Concept: Rival mining companies have hired mercenary forces to gain control of a planet. The Regiment (based on Hammers Slammers) versus Parker's Panthers. Twelve scenarios are provided.
The campaign system is unchanged, including the problems mentioned in my previous reviews.
As usual, the book provides stats for the Panthers vehicles, which the designer apparently intends the Panthers player to use. You apparently are expected to buy the 1st book in the series to get The Regiments stats.
A new addition to the format is a page providing the organization of a Parker's Panthers mechanized infantry battalion. At 9,954 points, this is apparently intended to be the force used by the Panthers player throughout the Dirtside scenarios.
Another change is that the designer has decided to abandon the idea of giving point levels for the Dirtside scenarios. Instead, the players begin with 10,000 point forces (as usual), but point levels for following scenarios are simply given as "remaining forces" (letting the campaign system control what is available).
As with previous books in the series, the designer simply presents the scenarios, with no instructions as to how they are to be used. From what the designer has said elsewhere, he intends the scenarios to be played in order, without repetition (despite what it says in the campaign rules). Unfortunately, the scenarios have no effect on each other, except for wearing down forces – for instance, if the Regiment fails to capture the space elevator base in scenario one, it has no effect when he returns to the space elevator in later scenarios. Also, some of the final scenarios seem to be mutually exclusive, but the designer provides no instructions. The final scenarios have the "losing" player evacuating the planet, but there is no direction on how to determine which player is the "loser."
Still no sizes given for squads in StarGrunt, though given that the rival forces are similar, you could assume a common size for both.
The designer continues to assume that GEVs can't cross water (they can in Dirtside II - if he's trying to emulate Hammers Slammers, then he should provide special rules - and get a license!). Several scenarios apparently call for the entire tabletop to be wooded... but woods are impassible to GEVs in Dirtside II. Several scenarios involve bridges, then fail to mention anything about roads.
Cudos to the designer for making a greater attempt to flesh out the scenarios, and for specifying an organization for the Panthers. However, the book still looks rushed, incomplete, unplaytested.