View Full Version : SCENARIOS!
DRG
July 10th, 2005, 05:01 PM
Use this thread to post new scenarios for the game. Use another tread to discuss them please. This will make finding new ones easier for everyone
Thanks
Don
Skirmisher
July 15th, 2005, 10:00 PM
Here is the new one folks. Go forth and conquer. http://forum.shrapnelgames.com/images/smilies/happy.gif
I playtested this several times and it is winable,just got a marginal victory on my last try.
DRG
July 15th, 2005, 10:47 PM
You should be OK now. I had the thread locked
Don
Skirmisher
July 16th, 2005, 01:17 AM
Thanks for moving it over.
MacGalin
August 4th, 2005, 06:39 AM
Okay, here's my first serious scenario to be posted... Poland vs. Germany, June 1996. Enjoy.
Edit: Just fixed a artilery bug, uploaded corrected mission.
Pergite
August 5th, 2005, 10:03 AM
http://www.vov.org.vn/2004_11_04/hinhanh/tienganh/An_African_Union_soldier_oversees_refugees_at_the_ Abu_Shouk_camp_in_northern_Darfur.jpg
Slot 250 "Sudanese Surprise"
The situation is still bleak, but finally the UN has begun to show some presence. This scenario takes place later this atumn in and around a newly constructed military camp in the Sudanese country side.
You are acting camp commander and have just finnished an interview wiht a BBC news team when all hell breaks lose...
This is a small scale engagemnt that will last 20 turns.
1. Defend the refugees
2. Rescue the reporters
3. Defend the camp
Please enjoy!
MacGalin
August 15th, 2005, 06:53 AM
Here's the new one."Old enemies", meeting engagement between France and Germany.
wulfir
September 4th, 2005, 03:04 PM
- MBT Scenario Batch A -
This zip contains a number of scenarios for winSPMBT.
Most of them are large and will likely be demanding to the average player.
You have been warned. http://forum.shrapnelgames.com/images/smilies/smirk.gif
Includes:
150 The Cornered Rat 9/05
151 Ukrainian Crisis 2/05
152 Paradrop 8/05
153 Stirring the Hornets Nest 10/05
154 Kachanik Defile 6/99
155 Destined to Defeat 7/98
156 Hour of Doom 10/91
157 Incursion 7/85
158 Hungarian Storm 9/91
159 Ambitions of the Neighbours
160 Cry Havoc 6/98
161 To Settle the Score 8/05
162 Socialist Duel 3/80
163 The Belgian Wall 8/89
164 Into the Mouth of Hell 8/89
165 Issue in Doubt 8/89
166 Norwegian Battlefield 8/89
167 Grosspetersdorf 8/89
168 The Defence of Dobbiaco 9/89
169 Against the Red Flood 9/89
170 Consider Yourself a Hero 8/89
171 Battle for the Beachhead 8/89
172 Follow on forces Attack 9/89
173 Bulgarian Assault 8/89
174 Relentless Advance 9/89
DRG
September 4th, 2005, 11:39 PM
Post deleted by DRG
wulfir
September 5th, 2005, 09:57 AM
Post deleted by DRG
DRG
September 5th, 2005, 11:52 AM
wulfir said:
By all means, feel free to include any senario(s) you like. Let me know if there's somehting that needs fixing.
I can of course send the maps too, if they would be of any interest.
Ulf
The scenarios will get a much wider audience in the patch
This would be better discussed off list but I will need them renumbered starting at 118. I also need you to add the slot number to the front of each title so your first one that is in Slot 150 now needs to be set up in slot 118 and read
118 The Cornered Rat 9/05
This puts all the scenarios in the same format
Your slot numbers for your scenarios would be 118- 142 and yes, the maps would be great as well. Slot 214 will be your first slot number for any maps you send
Send me an email off list. I will need this by the end of the week at the very latest. If this is a problem let me know. I would do most of this myself but this week my time is very limited
You may want to fix the text in the last scenario and change Bulgaria to East Germany http://forum.shrapnelgames.com/images/smilies/happy.gif
Don
MacGalin
September 6th, 2005, 03:14 AM
Umm... wouldn't it be better to have this discussion in new topic, and leave Scenarios! topic only to post new files? It will be easier for the new users to find new stuff this way...
Anyway, some of these scenarios look great, Wulfir. I can't wait for the weekend to play them http://forum.shrapnelgames.com/images/smilies/happy.gif.
DRG
September 6th, 2005, 09:42 AM
MacGalin said:
Umm... wouldn't it be better to have this discussion in new topic, and leave Scenarios! topic only to post new files? It will be easier for the new users to find new stuff this way...
Anyway, some of these scenarios look great, Wulfir. I can't wait for the weekend to play them http://forum.shrapnelgames.com/images/smilies/happy.gif.
Yes it would have. That's why I said "This would be better discussed off list " in the first place but Ulf didn't post his email address and it looks like by shrapnel one isn't forwarding my mail. When we are done I will delete these posts and it will be all nice and neat again
Don
wulfir
September 6th, 2005, 01:19 PM
DRG said:
Send me an email off list.
Righto, scenarios and maps moved to the assigned slots. Scenario and map names changed to include slot number.
Bulgaria replaced with East Germany for the last scenario. http://forum.shrapnelgames.com/images/smilies/happy.gif
Should I upload them here, I've tried the drg sharapnel email but I can't get through. http://forum.shrapnelgames.com/images/smilies/confused.gif
My own email is wulfir@yahoo.com.
Artur
September 6th, 2005, 05:23 PM
wulfir said:
- MBT Scenario Batch A -
This zip contains a number of scenarios for winSPMBT.
Most of them are large and will likely be demanding to the average player.
You have been warned. http://forum.shrapnelgames.com/images/smilies/smirk.gif
Includes:
150 The Cornered Rat 9/05
151 Ukrainian Crisis 2/05
152 Paradrop 8/05
153 Stirring the Hornets Nest 10/05
154 Kachanik Defile 6/99
155 Destined to Defeat 7/98
156 Hour of Doom 10/91
157 Incursion 7/85
158 Hungarian Storm 9/91
159 Ambitions of the Neighbours
160 Cry Havoc 6/98
161 To Settle the Score 8/05
162 Socialist Duel 3/80
163 The Belgian Wall 8/89
164 Into the Mouth of Hell 8/89
165 Issue in Doubt 8/89
166 Norwegian Battlefield 8/89
167 Grosspetersdorf 8/89
168 The Defence of Dobbiaco 9/89
169 Against the Red Flood 9/89
170 Consider Yourself a Hero 8/89
171 Battle for the Beachhead 8/89
172 Follow on forces Attack 9/89
173 Bulgarian Assault 8/89
174 Relentless Advance 9/89
Wulfir,
I just took an initial look at them. If they are as good as they look in the beginning you did an excellent job and set up a very high standard.
Well done!
Artur.
Double_Deuce
September 6th, 2005, 06:18 PM
wulfir said:
As soon as I get our resident techie to add the CAMO Group Category to the ACG/SZO Website's DL Section, I'll have room for them there in addition to what you get uploaded here. Are they in a zip file? Can you email them to me?
JagdtigerPL
September 8th, 2005, 04:29 PM
My first scenario:
http://jagdtiger.mm.pl/download/scenariusze/SPMBT_ambush_in_iraq.zip
Bernard
October 6th, 2005, 06:42 AM
My first scenario (or at lest the first worth uploading):-
In the rice paddies, March 1966
Intense USA vs VC company sized battle.
Poor cover and enemy units coming from all directions.
Xdude
October 27th, 2005, 07:38 PM
Roadside Ambush, 9/83
US Army vs East Germany
Needs playtesting please. No one over here with me in Iraq plays WinMBT. http://forum.shrapnelgames.com/images/smilies/frown.gif
desh44
October 29th, 2005, 10:51 AM
Hi X
Just got a chance to play your scenario....I like it. When you first start playing it looks grim with all the armor coming at you but if you set up right you can take a toll on them.
I got a decisive on this one. Only lost one objective point and took out most of the armor units. For tactics I placed the ranger foot units in the building with their engagement range set at 1 so they would hit the tanks as they passed. This cost sometimes when there were 3 or more tanks moving in at one time but it did work. the dragons I set on the hill tops or just behind and took out the tanks as they got closer. The air really helped. If not for it I might have been overrun. I might try it out without using the air just to see what happens. You might want to include a couple of ammo canisters on the drop as the dragon teams run out of ammo real fast. If you did this you could eliminate the air support.
The map looks good overall. For esthetics you could add patches of rough terrain and bare earth. I find that mixing some of these in makes it look nice.
I noticed you mentioned you were over there. Will pray for your safe return.
Best
Tom D
Xdude
October 29th, 2005, 03:22 PM
Thanks Desh. I appriciate the comments and the support. The intent is to have the lower quality national guard units suck it up and fight with what they have. The map is based on a scenario for the older SPMBT, made by a very good friend (Who always kicks my arse at this game).
I'm playing it again and will post score(s) when I have time. Perhaps on the AAR forum, once I finish it.
I was thinking about a 3rd revision, giving the east germans a few T-80s, but that might be a little too evil.
Xdude
Mustang
February 21st, 2006, 05:36 PM
Here are a few scenarios I made:
Helo Wars 1 and 2:
http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=402921&page=0&view=collap sed&sb=5&o=&fpart=1
Battle of Wadi Al Batin:
http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=405127&page=0&view=collap sed&sb=5&o=&fpart=1
Arena Combat:
http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=407618&page=0&view=collap sed&sb=5&o=&fpart=1
Alpha
January 29th, 2007, 10:15 AM
So finally here are 3 scenarios which were planned for the "Red Lightning" campaign (1991 Nato vs. Russia+Poland.)
The zip contains:
3 x scens (Garstedt, E“bruck, Braunweiler West-Germany)
1 x Alpha OOB newest version (required for RL)
1 x Picture pack as some eye candy for the RL camp
E“bruck map by Double Deuce - thanks.
If anyone has more time and determination to build a camp from the scens, then go ahead, contact me here or alpha /at/ vampirefreaks.com.
I also have a 4th unfinished scen which sees the west on a probing attack into the ex DDR/GDR....maybe i finish it sometime.
Have fun so far. http://forum.shrapnelgames.com/images/smilies/cool.gif
dita
February 4th, 2007, 04:20 PM
Here is the file, refer to this post for details.
http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=493517&page=0&view=collap sed&sb=5&o=&fpart=&vc=1&PHPSESSID=
Saved as number 240.
Double_Deuce
February 11th, 2007, 04:16 AM
DRG said:
Post deleted by DRG
I take it Wulfir's scenarios were deleted because they are now in v3.0?
Beachinnole
November 24th, 2007, 04:18 PM
I placed this sceanrio in slot 998 to avoid conflicts with other's scenarios and figured Slot 998 is a good place to place it. Please rename to your next avail. slot in your game...
Operation "Empty Quiver"*
*
Date: December 24-25, 2007*
*
Battle location: Somewhere in Pakistan*
*
Battle Type: Pakistani Rebels vs. 101st Airmobile*
*
Design by: Al Sandrik (asandrik@bellsouth.net)*
*
BACKGROUND:
(Suggestion, it would be wise to read the entire summary!)*
*
The political crisis in Pakistan continues to deteriorate with the former Inter Services Intelligence (ISI) Chief Major General Hamid Gul (ret.) and the now rebel Pakistani 1st Strike Corps seizing an airbase containing the plutonium cores for the Pakistani air delivered nuclear weapons. Gul is a fierce Islamic zealot (Google this guy if you don't already know about him!), one of the creators of the Taliban, and staunchly anti-American! CIA and DIA Intel assets indicate the detonators have also been secured for the weapons (held at a separate facility) and plans are being made to transfer both to a third location. Worse still communications between Gul and Al Quada have been intercepted indicating a possible transfer for some weapons to that terrorist group. For a week now an airmobile brigade of the 101st Airmoble/Air Assault Division have been deploying to an Airbase in coastal Pakistan for a possible mission to seize the weapons. On the morning of Christmas Eve (Dec 24th) an intercept confirms the cores would be removed the next day. The go order is given for an airmobile assault on the facility overnight on Christmas Eve. As western audiences watch the growing riots in Pakistani cities on their TV screens the assault begins. Failure is not an option as if the assault is unsuccessful two Tomahawk Cruise missiles each with a 10 kiloton tactical nuclear warhead will be launched against the site at 06:00 local time on Christmas morning.*
*
This scenario depicts an airmobile assault against a very well defended facility. *
*
The scenario is designed to be played with the human player as the American side against the Pakistani AI.*
*
ORDERS:*
Operation Empty Quiver.*
*
Units of the 101st Airborne Division which have deployed to your advanced base on or before 24 December 2007 will be utilized to secure nuclear weapons cores in possession of rebel Pakistani forces. A Special Operations Forces (SoF) observation team has been inserted to the area and will provide Forward Air Control (FAC) for Suppression of Enemy Air Defenses (SEAD) and Close Air Support (CAS) missions. To date, friendly air assets deployed are not sufficient to completely reduce opposing Anti-Aircraft Artillery (AAA) and armored assets. It is suggested you utilize your observation and attack helicopter units to further reduce AAA prior to airmobile insertion. The Landing Zone (LZ) is expected to be hot. Intel and satellite imagery suggests an initial landing near the runway-hanger area would be more successful than an LZ near the Storage Bunkers. It is imperative that your forces secure the Storage Bunkers or initiate egress prior to 05:30 LST. Due to the deepening and critical political situation in Pakistan, if the situation is not secured prior to 05:30 LST, the USS Gettysburg will initiate a nuclear strike on the facility at 06:00 LST regardless of egress status!*
*
Intel: Rebel Pakistani Army/ISI assets are estimated to be
*
Two (2) Battalion sized infantry units.*
One (1) Armored Company.*
12 Improved Hawk Batteries.*
Numerous lighter AAA assets.*
*
Good Luck, it will be a near run thing should you accomplish your mission!*
Beachinnole
November 27th, 2007, 11:17 AM
I noted a error in the map after I posted the scenario. Late in playtesting I was tweaking unit directions and somehow changed what was a 100x80 map to a 100x100 map with 20 "blank/Bare earth" hexes now at the bottom. Will correct that later but it shouldn't affect gameplay.
Al
Hub01
June 5th, 2008, 11:41 PM
Fort Irwin NTC, the Washboard, northwest of Bicycle Lake in the Central Corridor. From Dragons at War: Land Battle in the Desert, by Daniel P. Bolger
New to the NTC and the prowess of OPFOR, the Task Force pushes tiredly into their third day of operations. Units are exhausted and out of contact. The supply trains are in a shambles. But, the tempo is unrelenting, and TF Dragon now must execute a deliberate assault against a reinforced Motor Rifle Company.
The TF recon platoon had been in contact with the enemy during the night, but were withdrawn before daylight from Hill 1406, in order to provide a screen against a possible enemy incursion through Coyote Canyon. At dawn, the whereabouts of the enemy MRC is unknown...
Imp
August 14th, 2008, 02:29 PM
Re MBT Scenario Batch A
Can an administrator please delete this post & those associated with it as all are now included in the game using slots 118-142. Also delete this but would like to say good idea having Subdivisions like this.
Could add some more like
Map editing Questions tips
Maps wanted
Help
Campaign ideas
wulfir
April 19th, 2010, 04:39 PM
http://www.armchairgeneral.com/wordpress/wp-content/features/2007/huaihai/PLAHuaihai.jpg
Scenario slot 244!
November 12, 1948...
The 200th Division is coming...
Trained by the Americans, enough tanks to be called an armouerd division..., led by Chiang Kai-Shek's son...
...attacking west to break the Communist encirlement of the KMT 7th Army.
A blocking force, communist troops of Wei Guoqing's column, are waiting..., no tanks, no aircraft, no heavy artillery...
:bomb:
wulfir
April 20th, 2010, 01:59 PM
http://img111.imageshack.us/img111/2537/2267184em.jpg
Scen 245!
December 19, 1948.
North of Polso, Java Island.
Operatie Kraai has been launched..., Dutch Marines have landed near Toeban and are advancing south. Near Polso the TNI rebles make a stand.
Let the gloves come off...:hurt:
RazGator
April 21st, 2010, 09:07 AM
Good subject. Lots of conflicts in this area of the world after WWII that are all but forgotten about. Working on a 1965 British counter-insurgency operation in Borneo scenario but it was such a low intensity conflict that it's hard to make an interesting game of it.
wulfir
April 21st, 2010, 01:04 PM
...but it was such a low intensity conflict that it's hard to make an interesting game of it.
Agreed. Especially low-intensity stuff is difficult to do somehting creative with...
RazGator
April 21st, 2010, 06:55 PM
Played through. The map has a good feel to it. Finished with a marginal victory. The Dutch captured all victory hexes with a loss of 32 Marines and a total score of 1162. The TNI suffered 241 casualties, 1 jeep and finished with a 293 point total. Good scenario. Enjoyed it.
burroughs
April 22nd, 2010, 03:41 PM
Hello guys.
I dare to disagree on the subject of low intensity conflicts and counterinsurgency warfare. I am participating in "The Battle for the South Atlantic" tournament at the Blitz site that covers the Falklands War; obviously all of the scenarios are based on small units actions, company up to a battalion sized elements mostly. Just like during the Malaysian emergency first and then during the Borneo operations. A couple of weeks ago I set up a regular patrol of a pratroop platoon augmented with SAS teams already present in the AO agains a Kopassus company scattered in the jungle after a paradrop. Worked quite well in my humble opinion, but I could not develop that much furter due to the lack of knowledge in scenario making. I think there is a potential to make the Borneo campaign settings interesting enough by skillful combination of some historic background and ingame mechanics - air assaults, reinforcing the far flung firebases and outposts under fire, conducting patrols and setting up hasty ambushes based on some last minute intel or seaborne and airborne infiltration and incursions off the Indonesian border from both sides. Certainly the map size needs to be adjusted accordingly. I am not a map maker myself and I indeed did not manage to find any interesting and of a decent size ones in my mostly stock set.
Good luck to Your project. I will be following the news on that, hoping to see it ready here any time soon.
wulfir
April 22nd, 2010, 04:32 PM
I am participating in "The Battle for the South Atlantic" tournament at the Blitz site that covers the Falklands War; obviously all of the scenarios are based on small units actions...
IMHO the problem is not so much the fact that it's a small unit action - I think most players like the small size "lunch-hour" size scenario...
...but how can you transfer a geurilla set-up to winSPMBT?
How many players would like to patrol an 80x100 jungle map looking for two insurgent scout teams hidden away - that might or might not be located during the 30 turns of the game...
Granted PBEM games with quality players like those at the Blitz will always be better than facing the AI and human vs human play also offers a lot more possibileties with regards to objectives that need to be achieved for winning etc.
Btw, Burroughs - don't fear the editor, get cracking on those maps. :)
RazGator
April 23rd, 2010, 12:30 AM
I said that it was hard to make good scenarios with low intensity conflicts; it's not impossible though. I did a Falklands scenario included in the latest patch covering Operation Corporate. It required some manipulation of victory hexes to get the AI to make a fight of it, but it can be done. It's a matter of having some unusual angle to make it interesting. This "angle" can be any of a number of factors. Unusual objectives, special rules, equipment, units, terrain and maps can all be used to enhance small scenarios.
Research for low intensity conflicts can be a bear as well. Such conflicts rarely have much tactically detailed material available from which to design an interesting scenario.(Try and find much tactical info on the French-Algerian War '54-'62)
Mobhack
April 23rd, 2010, 02:34 AM
I said that it was hard to make good scenarios with low intensity conflicts; it's not impossible though. I did a Falklands scenario included in the latest patch covering Operation Corporate. It required some manipulation of victory hexes to get the AI to make a fight of it, but it can be done. It's a matter of having some unusual angle to make it interesting. This "angle" can be any of a number of factors. Unusual objectives, special rules, equipment, units, terrain and maps can all be used to enhance small scenarios.
Research for low intensity conflicts can be a bear as well. Such conflicts rarely have much tactically detailed material available from which to design an interesting scenario.(Try and find much tactical info on the French-Algerian War '54-'62)
A useful site for scenario research:
http://www.britains-smallwars.com/
e.g. this one for an example of a hostage rescue op (has sketch map):
http://www.britains-smallwars.com/Borneo/Limbang-op.htm
Cheers
Andy
wulfir
June 20th, 2010, 05:28 AM
http://i20.photobucket.com/albums/b204/jake19drunkpunk/fewsolidstockAK74riflesinafghan9VDV.jpg
1980,
Afghanistan...
Soviet VDV troops of the 345th Regiment enter Mamhud-i-Raqi behind the regular Afghani soldiers - supposedly their comrades-in-arms but in reality considered worthless by the VDV...
...inside the town the Mujahedin waits behind prepared positions, burning with hate for the Soviets...
(Semi-fictional scenario based on Zimgas Stankus' Kaip tamparma Albinosais.)
DRG
June 20th, 2010, 09:17 AM
Ah...... Ulf....... The CMT is numbered 245 but the dat and Txt file are 246
:)
Don
wulfir
June 20th, 2010, 12:52 PM
:doh:
:mad: :mad:
Rezipped the files, these should be the correct ones...
wulfir
July 28th, 2010, 09:05 AM
http://www.giveafuture.org/images/tank.jpg
November 14, 1989,
San Salvador...
The 'Tet Offensive of Central America' is a few days old.
Government forces are counterattacking; Panhard armoured cars and infantry andvance into the Zacamil district where the fighting is particulary severe...
...helicopter gunships are in support, but no artillery...
SaS TrooP
January 3rd, 2011, 09:24 AM
All right, my first scenario is ready:
Situation:
East Walkers*
*
Date: May, 1989*
*
Battle Location: Wodzislaw, Silesia, Poland*
*
Battle Type: Polish delay vs. USA advance*
*
Game Length: 40 turns
*
Difficulty: Hard
*
DESCRIPTION: WWIII has begun in Europe.
*
Following NATO counter-attack, US Army launches swift blitzkrieg style assault in order to cut Czechoslovakia and enter Silesia, polish most important industrial area.
*
To do this, NATO must break through so called Moravian Gate, a depression between Sudetes and Carpathian Mountains through city of Wodzislaw with 50000 inhabitants at the time.
*
City is defended by remnants of 25th Mechanized Division from Opole (Opplen), which suffered heavy combat losses. Also, polish forces lack of strength as their main fighting vehicle is SCOT, incomparable with Bradleys. American forces approaching Wodzislaw consist of mechanized brigade, with overwhelming artillery and air support.
*
Your task is to defend Wodzislaw at all costs. Reinforcements from Gliwice (reserve tank battalion) and Krakow (mechanized battalion) are on their way. Deployment of these units will start at turn 12.
*
NOTES: If playing against the AI, player should take Poland side.*
*
Source: Hypothetical Scenario
*
*
Design by Marcin "SaS TrooP" Kaluza. Mission takes place in my city**
WodzisÅaw is optically enlarged to provide more space. In reality, there are much more buildings and streets, but city shape is somehow... a bow, which is filled with rather rural area.
25th mechanized division regiment was accurately reconstituted in exception of command company, communications company etc. Generally, battle element is realistic, with some real names as col. Kuriata. Unrealistic are Gliwice reserve tank battalion tanks, as it consisted mainly from T-55Us. The were changed to T-55 Meridas, as scenario is hard enough that way :P
I hope you enjoy it, even if its long and demanding. Rather for hardcore simulation fans.
Scenario is now on slot 260, naturally can be changed freely.
wulfir
January 21st, 2011, 01:27 PM
All right, my first scenario is ready:
Good scenario, good map! Especially if this is your first...!
Played it through, but made it into a two scenario campaign and swapped Player 1 Nation to Sweden and set build points to the same as the value of the original Polish force.
This will upset the intended balance of the scenario but it is fun to play because it is somewhat more unpredictable than the generated games (and it allows for some playtesting of a user OOB I'm trying to develop for Sweden).
My force was made up of:
Elements of Infantry Brigade type 77:
Brigade-Infantry battalion type 77 (4 companies, motorised)
Brigade AT Company (motorised)
Brigade ATGM Company (TOW, motorised)
Brigade Engineer Company
Brigade Tracked AT Company (IKV91 tank destroyers)
Elements of Armored Brigade type 66:
Armoured-battalion type 66 (2 tank companies, 2 mechinf companies, 1 arty bty).
Pioneer Company (motorised)
AT Company (TOW, mech)
Armoured Recce Company
AA Platoon (RBS70, mech)
Support Elements:
AA Platoon (40mm Bofors, motorised)
AA Company (RBS70)
AA Platoon (RBS90)
Artillery Battalion (155mm off map)
Strike Element x2 (AJ37 with Maverick)
I deployed the infantry battalion in company positions along frontline reinforced with the AT companies and Bde Engineer company. The bulk of the Armoured companies and the Recce company was kept back for counterattacks.
The American air and artillery preparation caused heavy losses, especially nasty was a series of A-10 strikes that wiped out a full infantry company on a truckborne road march. The American hammerblow in the south fell upon one engineer company and a second infantry company, both were virtually destroyed in the fighting although it was possible to stall the American attack. I used the Armoured Recce Company as a reserve fighting formation although this is a big no-no as the Recce is rather weak - but I had nothing else to use to plug the hole in the south.
Elsewhere the fighting was somewhat less dramatic but I took major losses especially my own tanks and APCs were easy meat for the US weapon systems with TI. Of course given that a human player will always have the advantage over the AI and the fact that I could deploy my full force from the get go tilted the scenario in my favour but it was still a hard fought scenario, and great fun. Took me until turn 34 to finish the whole thing.
Big and gritty, my kind of game...! :)
Oche
January 27th, 2011, 09:34 PM
All right, my first scenario is ready:
Situation:
East Walkers*
*
Date: May, 1989*
*
Battle Location: Wodzislaw, Silesia, Poland*
*
Battle Type: Polish delay vs. USA advance*
*
Game Length: 40 turns
*
Difficulty: Hard
*
DESCRIPTION: WWIII has begun in Europe.
*
Following NATO counter-attack, US Army launches swift blitzkrieg style assault in order to cut Czechoslovakia and enter Silesia, polish most important industrial area.
*
To do this, NATO must break through so called Moravian Gate, a depression between Sudetes and Carpathian Mountains through city of Wodzislaw with 50000 inhabitants at the time.
*
City is defended by remnants of 25th Mechanized Division from Opole (Opplen), which suffered heavy combat losses. Also, polish forces lack of strength as their main fighting vehicle is SCOT, incomparable with Bradleys. American forces approaching Wodzislaw consist of mechanized brigade, with overwhelming artillery and air support.
*
Your task is to defend Wodzislaw at all costs. Reinforcements from Gliwice (reserve tank battalion) and Krakow (mechanized battalion) are on their way. Deployment of these units will start at turn 12.
*
NOTES: If playing against the AI, player should take Poland side.*
*
Source: Hypothetical Scenario
*
*
Design by Marcin "SaS TrooP" Kaluza. Mission takes place in my city**
WodzisÅaw is optically enlarged to provide more space. In reality, there are much more buildings and streets, but city shape is somehow... a bow, which is filled with rather rural area.
25th mechanized division regiment was accurately reconstituted in exception of command company, communications company etc. Generally, battle element is realistic, with some real names as col. Kuriata. Unrealistic are Gliwice reserve tank battalion tanks, as it consisted mainly from T-55Us. The were changed to T-55 Meridas, as scenario is hard enough that way :P
I hope you enjoy it, even if its long and demanding. Rather for hardcore simulation fans.
Scenario is now on slot 260, naturally can be changed freely.
Great scenario!, i really enjoyed it, quite a challenge to stop the US advance, took me 40 turns, ended with a marginal victory. Thanks for uploading.
DRG
January 28th, 2011, 01:20 PM
All right, my first scenario is ready:
.
If you like I can include this with the next patch
Don
SaS TrooP
February 1st, 2011, 11:54 AM
I would be honoured if that happened!
At least if there is really nothing to fix etc.
Mobhack
February 14th, 2011, 12:03 AM
This scenario is posted stand-alone for user testing.
It is intended to be the second one in a user campaign that I am developing on the back burner, but it may have stand-alone potential.
Feedback is wanted on the Tanzanian perspective (too easy or too hard, etc) since the campaign will be from that POV.
It may well be too much of a Ugandan walk-over if played Human v Human, but any feedback from testers doing so would be welcome as well.
It is currently in slot 250, but that can easily be changed in the usual way.
"Amin Attacks!"*
*
Date: 30 October, 1978*
*
Battle Location: Kyaka, Northern Tanzania*
*
Battle Type: Ugandan advance vs Tanzanian delay.*
*
Description: Internal dissent in Uganda had led to some more of Amin's troops deserting across the border to Tanzania, with some of the elite Simba forces now joining with the existing Uganda National Liberation Army (UNLA). Skirmishing between Ugandans and the Tanzanians and Ugandan rebels had severely escalated along the Tanzania/Uganda border*
Finally President Idi 'Big Dada' Amin declared war on Tanzania, claiming that Kagera province was rightfully Ugandan territory and Ugandan forces invaded aiming to annexe the region. In response, President Nyerere of Tanzania mobilised the Tanzania People's Defence Force, expanding his total armed forces from 40,000 to 100,000.*
* Situation:*
Ugandan forces have swept into Kyaka Town, and are in the process of massacring the civilian population there as well as general looting.*
Tanzanian People's Militia forces, aided by some Ugandan rebel allies from the Simba Regiment and the UNLA are resisting the enemy thrust, but the Ugandan forces have armour and these forces are light in anti-tank weaponry.*
* You are in charge of a regular army task force sent to relieve the defence of Kagera, and then counter-attack and throw the invaders out. Your task force begins off-map and will arrive over time. You have some Scorpion light tanks, and also a 'simba-simba' (Grad) MRL recently captured from Uganda during the border skirmishing. Ammunition resupply is also very limited.*
You must try your best to rescue or shepherd to the rear any civilians fleeing from the town. [These are quite expensive in points, and the Ugandans will happily mow them down - Designer note].*
* Do not rely on the Ugandan rebel troops since thier morale may be somewhat fragile, though the Simba troops may be the better ones should you have to use them. They are in any case deployed on the flanks rather than to hold the centre.**
*
Notes: If played against the AI the human player should take the Tanzanian side. (Designed for Tanzanian as human player).* The scenario may also be played Human v Human.*
*
Sources:*
http://en.wikipedia.org/wiki/Uganda%E2%80%93Tanzania_War*
http://www.time.com/time/magazine/article/0,9171,920214-1,00.html*
http://www.acig.org/artman/publish/article_187.shtml*
*
Design by: Andy Gailey.*
Cheers
Andy
Oche
March 3rd, 2011, 09:04 PM
This scenario is posted stand-alone for user testing.
It is intended to be the second one in a user campaign that I am developing on the back burner, but it may have stand-alone potential.
Feedback is wanted on the Tanzanian perspective (too easy or too hard, etc) since the campaign will be from that POV.
It may well be too much of a Ugandan walk-over if played Human v Human, but any feedback from testers doing so would be welcome as well.
It is currently in slot 250, but that can easily be changed in the usual way.
"Amin Attacks!"*
*
Date: 30 October, 1978*
*
Battle Location: Kyaka, Northern Tanzania*
*
Battle Type: Ugandan advance vs Tanzanian delay.*
*
Description: Internal dissent in Uganda had led to some more of Amin's troops deserting across the border to Tanzania, with some of the elite Simba forces now joining with the existing Uganda National Liberation Army (UNLA). Skirmishing between Ugandans and the Tanzanians and Ugandan rebels had severely escalated along the Tanzania/Uganda border*
Finally President Idi 'Big Dada' Amin declared war on Tanzania, claiming that Kagera province was rightfully Ugandan territory and Ugandan forces invaded aiming to annexe the region. In response, President Nyerere of Tanzania mobilised the Tanzania People's Defence Force, expanding his total armed forces from 40,000 to 100,000.*
* Situation:*
Ugandan forces have swept into Kyaka Town, and are in the process of massacring the civilian population there as well as general looting.*
Tanzanian People's Militia forces, aided by some Ugandan rebel allies from the Simba Regiment and the UNLA are resisting the enemy thrust, but the Ugandan forces have armour and these forces are light in anti-tank weaponry.*
* You are in charge of a regular army task force sent to relieve the defence of Kagera, and then counter-attack and throw the invaders out. Your task force begins off-map and will arrive over time. You have some Scorpion light tanks, and also a 'simba-simba' (Grad) MRL recently captured from Uganda during the border skirmishing. Ammunition resupply is also very limited.*
You must try your best to rescue or shepherd to the rear any civilians fleeing from the town. [These are quite expensive in points, and the Ugandans will happily mow them down - Designer note].*
* Do not rely on the Ugandan rebel troops since thier morale may be somewhat fragile, though the Simba troops may be the better ones should you have to use them. They are in any case deployed on the flanks rather than to hold the centre.**
*
Notes: If played against the AI the human player should take the Tanzanian side. (Designed for Tanzanian as human player).* The scenario may also be played Human v Human.*
*
Sources:*
http://en.wikipedia.org/wiki/Uganda%E2%80%93Tanzania_War*
http://www.time.com/time/magazine/article/0,9171,920214-1,00.html*
http://www.acig.org/artman/publish/article_187.shtml*
*
Design by: Andy Gailey.*
Cheers
Andy
Great scenario, I ended with a decisive victory, took me 21 turns, lost about 300 men against about 800 men. I really enjoyed it since it's an infantry combat scenario (tankheads steer away from this one :-)). Enemy artillery is overwhelming and constant, bogged down my troops in the town area and disorganized my defenses on the town center and bridge area on the first turns. Unpredictable deployment of enemy reinforcements kept me on my toes as well. In the first turns, the UNLF company and militia units in the western sector have a hard time pushing forward or holding the line since they lack Squad support machineguns and rely on limited AT gun and mortar support unlike their closest aggressors on the opposite side of the river bank. The Simba company units on the eastern sector are the better equipped and have it much easier than their western sector friends. The reinforcement of a Scorpion tank Platoon really helps to withstand the pressure from the enemy supporting M4A1(76)s and scout cars. IMHO the scenario difficulty and balancing are good enough for experienced players. This kind of scenarios are the ones that keep me faithful to the series after all these years and flood my head with even more scenario design ideas. Thanks for uploading Andy!.
Patric
March 27th, 2011, 01:07 AM
Hi
Although I made some scenarios years ago, I've never uploaded one to this forum.
I'd like the community of this forum to play test this hypotetical scenario from the Malvinas / Falkland war and suggest tweaks or changes that could improve it.
It should be played from the British side. In order to play as the Argentinean, first I do have to tweak the timing and approach routes for the British to make it more challenging to the Argentine player.
Enjoy
Patricio
Patric
March 27th, 2011, 09:53 PM
Hi:
Now I figured out how to put landed planes. Unfortunately the closest thing to a MBDA Super Etendard are 5 x MiG 17's on the "utility vehicle" OOB of the red player. This version also have waypoints for the British, in case you want to play on the Argentinean side a more challenging game.
I'd like to have feedback / suggestions.
Thanks
Pat
iCaMpWiThAWP
March 28th, 2011, 04:55 AM
Will try this out when i get home tonight, Did you set a high point value for these parked aircraft so destroying them becomes a priority?
Patric
March 28th, 2011, 10:24 AM
Good point, I must relocate the flags so they'll coincide with the aircraft- Two of them hve them already but I have no means now to verify how many points are worth. (I'm writing from my office, I'll check that later.)
saludos
Pat
DRG
March 28th, 2011, 04:03 PM
This is a sceanrio you are making .......correct ?
Buy the same number of anything cheap and useless you want to represent the Etendards and put it on the map where you want the grounded aircraft.
Save
Find a nation with an Etendard graphic you like. Note the graphic number
Open the scenario with SCENHack and change the cheap and useless things to the graphic number for the Etendard and change the name while you're at it
Save with SCENHack.
Deal with any speed issues in the game editor
Don
iCaMpWiThAWP
March 28th, 2011, 04:49 PM
btw, you can add 1 armor all round(but not top) to make it harder to destroy, so you'll need to get close to assault, or to grenade it from 50m, instead of shooting from 600m.
Patric
March 28th, 2011, 08:57 PM
Thanks for the tips guys.
If I try doing these changes, will my OOB change preventing me of playing PBEM?
thanks again
Pat
iCaMpWiThAWP
March 29th, 2011, 08:15 AM
don't change the oobs /facepalm
you need to change the scenario ONLY
Double_Deuce
March 29th, 2011, 09:18 AM
Thanks for the tips guys.
If I try doing these changes, will my OOB change preventing me of playing PBEM?
As iCaMpWiThAWP said, only edit the scenario itself not your master OOB files. ;)
A_Rude_Gesture
April 19th, 2011, 09:01 PM
Hi all!
A new scenario done in, at least when it comes to my making scenarios, record time. A word of warning regarding the description which will follow though, it has got some cursing in it.
01 Beginnings
Date: May 5, 1972
Battle Location: Rural Area, Northern Ireland
Battle Type: Provisional IRA sabotage vs R.U.C./British Army defend
Description: How and when you and your brother joined the Provos is a story best told at another time.
It doesn't really matter at the moment, what does matter is that you both have been sent to a rural area just across the border to meet up with and help organize a few volunteers.
You drove across the border at night with only a few weapons in the car: A pistol, a shotgun and newly arrived from our friends in the States, an m79 "Thumper" grenade launcher.
Driving with your headlights switched off along the narrow country roads it was a miracle that you didn't crash earlier, on the upside you both got off easy with a few superficial scratches and Lockie, your older brother, who was driving the car, also suffered a bloody nose.
Keeping away from the roads you make your way towards your destination, a couple of tiny villages and a few farms strewn across the countryside.
You mutter to yourself as you make your way through some trees on the edge of a freshly tilled field.
"What's that you said, Tom?" Your brothers voice cut's through your thoughts.
Your brother is 24 years old, only a year older than you, but still treats you as he did when you were living at home with your parents
"Nottin, Lockie."you sigh
"That's roight, Tom. You just remember why we're here."
You think about answering back, but just as you're about to, a man armed with a Bren gun steps into view and with a rough voice says: "Enjoying the night air are we, boys?"
The man looks at you both and and nods towards the m79. "That's a strange walking stick, boy. How did you come by it?" The man seems to ponder something for a brief moment and then asks: "Are you boys Oglaigh na hEireann?"
Lockie answers him quickly: "Are you Pete O'Leary?"
"No I'm not, but I'm a friend of his. My name is Dan McGee." He lowers his gun. "And I'm guessing you're the lads from the Republic we were expecting." He grins and sticks out his hand. "We've been havin a roight trouble with the huns lately, lads, but now you boys are here we can get ourselves sorted."
You suddenly hear the sound of a car coming closer and both you and Lockie ready your weapons.
"Ah, not to worry, boys." The man says. "That'll be ar Siobhan. She worries about her 45 year old dad as if he was 5."
"She's a good daugther, he adds. "AND she'll take us to see Old Man O'Leary." He blinks. "He's already been training some of the young lads, Michael, he's 19 and Diarmuid who's 18. They might be young, but they're dependable lads. We'll get him to call them on the phone when we get there. And his own son Dara might be home if he's not out hunting.
You see the headlights of the approaching car bobbing about on the bumpy farm road.
"What we need to do roight now, boys, is act." McGee continues. "We'll hit the R.U.C. station tonight. I know for a fact that the back-door of their weapons depot, at the back of the station, has a vulnerable spot. Old Man O'Leary knows his way around gelignite and has a steady hand eventhough he's 65, so that part shouldn't be any trouble. And if we can knock out the Hun's radio antenna on the hill north of the Old Mansion, that'll be grand. And it will get us more volunteers."
"But first we need to gather up the boys. I'll tell Siobhan to drive us to the west village and when O'Leary's woken the lads up we'll go and get them at the Center Village. But we need to hurry, it's not long 'till dawn."
Notes: This scenario is only playable as the Green side.
Be very careful with your volunteers, losses this early in a recruitment drive would be catastrophic.
Your task is, in short:
1: Get to Pete "Old Man" O'Leary in West Village and pick him and, if he shows up, his son up.
2: Pick up the other volunteers in Center Village
3: Attack either or both of your targets (R.U.C.-station and Radio Antenna)
4: Keep losses at a minimum as your units has a high cost
5: Celebrate with a Guinness or a glass of Connemara whiskey
Sources: Ficticious Scenario.
Design by: Daniel Toftemar
Hope you enjoy it!
Palle
December 6th, 2011, 08:49 PM
I said that it was hard to make good scenarios with low intensity conflicts; it's not impossible though. I did a Falklands scenario included in the latest patch covering Operation Corporate. It required some manipulation of victory hexes to get the AI to make a fight of it, but it can be done. It's a matter of having some unusual angle to make it interesting. This "angle" can be any of a number of factors. Unusual objectives, special rules, equipment, units, terrain and maps can all be used to enhance small scenarios.
Research for low intensity conflicts can be a bear as well. Such conflicts rarely have much tactically detailed material available from which to design an interesting scenario.(Try and find much tactical info on the French-Algerian War '54-'62)
That conflict has been described and analysed in many a book as there were some ... interesting aspects of it... Rather I would say it is hard to make the AI model COIN or rebellions.
wulfir
February 25th, 2012, 08:26 AM
http://static.guim.co.uk/sys-images/Guardian/Pix/pictures/2010/9/24/1285346367402/Chinese-Peoples-Liberatio-006.jpg
The Thunder Dragon
Summer 2014, border disputes with several of Chinas neighbours raise the tension in Asia.
Flexing its military muscles with confidence the leaders in Beijing embark upon a course that will lead to major confrontation with several states surrounding China.
The first move is against Bhutan, a small landlocked nation on Chinas southern border allied with the rival India. Fully knowing that India will rally to the aid of its ally the Chinese aim at drawing in the Indian army into the restricted terrain of Bhutan where a major defeat on the Indian forces can be inflicted. A limited, non-nuclear war, against India demonstrating the superiority of the Peopleās Liberation Army would secure Chinas southern border for the main goals elsewhere.
The operation against Bhutan is called Thunder Dragon.
A PLA Paratroop detachement is tasked with knocking out an Indian Mountain Brigade HQ located near the Punakha Dzong palace in north western Bhutan. Success in this mission would disorganize the forward deployed regular Indian army units in all of north western Bhutan.
wulfir
February 25th, 2012, 04:18 PM
http://i39.tinypic.com/2nqxw0p.jpg
Swath of Destruction
Vietnamese political support and indirect military aid to some of the enemies of China leads to a punitive Chinese invasion of northern Vietnam.
Simliar to the 1979 invasion this time around the battle quickly ignites the age old hostility between the two nations.
A brutal battle develops, a massive grudge match.
At the small vietnamses town of Tien Yen, Vietnamse regulars and militia forces make a stand. The PLA force assaulting the town is ordered to grind the defenders into the ground.
Patric
April 15th, 2012, 11:11 AM
Great Scenario Ulf
As Chinese I could conquer all the objectives but at a cost.
Lost 395 men, 20 tanks, and 30some APC“s trucks and small vehicles.
At some time I started to become paranoid that the Vietnamese will counterattack from the south, crossing through the bridges.
I“ll give it a try from the viet side.
Saludos
P
EpoletovSPR
May 1st, 2012, 07:14 AM
Operation Protea - Attack airport of Ongiva*
*
Date: August 26, 1981*
*
Battle location: Southern Angola - Province Kunene*
*
Battle Type: South Africa assault vs. Angola defend*
*
Design by: Epoletov [SPR] & Volodia*
*
Description: Operation Protea was launched on 23 August 1981. Its objectives were to destroy the South-West Africa People's Organisations (SWAPO) command and training center at Xangongo as well as to destroy its logistic bases at Xangongo and Ongiva. The South African forces reached Ongiva on 26 August 1981 and attacked the combined SWAPO/FAPLA forces dug in around the town. While the South Africans did not again have the element of surprise due to their earlier attack on Xangongo, they nevertheless attacked this complex from the rear as well and after two days of fighting, Ongiva also fell to them. The first attack was to secure the airport just outside the town of Ongiva.*
*
Notes: If played against the AI, this scenario should be played with the human player as the South African side.*
*
Source: Dick Lord, "From Fledgling To Eagle: The South African Air Force During the Border War."
================================================== ================================================== ========
The request to commanders to learn as computer armies of Angola counterattack grasped human armies South Africa VH?
There is an opinion that the computer doesn't do counterattack.
P.S.: I know that rear line made it is overturned for side.
I hope it won't be a problem.
P.P.S.: It is difficult battle, I hope to you it will be pleasant. :)
http://i454.photobucket.com/albums/qq261/Epoletov/Ongiva1981.jpg
Patric
May 1st, 2012, 02:28 PM
Can“t wait to play it, where is the attached scen file?
thanks
P
EpoletovSPR
May 1st, 2012, 04:48 PM
Excuse, here the file.
EpoletovSPR
May 3rd, 2012, 01:33 PM
Update scenario.
Now units computer player can counterattack.
Computer player now is even more dangerous.
I only learned about possibilities editing "reaction turn" in command menu. :angel
http://i454.photobucket.com/albums/qq261/Epoletov/Ongiva-mapSP.jpg
Patric
May 5th, 2012, 08:42 PM
Thanks for your tweaks Epoletov, but the original version is already suicidal.
Factor 3 minefields, a defensive force equal to the attacking one with multiple fortifications, multiple recoiless rifles each with its own ammo containers defending against an SADF assault in plain daylight don“t make a balanced scenario, it“s an Angolan shooting club...
Beachinnole
May 6th, 2012, 10:17 AM
Uses the premise from the SPI Invasion America game and simulates an European Socialist Coalition (In this scenario Russian) mechanized force vs. a Georgia ARNG hasty defense of Gardi, Georgia.
Patric
May 12th, 2012, 08:59 PM
Uses the premise from the SPI Invasion America game and simulates an European Socialist Coalition (In this scenario Russian) mechanized force vs. a Georgia ARNG hasty defense of Gardi, Georgia.
Played it, every russian tank or APC cost me an average of 3 / 4 missiles to destroy it. In the improbable case that such scenario will ever happen, The US will better move its missile manufacturing facilities to deep buried concrete sites. It was a fun scenario though.
Beachinnole
May 13th, 2012, 07:52 AM
Yeah I had similar results in play testing, but I've also played from the ESC/Russian side and the dang Apaches tore me up while my MI-24s retreated and barely got in a good shot. I couldn't make any headway until the Tunguska's came on the board.
Also don't underestimate what the M-777s can do to the ESC/Russians when a barrage is concentrated at a chokepoint.
Overall in all of my playtests neither side escaped with much left in the end.
Patric
May 13th, 2012, 10:41 AM
yeah, those M-777 kills everything without cover. They made a high toll freeway.
Kurt Montandon
May 18th, 2012, 04:00 AM
The Arena ADS seems somewhat over-effective in this game (which can also be seen in the "Confronting the Angry Bear" Scenario).
Kenny
August 8th, 2012, 01:19 PM
From the readme:
2/11 ACR November 1976
This scenario is another of the "what if" variety and based on my recollections as to serving in the 2/11/ACR along the East German border(1974-1976).
Only the actual combat units in this Cav Squadron are included with all squadron level logistical support eliminated,but bearing that in mind, the actual remaining TO&E of the 2nd Squadron is represented here. Off map artillery is courtesy of our M109A1 "How" Battery,and the 41st Artillery Battalion,based 2 blocks away from our garrison HQ in Bad Kissigen,Nord Bayern.
The East German forces are only a guestimate but we were definately outnumbered.
Our Sheridan platoons actually had 9 vehicles but the Mobhack formations only have 10 slots so I couldn't include the second platoon M113A1 in the obat012. Both scout teams are included in one APC.
The generic map was made by Epoletov(thanks!) This scenario is based upon the modified and included obat012. Make sure you have a backup installation of SPMBT before you try this one. Despite this being a fantasy scenario,please feel free to modify this scenario any way one see's fit as to improving it,especially from the East German perspective as to accuracy.
Our G-2 didn't exactly share with the line troops all they knew as to the disposition of the enemy forces across that 1500 mile long double fenced minefield. Morale in the U.S. Army was rather low at that junction of history,and it's my guess they didn't want to frighten us any more than we already were.
BTW,in 1976,I was in the 1st platoon of Fox Troop,my vehicle was Fox16. I was the gunner for the Platoon leader. When I arrived in the sping of 1974,I served briefly in Fox troop to qualify vehicle Fox 33 for annual tank gunnery,then was tranferred to the HQ Troop to be a member and eventual team leader in the Redeye section for the next 18 months. In January 1976,I asked for and received a transfer back to Fox Troop. My ETS was in early December,1976.
Our organization was:
Headquarters Troop
Echo Troop-18 M551A1 Sheridans
Fox Troop-as above
Golf Troop-as above
H Company-17 M60A1 Tanks
"How" Battery-6 M109A1 155mm Howitzers
Redeye Section-6,2 man Redeye missle teams. 6 M551A2 Jeeps with trailers carring 6 missles per team.
KWB,6 Aug/12
Patric
August 8th, 2012, 02:05 PM
Thank you for posting it, I'll give it a try later.
Saludos
P
Kenny
August 10th, 2012, 11:18 PM
Here's an update to this scenario with the preferences correctly set and a cleaned up map for quicker action. Just overwrite the old dat file.
I had a typo in the original readme. Our jeeps were the M151A2 models. Top speed of 72 mph on the hardball.
KWB,10/Aug/10
Kenny
August 11th, 2012, 05:50 PM
2/11TH ACR Nov 1976 Version 2
East Germany/Soviet assault versus U.S. defend
This is another modification of the original fictional 298 scenario. The map and the exact composition of the Warsaw Pact forces remain fictional as well but this scenario is a lot more realistic if the "balloon" ever did go up. This time the East Germans will have to breach the very double fence and minefield they constructed to keep their people from escaping into the Federal Republic of Germany. They will also have to do it under barrage of the 41st Artillery Battalion M110 Howitzers. This fence was about 1500 miles in length.
The U.S. order of battle remains the same but the Warsaw Pact has an additional 2 companies of engineer tanks and 2 companies of mechanised engineers.
Once again,this scenario is based on the modified 012 obat. Be sure to not use with the regular installation of SPMBT.
KWB,13Aug12
Kenny
August 14th, 2012, 10:51 AM
Here is an updated and the last version of the 11th ACR Nov 76,version 2b. Modified Obat012 included.
KWB,14Aug12:D
Imp
August 27th, 2012, 07:15 PM
Only played half a dozen turns or so so far but big :up: Wulfir this one is great fun. Nicely pitched need to think a bit & get those light tanks in the right places.
shahadi
May 14th, 2013, 07:12 PM
Lightening Shield Operation OPORD 2012-291 Full Battle Scenario
Attached files replace scenario 274 of the latest patch release.
āThatās all folks!ā Bugs Bunny, The Looney Tunes cartoon show.
shahadi
May 16th, 2013, 08:28 PM
To upgrade the A01 HWY Ambush scenario, unzip and copy files to your scenario folder. The attached files will replace the scenario in slot 265.
Enjoy.
shahadi
March 27th, 2014, 12:27 PM
AW A01 HWY Ambush Released for Version 8 Patch
A01 HWY Ambush scenario released due to new USMC oob files in version 8, unzip and copy files to your scenario folder. The attached files will replace the scenario in slot 265. This release will only work with version 8 patch.
Enjoy.
EJ
March 27th, 2014, 10:09 PM
shahadi,
Tough scenario. I had to restart before finishing it about 4 times. The bushwhackers were kicking my butt! Finally on my 4th try I was able to cover my area in smoke & rally my troops. Then I began eliminating the insurgents...they fought to the bitter end. I lost 3 of my 5 vehicles. Two destroyed by mine and mortar fire. One immobilized. I lost about 4 men.
Tomas
December 7th, 2014, 09:46 AM
Two final scenario versions:
- Ukrainian Blues 10/2014 (UA assault vs DPR separatist defend)
- The River Flows Frozen 3/1969 (USSR assault vs PCR defend)
Tomas
December 8th, 2014, 12:28 PM
- Zhalanashkol Incident 8/69 (USSR assault vs PCR defend)
wulfir
April 9th, 2015, 06:23 AM
https://41.media.tumblr.com/9c6c918aa3d48d0f8b4ce07f3ed3fc7b/tumblr_nmjbcdUBJ81u8xigto1_1280.png
- The Tank Experts -
August 1985 - WWIII has broken out in Europe, in turn it also comes to Cuba.
Caught up in it are a handful of Russian tank corps advisors to the Cuban army. Fuel up and load up - the Americans are coming...
Oche
April 16th, 2015, 08:13 AM
Thank you Wulfir,:up: i'm sure it is excellent for a PBEM battle as same as most (if not all) of your scenarios. :fire:
Tomas
February 22nd, 2016, 06:13 AM
http://i39.tinypic.com/2nqxw0p.jpg
Swath of Destruction
Vietnamese political support and indirect military aid to some of the enemies of China leads to a punitive Chinese invasion of northern Vietnam.
Simliar to the 1979 invasion this time around the battle quickly ignites the age old hostility between the two nations.
A brutal battle develops, a massive grudge match.
At the small vietnamses town of Tien Yen, Vietnamse regulars and militia forces make a stand. The PLA force assaulting the town is ordered to grind the defenders into the ground.
For some reason, this scenario was never included with the game (originally posted at 02-25-12, 09:18 PM) and that is pity, since the scenario is excellent.
I recommend including it in next patch. :)
DRG
February 22nd, 2016, 09:05 AM
Yeah,IDK why but a number of Ulfs scenarios were missed over the years and I want to get as many as I can into the game for everyone to enjoy and the new additions Andy added to scenHack let me search easily to find if one had been missed or I'd just forgotten the name
Tomas
February 22nd, 2016, 10:09 AM
Yeah,IDK why but a number of Ulfs scenarios were missed over the years and I want to get as many as I can into the game for everyone to enjoy and the new additions Andy added to scenHack let me search easily to find if one had been missed or I'd just forgotten the name
I wholeheartedly agree.
wulfir
May 8th, 2016, 02:41 AM
http://67.media.tumblr.com/9214bf10b58e2532183106ca61f980b6/tumblr_o6uhye6gdL1u8xigto1_1280.jpg
Nineveh Plains, Iraq
May 2, 2016
A sudden ISIS attack against Kurdish Peshmerga forces holding the town of Tel Askuf provokes the deployment of a US Navy SEAL Quick Reaction Force to protect US Advisors in the area. At the same time US air is also directed towards Tel Askuf. A bad day for ISIS is approaching....
Suhiir
May 8th, 2016, 03:37 AM
This should be interesting.
wulfir
May 8th, 2016, 05:23 AM
http://ichef.bbci.co.uk/news/624/cpsprodpb/551E/production/_84509712_84509708.jpg
Al-Hawl, Syria
November 13, 2011...
The Kurdish YPG with allied Arab Al Sanadid militia moves forward against the ISIS held Syrian town of Al-Hawl - located on the main road running beteen Raqqa and Mosul, the two major cities under ISIS control. The Kurds have momentum and confidence but are lightly armed, the ISIS forces on the other hand have been able to stock up on some equipment from former Syrian army camps nearby yet they suffer from the ever present US air strikes...
Suhiir
May 8th, 2016, 06:21 AM
At first glance (only on turn 12) at scenario #391 I foresee trouble for my defenders vs the apx. 10-15 HMGs on (lightly) armored ISIS vehicles. They just stand off out of range of anything I have that can effect them and pummel my positions.
Guess I need to fall back actually inside the villages and make it a close quarters fight.
Suhiir
May 10th, 2016, 05:10 AM
When the numerous HMG armed vehicles operated by ISIS first appeared the situation looked bleak indeed. But by dropping smoke just in front of my own positions I lured the armored HMG vehicles into range of what AT weapons I had and concentrated the fire of all (6) of the MMGs I had on the unarmored but heavily armed technicals.
The real surprise ... no not surprise ... shocked amazement was when not one but both B-52's managed to drop their loads exactly where they'd do the most good. They easily caused 20%+ of the ISIS casualties between them and broke the main attack up so badly that as the units rallied and trickled into my defensive positions it was a classic turkey shoot. As much as I hate to do so I have to give credit where it's due. Hats off to the US Air Force!
The arrival of a UH-60 Blackhawk allowed a couple SEAL Teams to go mortar hunting. In short order ISIS indirect fire ceased to be an issue.
After the loss (with VERY little gain) of one platoon of locals at a roadblock to the southwest ISIS charged up the road to the town ... and right into a militia/SEAL ambush. I could almost feel sorry for them.
####################
Having sorta finished scenario #391, I quit on turn 27 because the the last 5 or so turns all I had been doing was chasing down survivors.
I never even got the turn 30 B-52, not that I had any use for it, and in fact I never used the A-10s as there was nothing for them to shoot at (given that the AI prefers blue-on-blue at close engagement ranges).
My incredible stroke of luck with the B-52s not withstanding I think 45 turns for the scenario is much to long, maybe 30.
I don't have an end of scenario report but ISIS losses were close to 100% whereas mine were maybe 50 max, probably closer to 40.
DRG
May 10th, 2016, 07:10 AM
After the loss (with VERY little gain) of one platoon of locals at a roadblock to the southwest ISIS charged up the road to the town ... and right into a militia/SEAL ambush. ..
If you play it again they might not charge up the road.... that is the old AI preference for movement and we've coded the game to do that once in awhile just to keep people on their toes ( unless the road is the only really clear area on the map )....otherwise the AI doesn't "understand" roads are a fast way to destruction as much as before with the CD version... the DL version doesn't use the advanced AI movement code
However, it WAS fun to hear you give credit to the USAF ( and if you play it again the AF might not be so accomodating......it is the randomness we've built in that keeps the game interesting )
Don
DRG
May 10th, 2016, 07:18 AM
(given that the AI prefers blue-on-blue at close engagement ranges)..
I can assure you there is NOTHING in the code like that it all depends on how they are targeted .... If Andy or I thought the AI was targeting blue-on-blue in air strikes we would have fixed it years ago. This is your issue not the games
Mobhack
May 10th, 2016, 07:50 AM
It has no "preference" for blue troops, in fact they are less likely than reds to be chosen, it is just that when yours and theirs are both mixed into the target zone, which is a 500-199m circle round where the plane decides to attack, then there is a chance that the sky jockey will select a friendly instead of an enemy. The more blues than reds in the pick'n mix selection, the more chance it will target the friendlies.
Air strikes should be de-conflicted from friends, by at least a kilometre, and it also helps if the ingress route does not pass over friends either. Planes start to look along their flight path, and if that drops short into the friendlies, then they may select them instead.
Suhiir
May 10th, 2016, 08:35 AM
I suspect it has to do with unit visibility. You can always see your own units, enemy ones need to be spotted (even if by some other unit). So given that aircraft apparently attack the first unit they see it only makes sense they'd select a friendly unit.
I'm NOT claiming the code in any way prefers friendly units, only that they get selected more frequently, perhaps due to the fact that more of them are usually visible, if they see 15 friendly units and 4 enemy ones in their target area ... well ... what do you expect.
jivemi
May 10th, 2016, 08:36 AM
The real surprise ... no not surprise ... shocked amazement was when not one but both B-52's managed to drop their loads exactly where they'd do the most good. They easily caused 20%+ of the ISIS casualties between them and broke the main attack up so badly that as the units rallied and trickled into my defensive positions it was a classic turkey shoot. As much as I hate to do so I have to give credit where it's due. Hats off to the US Air Force!
Interesting. In scenario #77 --Marines Return to North Korea, by CB Blackard--a B-1 bomber dropped its load of 84 500-lb gravity bombs along a trenchline which might've caused 10-15 casualties among dug-in infantry. In the same scenario a dozen Harriers, Tomcats and Hornets took out about 30 hard and soft targets, including dug-in tanks, bunkers, flak and a SAM battery, without a single blue-on-blue incident. Really quite astonishing.
Got some saves to commemorate the action. Thought I'd write another AAR but in order to win a DV had to do some gamey stuff with helos (like landing on rough terrain or slopes, sometimes adjacent to neutralized bad guys, and picking up non-formation infantry willy-nilly to insert near ground-inaccessible objectives while flying carelessly over enemy-held sectors). Plus--SPOILER ALERT!!--it's a bit one-sided since the Nokors have no thermal MBTs or ATGMs until near the end. Still pretty hairy though; needed deep penetration by M1A1s firing long-range to beat off armored counterattacks against mostly light infantry out on the proverbial limb.
Suhiir
May 10th, 2016, 08:48 AM
If you play it again they might not charge up the road.... that is the old AI preference for movement and we've coded the game to do that once in awhile just to keep people on their toes ( unless the road is the only really clear area on the map )....otherwise the AI doesn't "understand" roads are a fast way to destruction as much as before with the CD version... the DL version doesn't use the advanced AI movement code
However, it WAS fun to hear you give credit to the USAF ( and if you play it again the AF might not be so accomodating......it is the randomness we've built in that keeps the game interesting )
Don
I just checked with the editor as I suspected wulfir may have set the formation waypoints along the road. He hadn't. My guess would be the units got "behind schedule" on their waypoints and took the fastest route (the road) to try to catch up.
Believe me I was totally amazed when the B-52s actually hit where they did. I usually count myself lucky if a level bomber manages to hit anything.
Imp
May 10th, 2016, 09:00 AM
Believe me I was totally amazed when the B-52s actually hit where they did. I usually count myself lucky if a level bomber manages to hit anything.
Years back I actually shot one down, seem to remember it crashed in the hex my HQ was occupying or adjacent which whipped it out.
Gobsmacked.
wulfir
May 13th, 2016, 11:30 PM
http://gfx.dagbladet.no/labrador/100/100934/10093446/jpg/active/960x.jpg
Ghowrmach discrict, northern Afghanistan,
November 2007,
After a period of increasing Taliban activity in the north of Afghanistan, ISAF and ANA forces go on the offensive. Backing up the effort near Ghowrmach is a reinforced Norwegian mech inf company. Previously the Norwegians have been held back somewhat, that is over now, time for the gloves to come off...
Anthony_Scott
May 14th, 2016, 05:20 AM
Excellent! More Afghanistan scenarios!
RecruitMonty
May 24th, 2016, 11:55 AM
Anyone started work on a siege of Hue scenario using the maps I made yet?
Suhiir
May 24th, 2016, 10:07 PM
Still waiting on the local area maps I requested RecruitMonty.
No sense using the entire map when half the scenarios take place south of the river.
RecruitMonty
June 2nd, 2016, 10:53 AM
Still waiting on the local area maps I requested RecruitMonty.
No sense using the entire map when half the scenarios take place south of the river.
You means these (see below), right? If so then I totally forgot about them. Sorry. Will do that now.
38,67 - 117,67 - 38,141 - 117,141
28,21 - 73,21 - 28,123 - 73,123
Warhero
June 10th, 2016, 08:47 AM
Suhiir, how about making fictional scen which uses whole map area?
shahadi
June 10th, 2016, 11:57 AM
Still waiting on the local area maps I requested RecruitMonty.
No sense using the entire map when half the scenarios take place south of the river.
You means these (see below), right? If so then I totally forgot about them. Sorry. Will do that now.
38,67 - 117,67 - 38,141 - 117,141
28,21 - 73,21 - 28,123 - 73,123
If these are map hex coordinates, you may extract a copy using the extended map editor.
Suhiir
June 10th, 2016, 05:09 PM
Suhiir, how about making fictional scen which uses whole map area?
I could do that ... but not anytime soon.
I assume something like the entire Hue campaign on one map at one time taking only 90 turns to complete vice the closer to 90 days the real thing did?
Suhiir
June 10th, 2016, 05:10 PM
Still waiting on the local area maps I requested RecruitMonty.
No sense using the entire map when half the scenarios take place south of the river.
You means these (see below), right? If so then I totally forgot about them. Sorry. Will do that now.
38,67 - 117,67 - 38,141 - 117,141
28,21 - 73,21 - 28,123 - 73,123
If these are map hex coordinates, you may extract a copy using the extended map editor.
I've done VERY little with the map editor ... my field of interest/expertise is the OOBs and pickfiles.
kulik242
October 28th, 2018, 02:46 PM
http://gfx.dagbladet.no/labrador/100/100934/10093446/jpg/active/960x.jpg
Ghowrmach discrict, northern Afghanistan,
November 2007,
After a period of increasing Taliban activity in the north of Afghanistan, ISAF and ANA forces go on the offensive. Backing up the effort near Ghowrmach is a reinforced Norwegian mech inf company. Previously the Norwegians have been held back somewhat, that is over now, time for the gloves to come off...
This is one of the best scenarios I've ever played. Long, big beautiful map, lots of tactical possibilities.
shahadi
March 24th, 2019, 08:51 PM
Men In Green Faces.
I have added scenario here for consideration to the 2019 patch.
Please find discussion here:
http://forum.shrapnelgames.com/showpost.php?p=844246&postcount=1.
<br>
DRG
March 24th, 2019, 10:07 PM
It's already in the patch as 399 and if it wasn't it would be too late. The patch is closed to any new additions
shahadi
March 24th, 2019, 10:15 PM
It's already in the patch as 399 and if it wasn't it would be too late. The patch is closed to any new additions
Got it.
Is the scenario: "I Bring the Sword: Israeli Marines Beach Assault," included as well?
<br>
DRG
March 24th, 2019, 10:28 PM
No it's not and as I said it's too late to add new items
shahadi
March 24th, 2019, 10:57 PM
No it's not and as I said it's too late to add new items
Got it.
Given the several changes included in a patch, with some changes to OOBs, I am pondering about the affect of a patch release upon the gameplay of a scenario. Would it be possible to allow a pre-patch release version to scenario developers, so that a developer may assure that his or her scenario plays as intended within the new release?
<br>
DRG
March 25th, 2019, 03:33 AM
No, we are not going to post a pre-patch release version to scenario developers. If you are not happy with it after release issue an update on the forums but all scenarios are checked for OOB change related issues when they go in and before the patch is released.
Suhiir
March 25th, 2019, 04:32 PM
Don told me one of my scenarios got pulled from the 2019 patch because of OOB issues (it used the AAV7-SU which turned out to be, like the EEV, a prototype only). So in some cases updating a scenarios is a LOT of work. I'm very impressed with Don/Andy for doing as much, and as well as they do.
Mr_Bill_5000
January 26th, 2022, 11:50 PM
ANNOUNCING : "Battle In East Ukraine" (2022 Updated version!!)
A large-scale hypothetical battle, set in the winter of 2022, as Putin's mechanized battle groups, charge across the border with Ukraine; but the Russian Army is in for a warm welcome!
This is a Meeting Engagement; if you want more of a challenge, play the Ukrainians, if you want an easier battle, pick the Russians.
As always, comments and critiques are welcomed. An extensive set of scenario notes are provided as background for the battle... I STRONGLY recommend that you read these before starting to play.
Note : It is Scenario # 550, so make sure to hit that "NEXT" button a few times to scroll the scenario list down to Slot # 550.
Regards
Mr. Bill
Mr_Bill_5000
January 28th, 2022, 06:40 PM
Reference "Battle In East Ukraine" (2022 Updated version), I have the following additional notes to provide (I would have put them in the scenario notes, but those are already long enough...)
(1.) The map has a few patches of Mud terrain in it. Watch out for these; there is nothing so annoying as getting your T-90M (or Oplot) stuck in the mud, miles behind the battle line, just sitting there impotently waiting out the rest of the battle. (Trust me... it WILL happen.)
(2.) Both sides should treat the other side's infantry Chemical teams (anyone with a flame rocket weapon) with the greatest respect. I'm not sure exactly what the game mechanic is for this, but from what I have seen, about one in four direct hits from this kind of weapon can actually kill an otherwise very well-protected main battle tank (!).
(3.) As far as man-portable (unguided) anti-tank rockets are concerned, players will find that the RPG-18s, Mulhas, Nettos and so on, are basically useless against the frontal armor of tanks of both sides. However, some of the other such weapons, notably the "Vampir", are very definitely capable of knocking out even a modern tank, for example with a shot to the front hull. Also, the "Vampir" seems to be significantly more accurate than the other ones, in the 3 to 8 hex range... so if you see an infantry unit armed with this thing, steer clear of it!
(4.) Don't forget that even a hand grenade can immobilize a tank. The chances of this happening are obviously quite low... but they're more than "zero", so watch out!
(5.) Particularly as the Ukrainians, you will have a very difficult set of decisions to make regarding use of your ATGMs. These (even, sort of, the Javelin) have next to no chance against the frontal defences of modern Russian tanks; however, remember that every VIRSS or CIWS shot used to negate an ATGM attack, is one less available to that tank. So "strategy #1" is to fire off enough ATGMs to use up all the target's active defence shots; then, go for the kill either with another ATGM or an airstrike (or, of course, a helicopter-fired ATGM). However there also is a "strategy #2". This is to avoid firing ATGMs against enemy tanks if you can possibly avoid having to do so (sometimes you can't), and instead use your missiles primarily against soft-skinned enemy units like APCs and so on. The choice is up to you.
(6.) For the Ukrainians, I believe the only really viable strategy is to race forward toward the center of the map, seize as much as you can of the victory hexes around "Krasina Works" (and the other similar areas to its north and south) and then fight tenaciously for every inch of ground, from that point on. You have to do this mainly because the terrain further to the west is much more open than what's in the center of the map... which is bad news if your units get caught out in the open, they will be sitting ducks to Russian artillery, airstrikes and long-range weapons.
(7.) I mentioned this in the scenario notes but it bears repeating : as the Ukrainians, expect to take a TERRIBLE pounding from the significantly superior Russian air force. Try to take this in stride; there is basically next to nothing that you can do about it, and (I believe) it very accurately reflects the actual force balance on the battlefield today. The fact is that the Russian air force is vastly improved compared to its state even 10 years ago... this is very evident in how the scenario will play itself out.
(8.) Given the force balances, I would suggest that anything less than a "Marginal Victory" (for the Russians) should be considered a loss, whereas a "Draw" for the Ukrainians should be considered a "Marginal Victory" and a "Marginal Victory" (as judged by SPMBT) should be considered a "Full Victory". In practise, due to the extreme lethality of modern weapons, it will likely be extremely difficult for either side (even the Russians) to win a "Decisive Victory" as the game evaluates it.
To sum up... I hope you like the scenario! Let's also hope that it remains just that (a hypothetical wargame scenario), as opposed to a foretaste of the real thing. Wars, though fun to simulate, are anything BUT "fun", in real life.
Mr. Bill
Mr_Bill_5000
March 7th, 2022, 11:06 PM
"The Outskirts of Mykolaiev"
A Steel Panthers MBT Scenario (Slot #551 in the "Scenarios" list)
Location : Small town of Mykolaiev'ske just SE of Mykolaiev, Ukraine (small map), March 2022.
Battle Type : Russia (east) Advance vs. Ukraine (west) Delay.
Setting : Forward elements of Russian South Front battle forces, trying to cut off Ukraine's Black Sea coast from the rest of the country, try to take this small town, which is right on the way to the larger city of Mykolaiev (formerly Russian Nikolaev).
As most of Ukraine's conventional army has had to be retained to defend the Kyiv / Kharkiv front up north, local Ukrainian infantry forces -- supplemented by a rag-tag force of Ukrainian "Territorial Guard" and "Foreign Legion" units -- attempts to hold off the advancing Russians as long as possible.
For more of a challenge, I suggest that you play the Ukrainian side, although the scenario has been play-tested and is winnable as either side, with the caveat that a "Draw" based on points score should be counted as a "Marginal Victory" for the Ukrainians. Make sure to read the scenario notes, they are extensive!
And let's all hope for a speedy and just end to this conflict. Far too many innocent people have died in it, already. War ain't a game, unfortunately.
Sincerely
Mr. Bill
DRG
March 8th, 2022, 07:56 AM
I will be interested in any feedback on how this plays
A new addition to both games this year is something I have long wanted and that is to have accurate information about actually total "troop strength" This report appears when you purchase units for a scenario, campaign or generated battle
While the unit cost for the Russian forces vs Ukrainian is 8922/3415
The resulting troop strength for both sides is identical which is quite a feat to have done that without planning to
https://forum.shrapnelgames.com/attachment.php?attachmentid=16637&stc=1&d=1646740226
Mr_Bill_5000
July 7th, 2022, 05:44 PM
"Ukraine / Russia : NATO Intervenes!"
A Steel Panthers MBT Scenario (Slot #0554 in the "Scenarios" list)
Location : Fictionalized town and surrounding terrain in Western Ukraine, Late Summer 2022.
Battle Type : Russia (east) Assault vs. Ukraine (west) Defend.
Setting : Forward elements of Russian mechanized battle forces, try to take a well-defended town in wooded terrain.
Ukraine's forces are a combination of regular army and "Territorial Guard" and "Foreign Legion" units; they're heavily outnumbered and out-gunned at first... although there are rumours that NATO is about to intervene, and come to the rescue! The Ukrainian commander must hold the town at all costs (while eliminating as many of the invading Russian "Orcs" as they can), as well as trying to avoid being outflanked to the north and south.
Russia begins with a significant advantage in almost everything except manpower; but a wise Russian commander will conserve his forces as much as possible, just in case the NATO warmongers in fact do show up on the battlefield, later on.
Both sides should be very careful not to deploy their forces (particularly AFVs) in concentrations that make a tempting artillery target; there's nothing like "having half a Tank Company, wiped out in one cluster round attack" to ruin your day. :hurt:
For more of a challenge, I suggest that you play the Ukrainian side, although the scenario has been play-tested and is winnable as either side, with the caveat that a "Draw" based on points score should be counted as a "Marginal Victory" for the Ukrainians.
Make sure to read the scenario notes, they are extensive!
(Note : In reality, a situation like this would inherently have a very high risk of escalation to the use of nuclear weapons; so let's hope that it just remains a wargame scenario and does not predict future events.)
Sincerely
Mr. Bill
Akmatov
October 21st, 2022, 11:28 PM
" In reality, a situation like this would inherently have a very high risk of escalation to the use of nuclear weapons" Why?
sporadic -Z
October 30th, 2022, 10:52 PM
i got my workstation back up with a huge TV monitor so i made an update to an old map of mine. it's a meeting engagement in a 200X160 set in 2012.
a bunch of loaded vehicles ready to go to battle over 21 victory hexes.
it's utterly self explanatory and made for fun tactical gameplay.
unzips to scenario 600. you know the drill.
enjoy and thanks. the game plays great fullscreen.
i finally kicked for the CD and glad of it.
sporadic -Z
November 24th, 2022, 03:46 PM
Scenario: This is Particle Keep 2022. It's a meeting engagement and island conquest in one scenario.
America VS Russia in a huge map. 200X160 with 21 Victory hexes to battle over.
This scenario provides no strike elements but lots of loaded transports and some observation helicopters.
There are just a few heavy tanks per side and some lighter armor. There are some hovercraft loaded up and ready to invade but be careful!
They can be fragile and painful to lose fully loaded. I made this scenario heavy on reinforcements, so keep an eye out.
The Russian forces outweigh the Americans but the tanks seem invulnerable so justify the additions.
If one side seems to easy, try the other.
The rest is self explanatory, just take as many hexes as you can manage in 60 turns.
Get your ATGM units in quick and watch for precision OB Artillery reinforcements. The modern weapons make for some surprising losses.
This map was made with extreme topology and really tests the fields of fire so check the unit views often.
Vis is 70 and weather is clear.
Enjoy the huge map, and thanks. This one was made for fun tactics.
sporadic -Z
January 1st, 2023, 04:24 PM
SCENARIO
Here is another scenario for the new year.
This is Wine Country 2022 a meeting engagement in a 200X160 map. U.S.A. Vs Russia.
There are 21 (V)ictory hexes to battle over in a huge map. The sides are fairly even and the modern weapons make
for some brutal gameplay in this map of varied terrain. Each side get strike elements that reinforce later in the game.
Each side gets unassigned airdrops available later in the game, so keep an eye out and select drop zones.
Since the map is so large, loaded heavy helocopters are available on turn 1 to mix it up quick. Choose your drops wisely.
There is no AA on the ground but precision OB artillery is reinforced mid game.
60 turns and vis is 70. This map has lots of hills so check the unit views often.
This scenario was made for fun tactical gameplay.
unzips to scenario 601. thanks and enjoy! Happy New Year.
EJ
January 29th, 2023, 07:04 PM
The scenario Battle in the East 2022 is unwinnable by Ukraine. AD for Ukraine is useless. Hordes of Russians everywhere & you don't have enough troop transports to get where you need to be. Just my opinion š
Suhiir
May 12th, 2023, 06:00 PM
2nd Fallugah
Date: November 2004
Battle Type: USMC assault vs. Mujahideen defend
The killing of five American soldiers in Habbaniyah followed days later by the death and mutilation of four Blackwater military contractors in Fallugah led to moral outrage in the United States. Operation Vigilant Resolve (April 2004) was intended to pacify the city of Fallugah. Afterwards the city was transferred to the control of the Iraqi Fallugh Brigade.
By November the number of insurgents in the city had more then doubled.
The Marines staged ammunition, fuel, and other supplies in the area; launched a series of feints and raids intended to test the enemyās capabilities, identify their command and control nodes, and gather intelligence. Unmanned aerial vehicles (UAVs) monitored the city 24 hours a day, watching as insurgents reinforced positions, set mines and IEDs, and stockpiled weapons in homes and mosques. They also saw a precision air strike on insurgent fortifications set off not only a series of explosions from a daisy-chained improvised explosive devices (IEDs) along a primary road but also a series of explosions in the adjoining streets as well.
Marine Public Affairs conducted an information campaign arguing that the insurgent presence and activities kept locals from receiving humanitarian aid, halted the restoration of essential services and investment that wouldrevitalize the city. To counter al-Qaedaās claims that precision attacks killed only innocent noncombatants the Marines broadcast information about what the attacks had targeted and why.
By the end of October, the cumulative effects of ongoing operations and Public Affairs had convinced the majority of Fallujahās population to leave the city. The Marines believed there were fewer than 500 civilians remaining in the city. And 3,500 to 5,000 insurgents. Intelligence also concluded that 33 of 72 mosques were used by insurgents to conduct meetings, store weapons and ammunition, interrogate and torture kidnap victims, and conduct Sharia court sessions.
Two US Army armored battalions and an armored brigade reinforced the 1st Marine Division. And were used primarily to seal off the city and prevent insurgents from fleeing and reinforce the insurgentsā belief that the attack would come from the south.
The Marines asked for assurance from the Iraqi prime minister that he would not suspend the assault once it had begun. "Donāt think about calling us and telling us to stop, because once we get going, weāre not gonna stop ātil we hit the southern end of the town.
At 1900 November 8th 2004, under the cover of darkness and amid pouring rain, the 1st Marine Division began its assault of Fallujah.
Suhiir
May 18th, 2023, 06:08 PM
2nd Fallaujh UPDATE
Fixed a couple errors (notably one USMC squad being armed with a 90mm cannon primary weapon).
Mr_Bill_5000
June 1st, 2023, 01:39 PM
Hello,
I have designed a Ukraine / Russia scenario entitled "Assault on Armiansk". The .zip file containing it is only about 2.2 megabytes but when I try to upload it, the .com.unity forums file uploader consistently tells me "upload failed". There seems to be no good reason for this.
What if anything am I doing wrong here? I have uploaded other scenarios successfully in the past from the same PC with no problems. Is something broken at your end?
Suhiir
June 1st, 2023, 02:16 PM
Footfall
Date: June 1946
Battle Location: West Germany
Battle Type: USA defend/advance vs. Aliens?!?
Design by: Suhiir.
Scenario description: Science Fiction based on the book "Footfall" by by Larry Niven and Jerry Pournelle.
A couple days ago there was a large meteor shower in the Soviet controlled sector of Germany. The following day the Soviet Sector devolved into chaos. Radio intercepts and limited aerial observation by the Allies showed massive movements of Soviet forces and battles raging in a few areas. Intercepts about Martians, unstoppable tanks, infantry that can see in the dark, artillery that can pinpoint and destroy entire grid squares, aircraft flying faster then the speed of sound using magical weapons to destroy anything in their path,airborne or on the ground.
An initial trickle of fleeing, not retreating, fleeing, Soviet troops has turned into a tidal wave. Allied High command is barely beginning to make sense, if any is to be made, of the reports they're receiving
Your infantry regiment, just yesterday keeping an eye on the Soviets is about to gain first-hand knowledge of what has the Soviets in a panic. Hold your ground and if possible counterattack to drive the ?aliens? back into the Soviet Sector!
Note: If played against the AI, the human player should play the US Army side.
Note: This is one of the oddest battles you'll probably ever play in WinSPMBT. 1946 US Army with a handful of Brits and Russians vs 2025 US Marines representing the aliens. You have a significant numerical advantage, will that be enough?
################################################## ########################
I need a volunteer playtester (or ten) for this HUGE LONG DIFFICULT scenario.
As it's designer I know what appears where, when, and in what numbers thus I cannot accurately judge the difficulty, or if, the scenario goals of defend then counterattack are even possible for someone without my knowledge of the scenario.
Given the time needed to play the scenario, hours if not days, I need someone without a life that understands WinSPMBT mechanics to give it a try and give me feedback.
Mr_Bill_5000
June 1st, 2023, 03:04 PM
2023 CANGAMES SP-MBT CONVENTION TOURNAMENT SCENARIO
The appended scenario was the basis of the Steel Panthers MBT tournament held over the May Long Week-end, at the annual CanGames games convention, in Ottawa, Ontario.
An extensive set of game notes was prepared for the players of the tournament, however the rules regarding uploads for this Forum do not permit the upload of a large (~2.2 Mb) .pdf of this type, so if you want to see these notes, please message me and I'll try to find some way to get it to you.
The scenario was very well-received and all the players commented on how realistic it seemed.
Details of the scenario, which occupies slot #560 in the SP-MBT Scenario List, can be seen below.
----------------------------------------------------
Assault on Armiansk depicts a Ukrainian attempt, in mid-Spring 2023, to dislodge entrenched Russian forces just outside and in the north-west parts of the north Crimean town of Armiansk, which sits astride the main highway running from inside Crimea to Kherson on the western side of the Dneipro River.
Taking Armiansk will be vital to Ukraineās military objectives in Crimea, as this region is connected to the Ukrainian mainland only by a few narrow isthmus (this is one of them) and without a break-through, Ukraine would have to try a very dangerous and likely futile amphibious invasion elsewhere on the Crimean coastline to advance on the #1 objective, the port city of Sevastopol.
Unfortunately, the Russian High Command staff are very well aware of the areaās importance, and they have taken steps to fortify it so as to make Ukrainian advances, very difficult and costly.
So...
āPokolvnyk (Colonel) Fedeorsuk of Ukraineās Glorious Armed Forces, here is your intelligence briefing for this important battle.
Your orders are to send Mr. Putinās āOrcsā (Russian soldiers) in the Armiansk area, fleeing in terror from the righteous wrath of Ukraineās avenging army.
To do this, you will have to accomplish at least three goals : one, ākill as many Russian units as you canā; two, ācapture as much of the Kherson Highway as possible, down to the far southeastern part of it leading to the āKhimikā Sports Stadium; and three, ācapture as many as possible of the special victory objective flags which we have identified on the battle mapā.
We should warn you⦠we do not expect this battle to be easy. Although we are sure that our soldiers have much better morale than the āOrcsā, and we have amassed as many of our boys (and girls) as we can for this operation, we do not have a large numerical superiority in the area; so preserve your infantry as much as you can, since every lost Ukrainian hero soldier will hurt our chances of victory.
As far as armored combat is concerned, you have been given command of a small number of new Western main battle tanks, and while we believe that on a 1-for-1 basis they are superior to anything that the Russians might have in the area, these are not āsuper-weaponsā : they can be killed, notably by some of the more recent anti-tank missiles that the āOrcsā are known to have in their possession. And they can be rendered almost instantly useless simply by driving them over a land mine. So use and move them carefully!
This is even more true of the few mine-clearing T-64 tanks that you have been allocated, as these will be vital in helping you to remove the minefields that the dirty Russians are suspected to have laid, in and around Armiansk.
Your tanks (especially the Western ones) are much better-protected than your armored personnel carriers (even the Bradleys). So if you believe that you are going to take a missile shot no matter what you do⦠let the āOrcsā fire it at our Western tanks first, as they are more likely to survive a hit or two. (Note that we said āmore likely to surviveā⦠not, āinvulnerableā.) Also, we have some advanced APCs (BTR-4 and Bradleys) that have potent anti-tank missiles. If they survive the first few minutes, use them for defensive purposes later on to defeat Russian armored counter-attacks.
Unfortunately, we have almost completely exhausted our pre-war supplies of artillery shells and air defense missiles, over the winter of 2022-23; so we are weak in both these areas. Do not be surprised if you encounter large-scale Russian artillery barrages and*/ or airstrikes. Disperse your units as much as you can so they are less vulnerable to massed indirect fire.
You will be given one airstrike (very little of our pre-war air force remains operational); we recommend that you hold it in reserve until you see a worthwhile target (for example a Russian tank column) for your Su-25 to bomb into oblivion. The Russians have somewhat better local air defenses than we do, so do not expect your āGrachā strike plane, to survive forever.
As far as specific tactics on the battlefield are concerned, you will notice that the main highway runs from the top-left (north-west) of the map to the bottom-right (south-east). We expect this route to be heavily defended so it may not be worthwhile to try to force it.
The Russians are known to have partly fortified the approaches to the town; they are dug in and have set up trench lines, barbed-wire, minefields, and anti-tank obstacles in some places. Yet we believe that they do not have enough soldiers to have done this, everywhere. You will have to probe to see where the weak spots are, then ruthlessly exploit these.
We suspect that Russian defenses will be weaker around the southern approaches to the town (near the bottom of the map) and perhaps around the large spillway that runs parallel to the highway, in the northern side of the map.
You could try your luck marching through the forested area that runs alongside and just to the north of the highway; of course, your units will move more slowly here, but they may not be exposed to a great deal of long-range opportunity fire. You will have to move your units as quickly as possible to take the victory objectives within the expected deadline; but do so in as safe a manner as you can.
There are a few victory objectives in the north-east part of the map (north of the spillway). You will have to decide if it is worthwhile trying to capture these. We think Russian defenses in the area are relatively thin, but they are not entirely absent, so proceed cautiously here.
Another warning is warranted, about the offensive : our NATO-supplied intelligence sources have detected what appear to be Russian reinforcements, heading to the Armiansk region. These may include some older tanks (as the diabolical Putin is thought to have deployed most of his newer tanks further south to guard Sevastopol, also to the north around Bakhmut) and possibly some other units as well. So just because you donāt encounter enemy tanks in the first phases of your attack, that does not mean that they will never show up. Be on guard!
So those are your orders, Pokolvnyk Fedeorsuk. Ukraineās long-suffering citizens in Crimea await their liberation from the evil Russian āOrcsā. Itās up to you, to break their defenses and open the path to Crimea. Do not fail your motherland!
Slava Ukraina!ā
Suhiir
June 9th, 2023, 06:33 PM
Footfall
Date: June 1946
Battle Location: West Germany
Battle Type: USA defend/advance vs. Aliens?!?
Design by: Suhiir.
Scenario description: Science Fiction based on the book "Footfall" by by Larry Niven and Jerry Pournelle.
A couple days ago there was a large meteor shower in the Soviet controlled sector of Germany. The following day the Soviet Sector devolved into chaos. Radio intercepts and limited aerial observation by the Allies showed massive movements of Soviet forces and battles raging in a few areas. Intercepts about Martians, unstopable tanks, infantry that can see in the dark, artillery that can pinpoint and destroy entire grid squares, aircraft flying faster then the speed of sound using magical weapons to destory anything in their path,airborne or on the ground.
An initial trickle of fleeing, not retreating, fleeing, Soviet troops has turned into a tidal wave. Allied High command is barely beginning to makes sense, if any is to be made, of the reports they're receiving
Your infantry regiment, just yesterday keeping an eye on the Soviets is about to gain first-hand knowlege of what has the Soviets in a panic. Hold your ground and if possible counterattack to drive the ?aliens? back into the Soviet Sector!
Note: If played against the AI, the human player should play the US Army side.
Note: This is one of the oddest battles you'll probably ever play in WinSPMBT. 1946 US Army with a handful of Brits and Russians vs 2025 US Marines representing the aliens. You have a significant numerical advantage, will that be enough?
This scenario has not been independently tested. It should be winnable by the US Army side but it won't be easy and no guarantees.
Any feedback would be more then welcome.
DRG
June 9th, 2023, 07:04 PM
Footfall is one of my favorites by Niven / Pournelle. I re-read it roughly every decade and I'm overdue. The other is Lucifer's Hammer.
Karagin
June 11th, 2023, 05:58 PM
The Alien Small Drones make the wonky Alien Zappy noise when they retreat. Had it happen twice. Not sure what caused it.
DRG
June 11th, 2023, 06:35 PM
The Alien Small Drones make the wonky Alien Zappy noise when they retreat. Had it happen twice. Not sure what caused it.
It will be an incorrect sound assignment of sound not entered into the sound ini
I will look into it..........OTOH it may be deliberate since it's an "alien" sound
DRG
June 11th, 2023, 06:58 PM
"Mystery solved". ( maybe.......) What version is your game?
The unit in the OOB is assigned sound 19 ( USMC unit 288 ) ... ALL small drones use that sound
Sound 19 is set up in the Sound.INI as "Drone19.WAV"
sound019="Drone19.WAV"
"Drone19.WAV" IS in the game and went in March 26 2022. I just checked my "virgin" game I use to check installers and it's there and sounds like a very large buzzing insect.
If you are using an older version of the game that 19 will set off " Null. wav" because sound 19 was not assigned before winSPMBT ver 16 any call for that sound will generate the " wonky Alien Zappy noise" ( "Null.WAV")
The only weird thing about this is you say they make that sound when they retreat....... 19 is the only sound they should be using forwards or backward
If you are up to date and you have checked your sound folder for 19 and 19 shows in Sound.ini then try to get a save game of this happening
EDIT FWIW I opened that scenario and pushed a small UAV over the lines and had it shot down..... no weird sound FX
Suhiir
June 11th, 2023, 07:49 PM
I've noticed during my testing that the small drones don't seem to make any sound when they advance. But they use the "proper" sound when they retreat.
???
DRG
June 11th, 2023, 09:17 PM
From which side are you playing when you hear this ? I just tested a small drone in that scenario and it makes the correct sound moving forward
Karagin
June 11th, 2023, 10:18 PM
US Army and getting touched. The small drones swarmed around some of the dug infantry, got shot at then pulled back; the zap laser gun sound happen on one when the computer pulled it back right before its turn end it.
Suhiir
June 12th, 2023, 02:26 AM
From which side are you playing when you hear this ?
US Army.
DRG
June 12th, 2023, 07:27 AM
Post a save game that shows this happening and I will look at it. Right now I don't hear what either of you are hearing.
How many turns had been played?
Karagin
June 12th, 2023, 01:28 PM
Here is the saved game. As requested. And 11 turns.
DRG
June 12th, 2023, 03:07 PM
I ran that save three times. Saw varying numbers of small alien UAV's attacked and 3 or four were shot down.... None moved anywhere but the hex they were attacked in NONE played any sort of sound FX
I am in agreement the small drones blowing up animation needs to be toned down a bit
This is for Karagin and Suhiir
Go to your MBT Game Date/Sounds folder. Confirm to me you have a Drone19.wav in that folder and that the Sounds.INI has this entry --
sound019="Drone19.WAV"
ALSO
Go to your in game Preferences....... what is your animation level set to ?
Karagin
June 12th, 2023, 03:54 PM
For me, the animation is at max level. And yes I have the Drone19.wav file. It has Drone for Title and Artist list cws, about 574-kb in size.
I have only heard the Null laser sound three times, and only when the computer is retreating routed Alien Small Drones, they move like two or three hexes and make that sound.
They are "Aliens," after all. LOL. Right now, I am trying to hang on as it's taking lucky hits to kill things. And I still have one Soviet unit alive, so that's a plus, maybe...
Suhiir
June 12th, 2023, 04:22 PM
Go to your MBT Game Date/Sounds folder. Confirm to me you have a Drone19.wav in that folder and that the Sounds.INI has this entry --
sound019="Drone19.WAV"
Present
Go to your in game Preferences....... what is your animation level set to ?
Animation level 4
Right now, I am trying to hang on as it's taking lucky hits to kill things. And I still have one Soviet unit alive, so that's a plus, maybe...
Assuming my scenario design works as intended the aliens just don't have enough units to be everywhere/do everything they "should". So take those lucky hits and pray for more! Eventually their attack will run out of steam and if you managed to keep some/all of your reinforcements intact you can counterattack.
HOPEFULLY!
DRG
June 12th, 2023, 04:58 PM
I will retest this later today with Animation 4. I was set to 2 and that may be why I don't hear what you are hearing
DRG
June 13th, 2023, 08:05 AM
FYI
I have run that save game at least 8 times , now with animation level 4 set, and still have not heard or seen anything unusual beyond the number of drones I have seen shot down with small arms.
In my last test, I did hear the normal drone sound FX but I have not heard the "null" sound.
I will run it again few more times over the next week
Suhiir
June 13th, 2023, 01:27 PM
NEVER heard the "null" sound during scenario creation tests.
ONLY that there seemed to no sound when the mini-drones advanced (Maybe because they were advancing hex-by-hex?) but normal drone sound (i.e. 19) when they fled (multiple hexes).
DRG
June 13th, 2023, 02:33 PM
The only way to know what you are hearing is for you to test every sound then tell me which it is because what I am hearing when I hear anything is the normal drone sound FX
Start with Drone19.WAV..... is that what you hear ?
Next try Null.WAV.. is that it ?
Null certainly fits the description of what the two of you were telling me you heard
If it's neither of those then start and the beginning and run every effect until you find the one you hear and then we can trace it back in the code
If I advance a mini drone I hear Drone19.WAV
DRG
June 13th, 2023, 05:00 PM
US Army and getting touched. The small drones swarmed around some of the dug infantry, got shot at then pulled back; the zap laser gun sound happen on one when the computer pulled it back right before its turn end it.
Go to Game Data / Sounds and click on Null.WAV and tell me if that is the "zap laser gun sound" you are hearing
Suhiir
June 13th, 2023, 05:48 PM
Go to Game Data / Sounds and click on Null.WAV and tell me if that is the "zap laser gun sound" you are hearing
Null.WAV is definitely the the laser gun.
NEVER heard it during my scenario building/testing.
Again ... the only oddity I'm commenting on is a lack of movement sound when the mini-drones advance. Presumably hex-by-hex. Apparently a one hex advance isn't triggering the movement sound to play. Not a big deal, but perhaps worth noting.
Karagin
June 13th, 2023, 08:23 PM
US Army and getting touched. The small drones swarmed around some of the dug infantry, got shot at then pulled back; the zap laser gun sound happen on one when the computer pulled it back right before its turn end it.
Go to Game Data / Sounds and click on Null.WAV and tell me if that is the "zap laser gun sound" you are hearing
Yes, that is the sound I heard.
Karagin
June 13th, 2023, 08:24 PM
I check the INI file and listed the Drone sounds as the Drone19 sounds and the Sound folder has that file in there and it plays when I click one it.
DRG
June 13th, 2023, 10:04 PM
OK. We have established that we have a mystery to be aware of
I needed to know for sure you were hearing what I thought you were hearing but to add to the joy Suhiir built it and has never heard it and was commenting that the drone sound was not being heard in an advance. You say you heard NULL when a drone retreated. I have seen one(1) drone survive ground fire and retreat. On that one occasion what I heard was the drone sound FX, not Null
If anyone else hears NULL.WAV while using a light drone let us know and if you can get a save game that repeats it all the better
Karagin
June 14th, 2023, 08:30 AM
If I get it again, I will save it as separate save and forward it on.
Also, I am thrilled to report a P47 took out one of the Alien super tanks. So crazy Null Sound FX or not, that was a great moment in this insane battle. Plus, both P47s managed not to get hit by Stinger SAMs. Good times.
DRG
June 14th, 2023, 02:04 PM
There are times with this game that stick with you. I have clear and vivid memories of having my A$$ handed to me in chunks by the AI in an SP1 campaign as the Germans. My carefully built-up core was absolutely savaged by " THE AI AIRSTRIKE FROM HELL" in a January 1945 battle. I have never seen such a concentration of AI air do that much damage before or since and that happened before SP2 was released so we are reaching way back
Karagin
June 14th, 2023, 07:53 PM
There are times with this game that stick with you. I have clear and vivid memories of having my A$$ handed to me in chunks by the AI in an SP1 campaign as the Germans. My carefully built-up core was absolutely savaged by " THE AI AIRSTRIKE FROM HELL" in a January 1945 battle. I have never seen such a concentration of AI air do that much damage before or since and that happened before SP2 was released so we are reaching way back
Seen the AI do things smart before with heliborne infantry in a generated battle; it actually skirted the main fighting and hit my rear, catching me off guard; I didn't know it had the force. After that, I was a bit more careful of the AI, which was SP2. This game system has always been a big hit with me, and the stuff you and Andy have done has made it a lot better.
Always fun moments in this game, and sometimes frustration as well. Looking forward to more.
Suhiir
June 14th, 2023, 11:20 PM
Hopefully anyone playing against an AI USMC will see more airstrikes and helo ops then one normally sees in WinSPMBT vs the AI. I built the picklists with this intended result in mind.
DRG
June 15th, 2023, 04:13 AM
That will only be true if the player has airstrikes set to default ( XXX ) in preferences.
Suhiir
June 15th, 2023, 01:42 PM
That will only be true if the player has airstrikes set to default ( XXX ) in preferences.
I thought it would need to be set for higher then default, say 5+?
I've noticed default normally gives 2-3, and frequently less.
Mr_Bill_5000
June 19th, 2023, 01:37 PM
New Scenario : "Advance on Chervonohirka"
Ukraine Advance against Russia Defend
Date: Mid-July, 2023
Length : 20 turns.
NOTE : This scenario requires the 1Q 2023 patch to the Steel Panthers MBT game, or some of the units will not display correctly on the battle map. It can be found in Slot #561 of your "Scenarios" list.
Site: Approaches to the village of Chervonohirka, eastern Ukraine, south of Bakhmut.
The Ukrainian Spring 2023 offensive is now underway, and forward elements of one of Ukraine's (mostly) Western-equipped battle groups are advancing on the small rural village of Chervonohirka, which lies on Regional Highway T0408, between Orikhiv in the north and Tokmak in the south. Ukraine needs to take this village, and many others, to open the way to a later assault of Melitopol and, possibly, Crimea.
The Ukrainian army is approaching Chervonohirka from the north, heading south on Highway T0408. The battlefield layout is somewhat unusual, as the village is surrounded by wide-open wheat-fields, with a collection of houses and tree-stands arranged on either sides of the highway, and a regional road that intersects Highway T0408. There is little cover other than for this, which means that control of the village and tree-line will probably decide victory in this scenario.
Ukraine's strike group includes a motley collection of Western-supplied AFVs, supplemented by some Soviet-era equipment. Its regular army soldiers are better-motivated and -skilled than their Russian equivalents; unfortunately, however, most of the Ukrainian forces are made up by poorly-trained 'Territorial' troops, who are at best equivalent to the Russian conscript forces that they will have to fight. Off-map artillery support, in the form of the famous HIMARS rockets, is available, but ammunition is in short supply, so only a few barrages will be possible.
As for the Russians, they have had only limited time to construct a defense line around Chervonohirka, as Putin has kept most of his better units for other purposes (such as defending Crimea); so the Russian forces around the village are second-rate, and they have not had enough time to lay extensive minefields or other fixed physical obstacles.
Russia does have artillery and air superiority, and regional headquarters have allocated a few reinforcement units to shore up the defences of Chervonohirka, some time after the battle is joined. So the task of the Russian field commander will be to hold on, until reinforcements can even up the odds.
Will Ukraine capture Chervonohirka and open the way for a rapid advance down Highway T0408? Or will Russia's hastily-constructed defense line hold, and put an early end to the Ukrainian counter-offensive?
Play this scenario to find out!
Note : This scenario is dedicated to the brave and resilient people of Ukraine. May they find their way to a just and fair peace settlement.
wulfir
June 26th, 2023, 03:46 PM
(Scn0621)
https://64.media.tumblr.com/98750ee4d015e6d4d6e963d5c7ce3855/8752882ab48b1832-cc/s1280x1920/9ddd0e5bae7a33b0e191cb7cfd14756db7c337e1.pnj
July 2006, Baluchi Valley,
Uruzgan province, Afghanistan
Operation Perth is underway, troops of the Australian Special Forces Task Group 3 move into the green zone of the Baluchi Valley north east of Tarin Kowt to search through the mud brick compounds looking for the enemy.
And, in a somewhat unusual move, the insurgents try to hold ground.
The episode becomes known as 'The Great Taliban Turkey Shoot'.
Mr_Bill_5000
August 22nd, 2023, 12:58 PM
Tanks At Tokmak
Version 1.0
Steel Panthers MBT (2023) Scenario #562
Ukraine Advance against Russia Defend
Date: Mid-September, 2023
Length : 36 turns.
Large 100-hex map with many dozen units for each sides. This is a big scenario that will take a good deal of time to play.
NOTE : The scenario requires the 1Q 2023 patch to the Steel Panthers MBT game, or some of the units will not display correctly on the battle map.
Site: Northern approaches to the town of Tokmak, eastern Ukraine, on the axis of attack towards Mariupol.
The Ukrainian Spring 2023 offensive has so far made only relatively small gains despite heavy losses of men and equipment; therefore, the Ukrainian High Command is determined to break Russia's main defence line in the Zaporizhzhia front, hoping in turn to create a break-through that will allow the AFU (Armed Forces of Ukraine) to advance on Melitopol and Mariupol in the south (and thus split Russia's occupying forces in south-east Ukraine, in half). The AFU forces have swung to the west and then changed direction, trying to capture the highway leading south to the strategic town of Tokmak.
This is the first time that Ukraine's army will have come up against the outskirts of Russia's main defence line on the Zaporizhzhia front, although the actual defence line, complete with deep minefields and extensive trench lines, lies somewhat to the south of the battlefield depicted in the scenario.
Ukraine's large and powerful strike group, which significantly out-numbers Russia's local defence forces, includes a combination of Western-supplied AFVs, supplemented by a lot of Soviet-era equipment. Its regular army soldiers are better-motivated and -skilled than their Russian equivalents; unfortunately, however, much of the Ukrainian forces are made up by poorly-trained 'Territorial' troops, who are roughly equivalent to the Russian conscript forces that they will have to fight. Off-map artillery support, including a few high-tech Western ammunition types, is available, but not in very large numbers.
The Russians have anticipated an attack in this area and are determined to make the AFU pay dearly for every inch of terrain that they recapture. They have been able to deploy a few minefields and other fixed physical obstacles, but most of these have been reserved for the main defence lines further south and there is a lot of area to cover, so these defensive preparations are not as extensive as they might be elsewhere.
Russia has a strong army in this area and will get the first shot in many cases. Putin has agreed to send reinforcements if the battle continues for more than a short while. So the task of the Russian field commander will be to hold on, until reinforcements can even up the odds.
Tactically, the map, which has been adapted as closely as practical from available satellite imagery, is interesting. The map is dominated by the north-central to south-east highway on an elevated berm, as well as by a forest that curves from the south end of the map to the center-east. Ukraine must get past this obstacle without taking too many losses. There is also a lot of relatively clear terrain, meaning that tank gunfire and ATGM launches can be deadly. Both sides should pay careful attention to lines of sight, as play testing revealed some really odd situations where units far behind the front lines somehow became vulnerable to long-range direct fire.
Winning this scenario will be a difficult task for the Ukrainian player. He should be very careful about exposing his less well-armored units, for example Leopard 1A5 or T-64 tanks, to Russian Opportunity Fire. Those Russian T-90A and T-72B3 2A46 guns ARE very well capable of a first-shot kill against even a Leopard 2A6, under the right circumstances. And even relatively weak weapons, such as 100mm guns or RPG-16 rocket launchers, can kill Western tanks if fired against a tank's side or rear armor. Don't expose your AFVs to these shots if you possibly can avoid it.
It may make sense to lead with infantry and scout units until you have detected Russian firing positions and then carefully advance, hoping that the pre-positioned Russian tanks fail their sighting check, thereby giving you the first shot. Or, try to get your ATGM teams in position and knock out Russian tanks one by one. Your infantry is superior to its Russian counterpart in 1-on-1, close-range fire-fights, so use it aggressively, but watch out for Russian artillery which can be absolutely lethal when used in sufficient numbers.
Above all else, if you decide to do an all-out attack, do it with all your forces at once, to overwhelm Russia's single-turn firing capability. Sending in your tanks and APCs one-by-one is a prescription for disaster.
For the Russians, as you are outnumbered by the Ukrainians, you will have to leverage your superiority in air power and artillery to slowly erode the AFU's vulnerable foot infantry. One way to do this is to use snipers and machine-guns to pin AFU infantry squads so they can't move, then target saturation artillery barrages against them. Also, although the Ukrainians do have some air defence it is relatively weak, so if a particular AFU tank is dominating part of the battlefield, use an airstrike to blow it up.
Be careful in risking your tanks against Ukrainian ones, especially at close and medium ranges. Even a T-64, or an older model T-72, can kill a T-90 or T-72B3 with a lucky shot against the hull front. Finally, Ukrainian Stugna ATGM launchers should be a priority target. These missiles have a huge warhead that can kill almost any Russian AFV.
Both sides have a few force-multipliers. For example, both sides have ammunition carriers, helicopter gunships and drones. Careful use of these, without exposing them to enemy attacks, will be very important during the battle. Also, apportionment of reinforcements, which make up a large part of each side's forces, is a key decision, because the map is large enough to make quick re-deployment of them quite challenging.
Will Ukraine knock out Russia's defence line and advance on Tokmak? Or will Russia's hastily-constructed defence line hold and put an early end to Ukrainian attempts to advance on Mariupol?
Play this scenario to find out!
Note : This scenario is dedicated to the brave and resilient people of Ukraine. May they find their way to a just and fair peace settlement.
Mr_Bill_5000
September 3rd, 2023, 11:20 AM
Based on play-testing, here are a few supplemental notes to this scenario (and, more broadly, the current state of warfare in the Russia / Ukraine war) :
(1) Pay careful attention to what kind of tank (and, in particular, what kind of APDSFS Sabot ammunition, as defined by the maximum "APCR" penetration value shown in your tank's detailed information screen) that you are firing with, and what kind of tank you're firing at.
Not all T-72s and T-80s, on both the Ukrainian side and the Russian one, are equal. Older 2A46 guns have less effective APDSFS ammunition that will simply bounce off a modern tank's armor, especially on frontal shots. Meanwhile, don't try frontal shoot-outs against modern tanks, with modernized Ukrainian T-55s; those 105mm L7 APDS rounds will almost always bounce off the target.
(2) Notwithstanding the above, although 125mm shots against the turret front armor of late-model Western tanks (Leopard 2A6 and its Swedish equivalent, Challenger 2, etc.) have a poor chance of penetration (except at suicidally close ranges), a hit on the hull front against any of these tanks very definitely does have a good chance of a "kill".
As you can't aim for a specific part of the tank that you're targeting (the AI does this for you and you can't influence it), it's really a crap-shoot if, for example, you try a frontal shot against a Leopard 2A6 with the gun of a T-80B1VM or T-72B3.
(3) Paradoxically, although the chances of a clean hit (one that causes significant amounts of damage) using a MANPADS against a helicopter gunship, are pretty low, in fact you have a good chance of shooting a gunship down with a modern ATGM such as a Stugna or a Kornet... and, since these missiles have huge warheads, a "hit" will often be a "kill".
I wonder if the SP-MBT designers are aware of this as it is almost a bug in the game mechanisms (why should an anti-tank missile be better at shooting down a helicopter, than is a man-portable SAM that was specifically designed for this purpose?).
(4) Using some unit editing wizardry I was able to provide combat drones for both the Ukrainians and the Russians, although really this is inadequate to reflect what is actually going on, at the battlefield level. In particular, SP-MBT OOB's do not include "Kamikaze Drones" such as the infamous Russian "Lancet" which have caused grievous losses to Ukrainian artillery and AFVs. Perhaps a future update to the game will add these.
(5) The scenario was explicitly designed to reflect what, based on extensive research on my part (I follow the war very closely on a day to day basis), I believe to be the real force balances on the battlefield -- not to design a "fair" scenario that both sides have an equal chance of winning.
This factor is perhaps best exemplified by Russia's huge superiority in airpower and artillery, which becomes more and more obvious past about the middle part of the game. I'm aware that Ukrainian players may find this very frustrating, as they see their carefully-planned offensive operations crushed in a couple of turns, by saturation artillery barrages.
Unfortunately, this is the reality on the battlefield today, and I feel that it would be dishonest to deliberately "fudge" the force balances to make it unrealistically easier for one side of the other to win.
(6) As always, YMMV -- I'd welcome (constructive) criticism as to how the scenario was designed.
Regards
Mr. Bill
Mr_Bill_5000
September 5th, 2023, 04:15 PM
Postscript :
In a recent "computer playing Ukraine vs. human playing Russia" instance of this scenario, the AI exposed a Challenger 2 MBT to Russian Opportunity Fire. (Keep in mind -- this is a Western tank with such thick turret front armor, that it is almost immune to even 125mm APDSFS / Sabot rounds, fired from the latest 2A46M cannon on the Russian's latest and best tank, the T-90M "Proryv").
The Challenger tank lasted 2 turns (roughly 10 minutes of real time) before being destroyed (by a combination of 125mm hits to the hull sides and "Kornet" ATGM strikes.) It was first immobilized and then destroyed in the next turn.
Is this an accurate representation of what is actually going on, now, on the battlefield?
Google this : "challenger tank lost in ukraine".
But never fear : Western "opinion leaders" are telling us, "just you wait... our Abrams tanks will be the REAL 'game changer', on the plains of Ukraine."
Yeah... sure.
DRG
September 5th, 2023, 06:39 PM
No tank is invincible that should be known by anyone playing this game or paying attention to the real world
wulfir
September 7th, 2023, 07:05 PM
(6) As always, YMMV -- I'd welcome (constructive) criticism as to how the scenario was designed.
I changed the scenario to a campaign with fixed core - the original setup has less than 200 units so there's no need to buy anything to have the same unit formations.
I did this because I prefer to do my own deployment, and made the Schwerpunkt along the road. I led with infantry, one company advancing along the road (main effort) with all of the engineer assets and the bulk of the AFVs.
One rifle company with the ATGM platoon and and a few of the non tank AFVs made a supporting attack across the open ground along the stream. I hoped to draw enemy attention and artillery from the main effort but expected it to be slow going across the fields.
The Ukrainian attack made it to the hard surface elevated road before petering out. By turn 19 Russian air and artillery assets had basically wrecked the UA effort.
By then Russian losses were a handful of infantry units, one 100mm AT gun three T-72 tanks, one Tunguska, one MTLB Vasiliek and some of the air shot down or damaged (incl. two Hinds).
UA losses by this time were massive, most due to air and artillery attack. From then on there is basically no let up in the Russian air and artillery strikes.
I began to disengage and start withdrawing some troops off the map. Weak Russian counterattacks developed on both flanks but posed no threat. A attack with all Russian forces present on the map might well have dislodged my UA force.
UA forces roughly held positions along the river and the elevated road, but controlled few VH flags. I opted to conserve forces rather than push forward.
All UA air assets (except on on map drone) were shot down - the helicopter and the SU-25s without causing any damage at all to the enemy.
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The scenario is not predictable which IMHO is great.
It is a little on the hard side for me, I would need a lot more turns to be able to claw out any sort of win here. A bigger size map would allow for more manouver space I think, the UA force has decent mobility.
The UA force has all sorts of AFVs and kit present, fun to play with but must be a logistical nightmare ā IIRC they try to concentrate certain types to certain brigades (?)
I was impressed with the map, well done! I looked up the actual place - itās an interesting location.
With Venhola it shows more elevations on both sides of the battle area something that is hard to judge from online map/satellite images.
Venhola Height map of the area for comparison:
https://64.media.tumblr.com/50db78bb9630a79fed7d5e2bc9de2060/77a2d5bf5d777b2f-66/s2048x3072/0df4ed2acf69881c53440888a118bd322dcc888c.pnj
https://64.media.tumblr.com/cb8ed94ed95d9435f8125f9d499bb121/77a2d5bf5d777b2f-9c/s2048x3072/4f4afb2e61b6733b96caa4055af86b9d49f6594d.pnj
Aeraaa
September 9th, 2023, 04:33 PM
No tank is invincible that should be known by anyone playing this game or paying attention to the real world
If anything, tanks in game are actually MORE resilient than RL ones, aided by the fact that weakspots dont exist, subsystem damage is minimal (tracks, gun and turret disables) and crew casualties happen only with penetrations.
wulfir
October 8th, 2024, 06:04 PM
https://64.media.tumblr.com/a7af1eeab6ec20e94c9eb00996123058/8dca78c7d38ac97c-16/s2048x3072/8cc08da084eb873d81931588a0fabd2f1722dd33.pnj
August 1985 - WWIII begins with a Warsaw Pact offensive.
It is now late October.
NATO forces have begun to push the communists back.
Near Grossenbrode remnants of several Warsaw Pact units are pressed into a pocket with their backs against the sea.
A recently arrived and unbloodied unit, the Spanish XXI Mech Bde, is given the task to finish off the Warsaw Pact grouping.
Just before the attack goes in the Spanish lose comms with supporting air and artillery. The Spanish Brigade commander decides to press home the attack nonetheless for reasons of national pride - as the Spaniards have become aware of a certain skepticism form other NATO allies regarding their competence and somewhat older equipment...
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This scenario is based on a PBEM game I had against Roman. :up:
The forces used for both sides are similar to the original PBEM game, but not identical. It probably will not work very well if played as the Communists...
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