23.11.2012 Views

the Steel Beasts Anti- Frustration Kit. - The 29th Armored Regiment

the Steel Beasts Anti- Frustration Kit. - The 29th Armored Regiment

the Steel Beasts Anti- Frustration Kit. - The 29th Armored Regiment

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

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

<strong>Frustration</strong> <strong>Kit</strong>.<br />

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

online multiplayer. I started this project because <strong>the</strong> 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 <strong>the</strong>y're missing out on a brilliant game, <strong>the</strong> most<br />

enthralling I've ever played.<br />

Without fur<strong>the</strong>r ado, <strong>the</strong>n...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 />

<strong>The</strong>re aren't many of <strong>the</strong>se because scenario writers are conscious of <strong>the</strong> 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. Download <strong>the</strong> 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. <strong>The</strong>y're called All<strong>The</strong>Maps1, All<strong>The</strong>Maps2, All<strong>The</strong>Maps3 and All<strong>The</strong>Maps4, and <strong>the</strong>y're available at <strong>the</strong> link<br />

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

you; this is all <strong>the</strong> 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 <strong>The</strong> Maps!<br />

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

All<strong>The</strong>Maps1 contains (hgt)hobbs2048[rolling],<br />

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

FtIrwin, Irwin and jimi.<br />

All<strong>The</strong>Maps2 contains (hgt)westpoint2048[plainswithrises],<br />

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

and riverlands.<br />

All<strong>The</strong>Maps3 contains AS_AstorPass, city, Commonwealth,<br />

Cumb, FtPolk and Vietnam.<br />

All<strong>The</strong>Maps4 contains (hgt)meride4096[vbumpy] and<br />

volcano.<br />

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

directory:<br />

Note: <strong>the</strong> 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 - <strong>the</strong><br />

height map which contains <strong>the</strong><br />

topographical information, <strong>the</strong><br />

terrain map which determines where<br />

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

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

controls what units are present, <strong>the</strong><br />

scoring and events. To use a<br />

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

have <strong>the</strong> appropriate height map and<br />

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

scenario author and find out where<br />

those maps are - <strong>the</strong>n let me know so<br />

I can add <strong>the</strong>m 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 />

<strong>The</strong>re 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 <strong>the</strong><br />

choice, use <strong>the</strong><br />

Custom Install<br />

option. When you<br />

get <strong>the</strong> screen at<br />

right, click in <strong>the</strong><br />

empty space left of<br />

each option to<br />

activate it. <strong>The</strong> one<br />

you definitely want<br />

is <strong>the</strong> height maps -<br />

if any are missing<br />

you won't be able to<br />

play certain<br />

scenarios.


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

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

Unzip utility to unpack <strong>the</strong> 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 <strong>the</strong> fritz, try <strong>the</strong> 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 <strong>the</strong> missing map patch. (This one isn't critical; all it<br />

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

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

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

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

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

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

and stretch your legs...<strong>the</strong>se are big files.)


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

discouraged by SB's creators because of <strong>the</strong> compatibility problems <strong>the</strong>y 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; <strong>the</strong>re'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 <strong>the</strong> WinXP firewall) and shut down any antivirus programs. If you have connection problems, your best<br />

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

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

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

goes on, but <strong>the</strong> 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 <strong>the</strong> 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 <strong>the</strong> taskbar. (This normally<br />

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

Now, start up <strong>Steel</strong> <strong>Beasts</strong>, click through <strong>the</strong> 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 />

<strong>the</strong><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 <strong>the</strong><br />

internet,<br />

leave<br />

<strong>the</strong> Port<br />

box<br />

blank<br />

and<br />

click<br />

Go.<br />

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

<strong>the</strong> 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 <strong>the</strong>se 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 <strong>the</strong>se<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 o<strong>the</strong>r vehicle gives you command of that vehicle only.<br />

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

you'll get this little question:


<strong>The</strong> 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 <strong>the</strong> game, his<br />

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

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

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

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

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

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

If you have any trouble with <strong>the</strong> above, head on over to <strong>the</strong> 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 <strong>the</strong> plain, lord of all you survey, your 120mm gun scanning<br />

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

<strong>The</strong>n 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 <strong>the</strong> 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, <strong>the</strong>y knock down buildings, explosives make about as much<br />

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

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

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

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

● Invisibility<br />

● Hard cover<br />

● Doing unto <strong>the</strong>m before <strong>the</strong>y 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 <strong>the</strong> TIS - but it is possible. If you think about <strong>the</strong> way<br />

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

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

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

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

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

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

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

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

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

Finally, be careful with <strong>the</strong> Defend, Guard and Hold commands. Tanks with <strong>the</strong>se 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 <strong>the</strong> back slopes of hills (with no orders) and periodically<br />

peeking over <strong>the</strong> crest yourself.<br />

Hard cover and invisibility go hand in hand, and both require you to study <strong>the</strong> map and stay out of <strong>the</strong> 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 <strong>the</strong>re's a higher plateau nearby. Woods are bad news.<br />

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

correct <strong>the</strong> AI's tendency to expose itself a bit much, but it does mean that if <strong>the</strong> 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 <strong>the</strong>re.<br />

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

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

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

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

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

making cooperation difficult.


A corollary to <strong>the</strong> 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 <strong>the</strong> same limited visibility, and you make <strong>the</strong>m all vulnerable at once. You also identify yourself as a newbie to all<br />

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

and coordinating <strong>the</strong>ir arcs of responsibility to protect each o<strong>the</strong>r) without concentrating <strong>the</strong> vehicles <strong>the</strong>mselves. A single sniper can<br />

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

chance <strong>the</strong> sniper will be hit before he can fire. Failing that, <strong>the</strong>re'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 <strong>the</strong>m 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 <strong>the</strong> difficulty at<br />

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

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

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

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

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

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

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

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

I recommend <strong>the</strong> 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 />

<strong>the</strong> fight.<br />

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

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

scoot from one battle position to <strong>the</strong> 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 <strong>the</strong> Rescue and German Frost are <strong>the</strong> next level. Each of <strong>the</strong>se has 2-3 units for you to<br />

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

At <strong>the</strong> 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 <strong>the</strong> Wiese Valley is pretty much <strong>the</strong> same<br />

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

program routes and checkpoints.<br />

If you want a final exam, Are <strong>The</strong>y 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 ano<strong>the</strong>r 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. O<strong>the</strong>r 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 <strong>the</strong><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 <strong>the</strong> "Primary Sound Device" settings. <strong>The</strong>re should be options specifically<br />

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

● Deselect <strong>the</strong> Autoselect Mike option.<br />

● Under System Settings, set mike volume at about 3/4 of maximum and check <strong>the</strong> 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 <strong>the</strong> SB Voice Chat link. You'll need to know which<br />

channel <strong>the</strong> o<strong>the</strong>r 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 fur<strong>the</strong>r intervention from you.<br />

In <strong>the</strong> 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 <strong>the</strong> V1.4 version of<br />

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

Just to get you oriented, skins are files which determine how your tanks look. <strong>The</strong>y 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 <strong>the</strong> usual green to everyone else. Mods are<br />

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

SBSkinner does is back up <strong>the</strong> original skin and mod files from <strong>the</strong> game, <strong>the</strong>n replace <strong>the</strong>m 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 <strong>the</strong> skin(s) and<br />

unzip <strong>the</strong>m. <strong>The</strong>re are<br />

links below to a variety<br />

of good skins so this step<br />

should be trivial. <strong>The</strong><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 <strong>the</strong> files into it.<br />

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

containing a file called<br />

"stdbuf", delete it. <strong>The</strong>se<br />

files are often old<br />

versions, and will cause<br />

problems in <strong>the</strong> afteraction<br />

review if <strong>the</strong>y<br />

overwrite your current<br />

copy.


Now, only if<br />

you have<br />

SBSkinner<br />

v1.2, you<br />

have to let<br />

Skinner<br />

know that<br />

<strong>the</strong> new files<br />

are available.<br />

Double-click<br />

on <strong>the</strong><br />

add_skin.exe<br />

program in<br />

<strong>the</strong> same<br />

directory as<br />

sbskinner,<br />

and show it<br />

where <strong>the</strong><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 - <strong>The</strong> 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 <strong>the</strong> Downloads<br />

area; <strong>the</strong>re's enough<br />

variety in <strong>the</strong>re to keep<br />

you smiling for weeks.<br />

● ...and more to come<br />

Mods<br />

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

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

particularly recommend Color of <strong>the</strong><br />

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

Put <strong>the</strong> images and models directories in<br />

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

<strong>The</strong> 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 <strong>the</strong> 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 <strong>the</strong>y've entered <strong>the</strong> TC or Observer position, get out.<br />

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

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

to do.<br />

● Play nice.<br />

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

● Respect your teammates and help <strong>the</strong>m 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 <strong>The</strong> 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 <strong>The</strong> 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 <strong>the</strong> joystick<br />

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

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

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

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

Hint: when TC calls target.. hit E key for engage.. this will turn tank to face target giving you <strong>the</strong> 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 <strong>the</strong> "spacebar" and chances are high that your main gun "will fire" ..<br />

To see <strong>the</strong> original post and <strong>the</strong> 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.. <strong>the</strong>n 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 <strong>the</strong> last 15 min of battle is <strong>the</strong> most critical..<br />

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

To see <strong>the</strong> original post and <strong>the</strong> 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 ano<strong>the</strong>r unit.. but remember, last 15 mins of game are <strong>the</strong> 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 <strong>the</strong> original post and <strong>the</strong> 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 <strong>the</strong> objective. You're almost <strong>the</strong>re. But wait, on your flank! A<br />

bunch of bad guys that weren't <strong>the</strong>re 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 <strong>the</strong>m, you'll present a flank to <strong>the</strong> o<strong>the</strong>r guys. <strong>The</strong> ones<br />

guarding <strong>the</strong> 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, whe<strong>the</strong>r M1s or Leopards, have a <strong>the</strong>rmal imaging system (TIS). Your opponents,<br />

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

TIS...<br />

That's right, <strong>the</strong>y can't see you. And if <strong>the</strong>y can't see you, <strong>the</strong>y probably can't hit you, ei<strong>the</strong>r. That's <strong>the</strong> 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, <strong>the</strong> enemy has given up<br />

<strong>the</strong> 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. <strong>The</strong>re are <strong>the</strong> smoke grenades that come<br />

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

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

in.<br />

Using Smoke<br />

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

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

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

Smoke.<br />

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

everyone in your platoon making smoke, for <strong>the</strong> 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 o<strong>the</strong>rwise able. <strong>The</strong> keys that activate smoke for your tanks do <strong>the</strong><br />

same for <strong>the</strong>se o<strong>the</strong>rwise non-playable units.


Uses for Smoke<br />

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

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

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

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

Smoke will minimize <strong>the</strong> 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 <strong>the</strong> 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 ano<strong>the</strong>r option. Echelon left, right, or column formations will provide <strong>the</strong> most protection to <strong>the</strong><br />

most units. <strong>The</strong>re 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 <strong>the</strong> 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 <strong>the</strong> 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 <strong>the</strong> 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 ei<strong>the</strong>r<br />

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

keep you from being hit, though. Often, provided <strong>the</strong> firing unit is distant enough, you'll see <strong>the</strong> 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, <strong>the</strong> 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 <strong>the</strong> o<strong>the</strong>r guy can't see he probably can't hit, after all. I<br />

would prefer not to, though. Note <strong>the</strong> '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 o<strong>the</strong>r units, ei<strong>the</strong>r those in your platoon or o<strong>the</strong>rs 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 - <strong>Anti</strong>-Tank Missiles and what you can do about <strong>the</strong>m<br />

<strong>The</strong>y're everywhere. Infantry have <strong>the</strong>m, APCs and scout vehicles have <strong>the</strong>m, so does some Soviet armor.<br />

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

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

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

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

armor, destroying <strong>the</strong> vehicle.<br />

What <strong>the</strong>y can do to you<br />

Individually, ATGMs might not pierce <strong>the</strong> armor of your tank, at least not from <strong>the</strong> 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, <strong>the</strong>reby.<br />

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

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

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

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

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

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

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

also makes you a lot easier to hit, and this time <strong>the</strong> shot might come from <strong>the</strong> 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 <strong>the</strong><br />

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

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

and <strong>the</strong>y 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. <strong>The</strong>re are now six potential sources for ATGM fire. <strong>The</strong>y can attack from any<br />

direction, and <strong>the</strong>y 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. <strong>The</strong> hits you take from <strong>the</strong> MBTs will maybe<br />

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

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

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

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

What you can do about <strong>the</strong>m<br />

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

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

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

than scratch <strong>the</strong> paint. Hit <strong>the</strong> APC before its dismounts dismount. <strong>The</strong>re, 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 <strong>the</strong> side or rear.


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

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

missile whissshh past my tank. <strong>The</strong> 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 <strong>the</strong>m coming, <strong>the</strong>y look like yellow spots that seem to<br />

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

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

out of <strong>the</strong> 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 <strong>the</strong> ATGM may miss even if you didn't hit. If <strong>the</strong> ATGM is <strong>the</strong> guided kind <strong>the</strong>n a hit or<br />

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

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

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

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

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

<strong>the</strong> TC thundered away with <strong>the</strong> fifty. When it was over <strong>the</strong>y 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 <strong>the</strong><br />

o<strong>the</strong>r hand, it happens, and if you're quick on <strong>the</strong> trigger you can do unto <strong>the</strong>m before <strong>the</strong>y can return <strong>the</strong> favor.<br />

Artillery also works nicely against <strong>the</strong> ATGM threat. HE, Smoke, and ICM can ei<strong>the</strong>r suppress <strong>the</strong> o<strong>the</strong>r 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 <strong>the</strong> rest, <strong>the</strong> better to spot anyone who<br />

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

some detail. Play <strong>the</strong>m, learn from <strong>the</strong>m.<br />

ATGMs are everywhere. <strong>The</strong>y can kill you, but <strong>the</strong>y can be dealt with. <strong>The</strong>y are deadly, but <strong>the</strong> units firing <strong>the</strong>m<br />

are fragile. <strong>The</strong>y 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 <strong>the</strong> LRF range comes up a 0000, or if your rounds inexplicably keep<br />

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

And <strong>the</strong> hint of my own.. <strong>The</strong> 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 <strong>the</strong>rmals 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 <strong>the</strong> area. If not, shoot at it, even if <strong>the</strong>re's<br />

supposed to be a killed tank <strong>the</strong>re. 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 <strong>the</strong> 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 />

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

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

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

BTW As you will see, most of <strong>the</strong>se quotes are from <strong>the</strong> 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 <strong>the</strong> 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 <strong>the</strong> next. Only in<br />

<strong>the</strong> 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, <strong>the</strong> 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 <strong>the</strong> 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, <strong>the</strong>re's a 'tank clock' in <strong>the</strong> lower right hand that, at all times, shows <strong>the</strong> orientation of <strong>the</strong> 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 <strong>the</strong> right general direction (so you need some overall battlefield SA<br />

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

3. After this, general detection is a matter of having someone (yourself, ano<strong>the</strong>r 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, <strong>the</strong>re's in-tank acquisition...and <strong>the</strong> biggie <strong>the</strong>re is <strong>the</strong> TIS (<strong>The</strong>rmal Imaging System). Vehicles are<br />

very, very hard to spot with <strong>the</strong> 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 <strong>the</strong>rmal, and a quick sweep in TIS 3x (wide FOV) will<br />

usually let you see whatever <strong>the</strong>re is to be seen. TIS, so commonly referred to as a night sight, is just as


valuable in <strong>the</strong> daytime too.<br />

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

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

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

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

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

vehicles that <strong>the</strong> AI does.<br />

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

Answer 2:<br />

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

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

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

show up on <strong>the</strong> map.<br />

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

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

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

<strong>the</strong>m to orient yourself while you're driving along in <strong>the</strong> 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 <strong>the</strong> 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 <strong>the</strong> big trick, and that's practice, practice, practice.<br />

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

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

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

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

>I haven't yet seen any reason to man <strong>the</strong> 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 <strong>the</strong> gunners position with <strong>the</strong> <strong>the</strong>rmal view all of<br />

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

Answer:<br />

Yes and no.<br />

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

binos have some advantages:<br />

_ Higher perspective than <strong>the</strong> 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 <strong>the</strong> TC. Damage to ei<strong>the</strong>r <strong>the</strong> TIS or GPS is not uncommon (infantry are<br />

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

- Higher perspective than <strong>the</strong> 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. <strong>The</strong> 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 <strong>the</strong> hell you are :) When you're peering out of a sight<br />

(including <strong>the</strong> 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 />

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

scenario is going on, I'd ra<strong>the</strong>r deal with it from <strong>the</strong> TC's seat than any o<strong>the</strong>r 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 <strong>the</strong> tank around, you have <strong>the</strong> .50 if needed, you can point <strong>the</strong> gunner to <strong>the</strong> right<br />

target and even fire <strong>the</strong> gun yourself (but that's not usually a good idea, since it keeps you from doing <strong>the</strong> 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 <strong>the</strong> enemy? How often do experienced players get wacked and not even know where it came<br />

from?<br />

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

have to worry about :)<br />

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

and <strong>the</strong> 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 <strong>the</strong> 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 <strong>the</strong>y fire on you.<br />

Mekhazzio - 03/2001 eGroup Forum<br />

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

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

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

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

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

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

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

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

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

This will aim your peri to someplace surely closer to <strong>the</strong> spot you wish to aim <strong>the</strong> gun, o<strong>the</strong>rwise, 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 <strong>the</strong> TC, will I ever see <strong>the</strong> enemy as well as <strong>the</strong> AI TCs ? I've been making convoys of enemy


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

TC??<br />

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

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

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

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

gunners).<br />

Mekhazzio - 04/2001 SBCom Forum<br />

About SA:<br />

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

from <strong>the</strong> map, leave <strong>the</strong> gunnery to <strong>the</strong> 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 <strong>the</strong> Rescue"-mission:<br />

While <strong>the</strong>re - 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 <strong>the</strong> PCs, since <strong>the</strong> enemy<br />

only approaches (and has time to approach) from <strong>the</strong> north and west. Also, you can dismiss most of <strong>the</strong> 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 <strong>the</strong> frontal arc to your gunner...with a human gunner especially, since <strong>the</strong>ir TIS will<br />

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

So I mostly focus on <strong>the</strong> side arcs, and <strong>the</strong> major areas of concern are <strong>the</strong> "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 <strong>the</strong> 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 <strong>the</strong> entire area on <strong>the</strong> o<strong>the</strong>r<br />

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

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

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

capabilities, as well as <strong>the</strong> 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 <strong>the</strong> TC's seat, and <strong>the</strong> arrow keys that jump you to facing front/side/back<br />

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

direction, etc)<br />

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

Mekhazzio - 07/2001 SBCom Forum


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

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

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

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

not <strong>the</strong> best of ideas.<br />

Mekhazzio - 06/2001 SBCom Forum<br />

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

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

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

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

With "Tanks!", it's all about using <strong>the</strong> 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 <strong>the</strong> gunner's seat, you have complete control of <strong>the</strong> gun and free reign on <strong>the</strong> TIS, which is extremely useful<br />

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

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

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

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

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

your disposal: binocs, gun override, GPSE, etc. <strong>The</strong> 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 <strong>the</strong> sides and rear.<br />

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

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

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

and scan commands. <strong>The</strong> only time I put <strong>the</strong> 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 <strong>the</strong> external view or TC's view of spotting targets. Seems <strong>the</strong> AI TC does a<br />

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

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

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

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

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

Mekhazzio - 05/2001 SBCom Forum<br />

Mixed opinions about F8 external view:<br />

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

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


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

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

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

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

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

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

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

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

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

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

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

this external position makes a bit up for <strong>the</strong>se drawbacks.<br />

Ssnake- 08/2001 SBCom Forum<br />

In SB, I really don't see any advantage at all to using <strong>the</strong> external view: none, except for <strong>the</strong> 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 <strong>the</strong><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 <strong>the</strong> inside out, ra<strong>the</strong>r than outside in, is inherently more accurate in getting a feel for what's around<br />

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

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

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

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

playing as gunner for someone tooling around in <strong>the</strong> 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 <strong>the</strong> external and internal views. I'm finding<br />

both have benefits. If <strong>the</strong> 'snap' views were available for <strong>the</strong> 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 <strong>the</strong> TC spot. Maybe it's just me but I think <strong>the</strong> bino view is more detailed in that mode<br />

plus I can use <strong>the</strong> GPSE to make a <strong>the</strong>rmal 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 <strong>the</strong> flow of things.. that is.. a real<br />

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

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

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

Note: you may choose M1 or Leo for <strong>the</strong>se..<br />

1. Instant Action - Ambush.. this gets going right out of <strong>the</strong> 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 <strong>the</strong><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 <strong>the</strong>y 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 <strong>the</strong> Rescue.. this is a larger map and requires routing on your part.. maybe spliting up <strong>the</strong> 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 <strong>the</strong> 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 />

<strong>the</strong>m.. 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 o<strong>the</strong>r<br />

than you main choice..<br />

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

marking BP's (battle positions) splitting of units as reserves in case <strong>the</strong> 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 <strong>the</strong> 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 ei<strong>the</strong>r M1 only... or Leo only.. but <strong>the</strong> Leo one has <strong>the</strong> routes already pre-planned.. this<br />

was never and option for me.. in that, <strong>the</strong> M1 tank was <strong>the</strong> 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 <strong>the</strong> 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 <strong>the</strong> Brads, <strong>the</strong>ir troops, and usage of <strong>the</strong> (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 <strong>the</strong> fly" that will give you <strong>the</strong> knowledge, and respect of<br />

o<strong>the</strong>rs, that on any given day..


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

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

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

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!