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ssidiver

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Files posted by ssidiver

  1. BP Hill (v4.259)

    You are in command of 1st Pl Mechanized infantry push west and secure object BP Dale (at approx 745556).
    Hold for as long as possible, but at least 30 mins, while tankers transfer fuel from the hidden bunker.
     
    Playing options:
    Push west, seize and hold BP Dale 1st Pl. See how long you can hold!!
    Optionally take control of:
    AT Pl (trigger (1) AT Pl)
    AA Pl (trigger (2) AA Pl)
     
    This should take at least 30 minutes.
     
    It took quite a few runs to get to the stage where BP Hill can be controlled for about 30 minutes, about 50% of the time. Also watch out for the 'rare' surprises, the difficulty varies significantly; the number of units vary, the directions taken etc.

    12 downloads

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  2. BMPT-7 (v4.259)

    A quick look at the BMPT-7
     
    Objectives:
    1. Seize town Urban 01 and Urban 02
    2. Capture objective Non Urban
     
    Should take about 30 minutes
     
    I'm curious about the employment of BMPTs, they pack quite a punch with:
    - four Ataka ATGM launchers
    - two 30 mm 2A42 autocannons, a total of 850 rounds
    - A 7.62 mm PKTM machine gun is mounted coaxially with the main armament and holds 2,000 rounds
    Three crew, no dismounts
    Russia has not adopted them, last I heard; but seems to still be testing them in a few exercises. They have been purchased by other countries, though I do not know how they are deployed. Still, they have a respectable amount of fire-power.
    Favoured platton configeration for urban warfare seems to be each main battle tank with two BMPTs. Outside of urban warfare that ratio is reversed with one BMPT protecting two main battle tanks.
    My first problem was, what vehicle in SBs could be used to explore the use of BMPTs.
    They are now configured as a new turret on a tank hull. A quick search came up with the T-14 and T-15 as a close match. The problem then is that the T-15 only has one 30 mm.
    My solution is to use a pair of T-15 (without dismounts) as a substitute for one BMPT and halve the ammunition carried in each T-15. So that two T-15 have the approx fire-power of one BMPT. I then made two types of platoons:
    - One for Urban areas (2 pairs of T-15s and 1 T-14)
    - One for other areas (2 T-14s and 1 pair of T-15s)
    I now think that separate Pls of T-15 and T-14 instead of mixed Pls (as indicated in the article) would be a better solution. And if you are supporting a largish Infantry advance you would want more than one Pl anyway.
    Russia is now experimenting with the Pantsir-S vehicles engaging light armored vehicles.

    37 downloads

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  3. Northern Strike (v4.250)

    You are in command of 4th Pl Tanks push west and secure town Obj 04.
     
    Red units vary in numbers, type and position with each session. Recce should locate them.
     
    Optionally take control of:
    2nd Pl (trigger 2nd Pl)
    3rd Pl (trigger 3rd Pl)
    5th Pl (trigger 5th Pl Recce)
    Self propelled mortars (trigger 6 SP Mortars)
    Armed recon helicopters (trigger 7 Armed recon helis)

    72 downloads

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  4. Three Bridges (v4.250)

    Seize town Obj 01; expected within approx 30 minutes.
    You are in charge of 1st Pl Inf, take and hold bridges 01, 02 and 03; in that order.
    Use the utility helicopters for heli assault.
     
    Playing options:
    Seize the bridges one at a time using 1st Pl.
    Optionally take control of 2nd and/or 3rd Pls as well.
     
    Mount the blackhawks and fly into the smoke!
     
    This should be approximately a half hour scenario.

    66 downloads

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  5. Wombat Way

    Objectives:
    Recon West on and adjacent to Wombat Way to at least 790188 and prevent the Sleezarians advancing.
     
    The Sleezarian units are scripted somewhat randomly; the more they choose to travel on the road, the easier the scenario. Approx 40% will use Wombat Way, the reset will be up to 2 km either side of the road.
    Do not allow them behind you!
     
    This scenario can be played in a number of ways:
    - Just as a bit of fun
    - Block the advance of  the Sleezarians; see how long you can achieve this up to an hour, perhaps.
    - See how many Sleezarian units you can destroy compared to your losses, if you don't play longer than 30 minutes or so

    69 downloads

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  6. Task Force Fledging Assist

    Your in charge of the Armoured component. Drive forward to take up positions in area OW; the helicopter assault on town 6270 will be launched once you are in position.
    Town 6270 at approx grid 6270; OW at approx grid 6370
    After the Infantry has landed in town 6270 support them in clearing the town.

    148 downloads

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  7. Emerging Fledgling 2

    Hold Hill 7779 and the major Intersection 7675 until the arrival of Task Force Fledging Assist forward elements in their initial screening area, it is expected this to be in approx 30 minutes

    148 downloads

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  8. Emerging Fledgling v4.161

    Sleezarians have invaded New Katar, now the Allies have landed and are starting to push back.
     
    You are in command of two platoons 1 & 3, move forward and capture Hill 7779

    115 downloads

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