Jump to content

Search the Community

Showing results for tags 't-64'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Welcome, new player! Find your first hints & tips here
  • Steel Beasts Forums
    • General Discussion
    • Support
    • Multiplayer Engagements
    • Scenario and Maps
    • Tutorials and How Tos
    • Mods
    • Ground Zero

Calendars

  • Community Calendar

Categories

  • 4.1+ SINGLE PLAYER SCENARIOS
    • Platoon
    • Company
    • Batallion
    • Brigade
  • 4.1+ Map Packages
  • Pre 4.1 SINGLE PLAYER SCENARIOS
    • Easy
    • Difficult
  • MULTIPLAYER SCENARIOS
    • COOP Large
    • COOP Medium
    • COOP Small
    • H2H Large
    • H2H Medium
    • H2H Small
  • Pre 4.1 MAPS
    • Pre 4.1 Terrain
    • Pre 4.1 Height
  • MODS
    • Skins
    • Sounds
    • Sky
    • Splash Screens
    • Miscellaneous
  • RESOURCES
    • General
    • Documentation
    • Tutorials
    • Vehicle Templates
    • Unit Templates
  • STEEL BEASTS 1 / Gold
    • Single Player Scenarios
    • Multiplayer Scenarios
    • Maps
    • Mods
    • Resources

Categories

  • Articles

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Location


Interests


Occupation

Found 3 results

  1. Valleyboy

    WERM_ShotKal

    Version 1.0.2

    71 downloads

    Playable 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. Thank you!
  2. KANIUM SUNDAY 11th OF FEB 1900 UTC “Battle of Ilovaisk ” By Swordsmandk Where: Kanium TS : teamspeak3.i3d.net:10077 Everybody is Welcome you don't have to belong to kanium Based on, but not accurate: The Battle of Ilovaisk started on 7 August 2014, when the Armed Forces of Ukraine and pro-Ukrainian paramilitaries began a series of attempts to capture the city of Ilovaisk from pro-Russian insurgents affiliated with the self-proclaimed Donetsk People's Republic (DPR) and detachments of the Russian Armed Forces. Although Ukrainian forces were able to enter the city on 18 August, they became encircled between 24-26 August by overwhelming Russian military forces that crossed the border, joining the battle. I. Situation Enemy Enemy insurgent forces, supported from what we believe is russian forces, have manage to complete the Encirclement of Ukrainian forces in Ilovaisk and friendly forces are now under siege. DPR forces with tank support have been reported by our units currently under siege near Ilovaisk. We beleive enemy units from 331st Airborn Regiment(RU) and ground forces from 6th Tank Brigade(RU) might be active in the area. Enemy equipment might consist of elder russian tank and IFV but also more modern equipment without identificaton marks. Own Our brigade the 92nd Mechanized Brigade, has formed 3 company tactical groups (2 of armor) to attempt to break the siege of Ilovaisk and bring our forces back to own lines. Our HQ east of Dubove has just been hit by an artillery strike and our commander is dead. A and B CTG commanders coordinate your plans and proceed with the attack towards Ilovaisk or until HQ can establish radio contact. C COY will attack as planned and secure center AOR. A(Azov) CTG (company tactical group) will attack along Dubove-Stepano corridor to secure B CTG's left flank B(Borishow) CTG will attack along the Shakthne-Ilovaisk corridor and secure main road access to and from Ilovaisk IOT relieve the sieged forces and evac route to Dubove. C(Chernihiv) CTG will attack and clear the wooded and built up area in between A and B and secure it from counterattack from the east south east II. Mission All 3 CTG will attack their assigned corridors immidiately to relieve pressure on besieged Ukrainian forces caught in Ilovaisk. A CTG will provide flank security from South-West approach after securing A CTG Corridor. B CTG BPT to attack and breach defensive line into Ilovaisk when A CTG has secured flank. C CTG will attack and secure the wooded and Builtup area in between III. Execution Key Tasks A CTG 1. BPT ATTACK DUBOVNE-PIVCHE-STEPANO corridor; 2. BPT DEFEND STEPANO-VYNOHRADNE axis from SOUTH-WESTERN approach; 3. BPT SUPPORT B CTG assault on ILOVAISK and relieve UKRANIAN forces in the city; 4. BPT WITHDRAW to PIVCHE iot consolidate and replenish own forces. Key Tasks B CTG 1. BPT ATTACK SHAKHTNE-SHYROKE-ILOVAISK corridor; 2. BPT ASSAULT ILOVAISK and relieve UKRAINIAN forces in the city; 3. DO NOT ASSAULT further than ILOVAISK and BPT withdraw to SHYROKE; 4. BPT DEFEND again ENY forces crossing to EAST BANK of ILOVAISK. Key Tasks C CTG 1. BPT ATTACK towns and the wooded area Between A and B CTG; 2. Secure the area 3. DO NOT ASSAULT further than to the open ground east of the area; 4. BPT DEFEND again ENY forces crossing to EAST BANK of ILOVAISK. End State 1. Ukrainian forces relieved from Ilovaisk 2. A CTG still combat effective. 3. A CTG still combat effective. 4. Shyroke secured. 4. Pivche secured. 5. BTN fit for further operations Fires 92nd BDE will provide 1 BTY 122 for indirect fire support IV. Service & Support 1. Resupply and Repair near Dubove. 2. CTG own supply vehicle can provide limited ressuply effort. V. Command & Signal Sucession of Command: A11, B11 Signals: A CTG: 28500 B CTG: 31000 NOTE: 1. Misson is finished when you have secured Ukrainian forces and have withdrawn to SHYROKE and PIVCHE. Mission will NOT end automatically!!!
  3. Kanium Sunday 15th of OCT 1800 UTC "Area Reconnaissance at Neustadt am Rübenberge 1989 v2.1" by Panzer_Leader Where: Kanium TS : teamspeak3.i3d.net:10077 World Clock 1800 UTC Area Reconnaissance at Neustadt am Rübenberge 1989 v2.1 (4.010) 2.1 You command a company-sized kampfgruppe of 4 (Mixed) Company, Panzer Reconnaissance Battalion 1. This comprises of 2 x platoon of six Leopard 1A5, a section of 4 x Luchs A2 and a platoon of 3 x Fuchs 1A6 from 5 Company attached. The Soviet 3rd Combined Arms Army is attempting to encircle HANOVER and lead elements of 7th Guards Tank Division captured NEUSTADT AM RÜBENBERGE late yesterday. Helicopter reconnaissance confirms a BTR-equipped motorised rifle company has occupied the town and established a hasty defence. After a pause overnight the Soviet advance and encirclement of HANOVER is expected to continue at first light. Commander of 1 Panzer Division’s (1 PzDiv) intent is to confirm strength of enemy (ENY) defence in NEUSTADT AM RÜBENBERGE in preparation for counterattack. Additionally, determine direction of advance of ENY forward security element so 1 PzDiv can move to block main body along axis of advance. Insert a patrol using infiltration route BEOWULF to observe and report on activity behind ENY lines. Avoid decisive engagement and maintain combat effectiveness for follow-on tasking by 1 PzDiv. You have a troop of three M109G 155 mm self-propelled howitzers firing HE and SMOKE in support. Hauptmann, the plan to complete the mission is up to you. Map
×
×
  • Create New...