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  1. North German Plain 85 - Hameln 1 (2.640)

    Version 1.1: updated to new version of Manteuffel's map for 2.640 + scripted Blue side a bit more, so that scenario is playable from the Red side in SP + changed some T-72B to T-72M1 ... JC (from the very interesting Real & Simulated Wars-blog) had the idea to replicate a phase from the grand-tactical/operational war game North German Plain 85 in SB.

    I helped him a bit with creating the Red side of the battle.
    Up to you now to command the Blue side ...

    More info here: http://kriegsimulation.blogspot.com/...asts.html#more

    789 downloads

       (3 reviews)

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  2. Autobahnwars Part3: Neuhof Defend in sector

    Cunduct a quckly assembled defence in sector of NEUHOF to deny the OPFOR access to the road B40 and the FLIEDE valley on route to FRANKFURT/MAIN.

    Defend in Sector
    A company team is assigned a defend in sector mission to prevent forces from passing the rear boundary
    of the sector, retain flank contact and security, and ensure unity of effort with the battalion task force scheme
    of maneuver. FM 71-123/4-117

    675 downloads

       (1 review)

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  3. Autobahnwars Part2: Linkup at junction B40/A7

    Link up and Support (rescue) a small isolated airmobile unit at the Autobahn junction "Dreieck-Fulda" (B40/A7) close to the industrial area of WELKERS.

    A linkup is a meeting of friendly ground forces. One or both forces may be moving. The forces are normally separated by the enemy. Cavalry can participate in a linkup as part of a larger force or as one of the forces involved. Linkup can occur in the following situations:

    - When an advancing force reaches an objective that has been previously seized by an airborne or air assault force.....;-)

    - When an encircled element breaks out to rejoin friendly forces.

    - When converging friendly forces meet.

    FM 17-95 8-51

    634 downloads

       (2 reviews)

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  4. Autobahnwars Part1: Counter recon

    Conduct counterreconnaissance East of Fulda.
    Destroy and or block the OPFOR recon forces probing South along the Autobahn A7.

    Counterreconnaissance is any operation undertaken to deny the enemy intelligence information concerning
    friendly units through the active attack and defeat of enemy reconnaissance and EW units. It is the sum of
    actions taken at all echelons to counter enemy reconnaissance and surveillance efforts throughout the depth of
    the AO. FM 71-123 2-53

    645 downloads

       (2 reviews)

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  5. The defense of Kozda 2.546

    Defense the city of Kozda from the eny advance. Tactical Vignette 98-2.
    by wawa. Version 2.546

    376 downloads

       (2 reviews)

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  6. NATIONAL GUARD ADVANCE

    Support National Guard Advance to rescue downed CH-47, with M1A1 platoon. Enemy in area considered veteran and well organized.

    Mission length about 40 min.
    CO-OP for 4 players,

    361 downloads

       (4 reviews)

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  7. Prologue

    Mineclearing operation along an old dirt trail in Africa. The player controls mech platoon with engineer support. no, routes for player units. READ THE BRIEFING.

    This is a teaser for an upcoming COOP campaign.

    315 downloads

       (0 reviews)

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  8. Dartmoor Frenzy

    Two-company attack on batallion+ sized fortified defence.
    Two versions (Spanish, Swedish). Readme included.
    SP. Map size: huge. Playing time: long

    424 downloads

       (0 reviews)

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  9. Bird Hunt v1.1

    Excerpts of the brigade commander's orders for 1st Recce Platoon, 8th INF:

    1) SITUATION:
    a) Enemy:
    Two regiments of the 33rd Div (Mot), the 337th and 339th Guards, punched a hole in our defenses. They suffered heavy casualties, but are preparing to resume the attack. 337th Guards MRR is located to the south of 339th MRR. SIGINT has located the regimental HQ company of the 337th MRR as well as a forward artillery Fire Direction Center.. BDE S-2 calculates that a considerable gap exists between these two regiments.

    b) Own:
    8th INF withdrew to new defensive lines just west of your position. 1st Recce is located astride the boundary between the 339th MRR and 337th MRR.

    c) Attachments and detachments: None.

    2) MISSION:
    Penetrate the gap between the 339th MRR and 337th MRR and destroy the 339th Headquarters elements. Upon completion all units will return to RP Zulu (NLT: 08:00).

    3) EXECUTION:
    Destroy the 339th's HQ elements and any targets of opportunity located in the designated target area. Try not to become decisively engaged prior to actions against the enemy HQ. When complete, retire to RP Zulu. Do not try to hold your penetration. Do not move east of PL Pooch.

    Intent: By destroying the enemy HQ elements, BDE indents to disrupt the cohesion of its subunits in preparation for a local counter-attack.

    a) Concept of Operation:
    1st Plt will discretely penetrate the gap between the 337th and 339th MRRs using all available recce assets. Put eyes on target prior to engaging the HQ with indirect fires. When the HQ is in sight, use all means available to destroy anything with an antennae. Do not risk the destruction of your element for the objective of this mission.

    i) Maneuver:
    Move quickly to penetrate the gap between the 337th and 339th MRRs. Do not stray outside your boundaries. Do not cross PL Pooch or you are screwed. You are permitted to attack enemy units within your sector, however your ingress may be easier by stealthier means. The decision is yours; but the mission comes first and your people always.

    ii) Fires:
    Fires are limited for this operation. 3 tubes x 1 battery available. Do not fire artillery or CAS into the OBJ area without putting eyes on and identifying the target. Available round types: HE, Smoke, CAS (2 x 500lbs bombs).

    iii) Additional assets:
    None.

    b) Tasks to Maneuver units:
    None.

    c) Tasks to Combat Support Units:
    None.

    d) COORDINATING INSTRUCTIONS:
    H-Hour: 06:30
    Complete by: 08:00
    Mission end if all operational 1A units return to RP Zulu (mission time > 15:00 minutes, delayed 5 seconds, not under direct fire)

    5) COMMAND AND SIGNALS:
    1/A Recce: Stiletto
    8th INF, Commander: Blackjack
    Delta Co: Dagger

    Scoring:
    -100 points for each Arty strike into OBJ without eyes on OBJ (up to -500)
    500 points based on percentage of end strength
    150 points for destruction of HQ elements (MT-LB)
    150 points for destruction of HQ Arty Forward Observers (MT-LB FO)
    150 points for return of all operable AFVs to RP Zulu. In order to apply, units in RP Zulu must not be under fire when mission ends.

    Note: Outside your boundaries are penalty zones (expose to enemy 100% > 30 seconds). Stay within your boundaries. Off map penalty zone (destruction 100% > 30 seconds).

    590 downloads

       (0 reviews)

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  10. Desert Convoy Escort

    The Northern Patrol Base is running low on supplies. All Aviation assets are currently busy on other tasks. The resupply is going to have to be by road.

    Your task is to protect the convoy.

    Good luck. The insurgents have been waiting for an oportunity like this!

    627 downloads

       (0 reviews)

    0 comments

    Updated

  11. Desert Airbase Assault

    Attack and capture a well defended desert airbase, then defend it yourself.
    Featuring rapid repair, and red replen.

    746 downloads

       (1 review)

    0 comments

    Updated

  12. Operation Hohenfels

    Updated Version of the original HoH-Scenarios located in the single player folder of the SB Pro PE CD.

    Now playable with the current 2.370 Version ;-)

    482 downloads

       (0 reviews)

    0 comments

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  13. Winter Offensive

    Take and hold a well defended village and then a town and secure the area west of those two.

    A bit more of a challenge than usual from this stable for the newer player, easier for th more experienced, but not a doddle.
    Feedback appreciated.

    1,001 downloads

       (1 review)

    0 comments

    Updated

  14. Fulda Gap Southern Corridor: AutobahnWars Part 2

    This is a big and complicated scenario. But the Enemy AI is scripted for extreme randomness and to automatically use adaptation to enemy activities. The 57th Guards Motorized Rifle Division (Cat A) has finally taken Neuhof (Autobahn Wars Part 1) and is preparing the outbreak into the Fliede Valley whit the 51st Guards Tank Regiment to gain access to the Autobahn A66 on route to Frankfurt/main. This Scenario can either be played by letting the enemy AI automatically choose from 6 different DP(Decision Points) whit 12 different possibly events depending on NATO activities and RED casualties in different sectors including a automatic response if encountering FASCAM. For BLUE: You are defending the Town of “Flieden” whit elements from 1th CavDiv and 11th ACR in hasty prepared defensive positions. The primary objective is to deny the OPFOR access to the road B40/ A66 and the Fleide valley on route to Frankfurt/main. The Blue commander must take advantage of the OPFOR Decision Points, applying enough combat power to paralyze the attacker’s Command and Control. Once this occurs, the Blue player will have entered the decision cycle and may take offensive actions. In theory! Now you can test this “mantra” for yourself. For RED: This scenario represents the OPFOR player with the potential command and control problems associated with conducting a simultaneous attack with two Battalions in the first echelon and one reinforced tank Battalion as the Second echelon on a prepared enemy BP. The OPFOR will make the following random automatic DP (Decision Point) choices: DP 1: At 3km in front of Blue BP (Battle Position) to continue the advance DP 2: At 2km in front of Blue BP (Battle Position) to - Fix & Bypass OR - Assault the Blue BP Although the OPFOR player will have the possibility to manually override by issuing control switches to change the OPFOR behaviour Prerequisites: - You will have to use V3 of the Fulda_Gap Sothern Corridor Map - SBPro PE V2.370 BETA. - I strongly recommend using the “Lastmichdurch´s Enhancement Texture” and - The “Fulda Gap Textures” -Reference material 1. FM 71-123, Chapter 4, page 139, Figure 4-104.

    1,015 downloads

       (1 review)

    0 comments

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  15. Operation Snow Tiger

    Command a US mech battalion in defense against a much larger force. Medium sized, medium difficulty mission.

    511 downloads

       (0 reviews)

    0 comments

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  16. The Battle for Fulda South

    Greetings fellow trackheads. Well after a lot of here and there work over 2 months I've finally finished a decent first version of my best Fulda defense mission yet. Thanks to Warulf for his incredible map of Fulda. Mission would be a flop without it. You've got a little bit of everything in this mission but the freedom to move your forces as you see fit. The AI for minebreaching is not wonderful. Maybe one day it will be smarter. Should Soviet units not breach correctly I have removed password lock-out from the Soviet side for you to be able to tinker with them. REMEMBER THAT THIS WILL SPOIL MY SURPRISES SO I ONLY ADVISE THAT YOU DO THIS AS A LAST RESORT. I'm sure there are still bugs so bear with me. T Changes made: More baddies and more of a challenge. Less hang-ups in the minefields. Better scripting for smarter AI. The Soviets are more aggressive. M-88s available for recovery. This Scenario is meant for hefty machines only as frame rates on less powerful systems may make it unplayable.

    1,485 downloads

       (5 reviews)

    0 comments

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  17. Autobahn Wars Part 1

    Fulda Gap Southern Corridor: For BLUE: The primary objective is to deny the OPFOR access to the road B40/ A66 and the Fleide valley on route to Frankfurt/main. The Blue commander must take advantage of the OPFOR Decision Points, applying enough combat power to paralyze the attacker’s Command and Control. Once this occurs, the Blue player will have entered the decision cycle and may take offensive actions. In theory! Now you can test this “mantra” for yourself. For RED: This scenario represents presents the OPFOR player with the problems associated with conducting a hasty attack instantly out of March formation. The primary objective is to size the town of Neuhof and to secure the access to the Highway/Autobahn B40/A66 to allow the 57th Guards Motorized Rifle Division (8th Army) a speedy and uninterrupted advance towards Frankfurt/main. The OPFOR will make the following random automatic DP (Decision Point) choices: DP 1: At 3km in front of Blue BP (Battle Position) to continue the advance DP 2: At 2km in front of Blue BP (Battle Position) to - Fix & Bypass OR - Assault the Blue BP Although the OPFOR player will have the possibility to manually override by issuing control switches to change the OPFOR behaviour: Notes: -I have left the infamous Railroad Bridge at Künzel on map together whit the current workaround for AI driving under bridges. This will sometimes create AI induced traffic jams and sometimes not, depending on what mood the AI is in. It will in either case slow down the advance of the Second echelon Battalion. We really need a working bridge. -You will have to use V2 of the Fulda_Gap Sothern Corridor Map and SBPro PE V2.370 BETA -Reference material 1. FM 71-123, Chapter 4, page 139, Figure 4-104. 2. CUA, Computer unterstützte Ausbildung. Taktik schule des Heeres
     
    Edit: new version for the new bumpines parameters. 

    1,431 downloads

       (2 reviews)

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  18. Counter-Attack

    West-Germany 1986. After the catastrophe the Germans suffered in their last attack (as described in "Springing the Trap" - also included in this ZIP) the situation got from bad to worse. Lead a counter-attack by an ad-hoc company of Leopard 1s and mechanized infantry to close a critical breach in American lines. Be prepared to meet tough Soviet resistance!

    843 downloads

       (0 reviews)

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  19. Rothenkirchen CPX

    Your taskforce of tanks (Leo1A5) and infantry (ASLAV) is defending the last bridge at Rothenkirchen. This CPX or COMMAND POST EXERCISE is for the armchair-generals among us: * As CO/A you will command all of your units with the use of triggers. * Your units are mostly computercontrolled. They may become playercontrolled though, if you want to get a taste of the action. YOU CAN PLAY THIS SCENARIO ALSO FROM THE RED SIDE IN SINGLE PLAYER.

    671 downloads

       (2 reviews)

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  20. Fulda Gap v7 PE

    Fulda gap from SB1, terrain map fixed and some new equipment added. Stop the enemy and you win, get overrun and you lose. Im not sure who the original authors were, but Hackworth, Volcano Man, Wahrborg and I all did some tinkering on this.

    1,537 downloads

       (3 reviews)

    0 comments

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  21. Hasty Delay

    In this mission your small armoured detachment will have to delay against an aggressive enemy force to allow friendly forces to withdraw in order and to destroy as many enemies as possible.

    650 downloads

       (1 review)

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  22. OPERATION SUCKER PUNCH

    Tank assets are low. So use M2s the to find the enemy and the M1s to kill them. Once you have broke there lines. Attack the rear elements UMCP to kill enemy tanks being refitted. Thanks and enjoy

    581 downloads

       (5 reviews)

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  23. OPERATION JACK KNIFE

    Probe your axis of attack for any mine fields. Chose your route and fight and rearm all the way to the objective. Clear the town of all enemy to win . The enemy might set up a defense and hold you or try to hit you when your not ready. This mission plays out four different ways .

    668 downloads

       (7 reviews)

    0 comments

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  24. Salisbury Plain Air Assault

    Armour and Air Assault OP on Salisbury Plain. Leo2A5, M2A2, ASLAV, Engr and Air Assault using Griffins. Designed for single player but would play well as a multi player with some minor changes to the scripting.

    659 downloads

       (0 reviews)

    0 comments

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  25. FINSWE BATTLEGROUP - PART 1

    FINSWE Battlegroup (BG) was formed few days ago and now it's ordered to its first mission. The enemy punched a hole in Infantry Brigade 13's lines and managed to push the defenders aside from a small town. The defenders fought ferociously and were able to inflict heavy casualtied on the enemy and forced it to stop their attack and wait for reinforcements. The momentum is on the defender's side for a brief moment and FINSWE BG, a mechanized battlegroup (main equipment is Leopards and CVs) is ordered to attack the weakened enemy. You can choose whether you play as the attacking Finnish company (CV90B and Leo 2A4), the flanking Swedish company (CV90C and Strv 122) or as both. The enemy is weakened and tired, but it will not just give up. It will delay and ambush the attacker trying to cause as many casualties as possible while holding the town and waiting for the reinforcements they know are already on their way. Prepare to meet a small yet mobile enemy force that have many possible plans that will be triggered either randomly (beginning of the mission) or according to situation (later on)! And then there are the reinforcements...

    909 downloads

       (6 reviews)

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