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  3. Ssnake

    Portable Dongle

    If you had a CmStick/C and would like to transfer your licenses, we would certainly assist in that.
  4. You have mail, but as suspected, I need to contact tech support myself.
  5. Welllll... not for the AI controlled members in your platoon. But since the AI Gunner will ask you to confirm targets that he spots rather than open fire independently, this kinda does change the fire control orders in the sense that it puts a human into the loop; a failure to confirm the fire order effectively is like a "hold fire" order.
  6. According to the online news Lenta.ru website (citing a document referencing to open source data), the total number of Russia MBT is 2685. There is no data on the combat availability of those MBT. https://translate.google.com/translate?sl=auto&tl=en&u=https%3A%2F%2Flenta.ru%2Fnews%2F2020%2F09%2F19%2Ftank%2F
  7. You can dig vehicle emplacements with engineering vehicles now.
  8. ashdivay

    Portable Dongle

    i guess the question i would ask if eSimGames would allow us to transfer the license to smaller dongle if we bought one ? Thoughts +Snake ??
  9. There are smaller ones around the size of a wireless mouse/keyboard dongle: https://www.wibu.com/us/products/codemeter/cmdongle.html
  10. A2 I can take A21 if Irish or BB don't want to as i am not going to work this sunday MD
  11. Manninglist: Alpha COY Command A66 (Leopard 2E): A65 (M1A2SEP): P1(CV90 FOV): A1 (Leopard 2E): A11: A12: A13: A14: A2 (Leopard 2E): A21: A22: A23: A24: A3 (M1A2SEP): A31: A32: A33: A34: C1(CV9040B)(KTs Template): C11: C12: C13: C14: C2 (M2 Bradley)(M240 + Javelins): C21: C22: C23: C24: RECON: P1 (M3 Bradley)(At4 Scout teams): P11: P12: P13: P14: P15: P16: RESERVES (WILL ONLY BE MANNED IF OTHER PLTs ARE FULL): A4 (M1A2SEP) C3 Piranha + Centauro: OPFOR: AI - None needed Where needed: Cant make it: Hosting: Assassin (1/1)
  12. KANIUM Sunday 27th of September - Operation Charger II by Apocalypse Where: Kanium TS : teamspeak3.i3d.net:10077 World Clock 1800 GMT (Same time as always in Europe - now adjusted for Summer Time: click the time below for your local time) World clock 1800 GMT IMPORTANT NOTICE: This SB session may be recorded with video and sound and uploaded, including to a public youtube channel. IMPORTANT NOTICE II: I suggest to all who play with us download and install Chris mappack: https://www.dropbox.com/s/hr1jl33xxhacftx/SB Converted Maps v2.rar?dl=0 For the next three months at least we will be working with this mappack and the official one when making scenarios. AS always, then we are running the session with the latest version of Steelbeasts. Everybody is Welcome: you don't have to belong to Kanium. We love playing with you all, the arranger and CO loves you even more if you sign up in advance 😁 The Attack on Objective Hannut by Assassin modified by Apocalypse (20 SEP 20) 1. SITUATION a. Enemy. 25th Russian Tank Regiment with Motorized Mechanized Support from the 5th Russian Motorized Corp seized the Bridge Head and Objective Hannut in our area of operations. Elements of the this Tank Regiment are defending north of the enemy line in Company and platoon formations. They are composed of T-72B1, T-80, T-90 tanks and BMP-2s with Arty that must be destroyed ( 2S35 Koalitsiya-SV ), support from Regiment HQ. b. Friendly: Kanium Task Force consists of: A66-Leopard 2E A65-M1A2 SEP P1-FOV90 A1-4x Leopard 2E's A2-4x Leopard 2E's A3-4x M1A2 SEP's A4-4x M1A2 SEP's C1-4x CV90 / 40-B's KT's Template C2-4x M2A2 Bradley's with M240's and Javelins teams C3-2x Piranha-IIIC with RWS: Lemur M2HB, 2x Centauro with M900 loaded R1-6x M2A3's scout teams armed with AT-4 CS 2. MISSION Kanium Forces are to attack North across the 84th eastings to clear enemy forces from the Area of operation in and around The Bridge Head and Objective Hannut while destroying all enemy Artillery assets( 2S35 Koalitsiya-SV ), in order to allow freedom of movement for follow-on operations with Kanium Task Force 3. EXECUTION a. Purpose. The purpose of this operation to clear enemy forces from our AO in order to continue offensive operations to the North. b. Key Tasks 1. Secure Bridge Head ( Intel report for Artillery position will happen ) 2. Secure Objective Hannut 3. Destroy all enemy Artillery c. End State. 1. Enemy is defeated/destroyed; unable to continue defensive operations 2. Bridge Head is seized, river crossing sites retained 3. Objective Hannut is seized, and enemy Artillery is destroyed 4. Minimal collateral damage or disruption to civilian way of life d. Fires 1. Off-map support 2.Rounds per Tube: HE-120 Smoke-120 ICM-120 2. Tubes- Tubes per battery-6 batteries-6 Total: HE:4320 Smoke:4320 ICM: 4320 3. Air Strike's: Missions: 15 Aircraft available: 5 4. Service & Support a. Recovery. Organic ARV (A5) b. Repair. Battalion UMCP will repair/revive all vehicles c. Medical. Organic medical support d. Supply. Organic (2x trucks) 5. Command & Signal a. Succession of Command: A6, A5, P1 b. RADIO NETWORK WILL BE DISRUPTED IF A-66 IS KILLED
  13. IF someone theoretically was clumsy and almost broke it ... could one then get a new dongle ... ?
  14. ashdivay

    Portable Dongle

    Is there a compact or more portable version of the dongle. I almost broke mine as it sticks out and i hit it with my leg.
  15. Ability to build ditches and emplacements while in game. Sorry if it exists already. I was thinking it would be nice to have.
  16. Eeeer, no? I tested and all it does it gives command for driver to go for top speed.. and even on that there is automatic pathfinding after a moment. I can't seem to find way to disable it for manual driving and generally.. only by making a route and setting it to have no pathfinding? (or using scout or breach route) When's comes this that double tap would disable auto patfinding? From infantry controls?
  17. Mini Campaign starting this week at regular TGIF time-slot, five scenarios in total. The Campaign summary; Calendar entry;
  18. Below is a map overview and the full summary and briefing for Turn# 1 'Nordwind' of the 'SEVEN ROADS TO HELL' campaign. If you would like a copy of the scenario and map to load up and check out in advance, feel free to PM me and ill send you the files. Calendar Entry; Relevant MP thread; -------------------------------------- SEVEN ROADS TO HELL -------------------------------------- Concept of Campaign; --------------------------------- --------------------------------- This campaign is inspired by the German winter offensive of 1944/45 in the Ardennes region, Belgium. It is intended to depict an unexpected breakthrough in very difficult terrain and poor weather, and the dogged resistance in the area around the key road junction town of Bastogne. The forces and unit organisations in this campaign are of a fictional quasi-modern nature (technology such as TIS and APS is present, but the units, formations and equipment do not adhere to any particular era). Turns & Objectives overview; ---------------------------------------------- ---------------------------------------------- The campaign covers a period of four days, spanning five 'Turns' (scenarios). The first two turns are set on the same day, but are treated as seperate and independant actions/scenarios (Nordwind & Ostwind) so as to keep the forces and action to a manageable size. These two actions each feature an area of the map and its associated road 'CP's' (Control Points) and towns. Beyond these first two limited attacks, all CP objectives and BASTOGNE objective are possible to capture by either side. At the end of each turn (between scenarios), the campaign coordinator will set the available HQ areas, deployment and reinforcement regions, front line and other boundaries for the next day according to control of these CP's and towns primarily, but also by the disposition of forces, occupation of key terrain, etc. If BLUE becomes encircled (controls no CP's), they will not receive any reinforcements or bonus units until the campaign goes to Turn#5 (final turn) , at which time a relief force will arrive. This possible encirclement should factor into each Commander's thinking throughout the campaign! Turn sequence & associated Objectives; -------------------------------------------------------------- -------------------------------------------------------------- Turn #1; "NORDWIND" - CP 30 & CP 834 ONLY Turn #2; "OSTWIND" - CP 874 & CP 84 ONLY Turn #3; "CRY HAVOK" - ANY/ALL **Encirclement and/or direct attack of BASTOGNE is possible from this turn onward** Turn #4; "NUTS" - ANY/ALL **500 points for control of BASTOGNE at the end of this turn** Turn #5; "NO QUARTER" - ANY/ALL **500 points for control of BASTOGNE at the end of this turn** See Map Screen and TURN BRIEFING at bottom of page for more info. Force selection & deployment; ------------------------------------------------ ------------------------------------------------ * Each side has an overall Commander who can select a given number of Main Force and Attachment 'Cards' from a finite unit pool each turn (each card is typically platoon strength, but may be less- such as a single MLRS unit). These forces may only enter the map at one or more of seven key road 'Control Points' that he holds (referred to as "CP's"). There is no scripted mechanism to limit the number of cards deployed on each turn- Commanders are expected to understand the 'Card' system and be honest! The number of 'Cards' available for each turn is listed on the Map Screen. * Additional 'Bonus' units will also become available at the beginning of every turn, at any CP's that are under your control (within the area of operation for the turn). These bonus units will be determined by the campaign coordinator, and will not be larger than a platoon of vehicles per CP. * Surviving units from the previous day's battle will be re-organised into deployment regions near the new 'Front' line for the current turn (the front line is primarily determined by control of Towns & CP's, as detailed above in the 'Turns & Objectives' section). * It is possible that units from either side may be determined as being 'behind enemy lines' at the end of a Turn. These units will start the next Turn 'in place', and will have radio damage to reflect their situation. HQ areas (Repair / Revive zones) ---------------------------------------------------- ---------------------------------------------------- * HQ units can create HQ areas that act as repair / revive zones, as detailed below in the 'Special Rules for HQ units' section. Both RED and BLUE will have a HQ unit already on the Map at the beginning of Turn# 1 and Turn# 2. These HQ units do not count against Card limits. * An additional coHQ unit is available to bring onto the Map on any turn, but will count against Card limits. Special Rules for HQ units; ------------------------------------------ * HQ units may set a HQ area that acts as a repair & revive zone. Any HQ unit that ends any Turn inside a friendly or neutral CP or Town, sets that place as a HQ area (repair / revive zone) on the following day. This HQ area will repair all damages and revive any dead units in 10 minutes, if not under fire and if relevant HQ unit is in HQ area. * The HQ unit can leave the HQ area at any time, but must be inside the HQ area (flag graphic) for the repair / revive conditions to be met. Obstacles Fortifications and Minefields; ------------------------------------------------------------- ------------------------------------------------------------- * Deployable bunkers, wire & vehicle scrapes will be available at the beginning of every Turn, for both BLUE & RED. * Additionaly, obstacles can be built by AEV units. These include; abbattis', minefields, steel beams and demo charges {detonated by trigger}. BLUE has a number of these obstacles (including minefields) already available for use on Turn# 1 and also Turn# 2. * Obstacles may be built and removed, as outlined in the 'Special Rules for AEV units' section below. Special Rules for AEV units; ------------------------------------------- * AEV units may build and/or remove obstacles between turns (this is done by the campaign coordinator). If an AEV unit is present on any turn (and survives the turn), a deployment region for obstacles will be available on the following day, as follows; * Each AEV that survives the turn= Deployable obstacles available on the next day, comprising of; 4 x abbatis, 4 x steel beams, 2 x demo charge, 1 x minefield (~1000m deployment region around unit, if area not under enemy observation). * Similarly, surviving AEV units may remove any type and number of obstacle (own or enemy) between turns (~1000m region around unit, if area not under enemy observation). Unit types; ----------------- ----------------- BLUE Main Forces are comprised of; ---------------------------------------------------------- Tanks (M60A3), Mechanised Infantry (NZLAV*), Motorised AT Infantry (MRAP trucks*), Reconnaisance (VEC), Tank Destroyer (DF90*). Other unit types include; Attack & transport helicopters, light tanks, self propelled artillery & mortar carriers, air defence, armoured engineering & other support/logistic and special forces units. Infantry weapons include; UGL, LMG, HMG, AGL. Infantry Anti-Tank weapons include; AT4, GUSTAV, NLAW, TOW2, MILAN3. BLUE unit Notes (specific weapon and ammunition info is on the Map Screen); - Mechanised infantry include LMG teams. The lead vehicle of every platoon fields an AGL team. - Motorised Infantry are the strongest anti tank troops available. The lead vehicle of every platoon fields an ATGM team. - Reconnaisance vehicles field elite scout teams equipped with UAV. - Transport helicopters field elite troops. The lead vehicle of every platoon fields an ATGM team. - Attack helicopters will not be available until Turn# 5 (final turn). * Indicates that units are equipped with APS. RED Main Forces are comprised of; --------------------------------------------------------- Tanks (Leo1A5), Mechanised Infantry (Marder), Motorised AT Infantry (MRAP trucks*), Reconnaisance (Luchs), Tank Destroyer (Centauro*). Other unit types include; Attack & transport helicopters, light tanks, self propelled artillery & MLRS, air defense, armoured engineering & other support/logistic and special forces units. Infantry weapons include; UGL, LMG, HMG, AGL. Infantry Anti-Tank weapons include; PG7L, GUSTAV, RPG29, AT14, AT4. RED unit notes; (specific weapon and ammunition info is on the Map Screen); - Mechanised infantry include LMG teams. The lead vehicle of every platoon fields an HMG team. - Motorised Infantry are the strongest anti tank troops available. The lead vehicle of every platoon fields an ATGM team. - Reconnaisance vehicles field elite scout teams equipped with UAV. - Transport helicopters; the lead vehicle of every platoon fields an ATGM team. - Attack helicopters will not be available until Turn# 5 (final turn). * Indicates that units are equipped with APS. Scoring; ------------ ------------ 500 points for controlling 'BASTOGNE' at the end of Turn# 4. 500 points for controlling 'BASTOGNE' at the end of Turn# 5. Victory=500 points Major Victory=1000 points * BASTOGNE and CP region ownership is determined by 'Region Scoring'. * Town area ownership is determined by 'Greater Forces'. Campaign Notes; ---------------------------- ---------------------------- *Both sides always have 3 tubes of off-map artillery available with unlimited HE/SMK ammo. *Artillery fire missions can ONLY be called by FO units. ---------------------------------------------------------------------------------------------------- //////////////////////////////////////////////////////////////////////////////////////////////////// ---------------------------------------------------------------------------------------------------- TURN BRIEFING. --------------------------- Turn# 1; "NORDWIND" ------------ 100 minute time limit. FMU. -------------------------------- Situation; --------------- RED have launched a massive unexpected armoured offensive against BLUE, and have acheived a breakthrough. Two Kampfgruppen of RED forces approach the town of BASTOGNE, a strategically important road junction town, from the North (KG NORDWIND) and East (KG OSTWIND). BLUE forces in BASTOGNE are comprised of two Combat Teams (TEAM DESOBRY & TEAM CHERRY) are threatened with encirclement over the coming days if the main roads (CP's) leading into town are captured by RED forces. On this Turn; --------------------- RED forces (KG NORDWIND) approach from the North, and may attempt to capture CP 30 & CP 834, and also advance their Front line for the next day in this sector by occupying towns and other key terrain. BLUE forces (TEAM DESOBRY) may attempt to hold or delay enemy capture of CP 834, and may contest CP 30. Occupation of Towns and other key terrain will set the next days Front line for BLUE forces in this sector. Both Commanders should select the forces and actions for this turn with consideration to the end state of this battle, but also an overall strategy for the campaign! Intel; ---------- * Deployable defences and obstacles (including minefields) are available to BLUE on this turn. * BLUE bonus units on this turn are AVENGER AA vehicles. Mission; ------------- BLUE; 1) Prevent or delay the enemy capture of CP 30 and/or CP 834, at Commanders discretion. 2) Occupy Towns, CP's and key terrain to set your 'Front' line, at Commanders discretion. RED; 1) Capture CP 30 and/or CP 834, at Commanders discretion. 2) Occupy Towns, CP's and key terrain to set your 'Front' line, at Commanders discretion. Forces; ----------- RED forces consist of no more than 2 companies of unknown composition, with up to an additional 1 company of attachments. (See 'Unit types' section above for info on possible enemy unit types). BLUE forces consist of no more than 1 company of unknown composition, with up to an additional 1 company of attachments. (See 'Unit types' section above for info on possible enemy unit types). Terrain, weather etc; ------------------------------- Terrain in this sector is broken, hilly and heavily wooded. Off road mobility is very slow and difficult, road movement should be used primarily. Weather is poor, visibility is low. Deep snow is on the ground in places, and slippery ice on some roads. Forecast shows weather improving over the days to come. TURN# 1 Notes; * BLUE has a number of defences and obstacles (including mine fields) already available for use on Turn# 1 and also on Turn# 2. Further obstacles may be built and removed over the course of the campaign, as detailed above in the 'Special Rules for AEV units' section. * A deployment zone for bunkers, wire & vehicle scrapes will be available at the beginning of every day, for both BLUE & RED). * At the end of each turn (between scenarios), the campaign coordinator will set the available HQ areas, deployment & reinforcement regions, front line and other boundaries for the next day according to control of these CP's and towns primarily, but also by the disposition of forces, occupation of key terrain, etc. * It is possible that units from either side may be determined as being 'behind enemy lines' at the end of a Turn. These units will start the next Turn 'in place', and will have radio damage to reflect their situation. ------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------
  19. Mini H2H campaign, 5 scenarios in total, played at regular TGIF time-slot. Meeting in Steel-Beasts Team-Speak server. Campaign Summary; MP thread;
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