Jump to content


  • Content count

  • Joined

  • Last visited


About Mirzayev

  • Rank
    Junior Member
  • Birthday 04/02/1990

Personal Information

  • Location
    El Paso, TX
  • Interests
    War Gaming, Guitar, History, Video Games

Recent Profile Visitors

3,479 profile views
  1. We love videos

    From the Kanium game on the 8th: When I originally found that I had four M901 ITVs, I thought "How am I going to be able to employ these effectively?"; they ended up being the most deadly vehicles on the entire battlefield, no doubt thanks to the excellent leadership (and gunnery skills) of @Kingtiger, @Nike-Ajax, @Rotareneg, and @Wiglif.
  2. Here is a video from my perspective as CO. Not the most exciting stuff as far as watching me shoot in an M113 through NVGs, but I thought the plan was executed well!
  3. Steel Beasts: Content Wish List

    So, another wish to throw into the cauldron: Operational Graphics added within a scenario are saved to the AAR to be accessed at a later date. If you close and reopen a saved AAR at a later date, all the OPS Graphics disappears.
  4. Ammo change

    @DragonD There is no way to change this; the TC will select ammo based on target type, range, and environmental/terrain considerations. You can manually override the selection by switching the the Commander's position and ordering the gunner to fire with the ammo type you want, ie SABOT at a PC. Since you are firing smoke in instant action, I'll make the assumption that you are using the Challenger 2. There is a known issue with that tank where the Commander will select WP rounds as opposed to HESH. As stated above, you can override this selection by jumping to the Commander's position. Or use a different tank.
  5. This might work better under the "Mod" subsection of the forum. Support is generally for technical issues with Steel Beasts.
  6. This is a reason that I always ask before recording when anyone I do not traditionally play with joins a multiplayer session. (Those who I traditionally play with know that I record unless circumstances require that I do not.)
  7. M1A1/M1A2 SEPV2 Unity Mirror bug

    GPS View, from Day-Sight: View from the Unity Sight, no change to barrel position:
  8. 2018 Sullivan Cup

    Staff Sgt. Johnathan Werner, tank commander, Cpl. Justin Harris, gunner, Pvt. Brandon Zacher, loader, and Pvt. Dekken Sanders, driver, the winning tank crew from 2nd ABCT, 3rd ID:
  9. Tanker Books/Novels

    I finished "Battle on the Lomba" by David Mannall a few days ago. In the author's own words, the book "is written primarily from my own perspective as Troop Sergeant and Ratel 90 crew commander, and whilst there are significant contacts, skirmishes and some amusing anecdotes throughout our three-month tour in Angola, the story hinges on a single action, a momentous day-long battle that turned a 25,000 strong FAPLA offensive on its head it "...caused the enemy to retreat in disarray"." It is worth noting that the book is more of a memoir of the author's life during his National Service days in the SADF, versus a historical focus on the events of Operation Moduler (yes, that is the correct spelling) during the Battle of Cuito Cuanavale. As such, details such as Mannall's experience in basic, his off-post escapades, and being discovered AWOL are all told in a believable, entertaining, and humorous, manner. The highlight of the book, as the title suggests, is the account of the Battle on the Lomba that occurred on October 3rd, 1987. The author does an excellent job in relaying the events throughout the day from his perspective, and everything from his vehicle (C32A) frantically engaging T-55s to the loss of C31 to an enemy MBT and the subsequent "firebelt action" are well recorded. Also covered are his experiences in entering a Cuban Tank Company Kill Zone (though he was further from the initial ambush and subsequently gives less details on the action) to the blow to morale following a Cuban airstrike on their patrol base. This is David Mannall's first book, and not being an author by trade, there are some errors in spelling and grammar scattered throughout the book. While I did notice them, I didn't feel that they detracted from the overall understanding of the story being told, although I may have had to re-read one or two sentences again. Included in the book are pictures taken by members of Charlie Squadron of 61 Mech which really help bring the subject matter to life. There are also several maps and sketches which help with understanding the general higher-level concept of the battle itself. Overall, I would recommend reading this book for a perspective on a conflict that is often overlooked, for the detailed account of having to fight a Fire Support Vehicle in terrain offering extremely limited visibility, and for the perspective on what an extremely well-trained fighting force can do. Interestingly, one of my favorite authors, Leopold Scholtz, also recently released his book "Ratels on the Lomba: The Story of Charlie Squadron," which will detail the same battle as covered above, although from a historian's perspective. I'll post an update once I receive and read the entire book. From Amazon: "In Ratels on the Lomba, the reader is taken to the heart of the action in a dramatic recreation based on interviews, diary entries and Facebook contributions by members of Charlie Squadron. It is an intensely human story of how individuals react in the face of death."
  10. Develop a schedule, I suppose? In Single-player, you can always pause the game and take care of whatever you need to. That should give you enough time to train on crew-level skills with 10 minutes here and there throughout the week. Getting into Platoon-level work with scenarios such as Camp Hornfelt (posted below) will probably take about 30-45 minutes per scenario, depending on which scenario you are playing. For Multiplayer, you would need to ensure that you are able to play (relatively) uninterrupted for however long the game is going to last. For a typical organized game, I would use three hours as a base, especially for your first few games: 30 minutes for briefings/getting set up; 2 hours for gameplay; and 30 minutes for the AAR/after gameplay chat. This time can be increased or decreased based on scenario length, the number of new players requiring help connecting, how detailed the initial plan is, etc. So yeah, I don't know how busy your family life is overall, but if you can get a caretaker/pass off the children to the spouse for about three hours, that should be more than enough time for a typical Steel Beasts multiplayer scenario.
  11. Discord?

    The Calendar (as mentioned by Ssnake), the Multiplayer Engagement section, and Teamspeak are all good forms for meeting/organizing. I'm not aware of an "official" Steel Beasts Discord. Kanium has one where members often coordinate for "Ad-Hoc" games. I'll send you an invite via Discord.
  12. @Nike-Ajax RFI (Request for Information) for the BN S2: What are the anticipated weather effects within the AO?
  13. Add Remington to A1; give him the 2 or the 3 tank.
  14. M1A2 SEP LRF AIR/GROUND modes

    I think you are thinking of First/Last return for the LRF. Use the ~ key to switch between the two. Actually, this works when you have MPAT indexed. Use the Page Up to switch between impact and proximity. From the Wiki: At the bottom of the CITV a black box is displayed with various information symbols shown. On the left side of the black box an up or down arrow signifies what MPAT mode the FCS is in: an up arrow is for air mode, and a down arrow is for ground mode. In air mode, the LRF will fire out pulses while the lase button is pressed, thereby ensuring a more accurate range when lasing fast moving helicopters. Also, in air mode the MPAT fuze will be changed by the AI loader to air (proximity) from ground mode (impact).
  15. Combat Team Advance at Woodhill 1994 v1.1 (4.023)

    Squinting through my binoculars in the early hours of the morning, my eyes strain to see any silhouettes or signs of movement amidst the heavy vegetation standing in stark contrast to the arid environment. BMNT has arrived, leaving my NVDs useless, and making the prospect of determining the enemy's composition on QUINTUS that much more difficult. Suddenly, out of the corner of my eye, I pick up what might be a slight dust trail; though it may very well be another case of my mind playing tricks on me. Overriding control of the turret from my gunner, I scan in the general direction of 11 o'clock. CONTACT, PC! GUNNER, AP, PC! My gunner, previously yawning and struggling to keep from "resting his eyes," is now fully alert, staring at the white-hot image of a BRDM-2 centered in a background of neon green. IDENTIFIED! he yelled excitedly, his voice raising a pitch. FIRE AND ADJUST! My wingman, responding to the previous contact report, moves up to my vehicle on line at close interval. Like a well-lubricated machine, the "talking of the guns" begins, with AP rounds penetrating the hull of the BRDM-2. The small anecdote above is but a single experience in Panzer_Leader's scenario, Combat Team Advance at Woodhill 1994, and is but also a small part of why any Panzer_Leader scenario is immediately added to my "must play" list of scenarios for Steel Beasts. The mission itself is not complicated; determine the enemy composition of QUINTUS, before committing the full combat power of BG Leopard to seize the aforementioned objective. While many scenarios will begin with you immediately having full control of all elements in your Company, in this case you begin with control of one Troop (Platoon) of ASLAV-25s, with the remainder of BG Leopard established in their Assembly Area. In this way, you are forced to devote your full energy to conducting a proper zone reconnaissance of the AO. I decided to divide my Cavalry Troop into two sections, and after a short road march on the road, sent them on their way to move in a stealthy manner. While I was able to gain observation of QUINTUS with the western recon section, fairly early, I did not feel comfortable making the assessment that there were only PT-76s. I decided to act a bit more aggressively with my eastern recon section, killed an enemy BRDM-2 an OP in the disruption zone, before maneuvering to establish a support by fire position overwatching QUINTUS. I had my eastern recon section maneuver simultaneously forward to gain better observation, before determining that there were no T-55s located IVO QUINTUS. With this information, the full might of BG Leopard was at my command. I sent the Troop of Leopard AS1s to road march to the north-west at top speed, while my artillery rained HE down on the enemy's forward defenses. Two Troops of Mech Infantry followed behind, content to let the tankers do the majority of the killing. As the Tank Troop began to crest a hill just before the enemy's forward defenses, I sent my Recon Troop forward from their hide site to establish a SBF position. From there, AP and HE, of both the small and large caliber variety, rained on QUINTUS, destroying the enemy, and the town. No doubt my superiors would give me an ear-full later for not fully understanding the definition of "acceptable collateral damage." QUINTUS was seized to the tune of 1x ASLAV-25 destroyed by an ATGM; certainly not a bad outcome. From there, it was but a simple matter of repulsing the enemy counter-attack, with the Recon Troop and the Tank Troop acting in the traditional Hunter-Killer roles. With the enemy counter-attack burning on the highway, the mission concluded with a major victory. I want to make it clear that this mission could have easily gone quite the other way; the enemy could have been reinforced with T-55s, my Recon Troop could have had less success, and I could have consequently chosen a less-effective direction of attack for my Tank Troop. Replayability is one of the perks of this scenario, meaning that your "perfect plan" might not work during the second playthough, but you have enough combat power available within the Battle Group to allow you the tactical flexibility to try something completely different to what I did above. While my Mech Infantry spent their time taking a nap in the comfort of their M113s, the presence of T-55s would have forced me to employ them in a meaningful manner. What strikes me the most about this scenario is the accessibility that it possesses; while you do end up controlling a Battle Group, I never felt overwhelmed by the unit count. Starting with only controlling a Recon Troop certainly played a part, and in my opinion makes this a good scenario for a newish player to Steel Beasts who wants to branch out from only controlling a single Platoon-sized element, but doesn't want to be overwhelmed with a mass of "stuff" upon pressing the Start button. While I haven't played this scenario Co-Op, I have no doubt that it would lend itself well to such play; each player controlling a Recon Section, at the start makes logical sense, as does delegating control of the Tank Troop and the Mech Infantry for the attack. Overall, if you haven't stopped reading this review to download the scenario, do so now! You will be rewarded with an experience that represents the best of what the Steel Beasts Community has to offer!