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RedWardancer

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Everything posted by RedWardancer

  1. The simplicity of it made it fun for me, along with total freedom to play it out any way you choose. It's quick and easy to play, can be done in roughly 30 minutes or so. The goal is just to conduct as much a turkey shoot as quickly as possible without suffering casualties (there are enemy units in the convoy that shoot back if you get too close). I've worked on vast, regiment sized scenarios that were just too much to deal with. I like what I had done with this one the most.
  2. This is perhaps the most fun scenario I have designed in my 20+ years of playing SB Pro! I made this an open file so you may adjust it to your liking. I didn't add a scoring system because I simply don't know how to set that up. The mission should take about 30 minutes, how you do it is entirely up to you. Enjoy folks, and please, give feedback.
  3. Version 4.379

    30 downloads

    The enemy has invaded! In the attack, your heavy recon platoon was cut off from friendly areas. You must make it back to friendly lines before a much larger enemy force finds you. On your way, you get a message from HQ that a HUGE enemy supply convoy is bottlenecked nearby. Find and cause as much havoc on that supply column and break off before the QRF arrives to destroy you. NOTE: This is a "what if" when Russia invaded Ukraine in 2022. The Russians experienced a massive logistical problem that created miles and miles of vehicles stuck on road bumper to bumper. What if...
  4. You may now call yourself a fellow Treadhead!
  5. Try reloading the ammo trays in an M2A2 Bradley for the 25mm Bushmaster. If I recall (its' been almost 35 years), it goes like this: #1: First you need to choose which ammo type to upload. The AP and HE rounds are on the back left and back right of the turrets on the inside. The turret must be traversed to an exact facing or it will not work. #2: The driver needs to count exactly how many rounds were fired. THIS IS IMPORTANT!!! Why? Because... #3: The feed trays in the bins were different. They hang from a tray that goes in order. You slide the linked rounds into a feeding tray and they hang down from that. It goes something like first three rounds, then seven then, 13, and so on. If you get the count wrong, have to start over. #4: Remember which tray is what. AP bin holds 70 rounds, the HE 230. Get it mixed up, God help you. #5: The ammo crates are located underneath the troop floor boards. The dismounts have to pull the boards out, and lift these heavy crates (which are NOT armored) out from the bottom with barely any room for your fingers to grab hold of and clear the plates, and piece the rounds into the links. Try doing this with the ramp and hatches closed with all six dismounts huddled inside, you will NEVER make that mistake again. Royal pain the arse, but necessary. Reloading TOWs is much easier and quicker. I was able to reload a single missile just a tad under 50 seconds. Trust me when I say that didn't beat any company or battalion records!
  6. Ah. Turret stabilization on the Bradleys had been discussed on a different thread. I should have left it there...heheh. However, the thermals on the Bradleys as depicted in SB is quite accurate to reality. I give SB credit for that.
  7. The Thermals on the M2A2 are accurate. The turret stabilization is not.
  8. This is what happens when I have 6 batteries of howitzers and 3 full batteries of BM-21s. I won't do this again!
  9. When Russians don't care about ammo...
  10. Any updates on this? Been a year or three. Setting up scenario scoring on my own is still a pain in my rump.
  11. Today, I noticed that some of the scenarios I can play are missing the terrain maps. One in particular is the NTC map that has graced its presence with SB for generations. I did not delete anything. Running 4.379. I tried to find the missing maps in the downloads, no joy. A bit worried...
  12. So, maybe a year from now we will have them implemented into SB as playable? I'm down with that. DRUMS BEATING LOUDER!!! 🤘
  13. Past time to implement these into the game. Going to beat this drum until there are no more drums to bang on!
  14. Only the first three minutes of this video is what counts here.
  15. I was testing a homebrew scenario on this map yesterday. The very first thing that stood out for me was how vehicles were getting stuck in open areas that did not have swamps or marshy terrain. The wooded areas were just impassable. Both wheeled and tracked vehicles alike had a hell of a time moving anywhere. In other cases, vehicle moved perfectly well, then hit a small patch somewhere and nearly get stuck as if they hit a small sand pit. The area I had used is located in the southwest corner of the terrain map. Anyone else noticed this? A bug in my system perhaps? I will retest with a video in a day or two.
  16. Roll on thru 2024, my fellow Treadheads!
  17. Tank battalions per the same manual, the FKSM 71-8. Tank battalions were set up almost exactly the same way as listed above for a mechanized battalion during that era, only there was no fifth company, and the XO did have his own tank (24ID 2/7I, H65).
  18. I found this old manual in my basement: FKSM 71-8, Armor/Cavalry Reference Data from the Armor Center dated January 1995. This gives a perfect OOB of US Army units for different battalions based on the era from about 1984 to roughly 2000 in which I had served. This is a detailed TO&E of a mechanized battalion in the exact same configuration I had seen when I was with 2/7 Inf, 24 ID: 4x Companies (A, B, C, D) CO track (M3) XO track (M3) 3x mech platoons (1, 2, 3) each with 4x M2s NOTE: the vehicles were numbered within the platoons. The first number was the platoon, the second was the vehicle designation. EXAMPLE: 1st platoon had tracks 11, 12, 15 (PSG) and 16 (PL). Second platoon was 21, 22, 25, and 26. Third platoon was 31, 32, 35, and 36. The CO was 66, the XO was 65. The radio call signs were 1st platoon: Red, 2nd Platoon: white, 3rd Platoon: Blue, HQ: Black. The 1SG was in an M113, and the HQ section had 2x trucks; one was for the NBC Sgt. In a platoon, the first two tracks were 1 and 2(Red 1, Blue 2, etc). The two dismount squads were 3, and 4. The PSG was 5, and the PL was 6. The CO was Black 6, the XO was Black 5, and the 1SG was Black 1. 1x Anti-Armor Company (E) CO truck (Hummer) XO truck (Hummer) 3x Plt HQ, with 3x M113s (PL) 6x sections, each with 2x M901s NOTE: the HQ section was exactly the same as with a line company as above. HEADQUARTERS Company HHC Bn CO (M3 or Hummer) XO (M577 or Hummer) SGM (Hummer) NOTE: The Sergeant Major was the one man in the battalion you avoided at all costs, as they were as mean as a badger on drugs! Scout Platoon 2X HQ section (Hummer with M2 HMG, Hummer with TOW) 2x scout sections, one with 4x M2s, the other with 4x TOWs) Mortar Platoon 2x HQ section (both Hummers) 2x FDC section (2x M577). 2x 4.2" mounted squads, each with 3x M106 carriers Medical Platoon 2x HQ section (CO Hummer, 2x M577s, 2x trucks) NOTE: this section formed the battalion Casualty Collection Point 4x Ambulance squads, each with 2x M113 Medic tracks) Recovery Platoon 3x M881 RCVs Maintenance Supply Section 6x Repair trucks with trailers Transportation Platoon 7x Supply trucks 4x fuel trucks 3x Chemical trucks Each of the five line companies were assigned a semi-dedicated service units called Rifle/Anti-Armor sections. These were comprised of: 2x Supply/transportation trucks 1x fuelers 1x maintenance truck with trailer 1x Repair track (M113) 1x M881 RCV Engineers, FOs (FIST-V), and air defense units (M163s) were at the brigade or division level and were assigned on a part-time, irregular basis. I did not include the S-1, S-2, S-3, S-4, sections, nor did I include the Food Service section...heheh. Hope this helps.
  19. Merry Christmas, my fellow Treadheads! 🎅
  20. UPDATE: Ok, found out why I was getting blocked from the website. My SETTINGS said my VPN and proxy was turned off. Didn't think about checking my Norton Security settings until now...😒😝 So, I just now updated my license to 4.3. Next major project: Dongle
  21. I turned off my VPN, and the proxy settings. Success. However... Now I have a message that says: License Failure - please ensure that the CodeMeter Control Center is running, and that you have a valid softwar or USB-dongle license of the following type available: 'SB Pro PE'. For any further inquiries, please contact Sales@eSimGames.com Pretty sure I didn't delete the Codemeter app.
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