As with my previous review of the first product in this series, I should mention from the outset that I have not played through the scenarios. (In fact, in the case of the original book, the scenarios are unplayable without further information from the author.)
Roughneck Country is the sequel to Rolling Thunder, in which The Regiment – a GEV-mounted mercenary group similar to 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, so the same comments apply: While it makes sense for The Regiment to track its losses in terms of Logistics Points, having the opposition – the Thunderbolt Division, mercenaries employed by the miners – do so makes little sense, since they field a new force in almost every scenario. The system still refers to Intelligence Points and Full Thrust scenarios (not used in this campaign). The system also claims some scenarios are 'unique' (can only be played once per campaign) while others are repeatable, which the author's comments on the previous book indicate he intended for all scenarios in The Regiment series to be 'Unique.'
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.)
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?).
Some comments on the scenarios:
Scenario 1 is an ambush at the starport, using Stargrunt rules. It presumably uses a 4' by 6' tabletop (which the author has previously said is normal for this series, though the campaign book doesn't mention it). There is no terrain other than two trucks in the center, from which rebels have just debarked. The Regiment's infantry is assumed to have just come down the ship's ramp (at the edge of the table). 3 veteran squads vs 5 regular squads. Seems to be a rather boring shoot-out with no tactical challenges. And can't the landing ship fire on the rebels and scatter them???
Scenario 2 is a table full of buildings, with 12" on the short edge clear of buildings. The Regiment must penetrate a capital city and enter a 1' x 1' compound at the center of the tabletop. Regiment player gets 10,000 points; Thunderbolt player gets 5,000 points, plus 2,000 points of rebel infantry. Main problem here is that the designer doesn't define the terrain in Dirtside terms – the terrain is described as "plenty of buildings and roads," but does it count as "isolated buildings" (much easier for the attacker) or "urban terrain" (very difficult!)? No guidelines on whether anything is fortified, or if the rebels begin hidden or not. Also, no guidelines have been provided for the miners (rebels), but if we assume they're militia-grade infantry (15 points), 2,000 points is 133 rifle teams!!!
Scenario 3 is about The Regiment fighting its way across a tabletop (long edge to long edge), with a river (and a destroyed bridge) in the way. The problem is: why does a GEV-mounted force (The Regiment) need a bridge??? The rules give The Regiment player an extra 2,000 points worth of engineers
which presumably include bridgelaying vehicles, although no stats are provided! However, this is a "giant" river in Dirtside terms – one foot wide on the tabletop – and Dirtside only has rules for bridging "smaller rivers." Yet the victory conditions don't mention anything about laying a bridge, but give points for "crossing the bridge" – but which one? the new engineer-built bridge, or the 'destroyed' bridge? If the destroyed bridge, then does the author envision the engineers making bridge repairs (for which no rules are provided)? This scenario is a design mess.
Scenario 4 is another cityfight, using Stargrunt this time. Tabletop is presumably 4' x 6', "plenty of" buildings, with roads too narrow for armored vehicles (but presumably wide enough for the Regiment's gun jeeps). Simple fight, with The Regiment getting bonus points if they locate and destroy the Rebel HQ. 3 veteran squads and 2 jeeps versus 8 green squads.
Scenario 5 (Dirtside) is an ambush, with the Regiment player starting with 6,000 points vs 8,000 points for the Division player, but the Regiment player gets 4,000 points of reinforcements on a random turn. The Division player can deploy within 1' of the Regiment forces, and will no doubt attack to attempt to win before the random reinforcements arrive. Terrain is open meadows and trees.
Scenario 6 (Dirtside) is an assault through a mountain pass to reach a city. Most of the tabletop consists of terrain impassible for the Regiment's vehicles (GEVs can't go into mountainous terrain), so they must assault down a 1'-wide corridor going the length of the table. Regiment gets 8,000 points; Thunderbolt gets 4,000 points plus 2,000 points of miners (see earlier comments!).
Scenario 7 is a repeat of Scenario 4, except that the Regiment player only gets infantry this time – 4 veteran squads vs 6 green squads.
Scenario 8 is a repeat of Scenario 4, except wide roads allow use of armored vehicles, heavy rain rules apply, and fatigue levels are down to exhausted for both sides. 3 veteran squads, 2 ACAVs, 1 command blower vs. 8 green squads and two Black Rhino tank destroyers.
Scenario 9 (Dirtside) asks the Regiment to break through the Division's blocking forces. Terrain is rolling hills and scattered trees, plus a highway (which may be the 'coastal highway' mentioned in the background, in which case, why wouldn't the Regiment's GEVs just bypass the blocking forces by taking to the water???). Even-points battle, but the Division is limited to a "motorised rifle company" – presumably infantry in APCs, plus some limited supporting armor?
Scenario 10 (Dirtside) is a close replay of Scenario 2, but this time the Regiment player gets points for locating the Division staff (random chance in every building) and eliminating the rebels command element. Even-points battle, but the Division player gets "stragglers and rebel militia" (whatever that means, no further guidelines provided).
Scenario 11 (Stargrunt) asks The Regiment to break through rebel blocking forces along a river mouth. (Um, they're riding GEVs, just swing out to sea???) One bank of the river is mined (1' depth on the tabletop), and there is a 6" ford. Terrain is trees and small hills. Fatigue level: exhausted. Regiment gets 3 veteran squads, 2 gun jeeps, 2 ACAVs. Division gets 10 green squads, Mamba MBT, and Black Rhino tank destroyer. The obvious question – what happened to all those engineering vehicles from the earlier scenario, would be great to clear some mines!
Scenario 12 (Stargrunt) takes place inside a "large building compound" (the usual 4' x 6' tabletop???) built with "interior tiles." Regiment player must rescue hostages before turn 10, but gets fewer points if he rescues them before turn 6 (maybe a typo?). It's not clear if the hostages are in one group, or separated. Exhausted fatigue levels. 3 veteran squads vs 4 regular squads. The 10-turn time limit seems an obvious design problem.
I'd be interested to see what more experienced players think of the scenarios. I'm very concerned about the points per side, considering the terrain, and the fact that the Division player has cheaper vehicles (i.e., more guns to shoot).
The cover art – showing a MBT GEV in a desert – has no connection with the contents of the scenario book.