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250+ Czech Names and Their Meaning
by Sebastian P. [Verified Purchaser] Date Added: 06/25/2014 16:33:54

This product is a total rip-off. The list is just a copy of the list from this website: http://www.20000-names.com/



Rating:
[1 of 5 Stars!]
250+  Czech Names and Their Meaning
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Tavern of the Week: The Dancing Lantern Tavern
by JK R. [Verified Purchaser] Date Added: 04/21/2014 05:47:26

A two-page description of tavern, much of it written in terse sentences that look as if they were randomly generated by a computer. Physically, it looks very nice (although the more-or-less-random picture of a woman in her underwear manages to look sort of weird) but there is no real substance to it. The barkeeper has a description and stats, and a few patrons are listed, but there's no proper description of the tavern itself. It gets an extra star for the low price, but that's it.



Rating:
[3 of 5 Stars!]
Tavern of the Week: The Dancing Lantern Tavern
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R.I.S.K. Roleplaying is Simple Kids
by Shay W. [Verified Purchaser] Date Added: 04/17/2014 01:08:55

File size! How can I review if I can't get the game to the table?



Rating:
[2 of 5 Stars!]
R.I.S.K. Roleplaying is Simple Kids
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Publisher Reply:
fixed the file size and put in a file without pics to make it even smaller
R.I.S.K. Roleplaying is Simple Kids
by Bill D. [Verified Purchaser] Date Added: 04/08/2014 04:17:08

This is really very slick! This would be a great introductory game for kids or fine to use as a rules light pick up game for anyone. The game mechanic is simple enough to use for a board game but doesn't feel overly simple. It's elegant. I think it has enough crunch to make the different characters distinct, and the skilled characters clearly have an edge over the untrained. It succeeds in its stated purpose of being accessible without being overly simple.



Rating:
[5 of 5 Stars!]
Dollar Dungeons #9 The Dread Temple of Byzu
by George A. [Verified Purchaser] Date Added: 04/05/2014 11:26:59

DO NOT BUY THIS MODULE! It is merely a randomly generated dungeon that you could do yourself on the web for free. Worst dollar I ever spent! Seriously, even the back of the module says "Random Dungeon Generator by drow http://donjon.bin.sh/" So, if you really need a random dungeon, save a dollar and go to the website yourself!



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[1 of 5 Stars!]
Dollar Dungeons #9 The Dread Temple of Byzu
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Magic Shops of the Week 8
by Carl H. [Verified Purchaser] Date Added: 03/14/2014 13:46:15

Magic Shops of the Week 8

This short PDF contains ten brief Magic shop names and descriptions, shop owner/keeper details and a brief location description as well as a handful of magic items sold therein. Firstly let me say the shop names and their owners are very handy in-themselves; personally I find it very helpful to have a list of shop names like this to hand. The actual magic items listed in these shops however are a little uninspired, would have loved some custom magic items unique to their shops! however for the price these little pdf's are a useful tool.



Rating:
[4 of 5 Stars!]
Magic Shops of the Week 8
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100 Cyberpunk Jobs and Runs
by James H. [Verified Purchaser] Date Added: 02/20/2014 16:50:15

Appears to be taken from a bunch of uses of this generator: http://donjon.bin.sh/scifi/random/#cyberpunk_job

So you pay a dollar for someone to press that button ten times (it generates ten at a time) and copy and paste it into a PDF for you - or you could just follow that link and press that button as much as you like for however many Jobs and Runs you want, all for free. It can also generate NPCs for your Players to meet.



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[1 of 5 Stars!]
100 Cyberpunk Jobs and Runs
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Rare and Mystical Tomes 2
by Jim C. [Verified Purchaser] Date Added: 12/25/2013 03:14:38

I haven't seen volume 1, so may have missed the explanation of what this series is about, where the somewhat novel rules for these items came from and how much is randomly generated (it looks like most of it). Volume 2 just starts into a listing without any preliminaries. I can stand to pay less than a dollar to see a reasonably clever randomiser, wouldn't want it to be more.



Rating:
[3 of 5 Stars!]
Rare and Mystical Tomes 2
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100 Exotic Materials
by Joshua W. [Verified Purchaser] Date Added: 12/02/2013 00:00:00

This Product is literally just a list of 100 Exotic Material Names. No Description, No Game Benefits, Nothing. Just 100 Names for Exotic Materials. I was under the impression from the title and description of the product that this item would be a compilation book of Exotic Materials. For Example, "Dynite" is one of the names provided in this product. But there is no information telling me what it is, what benefits it bestows on items made from it, and what the price modifier would be for something made from it.



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[1 of 5 Stars!]
100 Exotic Materials
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100 Names of Elder Gods
by Cornelius H. [Verified Purchaser] Date Added: 05/28/2013 09:52:15

Modestly priced, but a bit of a waste even so. Nothing that hitting the keyboard randomly couldn't duplicate reasonably well. Only recommended for the seriously lacking in imagination.



Rating:
[2 of 5 Stars!]
100 Names of Elder Gods
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The Regiment: Rolling Thunder: Compatible with Stargrunt and Dirtside II
by abraham e. [Verified Purchaser] Date Added: 05/20/2013 22:19:43

This is a booklet with some positive and some negative elements.

On the positive side: The campaign system takes into account many of the issues that would really face units in a large and intense combat operation. Second, the background and general geographic descriptions are fairly useful and can easily be adapted to any set of SciFi tactical rules. Third, I like the idea of a campaign setting. Unlike single scenarios (even if they are linked), a campaign forces the players to consider how they are going to use their assets. Players can't just blitz accross the battlefield without considering the long-term results of any particular action. This is a big plus, since it requires a level of operational thought not usually found in this type of game.

On the negative side: First, Maps. Except for the overall situation map, the scenarios needed illustration. It is not enough to describe the battlefield, unless the author is willing to do so in great detail. Second, TO&Es. For such a sophisticated campaign, information about the composition of most OPFOR (to The Regiment) is scant. Indeed, even the Regiment TO&Es are somewhat lacking in detail. Finally, the descriptions of equipment are also paltry. I realize that this was done to allow a generic feel so that players could use whatever they have, but at least general guidelines would be helpful. Other than the Regiment's vehicles, we aren't given any details of OPFOR equipment: does the other side have equal equipment? Old Kit? Wheeled, tracked, or GEV vehicles?.

Taking everything into consideration, I would say that this is definately a product for serious gamers who have a clear idea of what kind of units they will field and how these will be used. It is definately not for "cherries."



Rating:
[3 of 5 Stars!]
The Regiment: Rolling Thunder: Compatible with Stargrunt and Dirtside II
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100 Arabic Female Names
by Valerie N. [Verified Purchaser] Date Added: 05/09/2013 11:06:31

This is a good line of products, and it's always handy to have a large "name bank" on hand. However, there is some room for improvement. I would have liked to see the meaning of each name included in the file. I also would have liked to see the file broken down into a numbered table for more convenient percentile rolling.



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[3 of 5 Stars!]
100 Arabic Female Names
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The Regiment: Hostile Takeover: Compatible with Stargrunt and Dirtside II
by Bill A. [Verified Purchaser] Date Added: 03/26/2013 09:22:15

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.



Rating:
[2 of 5 Stars!]
The Regiment: Hostile Takeover: Compatible with Stargrunt and Dirtside II
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Publisher Reply:
First off The game Dirtside II is based on Hammers Slammers, The Dorsai Series and Starship Troopers. So I don't see a problem with having a little fun and loosely basing The Marauders on the Slammers. Second: The PDF is part of a SERIES maybe you should look that word up in the dictionary Bill. Third: It is two merc companies with limited forces on planet so I restricted the points. Fourth: The scenarios are a storyline campaign. Again look that word up if you don't know what it means. The Scenarios are given for the major locations on the map. You choose a place to fight and you play the scenario. Fairly simple and standard among map based campaigns. Fith: Squads in Stargrunt are between 8-10 men. The standard squad size is 8. 99% of players know this already. Sixth: As for GEVs and rivers. Maybe the banks of the river are too steep for GEVs? So it has nothing to do with water. Have you looked at a bridge lately? They are not built a few feet above the water and are usually placed where there was no natural crossing point. Seventh: I just re-read all of the terrain setups for all twelve scenarios. At no point does any scenario call for the entire table to be wooded. "Some hills and Scattered trees" must mean a completely covered tabletop in Billlandia. Eighth: Roads and Bridges: If there is a bridge there may not be a road as it is a colony mining world and we have rough country vehicles that don't need paved roads. Bill, You obviously don't read English as a first language and have probably never played a wargame with another human being. You were banned from the Facebook page for being a pain in my butt, not listening when things where explained to you and being super dense with the simplest of explanations and then going off and writing reviews that were factually inaccurate on multiple points. WOULD YOU PLEASE STOP BUYING ANYTHING I WRITE. If I could ban you "Ebay Style" from buying my stuff, I would.
100 Wilderness Location Names
by Margaret E. [Verified Purchaser] Date Added: 03/20/2013 22:17:08

Don't feel I can give this a full five stars because one name is in the list twice and another is in three times, making it really 97 names

Others, though, the names are good. There is a good variety of terrain in the list.



Rating:
[4 of 5 Stars!]
100 Wilderness Location Names
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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.
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