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Welcome to the <strong>Steel</strong> <strong>Beasts</strong> Anti-<br />

Frustration Kit.<br />

This package was written to get new players going with the tank simulation <strong>Steel</strong> <strong>Beasts</strong>, in particular with<br />

online multiplayer. I started this project because the first online experience with <strong>Steel</strong> <strong>Beasts</strong> can be frustrating<br />

for a variety of reasons, and if a player gives up because of it they're missing out on a brilliant game, the most<br />

enthralling I've ever played.<br />

Without further ado, then...click a link, young trooper, and let's get you sorted out.<br />

Shortcut: If you need a map file, click here.<br />

1. Installation 2. Finding online games 3. Tactics 4. Sharpening your skills 5. Goodies 6. Etiquette 7. Credits


1. Installation 2. Finding online games 3. Tactics 4. Sharpening your skills 5. Goodies 6. Etiquette 7. Credits<br />

Part 1a. Extra maps you might need<br />

There aren't many of these because scenario writers are conscious of the aggravation a rare map can cause -<br />

but every so often someone gets an idea too cool to pass up, like Nimo's Volcano map. <strong>Download</strong> the following<br />

files and you'll be ready for almost anything.<br />

UPDATE: To make this super-easy, I've uploaded four .zip files that contain every extra height map I'm aware<br />

of. They're called AllTheMaps1, AllTheMaps2, AllTheMaps3 and AllTheMaps4, and they're available at the link<br />

below. <strong>Download</strong>, unzip, and put all the .raw files into your Maps\height directory. These should definitely cover<br />

you; this is all the maps I have, and I haven't been caught out in many months.<br />

To your <strong>Steel</strong> <strong>Beasts</strong>\Maps\height directory:<br />

All The Maps!<br />

If you're after a specific map, the breakdown is like this:<br />

AllTheMaps1 contains (hgt)hobbs2048[rolling],<br />

(hgt)magpierange2048[hills], (hgt)skeetlow1024[valley],<br />

FtIrwin, Irwin and jimi.<br />

AllTheMaps2 contains (hgt)westpoint2048[plainswithrises],<br />

(hgt)yullasridge2048[ridges], ambush at woods edge, hmap<br />

and riverlands.<br />

AllTheMaps3 contains AS_AstorPass, city, Commonwealth,<br />

Cumb, FtPolk and Vietnam.<br />

AllTheMaps4 contains (hgt)meride4096[vbumpy] and<br />

volcano.<br />

To your <strong>Steel</strong> <strong>Beasts</strong>\Maps\terrain<br />

directory:<br />

Note: the first three links<br />

are broken; I'm looking<br />

into it. Sorry.<br />

● Chaffee<br />

● Desert<br />

● Spirit Dance<br />

● ...and here are two more<br />

terrain maps that can't be<br />

accessed directly -<br />

Metropolis and Objective<br />

Savage.<br />

A battlespace in <strong>Steel</strong> <strong>Beasts</strong> has<br />

three essential components - the<br />

height map which contains the<br />

topographical information, the<br />

terrain map which determines where<br />

the trees, water, bushes, dirt and<br />

mud are, and the scenario file which<br />

controls what units are present, the<br />

scoring and events. To use a<br />

scenario, you have to make sure you<br />

have the appropriate height map and<br />

terrain map; if you don't, bug the<br />

scenario author and find out where<br />

those maps are - then let me know so<br />

I can add them to this resource.


1. Installation 2. Finding online games 3. Tactics 4. Sharpening your skills 5. Goodies 6. Etiquette 7. Credits


1. Installation 2. Finding online games 3. Tactics 4. Sharpening your skills 5. Goodies 6. Etiquette 7. Credits<br />

There have been several releases of <strong>Steel</strong> <strong>Beasts</strong>, each adding new features and capabilities. If you have an<br />

older version, you may have trouble getting into multiplayer games, so let's get you up to speed right now.<br />

If you have the<br />

choice, use the<br />

Custom Install<br />

option. When you<br />

get the screen at<br />

right, click in the<br />

empty space left of<br />

each option to<br />

activate it. The one<br />

you definitely want<br />

is the height maps -<br />

if any are missing<br />

you won't be able to<br />

play certain<br />

scenarios.


To install the patches, click the link then choose "Save to disk" and select your Desktop. Once the download is<br />

complete, double-click the patch and it should auto-detect your SB directory and do its thing. You'll need an<br />

Unzip utility to unpack the patches - if you don't have one, you can get WinZip here.<br />

If you have any version before 1.195, click here to upgrade to v.1.195. If that link is on the fritz, try the alternate<br />

site.<br />

If/once you have version 1.195, click here to upgrade to v.1.226.<br />

If you have version 1.225, click here to upgrade to v.1.226.<br />

If you have <strong>Steel</strong> <strong>Beasts</strong>:Gold Edition, click here to install the missing map patch. (This one isn't critical; all it<br />

does is eliminate a harmless error message in the mission editor.)<br />

With that accomplished, you now have the slicing-edge version of <strong>Steel</strong> <strong>Beasts</strong>. One thing that could still trip<br />

you up, though, is lacking the proper map files, so let's get that taken care of.<br />

If you've installed SB using the Custom option as described above, you already have the complete set of<br />

original maps. If not, Explore your <strong>Steel</strong> <strong>Beasts</strong> CD, and get to the Maps directory. Copy everything in there.<br />

Then find your <strong>Steel</strong> <strong>Beasts</strong> directory, open up the Maps subdirectory, and Paste all the maps in. (Then get up<br />

and stretch your legs...these are big files.)


<strong>Now</strong>...there are some custom maps created by players that some of the scenarios require. Custom maps are<br />

discouraged by SB's creators because of the compatibility problems they cause, but if you want to flesh out<br />

your map library, click here.<br />

1. Installation 2. Finding online games 3. Tactics 4. Sharpening your skills 5. Goodies 6. Etiquette 7. Credits


1. Installation 2. Finding online games 3. Tactics 4. Sharpening your skills 5. Goodies 6. Etiquette 7. Credits<br />

Getting into a game is fairly straightforward. First, grab a pen and something to write on; there's going to be an IP address<br />

to keep track of soon. Also, if you've been having any connection troubles you'll want to disable any firewall you've got<br />

running (especially the WinXP firewall) and shut down any antivirus programs. If you have connection problems, your best<br />

resource is the <strong>Steel</strong> <strong>Beasts</strong> FAQ area.<br />

Your first stop is www.steelbeasts.com - more specifically, the link down the left edge that says "SB Chat".<br />

This is where 98% of the <strong>Steel</strong> <strong>Beasts</strong> games start. (And I don't know where the other 2% come from.) Lots of idle chatter<br />

goes on, but the event you're waiting for is someone posting an IP address. This will look like 133.59.234.116 or<br />

something like that (I made that one up). Write down that number, or highlight and Copy it if your chat system permits.<br />

If you have a low-bandwidth connection (56k or poor DSL) you might want to exit the chat room at this point. If your<br />

connection's good, by all means stay in chat, but you might want to change your nickname to indicate that you're in a<br />

game because if someone sends you a private message, <strong>Steel</strong> <strong>Beasts</strong> will minimize to the taskbar. (This normally<br />

happens at the worst possible time.) To change your nickname, type /nick FooBar, where FooBar is your new name.<br />

<strong>Now</strong>, start up <strong>Steel</strong> <strong>Beasts</strong>, click through the title screen and select Multiplayer.<br />

Your<br />

status<br />

defaults<br />

to Host -<br />

click on<br />

that<br />

word<br />

and it'll<br />

change<br />

to<br />

Client,<br />

and a<br />

box<br />

will<br />

pop up<br />

to<br />

receive<br />

the<br />

host's


IP<br />

address<br />

that you<br />

wrote<br />

down or<br />

copied<br />

earlier.<br />

If<br />

you're<br />

playing<br />

over the<br />

internet,<br />

leave<br />

the Port<br />

box<br />

blank<br />

and<br />

click<br />

Go.<br />

Once you're in the Assembly Area (AA - not to be confused with the After-Action Review/AAR, or with Archangel, probably<br />

the best online player and often referred to as AA) it's time to pick a vehicle. Some things to be aware of:<br />

● Vehicles whose second number is a "1", like 1-1/A and 2-1/B, are platoon leaders. Selecting one of these gives<br />

you command of a whole platoon. (4 M1/M2 or 3 Leopard/Marder)<br />

● M1A1s and M2s whose second number is a "2", like 1-2/A and 3-2/C, are section leaders. Selecting one of these<br />

gives you command of a 2-vehicle section.<br />

● Selecting a CO vehicle, like co/A or co/B, gives you command of an entire company.<br />

● Selecting any other vehicle gives you command of that vehicle only.<br />

With the above in mind, choose a scale of responsibility you think you can handle. Oh, by the way, if you select a tank<br />

you'll get this little question:


The correct answer is Yes. Clicking No means that if your connection fails,<br />

your tanks will not be useable by your teammates (which can ruin an entire<br />

scenario if you control essential vehicles), and if one of your tanks is under<br />

attack your teammates can't jump in and gun for you.<br />

To amplify this point: I was in a game once where a player chose a CO tank,<br />

and clicked No. When his connection dropped ten minutes into the game, his<br />

tanks halted in place and his teammates couldn't control them. His side lost,<br />

and half a dozen normally easygoing players were more worked up than I've<br />

ever seen them. So please...click Yes. Major point of etiquette in the <strong>Steel</strong><br />

<strong>Beasts</strong> community.<br />

Eventually the host will launch the game. Participate in the planning process, let your teammates know you're new, shoot<br />

the bad guys and avoid being shot, maintain situational awareness, be where you aren't expected and win the battle.<br />

If you have any trouble with the above, head on over to the Tactics section.<br />

1. Installation 2. Finding online games 3. Tactics 4. Sharpening your skills 5. Goodies 6. Etiquette 7. Credits


1. Installation 2. Finding online games 3. Tactics 4. Sharpening your skills 5. Goodies 6. Etiquette 7. Credits<br />

It happens fast. One moment you're a modern-day leviathan rolling<br />

across the plain, lord of all you survey, your 120mm gun scanning<br />

restlessly from side to side, sniffing, looking for something to bite.<br />

Then abruptly, a spike of metal smashes through your armor plate and<br />

hammers you into oblivion.<br />

What went wrong?<br />

Hard to say, but I can give you a few ideas. I'm an average player and definitely not a natural at this, but maybe the fact that I have to<br />

think about it a little more will make me a better teacher. :)<br />

First, a paradigm shift. Everybody knows that tanks are invincible, they knock down buildings, explosives make about as much<br />

impression on them as a match flame, et cetera. Well, get that out of your head.<br />

In most multiplayer scenarios, the enemy has a highly accurate, high-velocity gun firing one of the five best tank-killing rounds ever<br />

devised by Man. Aside from the machine guns, every weapon on the <strong>Steel</strong> <strong>Beasts</strong> battlefield is optimized for killing tanks. The M1A1's<br />

front turret armor might absorb a hit, but for the most part hit=death. The only things that will keep enemy fire away from you are<br />

● Invisibility<br />

● Hard cover<br />

● Doing unto them before they do unto you


Let's talk about those three.<br />

Invisibility is hard to come by - you can spot a tank turret 3km away through the TIS - but it is possible. If you think about the way<br />

infantry - or gophers - move, they get down low and dash to someplace safe, then pop up for a quick look. During a game, go to the<br />

map screen and press the space bar and the colors will be overlaid to help you interpret it - look for valleys and use them.<br />

There are three good saddles (low spaces between two peaks) in the map image at left. (Do you<br />

see where they are? Roll your mouse over the image to see the saddles.)<br />

If you must go over the top of a ridgeline, this is the place to do it. I left out a marginal saddle in<br />

the north because it looks a little too flat - being exposed that long, at high elevation, is probably<br />

not worth it.<br />

Trees give a mostly false sense of security. While in woods your own vision is hopelessly obstructed, and from outside you're not as<br />

hidden as you think. The slightest glimmer on the TIS will draw fire from human gunners, and even if you hear the first shot (which<br />

means it missed - sabot rounds are supersonic so you'll never hear the one that kills you) you won't be able to find the shooter.<br />

Bursting through a thin line of trees can provide an element of surprise, but it's generally not worth it. Late in the game, all woods in<br />

the battle zone are potential havens for enemy infantry, and they will butcher you with ease if you wander too close.<br />

Finally, be careful with the Defend, Guard and Hold commands. Tanks with these orders sit a little too high for my taste, and are<br />

sometimes easily picked off. You may be better off just parking your tanks on the back slopes of hills (with no orders) and periodically<br />

peeking over the crest yourself.<br />

Hard cover and invisibility go hand in hand, and both require you to study the map and stay out of the bad neighborhoods. Wide<br />

open areas are bad news - if a round goes screaming past you, all you can do is go to Top Speed, zigzag and try to find a hole to<br />

hide in. Plateaus are bad news, especially if there's a higher plateau nearby. Woods are bad news.<br />

The Guard command is good news. It causes units to "embark on the first attached, non-conditioned route if under fire". This doesn't<br />

correct the AI's tendency to expose itself a bit much, but it does mean that if the first shot goes astray and you've created a retreat<br />

route from its battle position, it will duck behind cover. (And send a "taking fire" message.) Generally speaking, if a position doesn't<br />

have some solid dirt that you can vanish behind in five seconds or less, maybe you shouldn't be there.<br />

Doing unto them is the ultimate solution if you can arrange it, and the best way to arrange it is through teamwork. When moving<br />

through the battlezone, try to leapfrog your tanks so that one is sitting still covering while another moves. Human players (and the AI,<br />

a little bit) will sometimes roll forward to take a shot at an exposed target, and in so doing expose themselves. A great feeling of<br />

brotherhood will well up inside you the first time one of your overwatching tanks kills a vehicle that was about to fire on you. The same<br />

tactic can be applied by two human players, although unfortunately the common practice is to give each player a distinct corridor,<br />

making cooperation difficult.


A corollary to the teamwork rule is to avoid moving your platoons as a single entity. When you do this, you make all three (or four)<br />

tanks work under the same limited visibility, and you make them all vulnerable at once. You also identify yourself as a newbie to all<br />

who behold you. What you want to do is concentrate the firepower of your tanks (by moving the entire platoon in a common direction,<br />

and coordinating their arcs of responsibility to protect each other) without concentrating the vehicles themselves. A single sniper can<br />

wipe out a tightly-grouped platoon without being spotted, but if half your tanks overwatch while the other half move, there's a fair<br />

chance the sniper will be hit before he can fire. Failing that, there's a fair chance his victim will be avenged. :)<br />

More tactics:<br />

Damage Control by LoneStar49<br />

Smoke - A User's Guide by ShotMagnet<br />

A Thousand Bee-Stings - ATGMs and what you can do about them by ShotMagnet<br />

Tactical Tips by 3Star<br />

Situational Awareness notes by Koen<br />

1. Installation 2. Finding online games 3. Tactics 4. Sharpening your skills 5. Goodies 6. Etiquette 7. Credits


Part 4. Sharpening your skills<br />

1. Installation 2. Finding online games 3. Tactics 4. Sharpening your skills 5. Goodies 6. Etiquette 7. Credits<br />

When you first get started, it's a pretty big jump from running your tank to handling a platoon...and in some<br />

games each player has a company or more to manage. Like Robert Heinlein said, seconds are jewels beyond<br />

price in combat...you want to practice until you can get units doing what you want with speed and efficiency.<br />

Before we get going, a note about difficulty. When you're starting out, I'd encourage you to set the difficulty at<br />

Low. On this setting the AI is no pushover, and will still punish your mistakes - it's just a little slower on the draw<br />

and about as accurate as you will be. Get comfortable on this setting and then work up to High difficulty. Same<br />

with the realism - setting it to Low provides a couple of "training wheels" to help you get used to the trickier<br />

functions, and you shouldn't have any trouble adjusting when you take the realism to High.<br />

First, of course, play all the tutorials. Then play 'em again, until you're barely glancing at the keyboard. To put<br />

this in perspective, imagine that your M1 takes a hit and the screen goes black. In the top right you see TIS<br />

Stabilization flashing. A badass player will hit the number pad + and the . keys without thinking about it, and<br />

have a return shot on the way in three or four seconds. Will you?<br />

I recommend the M1 scenario Instant Action - Ambush for this purpose. It has lots of confidence-building closerange<br />

gunnery, you get an assortment of targets so you'll learn to index your ammo, and it's not uncommon to<br />

take close-range hits - often hits that will knock out systems and force you to go to backups before continuing<br />

the fight.<br />

When you've got that under control, give Tanks a try to learn some basics of tactical movement. The T-72s in<br />

this scenario will punish you harshly if you sit on high ground, so you'll learn to "drive as the water flows" and<br />

scoot from one battle position to the next.<br />

I'm not saying you should be able to finish Tanks consistently before moving on...but when you think you're<br />

ready, Cavalry to the Rescue and German Frost are the next level. Each of these has 2-3 units for you to<br />

control and a fairly slow pace, so you can get used to jumping around and trusting the AI a little.<br />

At the next level, between platoon and company, it's a bit tough finding good practice. Rock, Paper, Scissors is<br />

a good one with a couple platoons, and I understand that Battle of the Wiese Valley is pretty much the same<br />

fight, maybe with different routes for the enemy. Try the Tactics 101 scenario on Mobile Defense to see how to<br />

program routes and checkpoints.<br />

If you want a final exam, Are They Attacking Here is a fun scenario that teaches you some recce skills, and A<br />

Village Called Netreba is a toughie that will demand some planning and fast movement.<br />

For another take on SB basic training:<br />

Multiplayer Preparation by LoneStar49<br />

1. Installation 2. Finding online games 3. Tactics 4. Sharpening your skills 5. Goodies 6. Etiquette 7. Credits


Part 5. Other cool stuff<br />

1. Installation 2. Finding online games 3. Tactics 4. Sharpening your skills 5. Goodies 6. Etiquette 7. Credits<br />

Many SB players use a program called Roger Wilco for voice communications. It's easy to use, quick to set up and the<br />

basic version is free. What are you waiting for?<br />

Click here to download Roger Wilco.<br />

When setting up Roger Wilco (often called RW):<br />

● Start out with .wav sound recording; it's compatible with more cards.<br />

● Try DirectSound only if .wav is giving unsatisfactory quality.<br />

● Under Audio Device Selection, avoid the "Primary Sound Device" settings. There should be options specifically<br />

naming your sound card. This applies to the playback and record settings.<br />

● Deselect the Autoselect Mike option.<br />

● Under System Settings, set mike volume at about 3/4 of maximum and check the Mute option.<br />

● Select Full Duplex if available.<br />

● Choose a transmit key that doesn't conflict with any <strong>Steel</strong> <strong>Beasts</strong> hotkeys. Scroll Lock and V have been<br />

recommended.<br />

To get RW running, go to http://www.steelbeasts.com and follow the SB Voice Chat link. You'll need to know which<br />

channel the other players are on; people seem to gravitate to Red co/C and Blue co/C for some reason. Click that link<br />

and - this part is cool - RW will start up and work perfectly with no further intervention from you.<br />

In the basic <strong>Steel</strong> <strong>Beasts</strong>, battles always take place on summer days under a bluebird sky. SB2 will change all that, but<br />

for now if you want a change of scenery, Nimo's SBSkinner is your friend:<br />

Click here to download SBSkinner v1.4.<br />

● You can put SBSkinner wherever you want; if you're upgrading an older version simply copy in the V1.4 version of<br />

sbskinner.exe so it overwrites the original.<br />

Just to get you oriented, skins are files which determine how your tanks look. They only affect your system, so if you're<br />

using an arctic skin you'll see white tanks on your screen but you'll look the usual green to everyone else. Mods are<br />

files which determine how the sky, ground, trees and buildings look. Again, they only affect your system. What<br />

SBSkinner does is back up the original skin and mod files from the game, then replace them with new ones that look<br />

like snow, slush, a smoke-blackened desert oilfield, or whatever.<br />

SBSkinner is useless until you acquire some skins and mods, so let's get that done. Let me explain what's going to<br />

happen.


First, you locate and<br />

download the skin(s) and<br />

unzip them. There are<br />

links below to a variety<br />

of good skins so this step<br />

should be trivial. The<br />

skins are a set of bitmap<br />

files, sometimes just one<br />

and sometimes one for<br />

each vehicle. At right I've<br />

downloaded a set called<br />

Biss_skins.<br />

Vehicle files have to go<br />

in a subdirectory of<br />

sbskinner/bank/models.<br />

In this case I created a<br />

directory called Biss and<br />

copied all the files into it.<br />

Note: If you get a skin set<br />

containing a file called<br />

"stdbuf", delete it. These<br />

files are often old<br />

versions, and will cause<br />

problems in the afteraction<br />

review if they<br />

overwrite your current<br />

copy.


<strong>Now</strong>, only if<br />

you have<br />

SBSkinner<br />

v1.2, you<br />

have to let<br />

Skinner<br />

know that<br />

the new files<br />

are available.<br />

Double-click<br />

on the<br />

add_skin.exe<br />

program in<br />

the same<br />

directory as<br />

sbskinner,<br />

and show it<br />

where the<br />

new<br />

directory is.<br />

Click on Make File, and after a moment you'll get a<br />

confirmation message. If you have SBSkinner v1.3 or v1.4,<br />

skip this step.


Skins (go in bank\models\...)<br />

● Biss' Skins<br />

● Edgecrusher's Christmas<br />

Skins<br />

● Crunchies - The Infantry<br />

Skins<br />

● Different TISs<br />

● And more. Veteran SBer<br />

Hackworth recently<br />

uploaded his entire kinghell<br />

badass collection of<br />

skins to the <strong>Download</strong>s<br />

area; there's enough<br />

variety in there to keep<br />

you smiling for weeks.<br />

● ...and more to come<br />

Mods<br />

● SB.com's <strong>Download</strong> Section - contains<br />

gobs of mod sets, available for download. I<br />

particularly recommend Color of the<br />

Desert, Slush and Rockape's Winter Mod.<br />

Put the images and models directories in<br />

the sbskinner\bank\fullchange directory.<br />

The scenarios go in your <strong>Steel</strong><br />

<strong>Beasts</strong>\scenarios directory.<br />

1. Installation 2. Finding online games 3. Tactics 4. Sharpening your skills 5. Goodies 6. Etiquette 7. Credits


Part 6. Etiquette<br />

1. Installation 2. Finding online games 3. Tactics 4. Sharpening your skills 5. Goodies 6. Etiquette 7. Credits<br />

● If you jump into someone else's tank, watch the message box. If someone tells you "out", get out now.<br />

● If you get an "out" message, it'll probably be pretty abrupt. Don't take it personally; "please" is six<br />

characters he doesn't have time to type.<br />

● If you jump into someone else's tank, and you see they've entered the TC or Observer position, get out.<br />

● If you're not sure a vehicle is hostile, check the map. Don't take the chance of killing a teammate.<br />

● Know your part in the team plan. If you don't, tell someone that you're new and ask what they want you<br />

to do.<br />

● Play nice.<br />

● Don't lock your tanks. That means answering Yes to the "Allow others" question when you mount up.<br />

● Respect your teammates and help them if you can.<br />

● If you've got tanks and buddy doesn't, give him a tank.<br />

● If you've got tanks, and buddy doesn't, and he's a clueless newbie, give him a tank and some pointers.<br />

1. Installation 2. Finding online games 3. Tactics 4. Sharpening your skills 5. Goodies 6. Etiquette 7. Credits


Part 7. Credits<br />

Sean Lots and lots of help<br />

Carl Stovell The Miller's Key maps<br />

Attackrat Yet more maps<br />

Hector Pre-retail version information<br />

Ssnake Version information<br />

9er Red MP and Roger Wilco troubleshooting information<br />

LoneStar49 Tactics section<br />

ShotMagnet Tactics section<br />

3Star Tactics section<br />

Koen Situational Awareness compilation<br />

Al Delaney Programmer of The Game That Ate My Life<br />

1. Installation 2. Finding online games 3. Tactics 4. Sharpening your skills 5. Goodies 6. Etiquette 7. Credits


1. Installation 2. Finding online games 3. Tactics 4. Sharpening your skills 5. Goodies 6. Etiquette 7. Credits<br />

Main gun won't fire...don't blame the joystick<br />

Ok.. you're deep in battle, a lot is riding on your tank and you see or get a target call from the TC...<br />

You go to fire (via joystick) and "nothing"...<br />

90% of the time it's the position of the turret in relation to rear of tank.. in that there are certain areas or<br />

elevations (low) that the main won't fire...<br />

Hint: when TC calls target.. hit E key for engage.. this will turn tank to face target giving you the most protection<br />

from a hit...<br />

And if you can't move tank, or you don't want to.. ie it's in a proper BP.. and your gun won't fire via Joystick..<br />

Hint: Hit the "spacebar" and chances are high that your main gun "will fire" ..<br />

To see the original post and the ensuing discussion, click here.<br />

Lose a track...keep your head<br />

Ok.. you went into a minefield and lost a tread.. don't give up on that tank..<br />

... you went too fast thru woods and threw a track.. don't give up on that tank..<br />

Hint: travel in columns.. lose first tank only.. place tank in best BP.. then shut down engine.. boys will fix her in<br />

about 30 - 40 mins.. sooner if you're quick.. and tread will be repaired..<br />

Back-out of minefield.. or lose it again..<br />

Scout speed is best thru thick forest.. treads stay on and optics work..<br />

Most battles last avg.. 1hr.. and the last 15 min of battle is the most critical..<br />

So.. don't lose your head and a good tank.. work the units..<br />

To see the original post and the ensuing discussion, click here.<br />

Took a hard hit...don't lose your head<br />

Ok.. you took a heavy hit and your stabilization or *GPS/TIS goes out.. don't lose your head..<br />

*Also by going too fast thru thick forest a/o by small arms fire..<br />

Hint: Move that tank ASAP to BP of low visiblity and set best BP.. that tank is best used as a sniper or<br />

information grinder..


Move to another unit.. but remember, last 15 mins of game are the most critical..<br />

Give your gyroscopes 5-10 minutes, and if your ballistic computer is working, your stab will come back on line...<br />

So don't lose a good tank, use your head..<br />

To see the original post and the ensuing discussion, click here.<br />

1. Installation 2. Finding online games 3. Tactics 4. Sharpening your skills 5. Goodies 6. Etiquette 7. Credits


1. Installation 2. Finding online games 3. Tactics 4. Sharpening your skills 5. Goodies 6. Etiquette 7. Credits<br />

Smoke - A User's Guide<br />

Okay, you're running ahead at full, heading for the objective. You're almost there. But wait, on your flank! A<br />

bunch of bad guys that weren't there a minute ago, hidden, just waiting for you to present a nice flank shot. You<br />

can kiss your platoon goodbye. Even if you turn to face them, you'll present a flank to the other guys. The ones<br />

guarding the objective you were in reach of. You're done. Right?<br />

Wrong.<br />

Your tank has smoke grenades, and M1s have a smoke generator. Every tank in your platoon has smoke<br />

grenades and possibly a smoke generator.<br />

Well so what? Smoke doesn't stop gunfire.<br />

Well, actually it does. Not directly, of course, but it does something for you that armor alone can't. It makes you<br />

invisible. Your tanks, whether M1s or Leopards, have a thermal imaging system (TIS). Your opponents,<br />

assuming they're pre-T80 Russian, don't. A TIS lets you see through smoke, but if the other guy doesn't have a<br />

TIS...<br />

That's right, they can't see you. And if they can't see you, they probably can't hit you, either. That's the primary<br />

advantage of smoke, and that's why your tank is equipped with smoke grenade launchers, and a smokescreen<br />

maker. You can't be seen when you make smoke. You can't be seen if you're hiding behind smoke, and if you<br />

can't be seen you probably can't be hit. It also means that, for all intents and purposes, the enemy has given up<br />

the advantage of first shot, of any shot, to you. If he can't see you, he's going to have difficulties hitting you,<br />

difficulties which you and your TIS will not suffer. Sitting behind your own smoke screen, you could conceivably<br />

blaze away at someone and not worry too much about return fire. I wouldn't recommend doing it, myself, but it<br />

could be done.<br />

Smoke Sources<br />

In <strong>Steel</strong> <strong>Beasts</strong> smoke comes in three forms. Artillery can fire smoke. There are the smoke grenades that come<br />

with your tank, and there is the smoke generator that also comes with your tank. Note that (Shift) TAB will start<br />

everyone in the platoon making smoke, while TAB will fire only the smoke grenades for the tank you're currently<br />

in.<br />

Using Smoke<br />

To pop smoke grenades hit the TAB key. For the smoke generator press SHIFT and TAB at the same time. To<br />

use artillery smoke, move the cursor to the top of your screen, and select Support from the menu that will<br />

appear and select Smoke from the submenu. Or go to the map screen, right-click, select New Arty Field, then<br />

Smoke.<br />

Note that hitting TAB will launch only the smoke grenades on your tank, while pressing SHIFT and TAB will get<br />

everyone in your platoon making smoke, for the tanks that are still able to make smoke. Note also that smoke<br />

grenades can only be fired twice, per vehicle.<br />

Non-player vehicles (vehicles that you can't assume gunner or TC positions in), can still be commanded to use<br />

vehicular smoke and/or smoke grenades, if otherwise able. The keys that activate smoke for your tanks do the<br />

same for these otherwise non-playable units.


Uses for Smoke<br />

Smoke is a great way to screen your advance.<br />

Suppose you're traveling through the only known, cleared space in a minefield. Is that cleared approach<br />

covered? Believe it. The reason there are no mines there, right where you want to go, is because the other guy<br />

wants you to go there, mostly so he can whack as many of your tanks as he can.<br />

Smoke will minimize the damage he can do. If he can't see you, how well will he be able to hit you? Artillery<br />

smoke would be ideal for situations like this, if you can get it. For those times when you can't using the smoke<br />

generators on your tank, and putting yourself in a formation so that as many units as possible are screened by<br />

smoke, would be another option. Echelon left, right, or column formations will provide the most protection to the<br />

most units. There will still be a tank exposed, who can be covered at least somewhat, at least temporarily, by<br />

smoke grenades. Switching formations might help minimize the risk to exposed vehicles by trading which<br />

vehicles get exposed, and for how long.<br />

Smoke is also good for foiling ambushes. Say you stumble into a killing zone. ATGMs everywhere, tanks<br />

pointed right at you and/or the rest of your platoon. You have about zero seconds to do something, what will<br />

you do? Pop smoke. Hit that TAB key once, and you've bought yourself at least a couple of seconds to think of<br />

what to do next. Making vehicle smoke right about now would probably be a good idea, too. Don't forget to turn<br />

on your TIS (far right + key). You can now start gunning at the guys who just a second ago were gunning for<br />

you. Or you can run away, having bought a few seconds' worth of confusion. Or maybe both. Remember, with<br />

your TIS on you can see him, and if you can see him you can shoot at him.<br />

Smoke grenades are also handy for disrupting missile fire. Lots of units in SB come equipped with either<br />

shoulder-fired or vehicle-mounted (or maybe both) anti-tank missiles. They're bad news. Smoke grenades can<br />

keep you from being hit, though. Often, provided the firing unit is distant enough, you'll see the shot coming. If<br />

you pop smoke, or make vehicle smoke, and back away, preferably out of sight, you've just saved yourself. Just<br />

remember, you only get to use smoke grenades twice per vehicle, per scenario.<br />

Using vehicular smoke, the SHIFT TAB kind, can also be handy if you're retreating from someone, and don't<br />

wish to actually turn around, so that you can fire at your opponent. Conceivably you could SHIFT TAB, and turn<br />

around completely to run away at top speed. What the other guy can't see he probably can't hit, after all. I<br />

would prefer not to, though. Note the 'probably' in 'probably can't hit', and while it might seem like a long-shot,<br />

you don't want to give anyone even that much of a chance. A shot hitting your front is much more survivable<br />

than one hitting your rear.<br />

Smoke can save you. Smoke can screen other units, either those in your platoon or others nearby. Smoke can<br />

screen your advance, foil an ambush, give you that little bit you might need to win a scenario. Remember that<br />

you have it. Remember what it can do for you. And don't forget to turn on your TIS.<br />

Good luck, good hunting.<br />

1. Installation 2. Finding online games 3. Tactics 4. Sharpening your skills 5. Goodies 6. Etiquette 7. Credits


1. Installation 2. Finding online games 3. Tactics 4. Sharpening your skills 5. Goodies 6. Etiquette 7. Credits<br />

A Thousand Bee-Stings - Anti-Tank Missiles and what you can do about them<br />

They're everywhere. Infantry have them, APCs and scout vehicles have them, so does some Soviet armor.<br />

They're anti-tank guided missiles (ATGM). As an aside, technically every anti-tank missile is not an anti-tank<br />

guided missile, but since their behaviors are closely similar, and since they can both be defeated in about the<br />

same manner, let's call them the same thing for the sake of argument. Fine. What are they? ATGMs are<br />

shoulder-, or vehicle-launched missiles equipped with HEAT warheads, whose function is to penetrate tank<br />

armor, destroying the vehicle.<br />

What they can do to you<br />

Individually, ATGMs might not pierce the armor of your tank, at least not from the front. This doesn't mean a hit<br />

won't hurt. An ATGM will almost certainly damage something; often it will damage a two or three somethings at<br />

a time. An ATGM hit might not kill you outright, but it will break something and make you easier to kill, thereby.<br />

Lose stabilization for your main gun, and you lose the ability to hit a target while on the move. Stabilization loss<br />

also affects accuracy, it has some effect on how fast you can pull the trigger, and that affects how many times<br />

you might get to shoot at a target before it gets to shoot back. Coupled with the degradation in accuracy, loss of<br />

stabilization can put you at enough of a disadvantage that you might not recover before the other guy gets you.<br />

A non-fatal hit from an ATGM can do other things, too. A hit from an ATGM can take out your radio, your TIS,<br />

your GPS, etc. You can lose a track, and thereby lose the ability to move anywhere but in a circle. A tank<br />

immobilized by an ATGM is effectively out of the action, and therefore out of the game. Your immobilized state<br />

also makes you a lot easier to hit, and this time the shot might come from the rear. Lose a track and someone<br />

will come along to turn your immobilized state into something a lot more permanent, and smoking. That's the<br />

real danger that ATGMs pose. There are so many of them that even if the first few don't kill you, the next one<br />

will. Individually they might be no more annoying than a bee-sting, but there are a lot of bees on the battlefield,<br />

and they can sting you in places that can be fatal. Tangling with ATGM-equipped infantry and APCs is<br />

potentially more hazardous than dealing with tanks. Why?<br />

A quick example. You have just run across a platoon (say three) BMPs, each equipped with a squad of infantry.<br />

Each squad has dismounted. There are now six potential sources for ATGM fire. They can attack from any<br />

direction, and they can be very hard to hit. A comparable platoon of Soviet MBTs will probably attack from one<br />

direction, represents three sources of gunfire, and are easier to hit. The hits you take from the MBTs will maybe<br />

disable something, but you'll probably get all of them before they destroy you. The same is not true for infantry<br />

and the PCs they rode to battle in. If dismounted the infantry and/or their rides might get you before you get all,<br />

or even any, of them. ATGMs are everywhere, and can attack from anywhere. It's also a lot easier to ambush<br />

tanks with infantry than with other tanks. Try the scenario Blind Elephants; you'll see what I mean.<br />

What you can do about them<br />

The good news is that as a tank, you're still a lot less vulnerable than either an APC or a squad. A squad could<br />

shoot at you with rifles and machine guns all the live-long day without doing more than scratching the paint,<br />

maybe. You, shooting back with just your machine guns, would take down the squad before they could do more<br />

than scratch the paint. Hit the APC before its dismounts dismount. There, you've just killed two sources of<br />

missile fire with one shell. Lighter APCs can be taken out with an M1's .50 cal, and BRDMs are vulnerable to<br />

coax fire from the side or rear.


Smoke is great for neutralizing the threat. More than once, by popping smoke grenades (hit the TAB key) and<br />

backing up/turning or moving behind some cover, I have avoided taking a hit. Once, doing just that, I heard the<br />

missile whissshh past my tank. The folks who designed SB didn't miss a trick when it came to immersion...<br />

ATGMs don't fly very fast, relatively. You can even see them coming, they look like yellow spots that seem to<br />

drift towards you. If you have the time, if the target is sufficiently distant and you've seen it launch, you might<br />

get a shot off with the main gun. If you miss you can still pop smoke (hit TAB), and turn/back up/otherwise get<br />

out of the way. Smoke generators on your tank (SHIFT TAB) can also be helpful. Striking a tree branch will<br />

usually detonate an ATGM, so ducking behind even thin foliage can save your life.<br />

It's possible too that the ATGM may miss even if you didn't hit. If the ATGM is the guided kind then a hit or<br />

close miss will kill/suppress the gunner guiding the missile, causing it to miss. Spraying where you saw a<br />

launch with machine gun fire is also helpful. Infantry typically use the unguided types of ATGMs, but<br />

suppressing them/killing them prevents them from getting off more than that shot. This really works - infantry<br />

shoot ATGMs from the kneeling position, so spray those brave souls with coax fire and they'll fall flat even if<br />

they aren't hit. Once I was touch-me close to an APC and some dismounts. I sprayed them with the co-ax as<br />

the TC thundered away with the fifty. When it was over they were dead and I wasn't. I hadn't even been<br />

scratched.<br />

I don't recommend getting that close. Something bad will happen and it will probably happen to you. On the<br />

other hand, it happens, and if you're quick on the trigger you can do unto them before they can return the favor.<br />

Artillery also works nicely against the ATGM threat. HE, Smoke, and ICM can either suppress the other guy or<br />

block his LOS to you, maybe both. If he can't see you he probably can't hit you. If you're heading into uncertain<br />

ground, divide your platoon. Assign at least one tank to watch over the rest, the better to spot anyone who<br />

might get frisky with ATGMs. There are tutorial missions and some training missions, that go into overwatch in<br />

some detail. Play them, learn from them.<br />

ATGMs are everywhere. They can kill you, but they can be dealt with. They are deadly, but the units firing them<br />

are fragile. They are much more vulnerable to artillery and gunfire. Smoke will block LOS. Remember what to<br />

do, when to do it, and you just might save your electronic life.<br />

Good luck and good hunting.<br />

1. Installation 2. Finding online games 3. Tactics 4. Sharpening your skills 5. Goodies 6. Etiquette 7. Credits


1. Installation 2. Finding online games 3. Tactics 4. Sharpening your skills 5. Goodies 6. Etiquette 7. Credits<br />

...thick smoke can affect laser rangefinder performance. i.e. it sometimes won't penetrate. Keep in mind. For<br />

those of us who spend almost all our time in a TIS view, sometimes we're completely ignorant of a smoke<br />

barrier simply because we can't see it. If the LRF range comes up a 0000, or if your rounds inexplicably keep<br />

falling short, switch to natural view and make sure there's no smoke between you and the target.<br />

And the hint of my own.. The trick to survival is SCAN!!! Burn out those turret motors, scan quickly, scan often.<br />

If you see a hotspot, swing back, focus in on it, try to ID through thermals and natural view. If it's a position that<br />

you can't ID it (such as just being able to see a roadwheel deep in trees), lase, take note of range and bearing,<br />

flip to map (F-5) view, and see if your team has a live vehicle in the area. If not, shoot at it, even if there's<br />

supposed to be a killed tank there. Sometimes people will use dead tanks as 'cover' to confuse you. Worst<br />

that'll happen is you use up a sabot round. Frequently, you kill a 'reserve' enemy tank.<br />

1. Installation 2. Finding online games 3. Tactics 4. Sharpening your skills 5. Goodies 6. Etiquette 7. Credits


1. Installation 2. Finding online games 3. Tactics 4. Sharpening your skills 5. Goodies 6. Etiquette 7. Credits<br />

Situational Awareness - Some Tips<br />

Acquiring good situational awareness (SA) is for newbies to <strong>Steel</strong> <strong>Beasts</strong> often quite hard...<br />

"...What's happening ?...Where am I ?...Who's firing at me ?...CLANG..."<br />

I guess we all remember the confusion we went through during our first virtual SB-battles.<br />

Good SA is also an extremely important matter, to be successful in SB.<br />

Therefore, to make things a bit easier for newbies, I collected on several forums some quotes about the do's<br />

and don'ts concerning SA. You'll find these quotes below.<br />

I hope it can be useful to someone.<br />

BTW As you will see, most of these quotes are from the hand of Mekhazzio. So hats off to you, Mekh !<br />

Degree of difficulty of SB<br />

What strikes me about playing SB, having been used to flight sims, is the suddenness and surprise of death. In<br />

most flight sims, you are often aware of your predicament and you grapple. Perhaps, you make some wrong<br />

moves or you are overwhelmed, etc... In SB, I often find that I am alive one minute and dead the next. Only in<br />

the AAR, do I finally see that tank at 3000 meters in my deep right flank. Not being someone with military or<br />

combat experience, I believe that SB provides a good sense of combat. In many games, the player is rarely put<br />

in a position were "sh_t just happens". In SB, you can look and scan ... and yet just simply get caught and dead.<br />

You get the feeling skill can only keep you alive so long when surrounded by threats and death every where.<br />

Markshot - 10/2001 SimHQ<br />

Ok guys I'm a flight sim guy first off... so I'm used to radars and such. now I want to rave over SB like<br />

everyone else, really I do.... however, I can't identify crap. Anything going on around me.<br />

rpommier - 10/2000 Shrapnel Games Forum<br />

Answer 1:<br />

1. To show facing, there's a 'tank clock' in the lower right hand that, at all times, shows the orientation of the hull<br />

and turret, as if overlaid on a compass (up is north, down is south, etc)<br />

2. Enemy detection is a matter of looking in the right general direction (so you need some overall battlefield SA<br />

as well, if the enemy's coming from the north, look north).<br />

3. After this, general detection is a matter of having someone (yourself, another platoon, whatever) on a position<br />

that can see a lot of terrain (as even a fairly small dip or rise can hide a tank for a significant area).<br />

4. After that, there's in-tank acquisition...and the biggie there is the TIS (Thermal Imaging System). Vehicles are<br />

very, very hard to spot with the naked eye, particularly, say, a hull-down T-80 at 2,500 meters with a treeline<br />

behind him. However, he glows a nice bright green in thermal, and a quick sweep in TIS 3x (wide FOV) will<br />

usually let you see whatever there is to be seen. TIS, so commonly referred to as a night sight, is just as


valuable in the daytime too.<br />

However, due to the better clarity of the normal optics, I suggest switching to the daysight to actually take the<br />

shot (particulary since this will also show you if there's any smoke in the way for laser obscuration, and<br />

especially while learning the game, it's easier to visually ID vehicles in the daysight than the TIS)<br />

The best way to spot targets, though, IMO, is to have two good players in the same tank :> That way you can<br />

have two sets of eyeballs looking in different directions at once, who don't have the trouble of spotting hull-down<br />

vehicles that the AI does.<br />

Mekhazzio - 10/2000 Shrapnel Games Forum<br />

Answer 2:<br />

1. The map : Learn how to read those coordinates when your guys call out contacts. Then it just takes a quick<br />

look at the map to see where they are talking about. Keep in mind that the enemy icons on the map are based<br />

on the most recent radio reports, so depending on the last update the enemy may or may not be where they<br />

show up on the map.<br />

2. Make good use of that "leaders recon" function during planning (i.e. hit F1 from the LOS map to go to 3d<br />

view). It helps me a lot to actually see the terrain in planning, so that when I am in the game I can know about<br />

where I am without having to check the map. Identify key landmarks in the 3d view before you start and use<br />

them to orient yourself while you're driving along in the action phase.<br />

3. In your planning, make sure your individual units don't have to cover huge fields of fire. Having to concentrate<br />

on a smaller field will help you keep your SA as well.<br />

Spiff - 10/2000 Shrapnel Games Forum<br />

About SA:<br />

1. SA-problems aren't necessarily due to the graphics. A hull-down, camo'd tank in front of a treeline at 2<br />

kilometers is not going to be easy to spot no matter what fancy resolution and image filters are run on it. As you<br />

guessed, getting used to it is the big trick, and that's practice, practice, practice.<br />

2. Use the map religiously, and use reference points to help get you in the feel for which way is which as you<br />

travel around. As much focus as the gunnery gets, I firmly believe that commanding can be more difficult (and<br />

has a larger effect on the mission)<br />

Mekhazzio - 11/2000 Shrapnel Games Forum<br />

>I haven't yet seen any reason to man the TC's position. I assume that I'm >supposed to be able to find<br />

targets from that post, but I actually just end up >using the gunners position with the thermal view all of<br />

the time. Can the >binoculars do a better job than the gunners thermal scope at locating enemys?<br />

Answer:<br />

Yes and no.<br />

No because, obviously, the thermal view is a LOT better, literally making targets leap out at you. However, the<br />

binos have some advantages:<br />

_ Higher perspective than the GPS, so you can peek over a hill while keeping your tank almost 100% safe from<br />

enemy fire.


- Can't get damaged, short of killing the TC. Damage to either the TIS or GPS is not uncommon (infantry are<br />

particularly good at zinging the GPS at close range, and man does that suck).<br />

- Higher perspective than the GPS, so you can peek over a hill while keeping your tank almost 100% safe from<br />

enemy fire.<br />

- Is much easier to scan quickly, side to side, etc. The 1x eye view (non-binocular TC unbuttoned) is absolutely<br />

WONDERFUL for maintaining situational awareness. You can look to your sides, to your rear, with a very wide<br />

field of view, and basically see a whoole lotta stuff at once. This can benefit driving, spotting enemies,<br />

coordinating teammates and generally just knowing where the hell you are :) When you're peering out of a sight<br />

(including the Leo's periscope) it's really easy to get lost and not really know where you're looking, where you're<br />

going, or what's going on around you.<br />

The value of the TC unbuttoned view cannot be overestimated. If anything more complex than a shooting-rangestyle<br />

scenario is going on, I'd rather deal with it from the TC's seat than any other position.<br />

As TC, you have everything available to you: you have a wide field of view, you have your own magnification<br />

available, you can easily drive the tank around, you have the .50 if needed, you can point the gunner to the right<br />

target and even fire the gun yourself (but that's not usually a good idea, since it keeps you from doing the rest of<br />

your job)<br />

It also seems that when one of my tanks steps out from cover he gets blown away way before anyone<br />

can find the enemy? How often do experienced players get wacked and not even know where it came<br />

from?<br />

That's about the only way TO get an experienced player :) With SB, it's the enemy you don't see that you really<br />

have to worry about :)<br />

Reconnaisance, mutual cover and careful movement is everything. The first and second are fairly selfexplanatory,<br />

and the third means to try to maneuver in such a way that you can scan terrain as you expose<br />

yourself to it. Don't just roll over a hill right out in the middle of a valley, for instance: you expose yourself to<br />

everyone that might be inside and around that entire valley, which is a lot more than you can possibly scan<br />

before they fire on you.<br />

Mekhazzio - 03/2001 eGroup Forum<br />

On the matter of orientating yourself while in a mission (…) I can then only stress the use of marking points with<br />

your joystick button number 2 (or cntrl, or right mouse click) while pressing shift, in the commander position, (if<br />

you're gunning, that is automatically marked when lasing). That will cause to mark in the map a red star (sort of)<br />

thus indicating you the spot you see. For instance, you could use external view (F8) and mark a point in that<br />

fashion while viewing the tank from the rear part and using magnification (binos on).<br />

One advantage of external view is that then you will have three observers, (you, the gunner and the<br />

commander), thus resulting in a broader field of view. Off course you cannot trust too much on the system<br />

crewmen, but is fair to say they will do a good job.<br />

About the Leo : when not in use let the peri on slave mode, specially if you drive the tank to a different location.<br />

This will aim your peri to someplace surely closer to the spot you wish to aim the gun, otherwise, since it is<br />

stabilized, when you need it, it will be looking to some place God knows where, thus wasting precious seconds.<br />

Héctor García - 03/2001 eGroup Forum<br />

When I am the TC, will I ever see the enemy as well as the AI TCs ? I've been making convoys of enemy


vehicles appear but usually don't see half of 'em go by. When you are the TC - are you better than AI<br />

TC??<br />

The computer TC is fast, yeah, but they have a real problem with obscured targets, or targets at range, and a<br />

major problem spotting anything to the sides and rear of the vehicle.<br />

They're good enough to provide a high level of competence, particularly with a good battle plan that keeps<br />

everything to the front, but a sharp player will be able to outperform them regularly (same as the computer<br />

gunners).<br />

Mekhazzio - 04/2001 SBCom Forum<br />

About SA:<br />

Maintaining SA is simply the matter of not allowing yourself to get fixated on any one thing : don't micromanage<br />

from the map, leave the gunnery to the gunner, and always keep an eye out for new threats you might have to<br />

deal with.<br />

Mekhazzio - 06/2001 SBCom Forum<br />

About "Cavalry to the Rescue"-mission:<br />

While there - is - a lot of terrain to scan in this mission, you can narrow that down by excluding that which you<br />

can consider reasonably safe.<br />

For instance, you can consider everything south and east as clear until you get to the PCs, since the enemy<br />

only approaches (and has time to approach) from the north and west. Also, you can dismiss most of the far flat<br />

plains area, since it's flat and anything moving across it would be spotted -- no need to keep scanning over it<br />

much.<br />

Also, you can mostly leave the frontal arc to your gunner...with a human gunner especially, since their TIS will<br />

spot things a heck of a lot better than you will.<br />

So I mostly focus on the side arcs, and the major areas of concern are the "dead zones", places you couldn't<br />

see before that are now revealed as you cross over/around a terrain feature -- part of using terrain to your<br />

advantage is to keep those dead zones down to the smallest manageable area -- if you're coming around a hill,<br />

you can just scan around that hill as you circle it -- it's opening up a minor portion of area at a time (one you can<br />

keep your gun on, in fact) -- but if you go OVER that hill, you're instantly revealing the entire area on the other<br />

side, which is way too much to cover before you could receive a round from anybody in there.<br />

IMO, the external view really hurts more than it helps -- you're not controlling the tank, the AI is, and the AI<br />

doesn't really spot as well as a human can. With external view you're also giving up the GPSE and override<br />

capabilities, as well as the tank intercom (so you can't hear your gunner scream "Identified!! BACK UP!!" at you<br />

in MP)<br />

IMO it's also a lot easier to drive from the TC's seat, and the arrow keys that jump you to facing front/side/back<br />

of the gun really help the quick checking of this or that direction (checking up on wingmates, or going to another<br />

direction, etc)<br />

The TC's seat is the place to be.<br />

Mekhazzio - 07/2001 SBCom Forum


Reading and utilizing terrain is key. Keep LOS limited to only the amount of area you can reliably watch, which<br />

varies on how many units you have, how fast you're moving, and a few other things - a common mistake of the<br />

newer player is to settle into an area with great visibility, "Wow, I can see half the map from here!", without<br />

realizing that a single tank can only fully cover a comparatively narrow area and half the map can see you. Often<br />

not the best of ideas.<br />

Mekhazzio - 06/2001 SBCom Forum<br />

I've gone through the tutorials and read the manual. However, when I begin with the first mission, "A<br />

Village Called Netraba", I am quite overwhelmed.<br />

"Battle of Wiese Valley", "Cavalry to the Rescue", "Canadian Frost", and "Blind Elephants" are all simple<br />

missions. The "Multiple Units" tutorial is a good one as well.<br />

With "Tanks!", it's all about using the terrain to your advantage. Maneuver in a way that keeps you mostly<br />

concealed, using hills and trees to keep you from being exposed to more terrain than you can scan, while still<br />

keeping good LOS for yourself to wide open areas.<br />

Maximize how much you can see, while minimizing how much you can be seen from. Remember, also, that<br />

firing your gun tends to draw attention to you. It's usually a good idea to back down to safety after shooting if<br />

you're exposed, or you might get zapped by someone you didn't see.<br />

In the gunner's seat, you have complete control of the gun and free reign on the TIS, which is extremely useful<br />

at spotting targets (they literally glow out of the background) -- however, since you're viewing the world through<br />

this narrow gunsight, and can't look around without slewing the turret (slow, and dangerous under fire!!) you<br />

really lose all situational awareness, getting focused on just your targets. You can't see the terrain you're on,<br />

where you're going, what else might be out there, etc.<br />

The TC's seat provides the best situational awareness and best control of the tank, as you have -everything- at<br />

your disposal: binocs, gun override, GPSE, etc. The unbuttoned view is essential at finding good positions for<br />

yourself, keeping track of your wingmates, checking over hills without exposing yourself, and spotting targets<br />

especially to the sides and rear.<br />

The external view's only benefit is that it's the least demanding view -- you literally don't have to do anything,<br />

because the computer has full control of the tank while you're in external. The drawback is that you<br />

correspondingly have very little in the way of control. No override, no GPSE, just a very basic set of movement<br />

and scan commands. The only time I put the game in external view on a playable tank is when I'm going to get a<br />

drink.<br />

I cannot see very much in the external view or TC's view of spotting targets. Seems the AI TC does a<br />

better job of spotting targets. Should I stick with being the gunner?<br />

Well, that depends. True, it does take a lot of practice to be able to out-spot the computer TC (but it can be<br />

done! Especially to the side and rear) but there are still other jobs for the TC than spotting enemies. You decide<br />

which target to engage, sometimes the computer doesn't do so hot a job of that, you decide when to stay and<br />

when to move, etc. The TC's seat gives you a much better view of the battlefield.<br />

Mekhazzio - 05/2001 SBCom Forum<br />

Mixed opinions about F8 external view:<br />

I love the F8 external view as it gives me a much better "feel" than the extremely restrictive TC's position. What I<br />

mean by "feel" is the way it is when you are in a real tank. With the external view I can see local terrain, keep


track of the hull/turret orientation, keep an eye on wingmen, and spot muzzle flashes and other events in the<br />

distance. The F8 view in my opinion much more approximates the TC's position situational awareness than the<br />

standard TC's position (which I never use).<br />

TCing is a constant battle for SA, both inside your tank (what it and the crew are doing), externally (terrain,<br />

enemy targets, obstacles, danger areas), and tactically (what units are where, how the battle is going, map<br />

reading, other radio stuff). As most TC's (like 95%) TC from OUTSIDE the hatch. I almost always TC from the<br />

F8 view because it seems a lot more like TCing a real tank. Period. I don't consider it a cheat, I just feel it is<br />

more realistic.<br />

Scott Cunningham - 08/2001 SBCom Forum<br />

The F8 external view is a tool to make up for some of the serious restrictions of the PC platform that <strong>Steel</strong><br />

<strong>Beasts</strong> is designed for. PCs are super cheap and offer probably the biggest bang for the buck in terms of<br />

individual and flexible computing power for the masses. But it is not exactly the dream platform for game<br />

designers and creators of life-like simulations... The PC environment poses several severe restrictions on the<br />

player (tunnel vision, short-sightedness, no possibility to smoothly change positions/debark the vehicle etc.) that<br />

this external position makes a bit up for these drawbacks.<br />

Ssnake- 08/2001 SBCom Forum<br />

In SB, I really don't see any advantage at all to using the external view: none, except for the cheats of looking<br />

over objects and having two TCs. I just don't understand why y'all think it's better to see terrain with: from the<br />

TC's seat, you can see exactly where your tank is, and what you're in view of -- just look around.<br />

Looking from the inside out, rather than outside in, is inherently more accurate in getting a feel for what's around<br />

you. Which way is the hull pointing? The tank's motion and turret clock shows that just fine. You can also pop<br />

down into the GPSE and see what's going on with your gunner, can override, and from the unbuttoned view,<br />

you can tap the arrow keys to quickly look in a certain direction.<br />

I find the external view here actually LIMITS SA -and- your control over the tank, and if you don't believe me, try<br />

playing as gunner for someone tooling around in the external view. It really shows.<br />

Mekhazzio - 08/2001 SBCom Forum<br />

I'm starting to train myself to quickly switch back and forth between the external and internal views. I'm finding<br />

both have benefits. If the 'snap' views were available for the external view it would be even more helpful (hint<br />

hint Ssnake). I get a better idea of what's going on with my flanks in external mode but when I'm really searching<br />

for targets I prefer to be in the TC spot. Maybe it's just me but I think the bino view is more detailed in that mode<br />

plus I can use the GPSE to make a thermal scan.<br />

Brad Edmondson - 08/2001 SBCom Forum<br />

1. Installation 2. Finding online games 3. Tactics 4. Sharpening your skills 5. Goodies 6. Etiquette 7. Credits


1. Installation 2. Finding online games 3. Tactics 4. Sharpening your skills 5. Goodies 6. Etiquette 7. Credits<br />

Walk before you run...online multiplayer<br />

Ok.. your game play isn't what you want it to be.. what will take to get you into the flow of things.. that is.. a real<br />

understanding of what to expect and what to do during On-line Multi-Play..<br />

Hint: there are 5 scernarios in Single Player that IMO can and will make the difference in your understanding of<br />

the engagement field and a good semi knowledge of team play and communication..<br />

Note: you may choose M1 or Leo for these..<br />

1. Instant Action - Ambush.. this gets going right out of the gate.. in that you have a small map to work with..<br />

and 2 tanks.. You'll get to know main gunnery.. both sabot and heat.. coax for gunning down troops.. and the<br />

beauty of calling in artty strikes.. And you'll learn that when your position is discovered, that you have a limited<br />

time before they too.. call an artty strike on you..<br />

Ok.. you have that one down.. and your smooth in it.. now go to..<br />

2. Cavalry to the Rescue.. this is a larger map and requires routing on your part.. maybe spliting up the 2<br />

tanks.. (your call).. but this will heat up when you arrive and requires movement.. Artty calls, and quick actions..<br />

and does not leave room for many mistakes.. Get this one down and your ready for the next level...<br />

3. Tanks.. now it's time to go one vs one.. this will sharpen your quickness in spotting and shooting and moving<br />

your tank.. movement that requires speed, yet patience.. or you'll get stung (alot).. but when you get all of<br />

them.. you'll understand.<br />

4. Korean Nightmare.. this scenario will teach you a ton.. in that you'll have to learn both tanks.. M1 and Leo..<br />

this will pay-off.. in that O-L MP games are divided semi- equally.. and sometimes you'll have to go to one other<br />

than you main choice..<br />

This will teach you the large map.. pre-planning and routing (a must.. you'll find out..lol) Using the LOS and<br />

marking BP's (battle positions) splitting of units as reserves in case the main BP starts breaking down.. fall back<br />

time.. Also.. you'll use Artty for effect.. and you will have to jump around.. from Leo to M1 and back.. lots of fun..<br />

and you have to hold obj's in order to win.. this is a full package scenario.. Get this one down.. and your ready<br />

for the Acid test..<br />

5. Combat Trains.. this is your acid test.. pass this one and you'll have earned your TC wings in my book..lol<br />

This can be played in either M1 only... or Leo only.. but the Leo one has the routes already pre-planned.. this<br />

was never and option for me.. in that, the M1 tank was the only player in this scenario when I battled it.. (more<br />

times than you can imagine..lol) but it was very gratifiying to see that when I did figure out what worked.. that is<br />

was almost identical to the Leo version.. All in all.. you'll have 30 mins to win this battle.. everything you have<br />

learned up to now comes into play here.. and you have to move, move, move.. listen, and jump around to all<br />

units.. including usage of the Brads, their troops, and usage of the (F5) Map alot ..<br />

Pull this Victory out.. and IMHO.. you'll be damm ready for O-L MP and catch-on very quick.. as to team play<br />

and be able to communicate and make changes "on the fly" that will give you the knowledge, and respect of<br />

others, that on any given day..


"you can be a real pain in the ass.." (threat) lol<br />

To see the original post and the ensuing discussion, click here.<br />

1. Installation 2. Finding online games 3. Tactics 4. Sharpening your skills 5. Goodies 6. Etiquette 7. Credits

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