By ValleyboyPlayable as Blue Side Only --
This mission is the walk-the-talk portion of a Wiki article on using WERM and visual ranging, with this mission specfically highlighting the gill flaps on the T-64 that historically created ambiguity for gunners and commanders when ranging in poor visual conditions in the era before laser rangefinding. In this scenario, you will be the gunner on 1-2 Sho't Kal tanks, using WERM in conjunction with your own experience and practice to hit incoming enemy tanks under challenging visual conditions. Most of these targets will be T-64A's on the move, giving the user the chance to experience that "range-disruption" effect of the gill flaps first-hand. This is a firing range scenario, so these tanks will not be shooting back. There are two firing position options, both of which can be activated, as well as a bonus round that can be enabled for additional practice and variety.
Feedback, bug reports, and anything else (Do you like it? If not, why? How can I improve or iterate this? Want a sequel?) is welcomed, this is my first file here and more will be coming in a similar vein, for a tutorial or "Practice X skill or System" perspective.
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 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.
By VikingoHere you have two super simple "missions" to just jump aboard / try all the vehicles inside version 4.000
One mission file have all the crew-able vehicles and in the other you have all the non crew-able ones.
The files were created using Windows 7 64 + firstname.lastname@example.orgGhz + 16 GB Ram + nvidia 770 2GB + SSD (really nice load speed with SSD)
Please "unrar" them inside "C:\Users\USER\Documents\eSim Games\Steel Beasts\My Scenarios" and load them inside the editor.
Hope I didn't miss any of the amazing toys included in 4.000 (I double check)
Have fun !
BIG Thanks to all the team of eSim Games for release now 4.0 and don't make us wait to 2017 to enjoy all this beautiness. Outstanding work!!
Thanks for the review and 4 stars The idea behind this it was just to give a fast chance to jump like crazy between vehicles and look the 3D cockpits, textures, features. You can use F5 and click on each them for fast jump. Also you can edit the "mission" and add a little text to each vehicle with the unit name. Was to lazy to do all that just for try the vehicles
Thanks for try the humble garage!
By Azure LionThis is basically the the Mercenaries-R-Us mission v. 1.0.2 but with newer equipment for both Blue and Dark Blue for those that prefer it.
Depending on which file you download the mission has the following units at your disposal:
By TankHunterInsurgents have taken the bridge at Abu Halam. You are to take it back. You have 1 mixed company of Soviet equipment including T72M, T-62, BTR-80 and technicals, along with 3 tubes of 2S1 and 3 tubes of mortars for arty support. V3 Two versions. Both have improved enemy and ammunition changes for friendly forces (KE ammo has been replaced with more useful ammunition). V3c has asymmetric map updates for the sadomasochists among us. V3c is probably more suited to CO-OP.
By fritze007Clean the area! Find and destroy enemy troups. Beware of ambushes!
By KoenA small tactical vignette about leading a Mech. Coy into battle (M113 - Leo 1A5)
NB This is not from the stock Tac. Vign. from Armor Magazine, it's something new. Version 2.640
By PantaThis is the first of a series of planned sequential battles. A mechanized infantry unit and a tank platoon conduct a hasty defense to give time to supply and medical units to pull back.
Period: August 1986
Time: at down, limited visibility.
Units: Own: M113s, ATGMs (TOW), M1s. WP: MTB BMP-1, T72
Duration: 60 minutes. Suitable for solitary (Blue side only) and co-op play.
By PantaA US task force is due to escort ambulances and ammo lorries to the besieged garrison in Berger, on the eve of a WP attack.
Mid eighties. M1A1s, Brads, T-80s, BMP-2s, BTRs.
Suitable for coop or solitary play (only from the US side).
By PantaA US Cavalry troop conducts a flank attack on a WP tank battalion in mid 80s.
(M1s, M113s, T-55s, T-64s, BMP-1s & BTRs.)
Also good for coop play (already tested in such way as well). To be played from the US side if against the AI.
By RENEGADE-623A SMALL DEMONSTRATION ON HOW TO BREACH A MINEFIELD. MADE USING A DIV CAV SQUADRON TROOP. YOU DO NOT CONTROL THE UNITS BUT YOU CAN OBSERVE FROM ANY OF THE UNITS.