Ground Pounders: Tarka (DLC)
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About Ground Pounders: Tarka (DLC)
My first honest reaction to Ground Pounders was that it is doing something more interesting than the Panzer General comparison suggests, and also something messier. Kerberos Productions set out to build a hex-based, turn-based wargame inside the Sword of the Stars universe, and the bones underneath the sci-fi coat of paint are closer to modern tabletop wargaming than they are to a straightforward Panzer General clone. Supply lines, transport units, replacement mechanics, and unit readiness bars are all present, meaning the tactical layer has more moving parts than the marketing shorthand implies. The most distinctive mechanic is the action card system, which runs through every match. Each battle opens with an Orbital phase where both sides discharge cards from their deck to contest orbital superiority - win that contest and you unlock a wider range of card effects for the rest of the fight. Cards then get assigned to units before the ground combat phase begins, buffing attack, defense, or movement depending on the card color matched to the current battle stage. It is a system that divides opinion sharply: some players find it adds a layer of calculated risk that freshens the otherwise classical hex movement, while others find it an awkward graft onto a game that would have been cleaner without it. Both camps have a point. The hex combat itself holds up better. Units have movement point allowances, terrain matters (even if reading that terrain visually is harder than it should be), and you can chain units into a defensive formation so adjacent troops support a unit under attack. Campaigns let you carry veteran units forward, accumulate experience, and unlock more action cards over time - that persistence loop is where the game finds its best rhythm. Two base campaigns cover the human faction and one alien opponent, with a third Tarka Imperial Army campaign available separately. Battles take place across varied alien environments: airless moons, lava plains, meteor-blasted wastelands. The problems are real and worth naming. Visual clarity is a recurring complaint - unit counters and terrain hexes share a similar shape language that makes reading the board harder than it needs to be, especially when distinguishing between company-strength and battalion-strength units of the same branch. The tutorial is functional but tucked away under Skirmish mode rather than front and center, which is a friction point for newcomers. Steam's user review pool sits firmly in negative territory, and community activity has been quiet for years, meaning multiplayer - which supports cross-platform play against mobile opponents - is effectively a ghost town in practice. No meaningful mod ecosystem exists. For whom does this work, then? Dedicated fans of the Sword of the Stars lore who want to fight ground battles in that universe, and players with a genuine tabletop wargame background who can tolerate visual noise in exchange for supply-line depth and persistent campaigns. If your reference point is Panzer Corps or Battle Academy rather than Panzer General, you will calibrate expectations correctly. Come in through the tutorial (do use it), accept that the card system is a feature not a flaw, and there is a compact, functional wargame here. Everyone else should weigh that mostly-negative user sentiment carefully before committing. Diego, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows XP, Vista, 7, 8
- Memory
- 2 GB RAM
- Storage
- 1 GB available space
- Graphics
- Memory:512MB Minimum Resolution:1280x800
- Processor
- Core 2 Duo or equivalent
- Sound Card
- Any Windows compatible sound device, stereo speakers or head phones
- Additional Notes
- Valid email address and Internet connection (broadband not required) required for multiplayer
Community Discussion
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Reviews & Ratings
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Game Info
- Developer
- Kerberos Productions Inc.
- Publisher
- Kerberos Productions Inc.
- Release Date
- Jul 15, 2014

