Grogheads Impressions – Starship Troopers Terran Command

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Starship Troopers: Terran Command is the upcoming real-time strategy game developed by the Aristocrats (Order of Battle) and published by Slitherine Ltd.  Due for release on June 16th, PC gamers will soon have the opportunity to once again take command of the Mobile Infantry in combat against the Arachnid threat.  Eager for Federal Citizenship, Grogheads enlists to do its part and ensure that wargames – not MOBAs, dominate the galaxy!

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Would you?

By: Craig Handler

Starship Troopers: Terran Command pays notable homage to the world created by the 1997 film directed by Paul Verhoeven and written by Edward Neumeier. The art direction, style, aesthetics, weaponry, storyline and core game concepts will be instantly familiar to fans of the movie.  As such, the game acts as a close extension to its older Hollywood cousin.

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This has Casper Van Dien written all over it

Starship Troopers: Terran Command has an enjoyable and somewhat addictive gameplay loop, and overall, I liked my play-through of  the first ten missions of the press build supplied by Slitherine.  However, make no mistake – this is a very simple RTS with an extremely light helping of strategy. I suppose there are some “higher level” strategic concepts like line-of-sight and advantages gained by seizing higher ground, but sadly, the balance of combat revolves around simply massing enough concentrated firepower to defeat the Arachnid waves as they barrel into the endless walls of hot lead laid down by your platoons.

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Kill them…kill them all!

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Taking advantage of elevations

Oddly, while this could be thought of as a drawback or a missed opportunity, it curiously serves as one of the games primary strengths. Starship Troopers: Terran Command works best in missions that play out almost like a tower defense game – where the player is given enough resources to recruit combined arms teams, mixing rifles, flamethrowers, rocket troops and snipers, and with the kind of map that supports the construction of some basic fortifications and defenses. With pitched  battles such as these, I found that I could annihilate hundreds, if not thousands, of the Arachnid insects before growing weary of it all.

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Base defense

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Even tankers are no match for Mobile infantry valor…and very high steel walls protected by guns…lots of guns.

Alas, these longer static defense missions are few in number thus far. More typically, the player will start with a couple of platoons, and will have to build up a little strength by capturing communication points or supply caches, which are either dropped by shuttle onto the field at scripted moments, or are scattered about from the beginning. By limiting the availability of these supplies, the game maintains its challenge by not letting the player build too strong of a force. After all, it’s the bugs who have the advantage only by maintaining superiority of numbers.

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Charred bugs

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Scripted air support

On the other hand, fleet-based drop ships represent a constant supply of replenishment and reinforcement for units that have been depleted through combat, and these replacement troops are not limited by supply, but only to designated landing zones located either at existing bases, captured communication points, or at temporary LZs created by comm equipped troopers.

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Hot LZ!

There is a fair effort to mix things up by including missions based on surface maps, as well as in subterranean bug chambers or even within human bases. Missions can also take place in daylight, or in the dark of night, where searchlights can be used to increase spotting, atmosphere and suspense.

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Night ops.

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Interior missions

During my play through, there were even some silly missions where the player gets to fight other humans by putting down a revolt of “political prisoners” who are fighting to protect a convict who is scheduled for public execution on a broadcast of the evening Federal NewsNet. I appreciate that the Aristocrats tried to mix things up, but the combat does not really work when both sides are using guns.

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Humans fighting humans. Can’t we all just get along?

Although a tutorial is not actually needed to pick up the basic mechanics of this title, one is included, and for some reason, the game continues to baby the player throughout each mission. The scenarios are all very tightly scripted, giving the player very clear guidance as to where to go and what to do next. Nothing is left to chance and the hand-holding never seems to go away. Thus far, it is really only those tower defense-like missions that give the player some room to spread wings and play the action out with a little more flexibility.

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Nuke it!

Ultimately, I was happy to get back to the business of squashing bugs, which again, have all been recreated in close unity with the ‘97 film. The soldiers, tankers, flying hoppers, plasma, sand beetles, etc. all make a deadly appearance, keeping players on their bug crushing boots.

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Incoming hoppers!

One never knows when units will be attacked from the air or from beneath the surface by the tough plasma spitting tankers!

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Tankers…

As much fun as killing bugs may be, the campy dialogue will grow old and once the missions, many of which conclude shockingly fast, have been completed, I fear there will be little incentive to play through them again.

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The only good bug, is a dead bug.

Furthermore, with no skirmish mode, only rudimentary base building and strategic elements, and no multiplayer, this will likely be a quick romp for all, but the most dedicated of Mobile Infantry veterans. I suspect this is why the press build contains only the first ten missions – so that some surprise may be left up Slitherine’s sleeve when the game is released for all Federal citizens who have the courage to serve this Thursday, June 16, 2022.

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Remember your training and you will survive!

Until then, Grogheads looks forward to seeing you on Zegema Beach.

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Mobile Infantry…we’re the good guys.



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