By DanTDBVSingle player scenario Gunner position 4.265
63 targets unlimited ammo.
To celebrate our new Turret sim PC and upgrade of SB Pro PE to version 4.265, I have decided to upload the scenario that I made for it when it was version 3.028 and have used until now.
It is very simple but our guests only have access to the 2x5 buttons, on the genuine Leopard 1A5-DK1 Gunners grip.
The scenario is meant to be run in the Gunners position, F2 view, daylight sight.
Mounted troops have been disabled and all vehicles have been set to not shoot back.
(I am just beginning to figure out how to use the impotent settings and when I get them to behave as I want I will upload another version with Shoot back.)
The UK briefing
Welcome to the Leopard 1 shooting simulator at GHRVPK.
You are now seated in a Leopard 1A5-DK and You have the opportunity, to try your hand at the work of the Gunner.
The following buttons are available on the Gunner's grip.
Shoot (Send Heavy Metal Downrange)
Dynamic Lead (Press when targeting.)
Palm Switch (Press at all times) (Disabled by default) *
Battle-Sight Range (For targets within 1000m)
We are driving through terrain where stationary, moving and flying targets will appear.
Your task, with the help of the Tank Commander, is to destroy as many targets as possible.
Unlimited ammunition is available to You.
* So small children can participate.
Activated by selecting control handle in the control menu. To deactivate, select Joystick in the control menu.
Running the scenario in the sim, I have mostly been using O, S, X, C, I and F3. Occasionally M if troop targets do appear.
To disable Troops Open the scenario in the mission editor and go to the red faction, switch of routes, select all vehicles, Right click on one vehicle, click Options, click Damage if, personnel. Mark Unit this is anywhere. (You may need to click to change choices, Right or Left click in the last box.) Hit OK.
If the enemy shoots back do as with troops but chose Set fire crtl and mark Hold fire. Save the scenario.
I hope that you will enjoy it.
Read about the sim here: https://www.steelbeasts.com/topic/12812-my-new-toy/
Single player or Small-Side Cooperative
I. Situation. Enemy fighters have taken control of Kandahar province. Afghan Security Forces have either retrograded from the area or have fled from their positions. Enemy fighters have total freedom of movement, and intelligence reports now indicate a potential enemy offensive being planned against the Kandahar Airfield.
Composition: The enemy fighters in this area have gained significant momentum and are heavily-armed with automatic weapons, obstacles (command-wire IEDs, mines, and wire), RPGs, and Recoilless Rifles . The enemy also has acccess to 81mm mortars which have been used against the airfield in recent indirect-fire attacks. The exact mortar-firing location location remains unknown, but counter-fire data suggests potential mortar firing positions in the Thickets or Pomegranite fields.
Tactics: We expect the enemy to be well coordinated. They will fight in small teams (2-4 men) using indirect fire to fix, and indirect fire to destroy friendly forces.
Command and Logistics: Intelligence indicates that there is a high likelyhood of an enemy Command Post that is located in Dand. This command post is responsible for controlling the activity for all enemy fighters in the area, as well as the planning activity for an planned attack on the Kandahar airfield. We also suspect a supply cache located in Dand that is pre-staged to support the attack on the airfield.
Local Population: Local sentiment remains neutral. However, that can shift dramatically if any side were to show hostility toward the local populace.
II. Mission. Attack to clear enemy forces from Objective Rangers to set conditions for follow-on attack on Kandahar City.
III. Execution A US Army Stryker Rifle Battalion has been ordered to the area to conduct a deliberate clearance of Kandahar City within the next 24 hours. Your Platoon will serve as a shaping operation and clear the area directly north of the airfield, to include OBJECTIVE RANGERS - this deters any enemy attack on the airfield and provide time and space to allow follow our forces to conduct a large-scale clearing operation.
1. Clear Objective Rangers
2. Locate / Destroy the enemy Command Post
3. Locate / Destroy the enemy mortars
End State (Win Conditions)
W1: OBJ Rangers Cleared
W2: Enemy Command Post Destroyed
W3: Enemy Mortars destroyed
Fires: A 120mm mounted mortar section is available for your use
IV. Service & Support: Your platoon is full on supplies; a logistics rally point has been established on the FOB and will move forward as the mission progresses
Map Contacts: Own Party
Friendly ID: On
By benCommand a USMC combined arms force to locate and destroy a Russian Supply Group.
Your equipment: M1A2-SEP, LAV25, HMMWV, Javelin, Infantry.
Enemy equipment: T90S, BMP3, BRDM2, Infantry.
Totally Randomized enemy forces.
Time frame: 1 to 3 hours, no limit set.
Infantry focused mission.
By ben1986 US Mechanized team defend a village from a reinforced Soviet Mechanized Infantry Battalion.
Your equipment: M1A1, M113, TOW HMMWV, Dragon, Infantry.
Enemy equipment: T64, BMP2, BRDM2.
Randomized enemy attack plans.
Time frame: 45 mins.
By ssidiverYou are in command of 1st Pl Mechanized infantry push west and secure object BP Dale (at approx 745556).
Hold for as long as possible, but at least 30 mins, while tankers transfer fuel from the hidden bunker.
Push west, seize and hold BP Dale 1st Pl. See how long you can hold!!
Optionally take control of:
AT Pl (trigger (1) AT Pl)
AA Pl (trigger (2) AA Pl)
This should take at least 30 minutes.
It took quite a few runs to get to the stage where BP Hill can be controlled for about 30 minutes, about 50% of the time. Also watch out for the 'rare' surprises, the difficulty varies significantly; the number of units vary, the directions taken etc.
By ssidiverA quick look at the BMPT-7
1. Seize town Urban 01 and Urban 02
2. Capture objective Non Urban
Should take about 30 minutes
I'm curious about the employment of BMPTs, they pack quite a punch with:
- four Ataka ATGM launchers
- two 30 mm 2A42 autocannons, a total of 850 rounds
- A 7.62 mm PKTM machine gun is mounted coaxially with the main armament and holds 2,000 rounds
Three crew, no dismounts
Russia has not adopted them, last I heard; but seems to still be testing them in a few exercises. They have been purchased by other countries, though I do not know how they are deployed. Still, they have a respectable amount of fire-power.
Favoured platton configeration for urban warfare seems to be each main battle tank with two BMPTs. Outside of urban warfare that ratio is reversed with one BMPT protecting two main battle tanks.
My first problem was, what vehicle in SBs could be used to explore the use of BMPTs.
They are now configured as a new turret on a tank hull. A quick search came up with the T-14 and T-15 as a close match. The problem then is that the T-15 only has one 30 mm.
My solution is to use a pair of T-15 (without dismounts) as a substitute for one BMPT and halve the ammunition carried in each T-15. So that two T-15 have the approx fire-power of one BMPT. I then made two types of platoons:
- One for Urban areas (2 pairs of T-15s and 1 T-14)
- One for other areas (2 T-14s and 1 pair of T-15s)
I now think that separate Pls of T-15 and T-14 instead of mixed Pls (as indicated in the article) would be a better solution. And if you are supporting a largish Infantry advance you would want more than one Pl anyway.
Russia is now experimenting with the Pantsir-S vehicles engaging light armored vehicles.
A fictionalized, large armor battle set during the Iran-Iraq war consisting mainly of Iraqi T-62 vs. Iranian T-55 tanks, plus infantry and other support vehicles. The scenario may tend to play like a World War 2 battle without modern technology.
Designed for a single player. The scenario will probably run very slow under 4.250. If you have not upgraded to 4.259, it is strongly recommended you do so before running the scenario.
Note: I also recommend either playing the following YouTube video link running in the background, or downloading and playing locally during the course of the match. Adds force.
By Tankriver658US Army Combined Arms Scenario,
Small 20 min scenario. A small force of US forces defend a small town on a river with combined arms forces.
By ssidiverYou are in command of 4th Pl Tanks push west and secure town Obj 04.
Red units vary in numbers, type and position with each session. Recce should locate them.
Optionally take control of:
2nd Pl (trigger 2nd Pl)
3rd Pl (trigger 3rd Pl)
5th Pl (trigger 5th Pl Recce)
Self propelled mortars (trigger 6 SP Mortars)
Armed recon helicopters (trigger 7 Armed recon helis)
By Bonerdesertified vertion of .walnut springs. military base in north & south some dirt farming communities
By ssidiverSeize town Obj 01; expected within approx 30 minutes.
You are in charge of 1st Pl Inf, take and hold bridges 01, 02 and 03; in that order.
Use the utility helicopters for heli assault.
Seize the bridges one at a time using 1st Pl.
Optionally take control of 2nd and/or 3rd Pls as well.
Mount the blackhawks and fly into the smoke!
This should be approximately a half hour scenario.
By Tankriver658A Small 20 Minute Scenario.
A small Challenger 2 Troop with attachments defend a village/town with a bridgehead from a Russian advance guard force with two companies of tanks (T-72B3) and BMP 3 platoons.
Pre-prepared Fire positions, Russian Air Assault, Deadly Infantry Armed with javelin, 155mm multispectral smoke. Things are painful on both sides....
Any problems, don't hesitate to tell me. ( It has been a while since i've done one of these)
This scenario is set during a modern take on the Suez Crisis.
British forces are operating in the Sinai Desert in an effort to secure the Suez Canal. A mixed company, comprising of Challenger 2s, Warriors, infantry, and scout assets, has been tasked with securing a village in the desert.
As a complete beginner to SB myself, I'd hope this scenario could be classed as beginner friendly.
This can be played both single player and co-op multiplayer. The overhead view is enabled to make infantry command easier during capture of the town.
ThomsonB and Apocalypse for their playtesting
By Wax SavageAt 02:30 UTC, Libyan forces jumped our border near El Sallum. Reports are the Libyans surprised the 1st Armored Div which took heavy losses.
The 1st BN of the 216th Regmt is currently in a head long retreat and will pass thru your A.O. The 3rd Regiment of the Libyan 6th Armored is right
behind them picking them off one at a time. Your mission... Stop the Libyan regiment.
File is a redo of an older Legacy scenario by a past member callsign Richard. This is my first attempt at working with the Map/Scenario toolset. Feedback appreciated.
By KumaA sequel to the ROK-DPRK conflict scenarios uploaded weeks ago.
The goal is cracking down enemy remnants isolated behind the line.
Major hostility might not be enemy tanks or IFVs. Dealing with ambushing infantrymen in the woods and mountain hills will be real headache. You might see popping tanks by only single rocket shot from somewhere in the mountain if there is no infantry covering vehicle's blind spot. Patiently dismount soldiers and make them search and destroy ambushes ahead of tank advance whenever you feel something suspicious.
FO mission is also an important part of this scenario; Heliborne landing on the peaks of mountain , (enjoying wonderful sceneries) , searching hidden targets, and guiding artillery shots onto them might be a good tactic combining mobility and geographical advantage at once.
Even though the scenario finally tends to come to something like an infantry centered sim (e.g. OFP, ARMA...) than a tank sim, please generously accept it from the viewpoint of diversity.
By KumaMay be...nearly all of ProPE users have played the original single scenario 'PzGren Assault' at least once. It's very exciting and instructive especially for beginners.
As many of users already know, the original uses 'Beedenbostel map', specifically the north part of that map; Habighorst & Hofer area.
Recently I found that Habighorst & Hofer area is also included in 'Schwarmstedt-Bergen-Munster map' as the south-east corner of the map and it quite resembles what I could see on Google Map including electric towers, wind generators, more complex road web & town areas, etc. omitted in the original.
Fundamentally, I only changed map and just tuned routes in accordance with changed terrain, roads, and bridges.
Although new map doesn't cover some of the southern sector and there is a big blank on the map, anyway the new scenario works. Please generously enjoy this small tribute to the original. Thank you.
By KumaFirst, these scenarios are based on my guesses and have nothing to do with the real armies of both ROK and DPRK. There is no leak of any confidential....Swear.
The intention is to show how different as well as difficult executing tank battles in this mountain area limiting proper detection & maneuver and to introduce unique ROK Army vehicles like K1 although most of them in these scenarios are only plausible substitutes with ROK camouflage scheme.
Scenarios designed according to time sequence from series of DPRK's attack to ROK Army's counter attack. Each has its winter version as well.
Reflecting the extremely high density of military forces deployed along the DMZ, South/North Korean border, most scenarios are regiment vs battalion battles taking relatively long time. However I'm sure these are rather straightforward than tricky. Actually there was not much room for tricks because of mountains...
All scenarios are not locked to encourage possible improvements by community members.
I also added the recent version of the firing range scenario once I uploaded for eye candies.
By KumaReal simple firing exercises in the famous S.Korean ranges with vehicles of ROK Army scheme (only scheme, no K1s or K2s)...or just eye candies for tankers interested in ROK Army.
By Wax SavageHere is another detailed map scenario. This time it’s during the breakup of Yugoslavia. My scenario is a redo of a scenario from Jan 2004. The original designer was Colin Parkinson.
The scenario uses the UN vehicle skin files (available from the SB forum Downloads) for the best immersion factor.
FYI, I set the Buildings to already display euro white. Troops will already be in UN uniforms.
This is not an ‘easy’ scenario. Not a ball buster either. Sort of intermediate in difficulty.
If you get frustrated and need the scenario win solution, send me a private message over the SB forum and I’ll send you the scenario with the winning scenario added in. 😊
Read the instructions included in the zip file to set up the scenario.
You command 2nd Armoured Infantry Company, 2nd Armoured Infantry Battalion, Prince’s Life Regiment (II/PLR). This comprises a command M113A1, three armoured infantry platoons with three M113A1 each and a mortar section of two M106A1 mortar carriers. A platoon of three Leopard 1A3DK from 4th Squadron and an anti-tank platoon of four M113A1 TOW from battalion are attached. Fire support will be provided by your organic 81 mm mortar section plus two off-map 120 mm mortars from battalion firing HE and SMOKE.
Commander 3rd Jutland Brigade’s intent is to clear E65 in a dawn attack to permit continuation of advance east to clear Soviet forces from YSTAD. Commanding Officer II/PLR has made your company point of main effort and tasked you to clear E65 vicinity RYDSGARD-VILLIE. Your mission is to clear the Soviet airborne company defensive position vicinity RYDSGARD-VILLIE and secure ASHINGDON. Once ASHINGDON secure, orient east on CANUTE to defeat possible counter-attack from airborne company parent battalion and Naval Infantry quick reaction force from YSTAD.
Captain, the plan to complete the mission is up to you.
Panzer_Leader, July 2013
By rGUNSLINGERr60 Minute mission
Canadian Units Search and Destroy Russian Units returning with stolen fuel from Ukraine to Russia
Please provide feedback my first created mission thanks and enjoy
Recon West on and adjacent to Wombat Way to at least 790188 and prevent the Sleezarians advancing.
The Sleezarian units are scripted somewhat randomly; the more they choose to travel on the road, the easier the scenario. Approx 40% will use Wombat Way, the reset will be up to 2 km either side of the road.
Do not allow them behind you!
This scenario can be played in a number of ways:
- Just as a bit of fun
- Block the advance of the Sleezarians; see how long you can achieve this up to an hour, perhaps.
- See how many Sleezarian units you can destroy compared to your losses, if you don't play longer than 30 minutes or so
By ssidiverYour in charge of the Armoured component. Drive forward to take up positions in area OW; the helicopter assault on town 6270 will be launched once you are in position.
Town 6270 at approx grid 6270; OW at approx grid 6370
After the Infantry has landed in town 6270 support them in clearing the town.
By ssidiverHold Hill 7779 and the major Intersection 7675 until the arrival of Task Force Fledging Assist forward elements in their initial screening area, it is expected this to be in approx 30 minutes
By ssidiverSleezarians have invaded New Katar, now the Allies have landed and are starting to push back.
You are in command of two platoons 1 & 3, move forward and capture Hill 7779