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Showing content with the highest reputation since 06/27/2021 in Files

  1. 90 downloads

    I based this map on the period around 1990. I used the UTM maps of the Bundeswehr and the NVA (GDR), which differ somewhat in the level of detail, as well as Google Earth. Many areas have been added and some have been revised. Installation path: ProgramData > eSim Games > Steel Beasts > maps > packages
    6 points
  2. Version 2.0.3

    333 downloads

    Panzergrenadier attack on Russian Mech infantry company. Enemy forces: T64B, BMP2, BTR80, Tigr, infantry. Your forces: Leopard 2A4, Marder, Luchs, infantry. Small scale attack mission with infantry focus and limited Artillery support. Time frame: 60 to 90 Minutes, no limit. Enemy battle positions are randomised for replayability.
    6 points
  3. Version 1.0.0

    160 downloads

    Limnos Island Map Commonly known as ALTIS in the game ARMA III. This project is maybe 50% complete, but I've been working on it since 2018 and I wanted to finally just get it published. This is with great help from @MatsW, who kindly provided me the height map of the blank island of Limnos many years ago. 1. Every object you see in game is hand placed with the exception of the road network, which I also had to replace. Every bush, tree, house, and stream has been hand placed with consideration for the scale and terrain of the real life island but also adapted to the fictional island of Altis, which is just under 1/2 scale of the real island. This map has taken so long that I've actually had to revert back much work to update certain areas to Steel Beasts standards - for example - in 4.1 we were given terrain alteration tools which helped drastically, but that also meant going back and re-do much of the work that was already done. Recently, Custom Line objects were also added - this caused me to go back and deleted hundreds, maybe thousands, of standard Line Objects that I used across the map. This has taken a lot of effort. 2. Some of the villages are modelled accurately to ARMA III, but in many cases it wasn't possible due to many factors. The terrain in ARMA is smaller than 1/2 scale, so there was much more room in the 1:1 Steel Beasts version that I've made. The designers of the Altis island also made some drastic adjustments to the real life terrain, flattening many areas that aren't flat on the real life island of Limnos. 3. This map is an ongoing project and I assess it to be about 50% complete. The main area where the ARMA III campaign takes place is 'good enough' at this point, but everything on the west and northwest side of the island has been untouched. Areas that are incomplete show small streams as house outlines. To Install: Download the zip file and drop the contents in your Map Packages directory C:\ProgramData\eSim Games\Steel Beasts\maps
    6 points
  4. Version 1.0.0

    322 downloads

    All credit goes to GaryOwen for making these fantastic tutorial scenarios. When I was figuring out how to learn Steel Beasts a few months ago, a lot of resources including the Steel Beasts Wiki suggested checking out these scenarios. I found them really helpful for learning basic tank platoon tactics. However during my play through I did notice some of the scenarios had some bugs and incorrect logic, probably due to the fact that these scenarios were made with a much older version of Steel Beasts. Also it requires beginners to learn how to convert and export old terrain packages which can be cumbersome for beginners. A converted version of the Blauheim terrain package is included. A complete changelog can be found in the readme file
    5 points
  5. Version 1.0.2

    458 downloads

    This is the second in a series of scenarios designed to familiarize new Steel Beasts players with basic Offense and Defense tasks executed by a Tank Platoon. This series uses US Army Doctrine as a basis, and aims to present the Tank Platoon's role when operating as part of an Armor Company. This series also focuses on introducing concepts within the game to the player, while maintaining a low level of difficulty to reduce frustration during the learning process. An attack is an offensive task that destroys or defeats enemy forces, seizes and secures terrain, or both. An attack differs from a movement to contact because enemy main body dispositions are at least partially known, allowing the leader to achieve greater synchronization. Attacks incorporate coordinated movement supported by direct and indirect fires. They may be hasty or deliberate, depending upon the time available for assessing the situation, planning, and preparing. The leader may decide to conduct an attack using only fires. (ATP 3-20.15, Tank Platoon) This scenario has been designed to allow the practice of the following eight (8x) concepts: i. Conduct a forward passage of lines with a unit in contact. ii. Control direct fire through the use of fire control settings. iii. Conduct movement and maneuver through restricted terrain. iv. Employment of smoke to deny enemy observation and fields of fire. v. Conducting an attack by fire. vi. Conducting an attack to seize an objective. vii. Attacking infantry in fortifications. viii. Anticipating and defeating an enemy counter-attack. This scenario is rated by the author as very easy, and will likely take approximately thirty-five (35x) minutes to complete. This scenario heavily favors friendly forces to facilitate a learning environment where tactical mistakes do not mean instant death. AVEPS have been included as a method for identifying tactical errors made by the player(s) by sorting through events during the AAR. Special thanks to ben, and Apocalypse for testing and providing feedback.
    5 points
  6. Version 3.2.0

    764 downloads

    I made a lot of changes in this version to fix a lot of problems and improve the game play significantly. Please read the text file included in the zip file. These are the completely reworked missions for my M1ABT Campaign. You may find some minor problems or have some suggestions. I'm perfectly fine with you opening the missions in the editor and picking them over to see what I did. Please do not edit them and re-release them though. Submit any suggestions you have directly to me here. You will need the maps that I updated specifically for 4.* and they include the M1 bases. Please keep in mind that this is a fictitious campaign based on the original Dynamics console game, so the elements like bases and transmission towers had to be added to the maps to make them complete. I intend to string them together in a campaign file with sounds and other enhancements later this year but I need them out there so you guys can try them out and give me your input. Once they are in the campaign format, the missions will be locked to prevent any further editing. In 1988, a software company called Dynamix developed a tank combat simulator game for DOS based computers called "M-1 Battle Tank" which was published by Electronic Arts. In 1991, EA teamed up with Sega of America to release it for the Sega Genesis console naming it "M-1 Abrams Battle Tank". Although very limited in scope it provided simulator enthusiasts a console based option and was truly a 3D simulator, meaning you could move or get engaged from any direction. The scenarios I’ve created for SteelBeasts mimic the scenarios from the console game. There are 8 missions in total, numbered and titled but feel free to play them out of order except for #1, "The Moselle Defense" as this mission sets up the story line. When you played the original console game in "Campaign" mode it randomized them somewhat. I hope you enjoy my versions of European defensive and offensive operations based on this classic console game! On some of the missions the score shows slightly wrong even though the victory conditions do work correctly so don't let that throw you off. Thanks! Striker
    5 points
  7. 105 downloads

    I based this map on the period around 1990. I used the UTM maps of the Bundeswehr and the NVA (GDR), which differ somewhat in the level of detail, as well as Google Earth. Current status of the map: expanded to UTM grid line 31 North as well as revised roads, areas, high-voltage lines and other elements. Download -> unzip -> Installation path: ProgramData > eSim Games > Steel Beasts > maps > packages UID: 82259189-3eb7-4bd3-be0b-ca3dfd99c689
    4 points
  8. Version 1.0.0

    87 downloads

    Defense at Vollsjo by Apocalypse Based on the 2024 LHI Scania Campaign - developed by Los The silence of the commanders tank was suddenly interrupted by the cackling of the radio. The entire crew could hear the unmistakable voice: the Battalion commander of the 228th Mech Battalion was speaking loudly and rapidly firing instructions to his subordinate commander like a machine gun. "Yes sir, immediate Torrike attack against Vollsjo", "yes sir. immediate evacuation of government personnel from Vollsjo" repeated the company commander, vocalizing it loud enough so that he could confirm his tasks and prepare to pass them to his subordinates. After a short exchange and confirmation of his new mission, the captain jumped from his turret to the side of his tank where his First Sergeant and XO were waiting. The captain, who hadn't slept in 72 hours was pushing himself beyond his physical limits. His home was near the Torrike border and rumors were circulating that his wife and two children were missing and presumed dead. Some of the men in the company were from the area and were quite literally fighting in their own back yards "Sir, does he know that we only have a handful of tanks and a few civilians defending?" quipped the First Sergeant. "Of course he does" the Captain quickly responded then turned to the XO, "bring the platoon leaders to my vehicle immediately". Moments later the XO returned with two lieutenants and a staff sergeant. "Gentlemen, we've received word from the Battalion Commander and here's the situation: 2nd Company will attack in our north, towards Frannigen. They are stepping off in approximately 30 minutes and we've been ordered to HOLD Vollsjo. A Torrike Mechanized Infantry Battalion is mounting a counter-attack against Vollsjo to seize the bridges. We suspect that they will attack along two axis - to the north and from the east. They will attack with three companies spread between each axis, each supported with a platoon of tanks. We expect that their Battalion scout platoon is already observing us and will initiate movement shortly. We expect the enemy to employ their organic mortars and also artillery to suppress our forces. It is also possible that the Torrike's will reinforce their MIBN with a second tank company that will attack with their recon element. And if that wasn't enough - we're also hearing that the enemy will be supported by helicopter gunships. We expect civilians to flee there village but there are also 20 civilian government employees in Vollsjo that we MUST evacuate. They have made a valiant effort in keeping the essential services of Vollsjo functioning so that the Home Guard could survive, but the governor has issued the order for their immediate evacuation and we will need to evacuate them to prevent their deaths or capture - the Battalion commander has sent a mounted element to assist us with that task, but they are coming from the north, through disputed area. We are expecting enemy scouts to make contact with us in approximately 8 minutes, and with their main body in 20 minutes. We must hold the bridges. Are there any questions?"
    4 points
  9. Version 0.7.0

    210 downloads

    1986 West-German mechanized infantry company conducts spoiling attack on East-German motorized infantry company. Your equipment: KPz Leopard 2A4, SPz Marder 1A3, SpPz Luchs A1/A2, Panzergrenadiere. Enemy equipment: SPW-70, BRDM-2, Malyutka, infantry. Time frame: Under 60mins.
    4 points
  10. Version 1.0.0

    239 downloads

    Combat Power 8x Stryker Dragoon (DF30/Proxy) 4x Stryker MGS (Centauro/proxy) 4x M1A2 I. SITUATION a. Enemy. Enemy forces are defending the area with a mechanized infantry company (BMP3) supported by a platoon of T90 tanks and a motorized recon platoon. The enemy has positioned two mechanized platoons foward, defending crossing sites at Novahorsk and Gliwek and two platoons remain near the town of Bojnik. We expect to see motor recon units conducing roving patrols on the flanks and near the Anizu hills, to provide coverage between the disruption forces and the main body in Bojnik. We expect to see tanks supporting the main defense at Bojnik, however, they may reinforce a crossing site if necessary. b. Friendly. Friendly forces consist of a Stryker Recon Troop supported by a platoon of tanks. Weather is keeping our aircraft grounded, so don't expect any support. The poor weather conditions are also slowing our follow-on forces, so we must seize that critical crossroads junction in Bojnik. II. MISSION: Attack to clear enemy forces from the town of Bojnik; this will allow follow-on forces ease of movement across the road network. III. EXECUTION Tasks a. Clear Bojnik (60) b. Preseve Combat Power for follow-on operations (40) Fires: 155mm are allocated as direct support (216 HE/216 SMK) IV. SUSTAINMENT. Organic medical and supply assets are organic to your Troop V. SIGNALS Friendly ID: On Map Updates: Enabled Overhead View: On
    4 points
  11. Version 1.0.0

    140 downloads

    Fictional Eastern Europe. Rural farmland and villages. Generally flat terrain. 10x10km. To install the map simply download this scenario file to your scenarios and load it in Offline Session. The embedded map will be extracted automatically.
    4 points
  12. Version 1.0.0

    151 downloads

    Tank Commander Freddy fights Russian probe
    4 points
  13. Version 1.0.0

    55 downloads

    Company Mechanized Attack on Donovian Airfield. M2A2, M3A2, Centauro B1 @Apocalypse 31 said it "Wasn't Bad" so I uploaded it.
    4 points
  14. Version 1.0.0

    138 downloads

    These textures improve the sharpness and clarity of the control panels for the gunner and commander's stations in all playable Leopard tanks of SBProPE 4.363 (with the exception of the Leopardo and Strv122, which have their own language-specific textures, and the AS1, which has no interior model). These are not "higher-resolution" but rather the same size as the stock eSim textures. While many of the details and upgrades are mine, I did incorporate some elements of previous work by Hase. Improvements, based on video research, include: Blurry text replaced by sharper text; Missing labels and text restored; New, upgraded screw and bolt heads; Reworked and recreated stickers for legibility; Smoothing of pixilated surfaces.
    4 points
  15. Version 1.1

    310 downloads

    Play as Leopard 2A6 platoon leader as part of Finnish Mechanised Battlegroup. Fight a meeting engagement with Russian mechanised battalion in semi forested terrain. Platoon sized mission Perfect for single player or co-op. Enemy: T-72b3, BMP-2 Friendly: Leopard 2A6, CV9030-FIN difficulty: medium / hard The terrain can be restricting and the battle position not the greatest, its Finland after all... if you're having trouble opening the scenario use the mission editor to 'replace' the map. Search for map Kouvostoliitto. You may have different version of the map on your system, but the scenario should work with it as well. In case what's listed above doesnt work and you dont have the map, download it below and then do the replacing process. MAP UID: 8baa3d95-7289-4af4-8548-a7346a2ad505 Map as as .rar file in case you dont have it, extract it wherever your maps folder is located, usually C:\ProgramData\eSim Games\Steel Beasts\maps\packages Kouvostoliitto Finland 50x50km.rar
    4 points
  16. Version 3.0.0

    163 downloads

    SNOW WHITE FINLAND VS RUSSIA 2028 ____________________________ 1) SITUATION: a) Russian forces have surrounded Fox Company. They are currently engaged in battle, consisting of a regimental reconnaissance company and 2x Enemy Tank Platoons. Expect enemy reinforcements as soon as twenty minutes from H Hour in the form of; 1x Tank Company (T-72 Variant Unknown) 1x Mechanized Infantry Company 1x Motorized Infantry Company - Intelligence indicates Russian reinforcements from the East b) Fox Company is encircled in the town North of your initial deployment zone. You have a Leopard 2A6 company with a BMP Platoon at your disposal. c) Attached assets include mechanized scouts and UAV support. Artillery x3 Batteries. 540 HE, 216 Smoke, 540 ICM. FASCAM/CAS Unavailable. Priorities of Fire; F Co, A Co ----- TRPs have been marked for priority fire missions. 2) MISSION: Time is critical in your tasking. You must break through the enemy screen in order to reinforce Fox Company. Failure to hold the town will result in the user's failure of the mission, regardless of statistics. Russians are commencing an assault on Fox Company and can be expected to attempt to overwhelm within the first few minutes. 3) EXECUTION: Player's Discretion. 4) NOTES: a) This is meant to be a harder mission for veteran players. It is currently being tested. Please give feedback to Rooks And Kings, and help me tune it appropriately to a challenging, yet fair experience for the Steel Beasts Community. Good Luck and Enjoy! -R&K
    4 points
  17. Version 1.0.0

    153 downloads

    A 4.1+ map package that depicts the area around Utah Beach in 1944. Original Height Map was made available by Dark Angel To download the map, enter: 0e176f0d-3be6-40c3-8ee4-93e0819bf419 into Steel Beasts Map Tools. Scenarios that use this map should auto prompt end users to download this map if needed.
    4 points
  18. Version 2.1.0

    233 downloads

    African ad hoc armored company defend against a rebel raid, then counterattack. Your equipment: T-72M, T-55A, Sho't Kal, BMP2, BTR70, BRDM2, M113 RCL. Enemy equipment: T-55A, BMP1, BTR60, BRDM2, Technicals. Time frame: Around 60 mins.
    4 points
  19. Version 2

    141 downloads

    A reinf TankPlt (4x Leopard 2A5, 2x Marder) as demolition guard and in delay against a reinf MechInfBn (BMP, T-80). Orders and triggers in German & English; radio messages in German. Duration: 80 minutes It's a cold winter morning, but you will get very warm!
    3 points
  20. Version 1.0.2

    519 downloads

    This is the first in a series of scenarios designed to familiarize new Steel Beasts players with basic Offense and Defense tasks executed by a Tank Platoon. This series uses US Army Doctrine as a basis, and aims to present the Tank Platoon's role when operating as part of an Armor Company. This series also focuses on introducing concepts within the game to the player, while maintaining a low level of difficulty to reduce frustration during the learning process. Movement to contact is an offensive task designed to develop the situation and to establish or regain contact. It creates favorable conditions for subsequent tactical actions. The platoon leader conducts a movement to contact when the enemy situation is vague or not specific enough to conduct an attack. Forces executing this task seek to make contact using the smallest friendly force possible. A movement to contact may result in a meeting engagement, which is a combat action occurring when a moving force engages an enemy at an unexpected time and place. Once making contact with an enemy force, the leader has five options: attack, defend, bypass, delay, or withdraw. (ATP 3-20.15, Tank Platoon) This scenario has been designed to allow the practice of the following eight (8x) concepts: i. Conduct maneuver as a platoon. ii. Conduct a movement to contact as part of a tank company. iii. Conduct an attack by fire to destroy an inferior force. iv. Employ mortars to destroy an inferior force. v. React to enemy rotary wing assets as a platoon. vi. Conduct a reload as a platoon. vii. Break contact with a superior enemy force. viii. Conduct a hasty attack as part of a tank company. This scenario is rated by the author as very easy, and will likely take approximately thirty (30x) minutes to complete. This scenario heavily favors friendly forces to facilitate a learning environment where tactical mistakes do not mean instant death. AVEPS have been included as a method for identifying tactical errors made by the player(s) by sorting through events during the AAR. Special thanks to ben, Apocalypse, and Rooks and Kings for testing and providing feedback.
    3 points
  21. Version 4.0.0

    454 downloads

    Operation Behemoth by Apocalypse I. Situation. Enemy forces are defending the high ground in vicinity of OB TAURUS and BULL. We expect a light infantry Company defending the hills near OBJ TAURUS with a company of T-90s defending the intersection in vicinity of OBJ BULL, and enemy scouts defending the flanks. Friendly forces are arrayed south of PL BRONZE, with your platoon positioned along the eastern flank. II. Mission. Attack to destroy enemy armor in vicinity OBJ BULL to enable C CO attack on OBJ TAURUS. III. Execution. a. Concept. Elements of E and D Companies will attack to destroy enemy forces on OBJ BULL. E1 (you) and D1 will attack while D2 establishes an attack by fire position on the high ground to your east. Once OBJ BULL is cleared of enemy armor, call C CO to begin their attack to seize OBJ TAURUS. b. Fires. 1. 4x 120mm Mortars are available to support your movement. 2. Air sorties will conduct attacks on OBJ TAURUS (You do not control) IV. Service & Support. No change. All elements are 100% on fuel and ammunition V. Signals Friendly ID: On Observer View: On Map Contacts: Enabled Triggers 1) D CO Support Elements move into position 2) C CO begins their assault on OBJ TAURUS Scoring Victory 75pts Major Victory 100pts Enable C CO on OBJ TAURUS = 75pts E1 > 50% Combat Power = 15pts Clear OBJ BULL in 30 min = 10pts
    3 points
  22. Version 2.0.0

    199 downloads

    This scenario allows players to select a vehicle type and and an enemy type as they perform instant action. Use the Trigger menu to begin. Feel free to edit this scenario as you want - but also please make any suggestions as you see them.
    3 points
  23. Version 1.0.0

    53 downloads

    Small middle eastern city with river crossing. Inspired by CMSF2 "Ambush in Al Fubar" mission. To install the map simply download this scenario file to your scenarios and load it in Offline Session. The embedded map will be extracted automatically.
    3 points
  24. Version 1.0.0

    59 downloads

    Operation Whetstone by Apocalypse This mission concept was originally developed by the UK FIGHT CLUB and played in Combat Mission Professional. This is a port to Steel Beasts, where the entire mission could be played in a single battle - utilizing the strengths of Steel Beasts to fight an entire mixed UK Battlegroup concept to see how results could be achieved when an entire Battlegroup could be utilized simultaneously instead of cut into smaller Combat Mission sized scenarios. This is a large mission and I would recommend at least 4 players (we played with eight) Forces Available ISTAR Scout Platoon -12x Jackal (50cal) & 2-man Dismount teams (1x AT4) and Quadcopters -3x MB300 (Javelin Teams) -2x 81mm Mortars Light Infantry Coy -6x Bushmaster (8-man Squad, 1x NLAW ea) -3x MB300 (Javelin Teams) -2x 81mm Mortars Combined Arms Company -2x4 Boxer Platoons (6-man Squad, 1x NLAW ea) -3x CR2 Tanks -2x 81mm Mortars -6x 15mm AS90 (Offscreen) SITUATION A Donovian Mechanized Infantry Battalion is moving towards the area with the intent of clearing Copehill Down and seizing Objective 2 - the critical intersection near RTE 303 and 360. The MIBN is organized into three companies of BMP-2 and supported with a platoon of T-72B3 tanks. They also have a reconnaissance Company of 3x platoons of Tiger trucks and MTLB forward observers. We have also identified a flight of MI-24's that will potentially support the attack into the AO. We can expect the Donovians to use two companies as a fixing force while enabling the third company to seize objective 2. Mission: Defeat DONOVIAN MIBN attacking into the AO Tasks: 1. Retain Copehill Down 2. Retain OBJ 2 (RTE 303/360) Want to join the joint the fun? Checkout the TankSim Discord: https://discord.gg/kpnZUUFce7
    3 points
  25. Version 1.0.0

    70 downloads

    This is part of an ongoing Steel Beasts campaign with Loscon Heavy Industries Recon at Vollsjo by Apocalypse Situation Torrike forces have continued their attack into the area and it must be stopped! Torrike forces have moved an advanced guard force into the area which consists of a mechanized infantry company (3x Platoons of BMP-2) an understrength Tank Company (6x T72B3), and a recon platoon (3x BMP2/Infantry). We expect their tank company to be set somewhere west of Vollsjo with supporting mechanized infantry platoons defending the area, and reconnaissance vehicles forward of the river. We expect mounted observation posts with 3-man recon patrols west of the river. Your scout platoon is on point for the 28th Brigade- we have a friendly tank company nearby ready to strike against the Torrike advanced guard but you must provide a recommendation for which axis our tankers can advance across. You have 90 minutes to conduct a reconnaissance of the area - determine the BEST approach for our tanks so that they can destroy the enemy tank company and force a withdrawal of the advanced guard - this may halt the entire Torrike offensive in the area! We have 90 minutes to force the Torrike Advanced Guard from the area before they reinforce with the intent to continue their attack. Our artillery batteries are falling back and you have no support for this mission. You have 4x 2-man recon teams within the platoon that are equipped with 1x Spike SR, 1x Quadcopter, and JIM thermal imagers. Your vehicles are equipped with medium-range radios - if the vehicles are destroyed then you will be unable to communicate your recommendation to our friendly tanks. Use Triggers 1, 2, and 3 to recommend a route to the tanks. Mission Failure If: a. Loss of Scout Vehicles before you make the radio call to D-1 (no radios = no call) b. No decision in 90 minutes c. D-1 becomes inop and cannot destroy the enemy tanks (pick the best route!) The enemy forces array in this scenario is randomized for re-playability
    3 points
  26. Version 1.0.0

    106 downloads

    A decisive engagement is when a unit is fully committed and cannot maneuver or extricate itself. The action must be fought to a conclusion and won or lost with the forces at hand. This scenario is set at the National Training Center and features a late 1990s US armor company team conducting a hasty defense against a Krasnovian tank battalion executing a spoiling attack. The equipment and ammunition used by both sides would have been seen as 'cutting edge' at the time. This scenario is designed to present a challenge to experienced players. This scenario aims to be run as a tactical decision game that can be completed from planning to the AAR within 40 minutes. The recommended timeline for this format is below: Planning - 10 minutes. Execution - Approximately 20 minutes. AAR - 10 minutes. Feedback on this scenario may be sent to the author at steelbeasts.com (Mirzayev) or via Discord (revenant_mz). Special thanks to Nike-Ajax, ben, and Apocalypse for testing and feedback.
    3 points
  27. Version 7.0.0

    1,163 downloads

    Mission 1: Operation Talon Strike This is what I see as the first user-created operation, since the Operation system was introduced several years ago. Background This operation will take the player through several Platoon-sized missions using a variety of vehicles and equipment, and set in a fictional European conflict. Each mission is limited to four playable vehicles, with adjacent BLUEFOR units scripted to move with the player-controlled units. Performance Matters: Major Victories will result in benefits for the player and may unlock future missions. Defeats will still progress the operation, but may put the player in a tougher spot for future missions. Defeat = advantage REDFOR. Installation Drop the Talon Strike folder and .opc file in the following directory: Documents\eSim Games\Steel Beasts\My Operations This went through three Beta's before being published. Let me know if you find any bugs and I will do my best to fix immediately. Special Thanks: Mirzayev for beta testing and providing valuable feedback Thanks for Playing! ==========OPERATIONAL SITUATION========== Radonia - a nation facing a violent, internal conflict. a. General Situation Radonia sits on the Eastern-most edge of the region. Previously part of the larger Dradvic Republic, it has been an independent nation since the end of the Second World War. Years before separation, the Dradvic Republic used Radonia as a buffer between itself and bordering NATO-aligned countries. However, since its post-war separation, Radonia has faced internal challenges with hot-blooded rival political parties and a radically fluctuating and unstable economy. All the while, the Dradvic Republic has maintain significant influence along its northern border, and many northern Radonian families still maintain ties in the Dradvic Republic. In more recent history, political rivalries reached a flash point; two years previous, the youth of Radonia called for national reform in economic and trade policies, but many conservative groups quickly rejected the change and sparks ignited across the country. Those sparks quickly turned to flames, and in that time Radonia saw a rapid rise of violence and armed rebellion groups. As conditions deteriorated across Radonia, political leaders in the northern regional capital of Malinska denounced their union with Radonia and declared separation into an independent state. The regional capital, Malinska, sits near the northern border between Radonia and The Dradvic Republic. People of the region have historically favored the Dradvic Republic, in culture, lineage, and political views. In the recent chaos of Radonia, the most notable armed rebellion group has been the Radonian People’s Militia, who seemed to have organized, armed, and deployed forces faster than any other armed rebel group. b. Enemy The Radonian Peoples Militia (RPM) is manned, equipped, and trained as well as any Radonian military unit. Radonia previously enforced a conscription program which has allowed for most adults to gain a basic understanding of tactics and discipline, but the RPM is also supplemented with combat advisors and cadre from the Dradvic Republic. Deterioration in Radonian security forces also allowed the RPM to raid military depots and arsenals in the north to equip their own forces. The Radonian Peoples Militia - Malinska Brigade (RPM-MB) is center of gravity for the RPM. It’s leader is a recorded member of the Dradvic Republic Special Purpose Forces, and is capable of receiving funding, equipment, and additional manpower directly from the Dradvic Republic. The RPM-MD is organized into 5x Battalions: 3x Mechanized Infantry Battalions [MIBN] (2x BMP-1 / 1x MTLB) 1x Tank Battalion (T-55) 1x Field Artillery Battalion (2S1 / SA-19) 1x HQ & Support Company A majority of the Brigade's combat power is positioned in the city Malinska, where they can maintain the most influence. Battalions are also positioned along Highway 10; 1 MIBN defends the eastern flank near Latria and Kovuto Island, and 2 MIBN defends the west flank near Tashoor. Their Field Artillery battalion has batteries split, in support of MIBNs along Highway 10, but we suspect that they have positioned their SA19 systems to the east of Malinska, as it is a more suitable air avenue of approach for our aircraft. The Malinska Brigade command post is currently established inside of Malinska and is a hotbed of activity for military coordination as well as political support from foreign visitors. From this command post, the Malinska Brigade leadership can coordinate operational activities across their front, as well as logistics efforts to the north, along Highway 1. c. Friendly The Radonian ground forces are well-equipped, trained and led. However, their entire Ground Forces Command only consists of two Home Defense Brigades and one Infantry Brigade. The Radonian Home Defense Brigade in Malinska disintegrated last year, with most of its members joining the ranks of the Malinska Brigade. The remaining members still maintain their positions south of Malinska, but in limited numbers, and are most likely not capable of preventing the Malinska Brigade from attacking south of the city. The 1st Radonian "FALCON" Brigade (YOU) has deployed to the area and is prepared to conduct combat operations against the Radonian Peoples Militia. The Falcon Brigade consists of Task Force HAMMER (Leopard 2A4) Task Force ANVIL (Pizzaro) Task Force SNAKE (LAV-25) Task Force HAWK (Special Operations Recon) Task Force THUNDER (2S3) The mission of FALCON Brigade is to defeat the Radonian Peoples Militia (Malinska Brigade) operating in/around Malinska to restore the security posture in the region and improve Radonia's national security posture against international threats. Our Brigade will do this by swiftly attacking into the flanks of the Malinska Brigade to secure key terrain and influence support-zone activities, and to isolate the defenders of Malinska. Once conditions are set, we will launch an aggressive armor attack into the city-center to destroy remaining RPM-MB threats and restore the security posture of the area.
    3 points
  28. Version 1.0.2

    231 downloads

    The Amari 12th Frontier Lancers defeats the Nyumban 11th BTG's spoiling attack to retain key lines of communication. Player Forces: Combat Elements: Note: Each platoon is split into 2x sections for greater deployment flexibility. 1/A - 4x Tigr-M SpN w/ AT-14 Spriggan; 4x Recon Teams w/JIM-LR, Spike-SR, and UAV(M) Swingblade AT 2/A - 4x Centauro B1 3/A - 4x BTR-82A; 10x Infantry Teams w/ Spike-SR 1/B - 4x T-72B3 1/C - 2x Mi-17 w/ AT-2C; 2x Spike-LR Teams (direct support; flight time of 10 minutes to reach AO) HQ Elements: 66/A - CO; 1x BMP-2 w/ UAV(R) Munin 65/A - XO; 1x BTR-82A w/ UAV(R) Munin 9/A - FO; 1x ACRV/MTLB-U w/ FO Team MTR/A - 2x 2S23 Nona-SVK HQ/A - 1x Ural-4320/Supply; 1x MT-LBU/Medic Difficulty: Medium/Hard Time to Complete: Approximately 60 minutes. Special thanks to Apocalypse and ben for testing and feedback. Please send comments, corrections, or suggestions to me at @Mirzayev.
    3 points
  29. Version 1.0.0

    253 downloads

    SW part of the island Zealand in Denmark - High resolution with full functionality - Based on 1 m resolution LIDAR map - Working bridges and buildings - Published Copyright: This file is free for use in any non-commercial context and application I have tried, but cant upload Zipped version, but ... The files in the download goes here (unless you made a custom install), in the folder called Ringsted (you need to make a folder called "Ringsted" and put all 4 files in it) in the location below: C:\ProgramData\eSim Games\Steel Beasts\maps So looking like this: (Or the equivalent in whatever language your PC is set up with)
    3 points
  30. Version 1.0.0

    49 downloads

    Skin pack for M1A2 SEP, thermal signature included.
    3 points
  31. Version 1.0.0

    116 downloads

    This is a map based on Taiwan's North West coast line and possible PLA landing beaches closest to Taipei. It's a very complex map, Be Warned! not a map for large AI battles as the terrain was built to simulate the close and difficult terrain of Taiwan. This is challenging for mechanized units, requires a lot of micro management. Also attached is a folder containing Taiwan building textures I used in the following screen shots and video, See original map thread for more screenshots and a video showing the maps features: BuildingTextures.rar
    3 points
  32. Version 2.0.0

    271 downloads

    Detailed 13x12km area of European Farmland. Based on Ft Bragg heightmap. To install the map simply download this scenario file here and load it in Offline Session. The embedded map will be extracted automatically. Map Server UID = 4e4d6057-19df-41d0-ad73-4457d6d95773
    3 points
  33. Version 1

    40 downloads

    These roads have the same asphalt structure and color like in Germany and other states. Usable in woodland and autumn; put it in your texture folder!
    3 points
  34. Version 1.2.0

    246 downloads

    Command a Leopard 2A6 Platoon in a reconnaissance mission to locate the lead elements of a Russian Tank Battalion. Your equipment: Leo2A6, Boxer, infantry, MB300 SpikeLR, scouts. Enemy equipment: T72B3, BMP2, Tigr. Time limit 1 hour.
    3 points
  35. Version 2.1.0

    220 downloads

    2020 Belgian Company Team vs Russian Motor Rifle Battalion Your equipment: Piranha V, DF-30, DF-90, LMV, ATTV, SPIKE-LR, Infantry. Enemy equipment: T72B1, BMP2, Infantry. Randomized enemy defenses. Time frame: 1H45. Get This Pack for some nice Belgian texture mods:
    3 points
  36. Version 3.0.0

    398 downloads

    I. Situation Yesterday, our human intelligence indicated that there was an attack being planned on El Jibah - these claims were confirmed 12 hours ago as JSTARs confirmed the build up of heavy armor to the north, in vicinity of Al Doreen. The enemy has rallied a mixed company of T62 tanks and BMP1's for their attack on El Jibah. We have also detected a command node operating in Al Doreen that is coordinating the attack as well as a supply node somewhere near the Doreen Ridge that is caching critical supplies to sustain insurgents in the area. We currently have an infantry section from B CO defending the north bridge into El Jibah, an have a platoon of M2s staged to the south at COP Cardinals. Additionally, the JTF commander has allocated to us a firing battery of 155mm guns, a section of MLR rockets, and a flight of AH64's to assist in our mission. II. Mission Defeat enemy operating in the AO III. Execution Tasks 1. Defend El Jibah from insurgent attacks from the north 2. Clear Al Doreen / Destroy the enemy HQ 3. Clear the Doreen Ridge / Destroy the supply node Fires 6x 155mm Guns 2x Rocket Strikes IV. Sustainment All forces have been fully resupplied - additional supplies and medical assets are located on FOB Cardinals V. Signals -Friendly ID: On -Map Contacts: Enabled -Overhead View: On Scenario Ending -Enemy Armor Destroyed -HQ in Al Doreen is destroyed -Doreen Ridge is cleared
    3 points
  37. Version 1.0.0

    99 downloads

    Use this UUID to download this map from the package manager: 9f89ce20-c2a9-4162-a2f4-becb327a9fe1 I'm finally submitting my reworked version of the Hannover-Weserbergland map. This map contains a huge number of visual and operational fixes for a long running map, so it's somewhat hard to put everything into this one post. I will be updating the information occasionally so please check back from time to time. I've spent close to 8 months and about 1200 hours working on it. I've really reached a limit of the amount of time I can spend on it up to this point so I'm submitting it in a fairly close to finished state. What I would like is for everyone that uses this map to spend some time using it and then submit any problems that they find. Please read any other posts carefully to make sure that you are not resubmitting a prior persons post. Also, please try to be as descriptive as you possibly can on the problem that you find along with coordinates. I will not submit another revision for awhile as to keep the number of revisions as small as possible. I will be happy to revise it in the future, but I will collect all of the suggestions and notes about problems, put them together into one master list, and then focus on the most important changes. Feel free to post your list, comments or suggestions here. There are many problems that exist in a lot of the older maps, and this one really isn't any different. Michael did the best he could at the time adding as many features as possible, but it's really a time consuming project when you dive into working on very large maps such as this one. You will absolutely find that there are areas where towns should be, but there are no buildings. There are also roads that were placed from many years ago when the original map was authored, but no buildings. There are also roads that lead to areas where it doesn't seem to make any sense, usually because they are not complete, again, this is because of when and how the original map was produced. There just simply is not enough time to fill in all the detail in such a large map and I tried to focus on the most important areas. I will absolutely consider extending roads and adding new tows or villages per request. But I wanted to get this version out in it's current state so that the community could have time to use, evaluate, and make suggestions. I've also spent quite a few hours testing the map using different size areas and have found no problems with loading and frame rates. I was able to do a 22 x 22 km area including most of the Hannover city area and drove a M1 tank through it without any issues. I can not attest to how it will run in a multiplayer scenario. You'll will most likely want to do a test of any area you choose first before spending a lot of time placing units and finding out it has lag problems. Based on my testing though, there should not be any major problems. I would however suggest NOT using the entire East Hannover region as you primary mission focus. I would probably be better for performance reasons to use a section of it as a visual reference or starting point rather than as part of your entire battle plan. Extensive testing will help determine if and what is usable. Please keep in mind that the visual part of the work is only a tiny fraction of the actual goal of the work. The primary goal was to make the map have a functional ability that reflects the actual area without compromising performance. Some of the important changes: 1. Added all of the Eastern Hannover area including the medical and hospital areas in the Southeast, most of the industrial areas and commercial areas. I also added a lot of the residential areas along with the parks and trees. The city is extremely complex and I tried to model the different structures as best as possible within the limitations of the models available. I also tried to use spacing that makes sense for the highly populated area without creating a loading problem. This also includes all of the roads that crisscross the area and bridges for road and rail lines. I made adjustments to as many of the existing roads as possible so that it reflects the actual locations or as close as possible. 2. I also added three new towns to the East, Hildesheim, Lehrte and Sehnde along with their respective main roads and rail lines. 3. Fixed the VW plant to reflect what it's appearance should be as close as possible using the current modeling. I also fixed a lot of the roadways around Garbsen. I also fixed the Flughafen airport along with the roads and rail lines around it. 4. I fixed the shape of the forests and types of trees around East Hannover and the routing of the Lein river so that it enters the canal along the lake properly. 5. Leveled a very small amount of the terrain, mostly around the VW plant in order to make the buildings look more consistent. 6. Went through the entire map, square KM by square KM, and spliced all roads and rail lines together while cleaning up and smoothing them out. Having continuous and smooth roads helps with path finding immensely. Also, keep in mind that rail lines just like any path on the map can be used for AI path finding. There's no reason to restrict your vehicles to roads only so cleaning up a lot of the broken paths helps a lot in mission design. I also fixed all of the locations of the rail lines so that they are as close to realistic as possible and fixed the junctions of the rail lines in the city areas so they are merged together at the proper points or as close to the actual points as possible. Moved all of the building structures, or as may as I could find off of the roads ( you may find one somewhere but I did a lot of careful looking). 7. Made sure that all bridges are consistent with the type of road surface so that they match and are all passable by AI during pathfinding or route snapping. This is another important aspect of mission building because it helps the mission designer create routes quicker and if the bridge is wrong, the path will be rerouted. 8. Completely redid the city of Rinteln so that the buildings were off of the roads. A lot of the buildings were placed in a hurry and never revised over the years, so many of the surplus structures were all over the city area. I also tried to make the roads as close as possible within some limitations. You'll notice that the Southern side of the river is slightly different that the real map. 9. Reworked the airports so that the runways use asphalt polygons to represent them instead of a bunch of roadways layered.
    3 points
  38. Version 1.0.0

    124 downloads

    Follow-up mission for "Taking the objective Steel" Defend against russian tank battalion Enemy: T-72B3, BMP-2 Friendly: Strv 122, CV9030 Company sized mission for single player or co-op Map: ScaniaSE MAP UID: ac29cdfa-a24d-4f61-a5ed-0885e3332a95
    3 points
  39. Version 1.0.0

    147 downloads

    Swedish - Finnish taskforce attacks against a Russian battalion in hastily prepared defense. Seize the objective, repel any enemy counter attack. Scheme of attack is up to the player to decide. Control 1 tank platoon and 1 IFV platoon Enemy: T-72B3, BMP-2, BRDM Friendly: Strv 122, CV9030FIN with NLAW troops.
    3 points
  40. Version 5.0

    264 downloads

    Operation Bronze Hammer By Apocalypse Combat Power: A Co: 3x Tank Plt B Co: 3x Tank Plt C Co: 3x Tank Plt / 1x Light Inf PLT (Defending) D Co: 3x Mech Inf Plt E Co: 2x EN Vehicles (Land w/ C CO) F Co: 2x Stryker MGS Plt, 1x LAV PLT I. SITUATION Enemy forces defending the area with a mechanized infantry brigade (BMP-3) supported by T-90 tanks. We expect a disruption force positioned between PL AXE and BOW with mostly light and mechanized forces with their main battle zone between PL BOW and CHAIN, followed by a support zone around the town of Kupo and Port Surao. We expect to see company battle positions defending along key terrain, supported by tank platoons in hide sites further to the rear. Enemy forces are oriented on the Main Battle Zone, but will fall back to Port Surao and Kupo to defend. We dont expect a constested landing on the west shore, however, the north shore is defended and the enemy has conducted probing attacks against C Co's position all night. II. MISSION. Attack to clear enemy forces from the Kupo Penninsula. III. EXECUTION a. Tasks 1. Clear Kupo 2. Clear Port Surao b. Fires Guns: 18x (720 HE / 560 SMK) Tubes: 6x Wheeled Mortars (will land with HQ) Air: 15x Airstrikes Helicopters: None - weather does not support c. Force Flow HQ: Landing at H+30min at east shore (scout platoon landed) A Co: Landed on west shore B Co: Landing at H+30 min at south shore C Co: Landing at H+40 min at south shore D Co: Landed on west shore // CO + D3 landing at H+30 E Co: Landing with C CO Assets F Co: Prepared to land on north shore (TRIGGER 1) IV. SERVICE & SUPPORT a. Resupply: 3x Trucks (will land with HQ) b. Repair: Post-Operation (no assets) c. Medical: 2x Ambulance (will land with HQ) d. Transportation: I CO is your amphibious force - will automatically land forces ashore (non-playable) V. SIGNALS -Map Contacts: Enabled -Friendy ID: On -Overhead View: On -Triggers 1. Lands F CO Scoring Major Victory: 100pts Victory: 80pts Kupo Cleared: 40pts Port Surao Cleared: 40pts Less than 50% AFV losses: 20pts Ending -Kupo is cleared of enemy and friendly forces not under direct fire in Kupo for 2 min -Port Surao is cleared of enemy and friendly forces not under direct fire in Port Surao for 2 min -Friendly forces anywhere not under direct fire for 2 min
    3 points
  41. Version 1.0.0

    305 downloads

    Movement to Contact By Apocalypse I. Situation: A reinforced enemy mechanized infantry company has established a defense-in-depth along the river. They are composed of 3x PLT of BMP2's and infantry, with tank support consisting of 2x Platoons of T-72B3 tanks. II. MISSION: Attack to seize OBJ BEAR so that friendly forces can continue offensive operations to the north III. EXECUTION: Tasks 1. Seize OBJ Bear Fires 2x 120mm Mortars 4x 155mm Guns Aviation: None IV. Sustainment -1x Medical Track 1x Resupply Truck V Signals a. Friendly ID: On b. Map Contacts: Friendly Only c. Overhead View: On
    3 points
  42. Version 1.0.1

    242 downloads

    US Army company team attack on a Syrian held village. Your equipment: M1A1, M2A2, ATTV. Enemy equipment: T72BM, BMP2, BTR80, BRDM2. Time limit: 90 mins. Original concept by @UlyssesSockdrawer
    3 points
  43. Version 1.0.0

    245 downloads

    Extract and place sounds to your mods/fx folder. Contains new sounds for the T72 series: - exterior movement/rumble - startup/shut down - interior coax - exterior maingun sounds
    3 points
  44. Version 3

    347 downloads

    Combat Power: 3x3 CR2 Platoons 2x2 Recon Section (Pizzaro/proxy) I. Situation Friendly forces are currently set to the east of Imarat, postured to attack to seize key terrain that will enable follow-on forces a swift transition through the area, along Highway 5 and Highway 2. We have detected a reinforced enemy mechanized infantry company defending the area, with BMP-3, T-90 tanks, and a truck-mounted scout platoon forward. We have detected enemy scouts operating between PL BRONZE and PL PLATINUM, with small teams and ATGM trucks, and we suspect platoon-sized disruption forces to be positioned between PL SILVER and PL BRONZE, with their main defensive force around the town of Chaman. II. Mission: Attack to seize OBJ BULL no later than H+90 minutes to enable follow-on forces freedom of movement. III. Execution a. Seize OBJ BULL (60) b. Preseve Combat Power for follow-on operations (40) Fires: 155mm are allocated as direct support (288 HE/240 SMK) IV. Support. Organic medical and supply assets are on hand V. Signal Friendly ID: On Map Updates: Enabled Overhead View: On
    3 points
  45. Version 1.0.0

    265 downloads

    Task Org [Initial] 2x M1A2 2x M2A2 4x VAMTAC (M2HB) 2x Centauro 4x Light INF Squads (w/ ATGM) 4x 120mm Mortars (Piranha V) 1x CH47 1x UH60 1x Support PLT 1x FARP Section (Additional reinforcements may arrive if available) I. Situation An enemy Mechanized Infantry Battalion is established in a defense around the Benmir airport. Our scouts have identified enemy recon forces operating just beyond Phase Line ALPHA, and several platoon battle positions along Phase Line BRAVO. Enemy recon patrols are extremely aggressive and our scouts were forced to retrograde, so enemy dispositions beyond the phase line BRAVO are relatively unknown but we anticipate mechanized infantry battle positions supported by tanks in a layered defense around the airfield. We also anticipate the enemy to emplace minefield obstacle belts to support their defense, as well as protection from MANPADs and artillery. Our force is relatively small, and a piece-meal composition of scattered units across the Battalion. The Division commander is pushing an aggressive timeline for seizure of the Benmir airfield to support airlift of critical supplies into the AO. We're out of time and must attack now. II. Mission Attack to seize OBJ BULL to allow friendly forces to utilize additional tactical infrastructure to support future offensive operations III. Execution -Attack now, and attack with what you have. Additional reinforcements may arrive when or if they can. -You have support from 2x transportation aircraft, and elements from B CO (light infantry), but beware of the SAM threat in the AO. -Your attack will be supported with organic 120mm mortars and a battery of 155mm guns. IV. Service & Support -Your company is fully supplied, and is being supported by HQ resupply assets (fuel/ammo) - A FARP has been established to the south by G CO, and can be moved at any time. V. Command & Signal -Friendly ID: On -Map Contacts: Enabled Commanders Guidance: 1. You don't have much to attack with, certainly not as much as you'd like - but sometimes thats life! 2. Do recon - locate the enemy and determine their composition - formulate your attack and don't attack blindly. 3. Take your time - Don't rush. Designate march objectives - seize terrain that you think is relevant and consolidate your forces. Rinse and Repeat.
    3 points
  46. Version 1.0.0

    32 downloads

    Netherlands Fractal Pattern (NFP) uniforms for Desert and Woodland. Installation: Place the TEXTURES folder (within the zip) in your MODS folder
    3 points
  47. Version 1.41

    563 downloads

    This short mission designed to let you conduct a static gunnery practice using Triggers to select one vehicle from 51 available platforms and alternatively increase the difficulty (TI and or GPS damaged). Covers all playable tanks and most AFVs as of version 4.268: Challenger 2 Leopard AS1 Leopard 1A5 Leopard 1A5-DK Leopard 2A4 Leopard 2A5 Leopard 2A5-DK Leopard 2A5A1-DK Leopard 2A5A2-DK Leopard 2A6 Leopard 2E Strv 122 M1 M1(IP) M1A1 M1A1(HA) M1A2(SEP) M60A3(TTS) Sho't Kal T-55A m.1970 T-62 m.1972 T-72M m.1980 T-72A/M m.1982 T-72B1 m.1984 T-72B1 m.1985 ASLAV-25 BRDM-2 CVRT - Scimitar HMMWV - 0.50" M2HB HMMWV - Mk.19 SpPz Luchs A2 M113A1 RCL M113A2 ATGM M901 ITV Piranha DF30 Piranha DF90 BTR-80 BMP-2 CV90/30-FI CV90/35-DK CV90/35-NL CV90/40-B CV90/40-C M2A2(ODS) Marder 1A3 NZLAV-IMV Warrior(ODS) Ulan Pizarro F1 Centauro B1 M113AS4 The map used should be downloadable but if required here is the relevant information: Some have reported issues with getting the map package. Here is a link to the package: https://u.pcloud.link/publink/show?code=kZcdhdXZ8ureNQ8votLGJmg6i9MQVhfNc1wV
    2 points
  48. Version 0.7.0

    208 downloads

    1987 United States Army under-strength Cavalry armor company defends from East-German armor battalion attack. Your equipment: IPM1, M3A2 BFV, HMMWV TOW. Enemy equipment: Pz. T-72, SPz BMP-1, BRDM-2. Time frame: Under 30mins.
    2 points
  49. Version 3.0.0

    189 downloads

    Stryker Ambush by LTHenkle Edited by Apocalypse A CO, 2nd Battalion, 3rd Infantry Regiment 3rd Brigade, 2nd Infantry Division (ARROWHEAD) 1) Situation: a) Enemy: Units of the Iraqi MEDINA division in company strength are conducting an attack north towards APOD SULTAN MURAT. The enemy's most probably course of action is to rapidly push north with an advanced guard and seize the airport to prevent further US force-flow into the area. UAV reconnaissance reports 2x T55 tank platoons, and several BMP1, MTLB und BTR 70 platoons in company strength. 2 mechinf plts are most likely conducting reconnaissance in front of the main body. b) own forces: A CO, 2nd Battalion, 3rd Infantry Regiment has begun deployment as the early entry force of 3rd Brigade, 2 Infantry Division (Arrowhead) at APOD SULTAN MURAT. A section of 2x Stryker MGS are already in position south of the airfield to secure the area. B coy has just started arriving 2) Mission: A/2-3 Infantry destroys enemy advance elements still south of gridline 01 and provides security for the deployment of forces at APOD SULTAN MURAT 3) Execution Tasks: 1. Destroy the Medina Division's Advanced Guard Fires 2x 120mm Mortars 4x 155mm Guns 15x Air Strikes 4) Sustainment Resupply assets have not deployed forward yet. The company medical vehicle is located near the airport 5) Signals Friendly ID: On Map Contacts: Enabled Overhead View: On
    2 points
  50. Version 1.0.0

    130 downloads

    The Attack on OBJ BEAR (Stryker) by Apocalypse Forces Available 3x Mobile Guns (Centauro, AVEPs) 3x ATGM Vehicles (VAMTAC, AVEPs) 4x Infantry Carriers (Piranha V, AVEPS) 2x Engineer Vehicles (Piranha V EN, AVEPS) 1x Command Vehicle (Piranha V, AVEPS) 1x Supply Vehicle (VAMTAC) 1x Ambulance (VAMTAC) 2x 120mm Mortar (Piranha V) I. Situation - An enemy mechanized infantry company (BTR-82A) is defending OBJ BEAR. They are composed of 3x MECH INF Platoons and 1x BMP-3 Platoon in support. They are also supported by a Brigade T-72 platoon in reserve, and can call on a battery of 3x 152mm artillery tubes to support their defense. We expect to see a layered defense with one platoon defending forward, ahead of their main defense of two integrated platoons. We expect them to use BMP-3's to support their defense by counter-attacking against us, and calling on the tank reserve to protect our advance on OBJ BEAR. We have also detected a Company Command node located on OBJ BEAR that is providing command and control for all forces. II. Mission - Your Company attacks to seize OBJ BEAR III. Execution - Player Driven Fires: 2x 120mm Organic Mortars IV. Service & Support Organic Medical and Resupply V. Command & Signal Friendly ID: On Map Contacts: Enabled
    2 points
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