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 0505 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 0600 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
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 solusRussian offensive operation.
Fire. Winter. Snow.
And your favorite! - TOS-1A that makes A LOT OF FIRE AND EXPLOSIONS!
Download one now and you can download it second time absolutely for free.
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.
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 against Kandahar City.
1. Clear Objective Rangers
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
Map Contacts: Own Party
Friendly ID: On
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 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 Maj.HansEDIT: The "unpublished" Delta map has been replaced with a published Delta Map.
Corrected version will be uploaded on the night of 2/22.
This is an old scenario updated to use the new V4.1 map system. A folder is provided with the "Delta" map needed for this scenario.
This should be an easy scenario in SP for an experienced player, but can easily accommodate multiple players, especially for the final stage during the attack on the airbase. Additional units will appear later in the battle, so be familiar with how to hand them off to other commanders if playing in multiplayer. You have a wide selection of support units (supplies, etc) as well.
This scenario is inspired by some very broad and general information I had about the 6th French Light Division and 4th Dragoons attacking the town of As-Salman and the airbase north of it, on the left flank of the coalition attack into Iraq.
The real battle started at 05:30 that morning, and lasted until after 18:00. This should not take as long.
This scenario has been heavily modified and reworked by Froggy!
The following updates are to be credited directly to him:
1. Accurate on map call-signs for the 4th Dragoons, 1st Spahi Regiment, and 3rd Marine Infantry Regiment.
2. Improved behavior and OOB of supporting units (3rd Marines) that assist the player in securing their objectives.
3. More accurate OOB, including 'AMX-30Bs' (Leo1A5 GE), VAB APCs (TPz Fuchs), Peugeot P4 scouting units (HMMWV), and AMX-10RC (Centauro).
4. More accurate ammunition loadouts in the 105mm armed vehicles to better simulate French doctrine at the time of the Gulf War, including a mix of APFSDS, HEAT, HE-Frag, and WP smoke rounds.
I understand that Arvigna has made an excellent French skin for the Leopard 1A5 GE, and I suggest you get yourself a copy. With the introduction of version 4.1, French forces are now assigned the FR (2000) country code, meaning they now wear French desert camo and carry appropriate FAMAS type rifles. Please ensure that if you have previously downloaded Arvigna's 1A5GE desert skin that it now goes in the FR 2000 folder.
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 Wax SavageThis scenario is an update to “Droysiger_Forst” by sbean (SB Legacy Single player submitted 06/2004) Compatible with SB Ver 4.163
Added in this update are towns relevant to the scenario, woods, fields, the White Elster River, paved roads, farming and hunting trails, etc.
East-Central Germany, 21.59 mi (34.75 km) east of city of Jena.
The Aga Elster Valley and Zeitzer Forest area.
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 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 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)
By Bonerdesertified vertion of .walnut springs. military base in north & south some dirt farming communities
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 BonerSome Sunday afternoon fun for 4 players , enemies abound ,over come IED,s, terrain obstacles, mine fields & escort several vehic les to or from ,
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 SsnakeThis is a slightly modified version of the old version 4.0 benchmark (with, I think, a trigger to kill all enemy to shorten the test run); feel free to make it even easier/fun by adding AVePS to the Leos.
The quality rating depends on both the average and the minimal frame rate across all scenes, where
under 20 fps is considered "unplayable" (even though you personally may still find it acceptable) under 24 fps is rated "not recommended" above 24 fps in both categories is "low" performance above 30 fps minimum, and above 36 fps average is "medium" performance above 40 fps minimum, and above 48 fps average is "good" performance above 55 fps (both minimum and average) is "great" performance
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
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.
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 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
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.
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 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.