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  1. Deadly Intentions <ver. 2.654>

    "What do you mean you "JUST LOST THEM" Dammit?!"

    The captain was pissed. He should have been. The war was supposed to be over seeing how the cease fire was starting in 4 hours and there had been no provocative movement from the Soviets in 6 hours.

    The captain lit a cigarette and took a long drag while holding the handset. It had taken 10 hours of travel-time to get to this ice-covered hill to re-enforce Team Bravo. Everyone was exhausted and stank from a hellish combination of grease, cordite and sweat.

    The war had turned ugly after Birmingham England had been hit by SS-18s 12 hours earlier. The US has responded by destroying Kiev with a single Trident-2. The Soviets appeared to be backing down and everyone in the company was hoping they'd had enough.

    Somehow G2 had lost the Polish motorized rifle company overnight when the weather turned bad. Probably everyone back at corps was celebrating the news of the cease fire.

    All intel knew was that the small Polish unit was still moving south despite the cease fire news. Your company had been sent to aid Team Bravo of the Louisiana National Guard in hunting them down and destroying them.

    The guard units had performed well despite their out-dated equipment but this was more of a mission for cavalry.

    The men of the 11th ACR may have had 4-day beards but all of them still had the same shit-eating grins on their faces despite the lack of sleep. They were good... and they knew it.




    "Well if you get ANY IDEA where they are it would be great to let me know! Blackhorse Delta-76 out."

    The captain regained his composure and took off his kevlar helmet and leaned against his command track.

    The First Sergeant emerged from the darkness, spit a brown stream of Skole Bandit and asked "Okay capn'.... whadaya want to do now?"


    Situation:
    Intel has the polish coming down through the seam in the mountains to the north-east.

    Mission:
    Do what cavalry does best! Find the enemy and destroy them. It shouldn't be too hard, you've got them out-numbered. Plus... how tough can the Polish be?
    Deploy your units as you see fit. All you need to do is block them for 90 minutes and 2nd AD will be up here.

    Cheer up... at least it's stopped snowing and the coffee is hot.





    ENEMY ASSETS:

    G2 says the unit will be comprised of a combination of some T-72As along with older T-62s. Infantry will most likely accompany the armor in trucks but the infrared imagery from the U-2 flight was a little hazy.

    Polish artillery is in range of your AO so prepare accordingly.

    No air assets in the region due to F-15C BARCAP in the region. Rest easy. The war is almost over.




    ******
    CB strongly advises that you NOT run an after-action report showing ACTUAL enemy units unless you become completely frustrated. It spoils the fun.

    385 downloads

       (2 reviews)

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  2. Defence in Sector

    Hi
     
    Here is a pretty complex (red) scenario, that challenges your decision making in the field and your ability to read a map for defensive positions.
     
    You have control of a reinforced Danish Leopard 1-A5 DK-1 tank platoon. It has been reinforced with 2 more Leopards from B-company and 6 M-113's with 106mm mortar. Appart from that you have a couple of scout GD's and a support attachment.
     
    The OPFOR consists of 6 different levels ranging from 1 tank platoon to a brigade size force with support units. Furthermore the OPFOR can be enhanced with M-24 Hind airsupport, Mi-8 Airborne troops and/or a section of MRLS. So all in all a lot of different possibilitys of OPFOR.
     
    Blue force is conducting a Defence in Sector, and OPFOR is conducting a Meeting Engagement.
     
    Take your time in the planing phase so you don't get stuck with an element in the marsh or misplaced vehicle emplacements. Make sure you know how to get from one side of your sector to the other and have you your artillery priorities planed.  

    59 downloads

       (2 reviews)

    0 comments

    Updated

  3. Defend at Munster Nord / Sandduene

    Defend qith your Leopard 1A5 Platoon against an attacking T 72 Company. Requires Munster Nord Map.

    724 downloads

       (1 review)

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  4. Delaying action east of Hunfeld

    In this scenario you command a detachment from a Panzergrenadier division.  Your mission is to set up a defense in depth and hold back a Soviet attack coming north through part of the Haune Valley.
     
    Playable vehicles include:
    Leopard 1A5
    Marder 1A3 - (Dismounts equipped with MILAN ATGMs)
    Luchs 2A2
    M113A3 - (These are American Mechanized Infantry attached to your command, and have the Dragon ATGM system)
    Unimog+MG3 / Troops (German troops equipped with lots of MILAN and some TOW ATGMs)

    320 downloads

       (4 reviews)

    0 comments

    Updated

  5. Desert Airbase Assault

    Attack and capture a well defended desert airbase, then defend it yourself.
    Featuring rapid repair, and red replen.

    740 downloads

       (1 review)

    0 comments

    Updated

  6. Desert Convoy Escort

    The Northern Patrol Base is running low on supplies. All Aviation assets are currently busy on other tasks. The resupply is going to have to be by road.

    Your task is to protect the convoy.

    Good luck. The insurgents have been waiting for an oportunity like this!

    623 downloads

       (0 reviews)

    0 comments

    Updated

  7. Desert scenarios - SB1 reloaded

    I've updated the desert scenarios from SB1 to Pro PE standards. The package contains the following scenarios:

    830 downloads

       (1 review)

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  8. ELVIS ringing the doorbell 1.3

    Finnish 1.Tank Co+ / 1.Mech TF attacks against enemy Mechanized Rifle Regiment's flank south of Highway 6. UPDATED 9 SEP 2006 Zipuli

    1,092 downloads

       (3 reviews)

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  9. Estonian Assault

    Defensive and counter attack scenario that revolves around the NATO deterrent forces and the Russian forces around Estonia.
     
    There has been a Russian Battle-group cross the border between Russia and Estonia, about ten minutes ago the only bridge connecting the two countries has been destroyed by an allied airstrike. leaving a stranded Russian force in Estonia, and they are moving and are capturing a town.
     
    British and American forces are about five minutes away from the battle zone, with two tank companies/platoons of M1A2's and Challenger 2's. With Warriors and Bradley's Providing infantry. Other units have been sent from Patrol Base "Hockley", but it will take some time. 
     
    A company from the British Regiment 1 Rifles are on the ground with trucks to be transported to the town to fight the infantry. 
     
    Retake the town and destroy the advancing units and take the objectives.
     
    ----
    Notes:
     
    Shout out to @matsimus, @cobrabase, @Figmo42, and many other Praetorian's of Matsimus' Legion. 
     
    Last Scenario for a while, but there may be one or two later on . 
     
    This is a redo of a previously uploaded mission, The staging area was filled with rocks and there were a few other bugs and items that needed changing and have been solved and it has been through a rigorous testing.
     
     

    89 downloads

       (1 review)

    0 comments

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  10. Fantasian Border Raid

    A hasty raid across the North Fantasian border by a Canadian Armoured Squadron + attached Coyote Troop. Suitable for single player, multiplayer co-op, or multiplayer head-to-head. This is V0.9 CHANGELOG - V0.9 Initial Release TODO - Red tanks not properly deploying once all bombed up - Need to make location of Red tank replen hide random to aid single player replay value - Scoring poorly implemented; needs much refinement

    547 downloads

       (0 reviews)

    0 comments

    Updated

  11. Fantasian Border Raid

    A hasty raid across the North Fantasian border by a Canadian Armoured Squadron + attached Coyote Troop. Suitable for single player, multiplayer co-op, or multiplayer head-to-head. This is V1.0 CHANGELOG - V1.0 - Changed tank model to get around a bug where T72s never get fully replenished. - Added fallback positions and other behaviours for Red; Red now acts/reacts very realistically to the tactical scenario. - Added improved scoring TODO - Need to make location of Red tank replen hide random to aid single player replay value - Scoring still needs much refinement

    545 downloads

       (1 review)

    0 comments

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  12. Finn Mission Pack

    FINN MISSIONPACK V.1.0 This missionpack includes following single-player missions (version): -Bad Santa (1.0) -Elvis ringing doorbell (1.2) -Hasty attack (summer) (1.5) -Hasty attack (autumn) (1.5) -Head on attack (summer) (1.5) -Head on attack (winter) (1.5) All missions are updated after the release of the first patch. This missionpack also includes 6 theme files, that are used in the missions. The undergrowth size has been reduced a little to allow player to see enemies at the same time they are able to see him. This may not be true with infantry - it's intentional! The difficulty level may be quite high, so few tips: -try to fight where you are strong -> enemy doesn't have TI in all vehicles -> infantry is DEADLY in woods, use your own infantry to fight enemy infantry before you rush to the bushes with your Leopards! -> Find hull-down positions whenever possible -> don't stay in one place for too long after being spotted because you're most likely going to be hit with arty -> try to engage smaller enemies with full force rather than attacking everybody with only a small force -if you have artillery, use it! It'll save you from many tough situations! Also remember the power of smoke! -your ready rack is never half full - it's always half empty! -The missions have time limits, but the limits won't be too hard -> take it easy, if you don't know where the enemy is, don't go full steam ahead and hope you'll see them first -remember that your BMP's don't have missiles, if they're not described as ATGM-units! I hope you enjoy playing these missions as much as I enjoyed creating them! Please send feedback and comments etc. about these missions to the Steel Beasts forums, or directly to my e-mail. Best used with Finnish skins for blue side! (I recommend the ones made by Congo and myself - they'll match the theme files perfectly!) Also create a folder called "red" in the mods/"theme"-folders and copy the skins that you wish to be used by the red side there. That way you will not have Finn skins for both sides! 13th May 2006 Zipuli (ivarha@hotmail.com)

    857 downloads

       (1 review)

    0 comments

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  13. FINSWE BATTLEGROUP - PART 1

    FINSWE Battlegroup (BG) was formed few days ago and now it's ordered to its first mission. The enemy punched a hole in Infantry Brigade 13's lines and managed to push the defenders aside from a small town. The defenders fought ferociously and were able to inflict heavy casualtied on the enemy and forced it to stop their attack and wait for reinforcements. The momentum is on the defender's side for a brief moment and FINSWE BG, a mechanized battlegroup (main equipment is Leopards and CVs) is ordered to attack the weakened enemy. You can choose whether you play as the attacking Finnish company (CV90B and Leo 2A4), the flanking Swedish company (CV90C and Strv 122) or as both. The enemy is weakened and tired, but it will not just give up. It will delay and ambush the attacker trying to cause as many casualties as possible while holding the town and waiting for the reinforcements they know are already on their way. Prepare to meet a small yet mobile enemy force that have many possible plans that will be triggered either randomly (beginning of the mission) or according to situation (later on)! And then there are the reinforcements...

    897 downloads

       (6 reviews)

    0 comments

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  14. Frozen Hell

    The main attack against enemy Motor Rifle Regiment has bogged down. You are ordered to conduct a flank attack with your (reserve) Leopard company in order to destroy the enemy and help the attack to continue!

    821 downloads

       (3 reviews)

    0 comments

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  15. Fulda Gap Southern Corridor: AutobahnWars Part 2

    This is a big and complicated scenario. But the Enemy AI is scripted for extreme randomness and to automatically use adaptation to enemy activities. The 57th Guards Motorized Rifle Division (Cat A) has finally taken Neuhof (Autobahn Wars Part 1) and is preparing the outbreak into the Fliede Valley whit the 51st Guards Tank Regiment to gain access to the Autobahn A66 on route to Frankfurt/main. This Scenario can either be played by letting the enemy AI automatically choose from 6 different DP(Decision Points) whit 12 different possibly events depending on NATO activities and RED casualties in different sectors including a automatic response if encountering FASCAM. For BLUE: You are defending the Town of “Flieden” whit elements from 1th CavDiv and 11th ACR in hasty prepared defensive positions. The primary objective is to deny the OPFOR access to the road B40/ A66 and the Fleide valley on route to Frankfurt/main. The Blue commander must take advantage of the OPFOR Decision Points, applying enough combat power to paralyze the attacker’s Command and Control. Once this occurs, the Blue player will have entered the decision cycle and may take offensive actions. In theory! Now you can test this “mantra” for yourself. For RED: This scenario represents the OPFOR player with the potential command and control problems associated with conducting a simultaneous attack with two Battalions in the first echelon and one reinforced tank Battalion as the Second echelon on a prepared enemy BP. The OPFOR will make the following random automatic DP (Decision Point) choices: DP 1: At 3km in front of Blue BP (Battle Position) to continue the advance DP 2: At 2km in front of Blue BP (Battle Position) to - Fix & Bypass OR - Assault the Blue BP Although the OPFOR player will have the possibility to manually override by issuing control switches to change the OPFOR behaviour Prerequisites: - You will have to use V3 of the Fulda_Gap Sothern Corridor Map - SBPro PE V2.370 BETA. - I strongly recommend using the “Lastmichdurch´s Enhancement Texture” and - The “Fulda Gap Textures” -Reference material 1. FM 71-123, Chapter 4, page 139, Figure 4-104.

    1,007 downloads

       (1 review)

    0 comments

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  16. Fulda Gap v7 PE

    Fulda gap from SB1, terrain map fixed and some new equipment added. Stop the enemy and you win, get overrun and you lose. Im not sure who the original authors were, but Hackworth, Volcano Man, Wahrborg and I all did some tinkering on this.

    1,527 downloads

       (3 reviews)

    0 comments

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  17. Gefecht

    Tank Coy attack an enemy Battailon.

    750 downloads

       (1 review)

    0 comments

    Updated

  18. Gettysburg.sce

    George Armstrong Custer versus J.E.B. Stuart in an armored version of the famous cavalry charge at Gettysburg. Short (about 8 minutes), historically accurate but very violent (send young children out of the room) test of your ability to engage multiple targets while on the move in your Abrams. Custer's first victory and Stuart's first defeat. By Hot Tom.

    497 downloads

       (1 review)

    0 comments

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  19. Gettysburg2

    Update of Gettysburg with both Leos (Rebels) and Abrams (Yanks) by Hot Tom. George Armstrong Custer versus JEB Stuart in a classic cavalry battle.

    491 downloads

       (0 reviews)

    0 comments

    Updated

  20. Gradual Retreat (For Cobrabase)

    The Red tide 1988. 
    The war to hold back the Soviets is failing, the German forces have been forced to fall back as their flank has collapsed, the BAOR still stands strong, and we the US forces are on the retreat now.
     
    We have to try and hold back the soviet forces for there to be a civillian evac from the city of Archen, trucks still haven't evacuated everyone, they need an hour, so we must try and hold back the enemy force as there is no-one between us and the city.
     
    We have a simple mission, hold the enemy back for an hour.
     
    ---
    1 PT of M1A1 HA
    1 PT of M1A1
    2 PT's of M2A2
    1 PT of M3A2.
     
    With a few other assets.
     
    Good luck.
     
    NOTES:
    The ammo types are CORRECT. 
    All blue and red forces are to date.
    Any bugs please comment below.

    118 downloads

       (2 reviews)

    0 comments

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  21. Hasty Attack 1.6

    Enemy Mech Inf Battalion is starting its attack over a stream. Parts of Mechanized Battalion are trying to hold back the enemy and strike its left flank in order to completely destroy it.

    810 downloads

       (2 reviews)

    0 comments

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  22. Hasty Delay

    In this mission your small armoured detachment will have to delay against an aggressive enemy force to allow friendly forces to withdraw in order and to destroy as many enemies as possible.

    648 downloads

       (1 review)

    0 comments

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  23. Head on attack v.1.6

    Your tank company+ (1/1.Mech Battlegroup) is tasked to attack enemy forward battalion in order to reduce a breach made to Finnish infantrylines and to enable further attacks by the Armoured Brigade. A VERSION FOR M1A1 IS ALSO AVAILBLE NOW... UPDATED 9 SEP 2006 Zip

    1,111 downloads

       (3 reviews)

    0 comments

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  24. Heavy CT Delay v Tank Battalion FD v2.2 (4.019)

    You command a combat team (CT) consisting of a squadron of M1A1 AIM SA with a cross-attached platoon of M113AS4 and cavalry patrol of two ASLAV-25 and one ASLAV-PC for reconnaissance and screening.
     
    The RED axis of advance has taken our forces by surprise and your CT has been rushed ahead of the battle group (BG) to delay the RED advance until BG is able to come up and defend TOWN.  Brigade’s intent is to establish a line of defence at RIVER and a successful defence of CAUSEWAY should make this possible.  To assist you a combat engineer section from BG is laying a disrupt effect minefield in front of CAUSEWAY.  Due to the rushed nature of our advance the engineers require another hour to complete laying the minefield.  It is imperative you protect the engineers from observation and direct fires until 0525 to allow them to complete their task.  You should attempt to hold RED at RIVER but if this is not possible you must prevent them advancing west as far as MARS until 0620 to allow advance elements of BG to march east and establish defensive positions immediately behind your CT.  Failure to do so will render the defence of TOWN untenable and risks BG being engaged prematurely during its march east.  Two troops of four M777 155 mm howitzers each firing ICM, HE and SMOKE natures are assigned in support.
     
    Major, the plan to complete the mission is up to you.
     
    Panzer_Leader, November 2012

    982 downloads

       (1 review)

    0 comments

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  25. Hitting Where it Hurts

    In this scenario you'll lead a CV Company or a Leopard 2A4 company in attack against a Motor Rifle Battalion's (or even Brigade's) flank guard unit (platoon-company in size). The attack itself is pretty straight-forward with you commanding you unit according to your plan and the situation. The enemy is heavily randomized. It has 4 major "plans" that activate randomly at the beginning of the mission. Each plan has multiple variations in it, so you shouldn't run into same situations time after time.

    689 downloads

       (2 reviews)

    0 comments

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