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 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.
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 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
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 RENEGADE-623This is my version of the Bradley Table VIII run by the Army. I tried to get it as close as i could to the real thing but it isnt an exact duplicate of it
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 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 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 chrisrebThis is a guide to my scenarios which I am uploading summarizing size, composition etc
All have full Red AI forces
By chrisrebNext in my series of scenarios
Red are conducting a hasty retreat accross the Bretton River to the North.
They have rearguard forces covering the last of their withdrawing units after which
they are likely to blow the bridges and establish a defence line along the river.
Enemy Forces consist of T72 but may have elements of T80 with BMP2
The 2 minor bridges between the Objectives are either mined or covered by abatis and as you have insufficient engineering assets at ths time, will not be passable
You have a Coy of M1A1 and a Coy of M2 with support.
c) 1 battery of 6 tubes is available for fire support
You are to attack and seize Biedenbeck Bridge to prevent its destruction and allow Friendly Mainforce to cross and continue the advance.
You need to have at least 1xPLT strength in the area for 3 mins with no enemy AFV present
You will also need to clear Bretton of enemy AFVs as we do not wish to leave mobile forces in our rear. Remaining
enemy infantry can be mopped up later.
By JUSTA Single player mission, with a 1 hour limit, where you are to stop the enemy advance.
All routes are made so all you need to do is, jump in as gunner or commander and enjoy the show.
By MavSmall fast scenario. You have 2x M1A1's at your disposal - yours are slow as f... as it has a mineroler
See if you make the right decision the first time
And you better make up your mind in a hurry
This is my first mission uploaded here so would love some feedback.
You play as a platoon tank commander in the Swedish armed forces. The bn is taking a village named Anderslöf to prevent enemy from using the terrain north of Anderslöv.
The mission is in Swedish. But in the summary you can read a small explanation and I hope that will suffice. If not please send me a message or comment and I will try to fix it.
By El_ChachoThis scenario is a spin off from a previous one in which the player commanded a BMP-2 platoon. Now, command a full company of Soviet T-72B1s in (almost the same mission).
A flanking maneuver by two T-72B1 companies (including yours) will soften up a US Cavalry troop (-) in OBJ Goliath and Achilles. A Soviet rifle company will move in an assault both objectives under the close watch of the T-72B1 tanks ... Expect ENY tanks, and losses.
By Andres87Historical mission: One Israeli Centurion (Sho't Kal) hunting at night, destroys 13 T-55s and turns back an entire Syrian tank brigade.
Originally made by HotTom.
By SsnakeThis scenario file is a simple test with nine measurements that should be taken
with the framerate counter active with default graphics settings in this order:
Overdraw Day: M60 gunner's daysight; look into the deep forest; take a screenshot Overdraw Thermal: M60 gunner's thermal sight; take a screenshot Overdraw 2: After three minutes the weather will deteriorate and reduce the visibility from 6,000m to 3,000m. Repeat both measurements per step 1 and 2. Rural: Switch to the tank driving between the M60's position and the nearby town. From the vehicle commander's unbuttoned position: Take a screenshot City: After arriving in the town, observe the traffic along the main road into the city center; take a screenshot Particles: When artillery sets in, observe in that direction and take a screenshot Line of Sight: Finally, jump to the main force in ther southwest of the town and take screenshots at the height of the battle, and and the end of it
Compile the frame rates along with information about the computer system, then calculate average frame rate and determine the minimum.
eSim Rating Rules fOr peRformance (ERROR):
<20 FPS minimum: Unusable <24 FPS minimum: Not recommended >24 FPS minimum: Low Performance >36 FPS average, >30 FPS minimum: Medium Performance >48 FPS average, >40 minimum: Good Performance >55 FPS minimum: Great Performance
By Maj.HansThis is a relatively easy single player scenario, and a good one for some multiplayer action as well.
It's January 1966. Along with the winter came hordes of Soviets attacking from the East.
You are Castle Six One, commander of a company of Centurion tanks on their way to help an infantry unit beat off a Soviet attack.
The West Germans were supposed to be sending a company of tanks to cover your flank, but they haven't shown up.
Listen closely to your radios for new orders, and consider pulling back to coordinate from the rear if things get too thick.
You have two batteries of 155, and a mortar battery ready to drop smoke or HE any time you need.
The scenario ends after 180 minutes, or the completion of your orders.
As no Centurion is currently playable, the Sho't Kal is used as a rather good stand in. Perhaps in the near future we'll have a playable Centurion as well.
The Sho't Kal does not have a .50 ranging gun like the British Centurion, so the TC's station mounts an M2 with the Specter scope. This may be useful against light armor.
British infantry have M47 Dragon launchers to simulate weapons like the BAT/MOBAT/WOMBAT recoilless rifle.
Your units are on their way to fairly good positions already. Your driver will take your tank to a fighting position as well, but it might not be the best spot for you to be in unless you really want to shoot at something.
According to the Wiki, the T-55A has ~200mm of armor on it's frontal arc. The L36 APDS is rated for some 270mm of penetration, despite this, I found it somewhat anemic against the T-55, and switched it for the slightly later L52 APDS in the Centurion due to the relatively few ready rounds carried, and the poor (more like lack of) an FCS. This round will not be getting you one hit kills either, and some parts of the T-55 seem to be nearly immune to it.
There are several versions uploaded:
The original - Player vehicles are the Sho't Kal
Ver.A - Player vehicles are re-equipped with the M111 "Hetz" APFSDS round. "What if" you had better ammunition?
Ver.B - Player vehicles are replaced with the Leopard AS1, which was used in some scenarios as a stand-in for the Centurion in past versions.
Ver.C - Player vehicles are replaced with the M60A3 (TTS). Thermals are disabled. Gives you a good chance to use this tank in a pre-made scenario.
Ver.E - "Easy Mode", with a hint of British flavor. Player vehicles are the Challenger 2, with thermals disabled.
These scenario files are PW protected. I suggest you refrain from using the option to see everything in the AAR until you've run it a few times.
I'll upload a revised version without passwords in a few weeks once the novelty has worn off for your editing delight.
By ToyguyA simple scenario designed to teach and practice the use of the Javelin missile system.
By Maj.HansThis is a very heavily reworked version of an old scenario I made a long time ago. 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.
It 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.
4th Dragoons at As-Salman 1.5.sce
4th Dragoons at As-Salman 1.5.sce
By El_ChachoA detachment of the 39th Guards Motorized Rifle Division (2 T-72 tank companies, 1 BMP-2 rifle company under your command) has to brush aside a US Cavalry Troop that is trying to delay the Soviet's advance.
Single player only against a US computer opponent. Only BMP-2s are playable (i.e. T-72 tanks are under computer control).
I apologize in advance for the NATO maneuver/tactical graphics and for any issues with the scoring. This scenario will be updated based in feedback and amount of downloads.
By oscarHello Fellow virtual tankers,
As some of you may know ive been a long time member of the steel beasts community better known as Oscar19681.
Been away from Steel Beasts for ages, but when i found out about all the features that were comming in Update 4.0 i could no longer resist the temptation to just give in and get back into the Sim.
This eventually led to me buying the update ASAP and getting totally hooked on Steel Beasts 4.0 like never before.
But Friday night i was just randomly messing around in the mission editor to explore the new features.
I then had the idea to make a simple scenario for me to enjoy, and one thing led to another and i allmost worked non stop on perfecting this " simple mission "and it turned out to become a reasonably complex tank gunnery range scenario. I had so much fun with it and enjoyed it so much that i decided to perfect it to a level that i was satisfied with to share it with the community and put it up for download for everyone else to enjoy as well!
* About Bergen Hohne Tank Range Live Fire Drill scenario *
Its basicly a single M1A2 singleplayer mission suitable for Co-Op for a fully manned tank experience tank range scenario situated on the Bergen Hohne map (terrain & hightmap included in the download) that i was given by someone of the community years ago.
As you might expect on a tank range you will be presented with a wide variaty of different targets at different ranges , directions and positions thoughout the Bergen Hohne map (which felt the most realistic to build a tank range on)
The idea is to enter pre prepared tank emplacement or Battle positions as instructed by a simulated range observer that instructs you to the various Battle positions during the mission which are scattered over the map under very early morning conditions with light rain and poor visibilaty due to low light circumstances and a medium overcast.
Ive also attempted to build upon the immersion of the 4.0 update by having soldiers and tankers and other tanks go about there busniness and such to make it feel more alive and give you a feeling that you really are a part of a real exersize thats currently going on.
This scenario will take about 20 to 25 minutes to complete and is really helpfull to hone your gunnery skills in a controlled invirement with targets that dont shoot back at you while still remaining a challange to put steel on target while trying to maintain a " one shot , one kill " mentality.
For Co-Op it might be very interesting for those who like online fully manned tank scenario,s and work as a team in to coordinate , gun and drive in the same tank in Co-Op to put some rounds down range effectivly.
Ive put up some Inb-game screenshots, briefing and Map screens up to give you a more in depth perspective what to expect from this mission .
Ive put a lot of love, detail and perfection in this scenario so i hope you will enjoy this scenario as much as i do!!!!
Some notes that might come in handy when playing this scenario ..
*I highly recommend Daskals Abrams sound mod to go allong with this scenario because its trully the best and most immersive soundmods for the Abrams out there currently. So i took the liberty and included Daskals Abrams soundmod with the download so you can try out yourself.
*All the battle positions are meant to be succesfully completed in the proper order as marked on the map or instructed by the " Range observer " messages he keeps feeding you during the engagements, he also gives you information about how many targets are to be expected or if all targets are succesfully destroyed so you can move into the next Battle position.
The targets on the range are bound to the tank emplacement /battle positions you enter in order to have the various targets to present themselves on the range. So if you choose not to enter any, then there will be no targets to shoot at.
Its meant as static emplacement engagements, but there is nothing preventing you from triggering the targets by entering a tank emplacement and deside to take them out on them move instead in you so choose to do so.
* In theory there is nothing stopping you to go though all the battle positions in you own succesive order you see fit but then the messages and feedback from the range observer wont make sense anymore and this only adds to the confusion it you desire to play it as it was meant to be played...
* On the range itself Red flags/panels are deployed as well as arrows & battle positions numbers on the map in order to help guide you to the correct battle positions.
* In order to succesfully complete the mission you must return your 5 million dollar M1A2 back to the Assembly area and enter the assembly area at the Blue Arrow that says " Assembly area " marked on the map or the mission wont end by itself.
*Please feel free to contact me or leave something in the comments if you have question or something you would have liked to see done differently in this scenario.
That way i could maybe change or add it in a later stage, or find it usefull for future missions. And please be so kind to rate the mission if you tried it and happen to come by the downloads page.