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Mirzayev

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About Mirzayev

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    Junior Member
  • Birthday 04/02/1990

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    El Paso, TX
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    War Gaming, Guitar, History, Video Games

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  1. Nevertheless, it can (and has been) done within computer simulations. That being said, I will not deny that it would require plenty of work, and would purely be a "labor of love," since Ssnake has stated that none of eSim's current customers have expressed an interest in modeling such a thing. However, if such a feature was added, there would be other aspects that could then be simulated: blackout drive lights (common on many military vehicles), IR beacons, and strobes, for example. I placed the request on the wish list, and it will remain a wish. If eSim creates it, great! If not, then I will still continue to play the best Armor Simulator on the market!
  2. OPORD: Task Organization: No Change from WARNO 1. I. Situation: No Change from WARNO 1. II. Mission: No Change from WARNO 1. III. Execution: a. Concept of the Operation: This operation will be conducted in four (4) phases. Phase I - Penetration of the Disruption Zone: This phase will begin upon crossing the FEBA. TMs B, A, and C will maneuver along AoAs Taylor, Saint, and Hepburn to PL Italy. Any encountered CRPs will be destroyed via direct or indirect fire to prevent effective enemy counter-reconnaissance during Phases II and III. TM B will clear LRP 1. Upon clearance of LRP 1, CSS will establish within LRP 1. This Phase will end upon reaching PL Italy. Phase II - Identification of Enemy Composition in Neustadt am Rubenberge: This phase will begin as TMs reach PL Italy. TMs B and C will transition from mounted maneuver to the establishment of dismounted OPs IVO ZB1, ZB2, ZC1, ZC2, and ZC3. TM A will establish a mounted observation post IVO BP ZA1 and observe NAI 03 to determine composition of enemy forces in Neustadt am Rubenberge. If unable to determine composition via observation, reconnaissance by fire is authorized. This phase will end upon the successful identification of enemy composition at NAI 03. Phase III - Identification of the Advance Guard's Scheme of Maneuver: This phase will begin upon the successful identification of enemey composition at NAI 03. TM A will displace to CP 10 and will act as the Company Reserve. TM B will observe NAI 01 and NAI 02 to identify the enemy advance guard. TM C will observe NAI 04, 05, 06, and 07 to identify the advance guard. If the advance guard is identified by TM B, TM C will immediately begin to collapse their dismounted OPs and will begin to maneuver to the start of DOA Walrus. This phase will end upon identification of the Advance Guard maneuvering along K347, K333, or K332. Phase IV - Infiltration to Route Beowulf: This phase will begin upon identification of the Advance Guard maneuvering along K347, K333, or K332. TM B will collapse their dismounted OPs and will establish security on the near-side of K347 and DOA Walrus, IVO PL Germany. TM A will establish security along the far-side of K347 and DOA Walrus, IVO PL Denmark. TM C will then maneuver along DOA Walrus to the start of Route Beowulf. This phase will end with TM C reaching Route Beowulf and preparing to infiltrate the enemy's support zone. b. Scheme of Maneuver: TM A:1. Determine composition of MRC IVO Neustadt am Rubenberge VIC NAI 03. 2. Conduct a retrograde to CP 10 upon determination of composition in NAI 03.3. On order, provide far-side security IVO K347 for TM C's infiltration of Route Beowulf. 4. On order, reinforce TM B or TM C.TM B: 1. Confirm enemy Advance Guard maneuver along K347 VIC NAI 01 and NAI 02.2. Provide near-side security IVO K347 for TM C's infiltration of Route Beowulf.TM C: 1. Report if enemy Advance Guard is maneuvering IVO NAI 04 or NAI 05.2. Confirm enemy Advance Guard maneuver along K332 VIC NAI 06 3. Confirm enemy Advance Guard maneuver along K333 VIC NAI 07. 4. On order, infiltrate into enemy's Support Zone via Route Beowulf. Order and Rate of March: AoA Taylor: TM B (B1, A1 A, CSS); Slow Speed, Wedge Formation AoA Saint: TM A (A2, A66); Slow Speed, Wedge Formation AoA Hepburn: TM C (C1, A1 B, A65); Slow Speed, Wedge Formation Tasks to Subordinate Units: c. Coordinating Instructions: Reconnaissance Guidance: Focus: Threat Tempo (Detail of Reports and Level of Covertness): Rapid and Stealthy Engagement Criteria: Direct Fire: up to 3x PCs and 1x Tank; Indirect Fire: up to Displacement Criteria: Direct fire engagement by 3x Tanks or 2x Mi-24; displace from current position NLT 2 minutes after initiating direct fire engagements. Bypass Criteria: 2x Dismounts or less. Observation Post Duration: Short PIR: PIR 1: What is the composition of the enemy force defending Neustadt am Rubenberge? Indicator 1: Presence of BTR-80s; no BRDM-2ATs or T-64s. Result: MRC is not reinforced. Observer: TM A, NAI 03 Indicator 2: Presence of BTR-80s; at least 2x BRDM-2ATs; zero T-64s. Result: MRC is reinforced with BRDM-2ATs. Observer: TM A, NAI 03 Indicator 3: Presence of BTR-80s; at least two T-64s. Result: MRC is reinforced with T-64s. Observer: TM A, NAI 03 PIR 2: Which highway will the advance guard use to maneuver? Indicator 1: Presence of 6x PCs, or 6x T-72, or 3x 2S1s in NAI 01 or NAI 02. Result: Advance Guard is maneuvering along K347. Observer: TM B, NAI 01, NAI 02 Indicator 2: Presence of 6x PCs, or 6x T-72, or 3x 2S1s in NAI 04 or NAI 05. Result: Advance Guard is NOT maneuvering along K347; will maneuver along either K333 or K332. Observer: TM C, NAI 04, NAI 05 Indicator 3: Presence of 6x PCs, or 6x T-72, or 3x 2S1s in NAI 06. Result: Advance Guard is maneuvering along K332. Observer: TM C, NAI 06 Indicator 4: Presence of 6x PCs, or 6x T-72, or 3x 2S1s in NAI 07. Result: Advance Guard is maneuvering along K333. Observer: TM C, NAI 07 IV. Sustainment: No Change. V. Command and Signal: No Change. Questions? Area Reconnaissance at Neustadt am Rübenberge 1989 v2.1 (4.010).pln
  3. The TKN-1 is IR capable; it is the same sight used on the T-55.
  4. I am experiencing the same problem. IR Sight Off: IR Sight On: Here is the scenario I built to test: BRDM Test.sce Note: this is for the Commander's sight. The Gunner's sight does NOT have night vision.
  5. WARNO 1: Task Organization: TM A - A2 (Organic) - Mission Command: A2 - Attached: A66 TM B - B1, A1 A Section (A11, A12, A13) - Mission Command: B1 TM C - C1, A1 B Section (A14, A15, A16) - Mission Command: C1 - Attached: A65 I. Situation: Terrain: The largely homogeneous nature of elevation within the AO makes the intermittent hills valuable for establishing effective observation. Microterrain within the AO can be used to provide both cover and concealment. Heavily forested areas provide effective concealment, and will reduce overall rate of march, and will reduce observation and fields of fire to approximately 500 meters. Areas lacking heavy forestation can provide observation and fields of fire from 2-3 KM. Enemy: Overview: Enemy forces will be a mix of BTR-80s, T-72s, and BMP-2s. There is a possibility of encountering T-64s, BRDM-2ATs, and MI-24s. Enemy will be established in a Disruption Zone, and Battle Zone; the Support Zone is unlikely to be encountered within our AO. General Capabilities: Enemy artillery have the ability to employ at a minimum 3x simultaneous fire missions at Battery strength each. The enemy has up to 2x sorties of MI-24s (4x total) available as a reserve. Enemy forces will not possess thermal technology equal to BLUEFOR; however the limited observation and fields of fire within the AO will negate this advantage to BLUEFOR. Disruption Zone: The enemy will employ maneuver-based reconnaissance assets to prevent infiltration of the AO by BLUEFOR. Analysis indicates encountering up to 4x CRP-style elements. Expect composition to consist of 3x BMP-2s, or 3x T-72s. Expect at least 1x CRP to consist of 3x T-72s. CRPs will conduct a screen and will engage BLUEFOR with indirect fire at distances of greater than 2KM, and employ direct fire weapon systems at distances of less than 2KM. Due to the restricted observation of the heavily forested areas, expect direct fire to be the first form of contact. Battle Zone: 1x Motor Rifle Company (MRC) has established a hasty defense IVO Neustadt am Rubenberge. Expect to encounter approximately 30x BTR-80s supported by dismounted infantry. There is a possibility that the MRC has been reinforced with BRDM-2ATs, or T-64s in approximately Platoon (+) strength (6x vehicles or greater.) Enemy MRC is expected to maintain a hasty defense, and will employ indirect fires to defeat BLUEFOR. MRC is not expected to conduct a counter-attack, but will hold ground at all costs. The MRC may be reinforced by 2x sorties of MI-24s if attritted to 70% strength. The MI-24s will conduct an attack by fire to enable the MRC to retain control of Neustadt am Rubenberge. Advance Guard: The Advance Guard will consist of one Company Team of either 3x BMP-2s and 6x T-72s (Tank Heavy), or 6x BMP-2s and 3x T-72s (PC Heavy.) Expect the Advance Guard to employ 1x CRP, consisting of 3x BMP-2s and 1x T-72, at a distance of 2KM+ forward of the Company Team. The Advance Guard will be followed at a distance of 1KM+ by 1x Battery consisting of 6x 2S1s and 1x MT-LB (FO.) The Advance Guard will advance through the Battle Zone, and will have three options for maneuver: K347, K333, or K332. The Advance Guard may be reinforced by up to 2x sorties of MI-24s. The MI-24s will be employed to conduct a movement to contact to prevent envelopment of the Advance Guard. II. Mission: TF Kanium conducts an area reconnaissance of Neustadt am Rubenberge to identify composition and disposition of enemy's defending force. On order, TF Kanium transitions to a screen to identify the scheme of maneuver of the enemy's advance guard. Expanded Purpose: The purpose of this operation is to identify the composition and disposition of enemy forces within our AO. This will set the conditions for 1 PzDiv to block the enemy's advance, and to prepare for a counter-attack. Key Tasks: 1. Identify the composition of the MRC IVO Neustadt am Rubenberge. 2. Determine the scheme of maneuver of the enemy's Advance Guard. 3. Infiltrate C1 along Route Beowulf. 4. Maintain combat power at 80% or greater. 5. Do not become decisively engaged. III. Execution: Tasks to Subordinate Units: TM A: 1. Determine composition of MRC IVO Neustadt am Rubenberge. 2. Confirm or deny enemy Advance Guard maneuver along K333 or K347. 3. On order, provide far-side security IVO K347 for TM C's infiltration of Route Beowulf. 4. On order, reinforce TM B or TM C. TM B: 1. Determine composition of MRC IVO Neustadt am Rubenberge. 2. Confirm or deny enemy Advance Guard maneuver along K347. 3. Provide near-side security IVO K347 for TM C's infiltration of Route Beowulf. TM C: 1. Confirm or deny enemy Advance Guard maneuver along K332 or K333. 2. On order, infiltrate into enemy's Support Zone via Route Beowulf. CSS: 1. BPT provide maintenance and medical services upon request from TM A, TM B, or TM C. Coordinating Instructions: 1. Conduct boresight and crew drills on all platform weapon systems. (IE: practice gunnery at the Tank Range prior to mission start.) IV. Sustainment: Concept of Sustainment: CSS consist of 1x M88 and 1x M113 Ambulance; TF Kanium does not possess an organic resupply capability. CSS will establish 2KM or 1x major terrain feature from the Forward Line of Troops. V. Command and Signal: Succession of Command: A66, A65, B11, C11, A21, A11 Callsigns and Frequencies: Callsigns: A66 - Kanium 6 A65 - Kanium 5 A11 - Apache 1 A14 - Apache 4 A21 - Apex 1 B11 - Brigand 1 C11 - Carnage 1 A4 - Support 1 Frequencies: TF Kanium Command Net - 26000 Callsigns Monitoring: A11, A14, A21, B11, C11, A4 TM A - 28500 Callsigns Monitoring: A21, A66 TM B - 31000 Callsigns Monitoring: B11, A11, A65 TM C - 33500 Callsigns Monitoring: C1, A14, A65 Full OPORD TBP. Questions?
    Bottom line up front: this is an excellent scenario! The AO consist of a valley with three towns, producing a natural canalization effect on the enemy's movement. Combined with the outstanding observation and fields of fire afforded to friendly forces, the terrain in this scenario provides plenty of options on where to kill the enemy. On a non-tactical note, the views are quite scenic, and the chosen area of this map has a good level of detail, which certainly helps with a bit of immersion. The mission's briefing is quick and to the point. In a single rapid reading, I was able to understand what I needed to accomplish, and the forces I The balance of forces is well executed: BLUEFOR has enough combat power to win IF you are smart about unit placement and take the time to plan your engagement area. You will not be facing a Soviet horde, but you will be facing a force that definitely has the capability to crush you if you don't take them seriously. The player is expected to manage approximately two Platoons of combat power; certainly doable in the context of this scenario. The Mechanized Infantry Platoon starts off split down to the individual unit level, with troops already dismounted. This was greatly appreciated for the initial setup! The execution of this scenario, at least in my playthough, was a dynamic experience, encompassing some reconnaissance by my infantry observation posts early on (one of which was unfortunately compromised, suffering one KIA), followed by a full-scale ambush at Gersdorf with the Leopard 1A5s and Milan ATGMs. The battle then entered a long range attack by fire between my Leopard 1A5s and the enemy's T-64s. After defeating the enemy's advance, I took a quick tactical pause to reload my vehicles, and consolidating the hopelessly damaged ones before conducting a counter-attack with my tank Platoon. The mission ended with all enemy vehicles dead (one dismounted ATGM team survived,) at the cost of 1x infantryman KIA, and 1x tank destroyed. Honestly, there were not any glaring flaws during my playthough. You could potentially add in a variant with indirect fire, or have the mission end with the enemy being attritted to a set percentage of combat power (a defeat versus destroy variant), but honestly this scenario is great in its current form! In conclusion, this is a must download!
  6. After making the post involving Desperate Glory, I wrote to Jeff about the following complaint that I had with the game: I received a response a few days later, that stated the following: Mirzayev,First, thanks! Appreciate it.Yes... being a single battle game, I wanted to not only cover some 'WhatIf's' but also add some replay value to the game. With some of theoptions available, 'victory' can become more a matter of not beingdestroyed! But I agree with you that the hard-coded trigger of 50%morale on the Sioux-Cheyenne is too black and white. I can make that avariable option. So let me add these to the to-do list and see what I can come up with.I've got a couple projects in the works currently, but I should be ableto get these in within a few weeks. As of the 18th of this month, Desperate Glory has been updated to version 1.10, with the ability to now adjust the Sioux-Cheyenne's morale breaking point. Honestly, I am very impressed with Mr. Lapkoff's relationship with his customers! I will definitely have to try the variable morale option in the future, and see how that affects future battles.
  7. I just write down what the triggers do on a notepad. Or, if I am feeling more ambitious, turn them into a Decision Support Matrix and tie the triggers to decision points. Not being able to rename is a bit clunky, but they are still usable, and very useful in a scenario.
  8. Nice battle! R13 punched well above its weight. Also, there was that damn Hind...
  9. Decisive Campaigns: Barbarossa is quite a unique Wargame, and certainly worth a play. That being said, it is very much geared towards playing as the Germans, with the Soviet side playing more like a traditional wargame, where the German campaign focuses more on being a "Franz Halder Simulator." The in-game tutorial videos are done by the game's creator and are quite good. It doesn't have as much depth as something like Gary Grigsby's War in the East, and the method of ordering your units to attack is a bit strange (select the enemy unit, then press A) but it is the most unique take on the Eastern Front I have ever played.
  10. So, this has three functions: 1. If you encounter an enemy that the AI has not spotted, you can hold shift and then right click. You are simulating giving an alert to your crew, sending a SPOT Report, etc. The enemy will appear on the map and your other AI units will begin scanning for them. 2. Based on your settings, you can use this to determine the callsign/bumper number of the friendly unit you are observing. I do this all the time in multiplayer to maintain situational awareness. 3. Finally, based on your realism settings, you can use this to mark a position that you are observing on the map. In the map view, the area observed is marked with the same red crosshair as used in the 3D view. I do this in multiplayer sessions as well. Some might argue this is unrealistic, but there are plenty of binocular-like pieces of equipment that are capable of giving you a grid coordinate in real life. The Vector 21 immediately comes to mind, and even with a civilian Bushnell Elite 1 Mile CONX you could quickly do the same using a map and protractor. So yeah, this is one of the most versatile and useful features in Steel Beasts that is often a great unknown for new players. For slewing the gun to a target in binos, your best bet is giving your gunner a scan command by using shift and the corresponding arrow key. You can also try using P and slewing it manually, but this takes some practice and probably does more harm than good. If you have identified the target by using shift and right click, the gunner will usually spot him pretty quickly. Your gunner will not scan behind your vehicle with a command. There are numerous technical and tactical reasons for this being impractical (the tank cannot properly depress its gun, you will be firing in the direction of friendly troops, etc). Bottom line: if the enemy is behind you, than they have already gained a major tactical advantage, and you are probably going to lose.
  11. Some music to get into the spirit of things: (Ok, so they are Finnish... )
  12. I took one. I'll have to do some edits before posting since there is (as always in an operation) plenty of downtime. Of course, this was always broken by @Gunslinger668 or @chrisreb "showing their concern" for the A66 callsign.
  13. Sure, but not everyone has a connection speed as fast as you and your friends. I think leaving the technical details to eSim is for the best. After all, they are the ones building the update.