Added: 11/11/2012 02:13:44
This dungeon was basically a random dungeon from this

http://donjon.bin.sh/d20/dungeon/

generator. It is filled with undead (one monster that was not undead) in not exactly inspiring ways (basically just SRD undead). No treasure to be seen. No logic between rooms.

Would not buy again.

On the plus side, it has a DM'smap with secret stuff, and a player map without. Thats something at least. Im going to restock parts of it by hand, and then have an undead-heavy dungeon. Still, buy something else!

Rating:
[1 of 5 Stars!]
Dollar Dungeons #1 The Black Vaults of Vali
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10 Star Systems
by Tim L. [Verified Purchaser] Date Added: 11/09/2012 07:15:59
I wasn't sure what to expect, but I know it was more than this. You get 10 Star names and their solar systems. These objects consist of a name and a type (e.g. Terrestrial, Asteroid, Rock Planet), and then some data.

The data did nothing to trigger ideas, and that's the problem for extended play. On the other hand you can put the data together in a quick, short description such as: "The orbital period of New Kenya is X; it is largely iron/silicate, has 1.25 times Earth gravity, 10 percent water and 5 percent ice, the atmosphere is dense and corrosive and has a colony and an advanced alien artifact."

That could be enough for a grand space-opera setting, but note that is all you get. Compare with West End Games d6 planets, or Hero games planets, or GURPS Space Atlas.

I think I was expecting one page with descriptions, adventures, and characters rather than a few lines of data.

Rating:
[3 of 5 Stars!]
10 Star Systems
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10 Star Systems
by James H. [Verified Purchaser] Date Added: 11/06/2012 14:27:35
Nothing you can't get from, and appears to be generated from, here: http://donjon.bin.sh/scifi/system/

Not much to add, just use that website for free. Not that the $1 was much to spend on this before finding out, but still the point stands.

Rating:
[1 of 5 Stars!]
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The Sentai Campaign II: A Campaign for Full Thrust, Stargrunt II and Dirtside II
by Dale M. [Verified Purchaser] Date Added: 10/30/2012 12:19:33
Awesome addition to my SG, DS, and FT games. My gaming group and I are planning on playing through the entire campaign this year and we are looking forward to it. The scenarios are interesting and the campaign system is fairly simple and straightforward. Love the fact that all of the games are linked and I have messaged the author on the Art of War Games facebook page and he has always answered my questions quickly and politely. Highly recommend this campaign path.

Rating:
[5 of 5 Stars!]
The Sentai Campaign II: A Campaign for Full Thrust, Stargrunt II and Dirtside II
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