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Updated March 9, 2003



Steel Panthers MBT Scenario :

Battle In East Ukraine

A hypothetical scenario depicting a Meeting Engagement between Russian and Ukrainian forces near a few villages in eastern Ukraine.

Be sure to read the scenario notes, before playing!

The Outskirts of Baghdad" Steel Panthers 2 MBT Scenario now available!

Our first scenario for the amazing Steel Panthers 2 Main Battle Tank (MBT) game is now available. Here's the commentary:

The Outskirts of Baghdad

Date: April 2003              

Battle Location: Semi-Hypothetical Outskirts of Baghdad

Battle Type: USA Assault vs Iraq Defend, 30 Turns, Visibility 12 (moonlight)

Design by:  Marcus Shields (mkvshields@teksavvy.com)

Note: If played against the AI, the human player should play the US side.

Scenario description: After overwhelming Iraqi forward defence elements near Kuwait, the spearhead of the U.S. 3rd Mechanized Infantry Division, assisted by small-scale support of the U.K. 1st Armoured Division, attempt to breach Baghdad's south-western defences.

Be prepared for a savage, inch-by-inch fight. This is NOT Desert Storm Part Deux, folks.

As a personal note, the designer would like both George Bush and Saddam Hussein to play this scenario and see what awaits them. Paul Wolfowitz isn't right after all -- the oil's not worth the needless deaths of thousands of soldiers and civilians.


AS THE U.S. PLAYER: Your mission is to get across the bridges over the river in the north-east part of the map as quickly as possible and to occupy all the Victory Hexes, particularly those in the part of Baghdad proper in the NE corner of the map.

You have vastly superior airpower; your ground units -- especially the armoured ones -- are superior technologically to those of the Iraqis, and most of your units are more mobile, more experienced and have better morale than those of your opponent. (You have substantial airmobile troops that can try a deep penetration landing to disrupt Saddam's defenses, but be warned, this will be easier said than done against an aggressive Iraqi counter-attack.)

You face several challenges. Intelligence has revealed that this area is heavily defended both by Iraqi infantry and by minefields, so be careful how quickly you move your AFVs. You may be in for a long fight, so conserve ammunition if you can. (Don't waste ammunition on long range shots against entrenched enemy units -- close to point blank range and blast 'em if it looks safe to do so).

Also, our Coalition of the Willing has advanced faster than a speeding SUV, so some of our support units, particularly barge carriers, ammo resupply carriers, some airpower, artillery and the Brits, may be late in showing up for the fun. You may want to use these reinforcements to mop up any pockets of resistance you bypassed in your first attack.

AS THE IRAQI PLAYER: Finally, we get to fight the U.S. / Zionist infidel aggressors on our terms, that is, in confined terrain where their long-range firepower is less effective. We have many martyrs willing to die for our glorious Ba'ath Party, so if we lose a few, too bad.

We should not expect miracles of any of our People's Army troops, as reports from the Guard suggest that some of the draftees in these units may be traitors eager to <gasp> run from the Zionist conspiracy attempting to steal our oil.

Also, should the American mercenaries take one of the Victory Hexes and garrison it properly, we have very little ability to counter-attack, so we have to guard every strongpoint to the death. And if the U.S. aggressors bypass some of our frontal units, we should keep them in place until late in the battle, perhaps they can steal a Victory Hex or two while Mr. Bush isn't looking.

The Americans and their stooges have sent too few troops to pull off this attack, if we defend properly -- every Abrams tank or Bradley IFV immobilized, hurts their cause badly! So we need to hold our fire until we can't miss (use the "Y" key, especially for Air Defence units, and make sure to deactivate the main weapons of some of our SAM batteries so we retain at least a few SAMs to deter airmobile attacks later in the game).

Our Supreme Leader has released a few reinforcement units for a late counter-attack, in case the U.S. pig-dogs actually get inside the sacred boundaries of Baghdad. Use these wisely!

Although Bush's lackeys have lots of airplanes, we have almost as much artillery, which we should use to cripple them if they concentrate to attack. And our agents in Europe have stolen a couple of TI sights for our tanks, so preserve these units and use them to give the Yanks a bad surprise.

PLAY BALANCE SUGGESTION: SPMBT cannot simulate certain aspects of this battle, particularly the issue of 'collateral damage'. It is therefore suggested that in any human-vs-human contest, the following special rules apply:

For every U.S. bomb or artillery round (e.g. indirect fire only) that falls anywhere within the area of Baghdad bordered by the NE river, the U.S. Player loses 100 Victory Points (Turns 1-10), 200 VPs (Turns 11-20) or 300 VPs (Turns 21+).

For every U.S. Airborne unit, Blackhawk helicopter or AC-130 lost, the U.S. Player loses 200 VPs.

If, at the end of the scenario, the Iraqi player does not maintain possession of AT LEAST TWO (2) Victory Hexes (anywhere on the map), he or she loses ('marginal' victory for the U.S.), regardless of the point score.

The Iraqi player is prohibited from intentionally destroying (by any means, e.g. artillery, direct gunfire, satchel charges, whatever) any of the bridges over the Tigris Ditch on any turn before there is at least ONE enemy unit somewhere on the Baghdad (e.g. north-east) side of this river. The penalty for disobeying this rule is, by the end of the scenario the Iraqi player must maintain possession of AT LEAST SEVEN (7) Victory Hexes (anywhere on the map), or he or she automatically loses. (Note that this penalty does not apply if a bridge is destroyed by the U.S. or its allies.)

Source:  This scenario design is based on personal research and currently available force balance information.


Click here to download "The Outskirts of Baghdad" SPMBT Scenario



Installation Instructions: Un-ZIP the files in the ZIP archive you've downloaded to your C:\SPMBT\SCEN folder and, when in the "Scenarios" screen, click the mouse button on the "Next" button until you find the scenario entitled "The Outskirts of Baghdad".

Note that if you need to download Steel Panthers MBT, the entire game (it's about a 56 Mb download) is available for FREE (!) from the following URL:  
http://www.wargamer.com/archive/.

This is a fabulous bargain, unequalled anywhere in the realms of computer gaming. SPMBT is simply the best and most accurate tactical level modern battle simulator ever created! You owe it to yourself to download it and install it.

One minor note: Some Windows NT, 2000 and XP OS computers have reported sound card compatibility problems with this game, but almost all of these can easily be fixed by the wonderful freeware Sound Blaster emulator "VDMsound" which can be downloaded from:  
http://sourceforge.net/projects/vdmsound/.

After installing it, you will notice that you have a right-click option when you left-click on and select either SETSOUND.EXE (which you have to do before running SPMBT in order to hear the game's sound effects) or SPMBT.EXE (the game itself) called "Run With VDMSound"; just choose this option and your SPMBT sound problems -- and those of many other DOS games that have trouble with W2K and XP -- will go away!


Occam's Razor...

"When faced with many possible explanations for a given situation, failing any other evidence, choose the least complex."

Marcus' Razor Blade...

"When faced with many possible explanations for a given situation, failing any other evidence, choose the most violent!!"

Let's face it, whether or not we say we bought our computers "to do serious work with", the fact is, they make great entertainment tools. For those games we play a lot and think are worth recommending, we've made available some custom add-ons which may make your playing more enjoyable.

Almost all of the files you see listed below are original work, that is, we created them, put them together, drew them, programmed them, composed and printed them... whatever. This is partly for reasons of personal preference but also because we have limited amounts of server space available from the ISP that is hosting this site. If you're looking for generic shareware, there are lots of good sites to go to, for example the famous TUCOWS shareware site.


Files Available for Download

There are currently three types of downloadable game files available via this Website: Click on any of the above links to go directly to the parts of this page from which you can access these files.

Unless otherwise noted, all the files listed above are copyright Telostic Corporation, 1997-2001; permission is hereby granted to freely distribute and use them for personal use (only). All the document files are in MS-Word for Windows 6.x format unless otherwise specified.

Try them out... or perhaps, let's get a game going by e-mail over the Net! If you'd like to get in contact with us, why not send us an e-mail!
 


Steel Panthers

The MB Empire MOB -- New Version 4.0 For Winter-Spring 2001!

Want to find out how your tactical command skills would serve you in a fight against an army whose characteristics and weapons are completely unknown to you? If so, you'll want to fight... The MB Empire MOB!

[Note: The MB Empire MOB has been substantially updated since it was first posted on this Website in June 1998, so if you downloaded it prior to now, please download the latest version. This (February 2001) Version 4.0 MBE MOB fixes a few more bugs in the MOB, fine-tunes some weapon/unit/formation factors restores fortifications to the OB (oops!) and adds a couple of unique touches to the Order of Battle. Give it a try today!! Note that if you have downloaded any of the MBE MOB SP2 scenarios below, because these were created with the December 2000 version they should work properly whether or not you have the February 2001 version of the MOB, but you may want to install it anyway for AI-generated battles.]

Since the time I was around 10 years old, I have built plastic model tanks as a hobby, but unlike many other model builders, only a few of my models (both tanks and other types) correspond exactly to "real" vehicles that actually existed: instead, I have usually taken a piece from one kit, a piece from another, etc., and built my own designs. As a kid, I even drew up catalogs of some of my weapons and gave each one a designation.

Mdrà VI-I
          Main Battle Tank of the MB Empire MOB

Mdrà VI-I Main Battle Tank of the MB Empire MOB

Particularly in my younger days, I used to dream about how well my custom army would do in a battle against a "real" army, but until the advent of Steel Panthers (I and II) I have had no practical way to simulate this. When I ran across several of the Steel Panthers database editor programs-- especially Andy Gailey's marvellous MOBhack for Windows system (still the best, in my view, in spite of its minor bugs)-- I realised that for the first time I could program the characteristics of my model tank army into the game's database and then see how it would hold up against a real military force. So, after much trial and error, that's exactly what I did... and the result is, the "MB Empire MOB".

The custom MOB43 file included with this .ZIP archive is a "just for fun" MOB (Modern Order of Battle) database file, intended for use with SSI's Steel Panthers II: Modern Battles (TM) computer wargame. What's special about it? Mainly, it's entirely ficticious: you will find the units, weapons and formations in the custom MOB43 in no other "real" army, although (partly from choice, but largely because of limitations built into the Steel Panthers II icon and pictures databases) many of the tanks and other AFV's do resemble those in other, actual armies. The .ZIP contains instructions as to how to install and use the MOB file.

MB Empire MOB Play Balance Note

While the units and factors in the MB Empire MOB have (see the CMOB43IN.TXT file which is included in the MBE MOB .ZIP file) been carefully reviewed to avoid creating a "killer" weapon in any historic time period, there is one semi-anomaly that you should be aware of and adopt "house rules" to control.

Specifically, the "Broṭmit II" self-propelled SAM launcher, patterned loosely on the abortive U.S. Mauler SP-SAM, fires a "Wand-E" SAM with a secondary anti-tank capability (à la ADATS) via a HEAT warhead. While the HEAT kill factor of this missile is actually quite low (it is a SAM, after all, with a relatively low circumference hollow charge), the Broṭmit II launcher has a SP2 Fire Control rating of 120 (e.g. a CW tracking and missile guidance radar), which under the SP2 game system can see through smoke and flame hexes just as well as can a Thermal Imaging sight.

The upshot of all of this is, since the Broṭmit II becomes available in 1976, a crafty SP2 player could theoretically deploy it to almost mimic the capability of the U.S. M901 "Hammerhead" ATGM launcher-- but over two years before the first TI sights become legitimately available in the SP2 Orders of Battle. Play testing has revealed that although the small warhead of the "Wand-E" SAM makes it largely ineffective against the frontal armour of many types of contemporary tanks, it can never the less be a huge force multiplier since it can indeed kill tanks from side angles and can easily destroy most APCs and IFVs from any angle. Given a purchase of enough Broṭmit IIs in a battle from 1976 to 1978-80, an intelligent MBE MOB player can make it virtually impossible for his or her opponent to advance without having his or her entire army picked off, one by one, by Wand missile shots from launchers that can't even be seen. (And forget about using airstrikes to neutralize these units... the Broṭmit is a SAM launcher, after all, and a highly effective one on top of that!)

To avoid using these units to thus unbalance the game, it is therefore suggested that SP2 players using the MBE MOB agree to the following two restrictions: Until TI sights become available to either the MBE MOB (in 1978 with the first "Enhu'ùv" heavy tanks) or to whatever army the MBE MOB is fighting, the Broṭmit II may only be used to engage airborne targets unless it has a clear, non-smoke/flame/wreck Line of Sight no more than ten (10) hexes to its intended land target. Furthermore, no more than two (2)Broṭmit II units may be purchased for every Tank Company the MBE MOB Player has purchased.

Note that the MBE MOB "Pionv́do" series of SPAA guns is not subject to this restriction, nor are the SPAA guns (e.g. the ZSU-23-4) of other armies that also have a pseudo-TI ability ahead of the historical schedule.
 

Notes on Custom Steel Panthers Scenarios

To install the Steel Panthers II custom scenarios I have designed (which, by the way, to the best of my knowledge you can only get from this Web site), simply un-ZIP the file involved into your \STEEL2\SCEN directory, run Steel Panthers II and search down the Scenario List until you find it.

Almost all the Steel Panthers I and II scenarios you will find below, include subtle changes to things like unit values, command structures, etc., that (in my opinion, anyway!) increase realism and make the game more interesting to play. [One typical example is, in virtually every scenario involving Soviet-built T-64/T-72/T-80 tanks, I have given the player using these AFVs at least a few rounds of high quality APDSFS/"Sabot" armour-piercing ammunition as well as more realistic ammo loadouts in general. SSI's lack of having done so is one of my biggest pet peeves against their otherwise excellent game, as a T-72 that can fire APDSFS at you, is a much more dangerous opponent than one which can't! (Ever wonder why those M1 Abrams tanks in SP II can wander around the battlefield invulnerably, just laughing as the regular AP rounds fired by Soviet T-72s and T-80s go "ping"? Well, as another observer has noted, "What would you expect, it's an American game.")]

The MB Empire demo scenarios can be played in any mode but if used with a single human player, the AI should probably be given the MB Empire side. If used with two human players the less experienced player should be allowed to play the MB Empire. It is suggested that whenever two human players use any of these scenarios for a competitive game (really, this rule should be in effect for any SP2 scenario from whatever source), there be a "house rule" prohibiting artillery fire or airstrikes on both pre-game turn and the first turn, to avoid the well-known SP2 trick of Player 1 crippling Player 2's forces (whose starting positions are, of course, well known to Player 1 from loading the scenario into the Editor) before Player 2 even gets a chance to move. Adopting this limitation will make for a more challenging and fairer contest.

Be sure to read the notes associated with each scenario and carefully review the units of the side you are commanding, before beginning play. For example, in almost all scenarios I create, the force mix contains some of the "latest and greatest" types of units and weapons available (for example M1 Abrams tanks in 1980), but also contains older unit types (for example M60s in 1980) to reflect the fact that military formations cannot instantly re-equip completely with the new stuff the day it becomes available. Conserving your good units and using them to protect your older, less effective tanks and other weapons will go a long way in helping you to win the scenarios you see listed below.

Another reason to review each and every one of (at least) your main combat units is that I frequently modify unit factors (such as ammunition load-outs, available weapons, fire control, experience and morale factors and so on) so that the battle will be a bit less predictable than would otherwise be the case for a battle created from "stock" SP2 units.

MB Empire MOB Demo Scenarios

Several Steel Panthers II players have been interested in the MB Empire MOB (see above), but have complained that there aren't any pre-designed SP2 scenarios that demonstrate it. Well, here they are! Just download any of the files listed immediately below and un-ZIP them to your /STEEL2/SCEN directory. (Note: These .ZIPs will over-write Scenarios #081 to #084 (respectively) if they already exist in your /STEEL2/SCEN directory, so be sure to back any existing SCEN08x.CMT and .DAT files first if you want to install the MB Empire demo scenarios.)

Each of these scenario archives also include the February 2001 edition of the MB Empire MOB, so you don't have to separately download this if you don't already have this MOB43 replacement, but be aware that the MOB file included is named "MOB43.MBS"-- this is intentional to avoid it over-writing your original MOB43 file before you've backed the latter up.

To install the MBE MOB, first rename your original MOB43 file (in your C:\STEEL2 directory, I'd suggest "MOB43.ORI"), then copy "MOB43.MBS" to C:\STEEL2, then rename it to "MOB43" (without any file extension).
 

Bloody Bavaria: MBE MOB vs. United Kingdom, March 1952 SP2 Scenario

This low (41) visibility scenario is set in March 1952 in southern Germany, as the early Cold War version of the BAOR (British Army of the Rhine) attempts to defend its NATO sector against the MB Empire. The scenario gives each side about 2000 SP2 battle points; the British move first and have slightly higher experience and morale ratings, while the MB Empire Player possesses more tanks (some of which can move much faster than their swiftest U.K. counterparts) and better equipped infantry. The U.K. player in particular should carefully examine his forces prior to moving, as there are some non-standard units included in his Order of Battle.

Playing Tips: This is perhaps the most closely balanced of all the MB Empire MOB scenarios and it should be very difficult to win more than a marginal victory against an experienced human SP2 Player while playing Bloody Bavaria. As the scenario is set in the very early (Korean War) period of SP2, it has several important differences compared to the later period scenarios. Opportunity Fire-- the deadly deterrent to fast movement in later times-- is relatively far less effective in this period, so you actually do have a chance of moving your tanks through your opponent's Line of Sight, and living to tell about it! The skill element comes when you decide how to execute the close-range, infantry-heavy tactics that are inevitably needed to dislodge your opponent from a prepared position. Timing your shots and establishing mutual fields of fire, plus artillery and leader placement, is very important. Also, air defences-- though present in reasonable numbers-- are considerably less effective than in later times, so you should work on the assumption that most airstrikes will get through to, and will attack, their intended targets... in other words, if your opponent can see your best tank, chances are that he can and will drop a large bomb on it.

Be prepared for some vicious, hand-to-hand combat in this scenario: play testing resulted in the large ridge in the north centre of the map being dubbed, "Hamburger Hill" for the number of casualties sustained by both sides. Give it a try, but keep your helmet on!

The Red Army Meets the Red Hordes: MBE MOB vs. USSR, September 1977 SP2 Scenario

Set on the Soviet/Polish border after a hypothetical MB Empire amphibious invasion in the Baltic, this moderate visibility September 1977 scenario uses a unique custom map (make sure to check it carefully before starting your move, doing so is important.) Each side has about 3350 SP2 battle points; the Soviets, in addition to being able to move first, have faster and slightly more numerous forces, while the MB Empire Player possesses more accurate long-range weapons and devastating off-map artillery.

Playing Tips: The air defences of both sides are lethal. Wasting your available airstrikes in ones and twos will inevitably result in the decimation of your airforce with little to show for the effort. Plan your airstrikes for an overwhelming air attack in a single turn and try to plan airstrike approach paths to expose them to the fewest enemy AD units. Properly placed rear area defences, if so deployed by an intelligent human Player, will make capturing your opponent's six rear Victory Hexes very difficult. Keep a reserve-- you'll need it!

Play testing has shown this to be a challenging scenario for either Player to win because it is very closely balanced-- give it a try, you won't be disappointed.

The Heavy Stuff: MBE MOB vs. U.S. Army, September 1990 SP2 Scenario

This relatively high visibility scenario is set in semi-desert terrain in Lebanon in 1990 and contains plenty of lethally armed tanks, attack helicopters and airstrikes, with both sides possessing good air defences which make air attacks a risky enterprise.  Be careful where you move, you may not get a second chance if you stumble into your opponent's line of fire! If you are interested to see how well M1A1 and M1A1(HA) Abrams tanks can handle an encounter with the MB Empire's dreaded "Enhu'ùv" heavy tanks and "Ongrùo" assault guns, this scenario is for you. (Hint: Pay careful attention to the range at which you shoot it out with your opponent's tanks. A few hexes closer, and those 120mm and 125mm Sabot rounds will start to get through. But what is the magic range? You'll have to find out the hard way!)

Not The Red Army Again! MBE MOB vs. West Germany, July 1966 SP2 Scenario

This moderate visibility scenario is set in Turkey in 1966 after the West Germans have come to the aid of the Turks, who are besieged by a MB Empire invasion. Both sides possess a sizeable force of conventional tanks plus a few early model ATGMs, but German advantages in infantry are offset by the MB Empire's highly effective off-board artillery. This is a good scenario to try if you are a new SP2 player who is interested in trying your hand against the MB Empire MOB. (Hint: Read the sections in the CMOB43IN.TXT file regarding using co-axial machine guns as range finding guns. This one factor can change the play balance of any encounter in this SP2 time period.)

MBE MOB vs. U.S. Army, Fall 1981 SP2 Scenario

This is a 3500 point shoot-out with both sides using off-board artillery, airstrikes, combat helicopters and lots of AFV's! Both the U.S. and MB Empire players have tanks with thermal imaging sights, but not all of each side's units possess these force multipliers, so careful deployment of your better tanks is a "must" in this scenario. Also, take careful account of the range before opening up with your main tank cannon against an enemy MBT. The frontal armour factors of many of the tanks in this scenario are close enough to the opposing units' theoretical maximum penetration values (be these AP, Sabot, HEAT, whatever) that long range shots may waste valuable ammunition without killing your opponent.

Other Steel Panthers Series Scenarios and Files

CanGames 1999 Steel Panthers II Tournament Scenarios

The Steel Panthers II Tournament that yours truly hosted at the CanGames '99 games convention in Ottawa, Ontario, was a huge success. And now you can try your hand at the three scenarios that all the SP2 contestants at the convention had to overcome! All you have to do is download the 1999 CanGames SP2 Scenarios file and un-ZIP it to your /STEEL2/SCEN directory. (Note: This .ZIP will over-write Scenarios #077, 078 and 079 if they already exist in your /STEEL2/SCEN directory, so be sure to back these up first if you want to install the CanGames Scenarios.)

Scenario 1: Czechoslovakia (Player 1) vs.France (Player 2)
Date: Summer 1966

The French and Czechoslovakian armies clash in southern Germany as the Cold War has its first shooting
battle. A simple scenario with minimal artillery and primitive weaponry. Outcomes at CanGames seemed to suggest that the Czech player has a slight advantage in this scenario if both players are inexperienced, but if the French player knows how to use his precious few ATGMs effectively the balance is reversed. Try it for yourself and see.

Scenario 2: East Germany (GDR) (Player 1) vs.West Germany (FRG) (Player 2)
Date: Summer 1975

Herr Ulbricht decides to teach the effete neo-fascists of the Federal Republic a stern lesson about the
superiority of the socialist system. A very well-balanced scenario in which better FRG airpower is needed to deal with more numerous GDR ground forces. (Tip: As both the FRG and GDR players, keep a careful count of the number of HEAT rounds those T-72s have fired. Wasting too many of them on low accuracy long range shots can have a dramatic effect on the GDR player's ability to win the game. Vicious Tip: As both the FRG and GDR players-- but especially as the GDR player-- use the secondary or AA machine gun on your tanks as a ranging machine gun; use the "T" and then "W" keys to fire it at a prospective target a couple of times, before opening up with your real main armament. The difference it makes to both first round hit accuracy, as well as to conservation of your best MA cannon rounds, is very impressive!)

Scenario 3: USSR Guards Tank Battalion (Player 1) vs.U.S. Army Europe Mech Cav Battallion (Player 2)
Date: Summer 1980

The two superpowers square off for the great clash of arms that was predicted ever since the the Second
World War. The U.S. player has two huge advantages: a small number of units with TI (Thermal Imaging) sights and deadly airpower, but he must make every shot count, as he is up against a large Soviet force with good air defences. (Tip: Both the U.S. and U.S.S.R. players should be aware that while yes, a M1 Abrams tank with a TI sight can, indeed, fire at a T-72A that can't see through smoke... the Abrams driver, more often than not, will see his M68 Sabot round going "pinggg" as it bounces harmlessly off the thick frontal armour of its target. In other words, "just because you can see it, and hit it, doesn't mean you're going to kill it". As the U.S. player, cover your firing positions with smoke, avoid frontal shots against Soviet tanks and use your airstrikes to do the real killing with. As the Soviet player, disperse your tanks to make them less vulnerable to airstrikes, conserve your air defences wisely, don't expose your vulnerable BMPs to ATGMs and close the distance as rapidly as possible.)

The above three scenarios are meant to be played in succession, preferably against the same opponent; they're an ideal test of your ability to adapt to the changing battlefield conditions that SP2 simulates, as weapons and tactics evolve from the late 1960s to the 1980s.
 

We'll Go It Alone

This is a homebrew Steel Panthers II scenario which represents a hypothetical clash between mechanized forces of the United States of America (Player 1) and Iraq in February 1998. The setting revolves around an American attack, carried out with the help of massive air power but with only relatively weak ground forces, to advance towards Bagdhad and (they dream) eventually depose Saddam Hussein.

Want to see why it's murder advancing on a well-planned defensive position held by an army with relatively modern weapons, even if your units are as qualitatively superior as the Americans are to what's left of Saddam's army? Try playing this one! For playing tips, look over the SC100NTE.TXT file which is included in the .ZIP.
 

A Last Kick At The Bocce Ball

Tired of scenarios where SS supermen with Panther tanks constantly slaughter your poor little T-34s? Try this one, in which a tank with a 76mm main armament is the queen of the battlefield!!

This Steel Panthers I scenario depicts a hypothetical battle between armoured elements of the Italian and Soviet armies in the South Ukraine in summer 1943. It's more of a challenge for the Italian player than the Soviet (given that the Soviet tanks and infantry are considerably superior-- to say nothing of those deadly Sturmoviks!), but it can be played and won as either side. For more information check the S102NOTE.TXT file which is stored in the .ZIP.
 

The Battle of Bramalea

The "Battle of Bramalea" is a custom Steel Panthers II scenario (Scenario 064, to be exact) depicting a hypothetical U.S. attack on Canada in the summer of 1998. This one has units of the U.S. New York and Ohio National Guard, plus air support, on an assault to dislodge entrenched elements of the Canadian Princess Pats Light Infantry plus local militia in the Toronto suburb of Bramalea, Ontario. It includes a large, complex custom map covering the area around Highway 7 and Central Park Drive in Bramalea. It's probably more fun to play as the U.S. (Player 1), but can be played, and won, as either side. Go Get Em!!!
 

Somewhere In Pakistan, 1997

This is a homebrew Steel Panthers II scenario which represents a hypothetical clash between mechanized forces of Iran (Player 1) and India (Player 2), somewhere in Pakistan, some time in 1997. (Let's not worry what happened to the Pakistani army, presumably they are fighting on the side of their Muslim bretheren in Iran!) It's fun to play as either the Indian army (Player 1) or the Iranians (Player 2), with lots of armour and air support. Watch out for those ATGM's! For playing tips, look over the SC54NOTE.TXT file which is included in the .ZIP.
 

Steel Panthers Playing Tips

A WinWord 6.x document file detailing some valuable playing tips to help you get the most out of SSI's Steel Panthers I and Steel Panthers II (Modern Battles) computer wargames. If you're new to SP, it's well worth taking the time to read this file prior to playing the game(s).


Shakhàn

If you're interested in FRP (fantasy role-playing) games, check out the Shakhàn homepage, where you can find out about and download a unique (printed) fantasy role-playing game developed by Telostic Corporation!

Note: The 2000 .PDF edition of Shakhàn is now available! Surf over to the Shakhàn page now and download it!


Computer Telostician Campaign

Computer Telostician Campaign is a computer fantasy role-playing game for MS-DOS. It runs only on IBM-compatible computers in 640 x 200 black and white CGA Mode 2 graphics as its screen resolution.

In terms of overall "look and feel", CTC is roughly comparable to early versions of the popular Sir-Tech game, Wizardry (R): it has 3-D line drawings of what your adventure party of up to ten characters sees as it goes through the dungeon, and when you have an encounter, it gives you a (modestly) high-resolution picture of the monster you have met, although there is no animation or other special effects.
 

CTC screen seen as party is moving through the
                  dungeon
CTC screen seen as party is in combat
Screen shots from Computer Telostician Campaign

There is one dungeon with more than 7 levels, which is where all the action takes place, with minimal coverage of areas outside the dungeon. It's by modern standards a rather primitive game (I'm not a team of 16 expert programmers, working for a year!), but it's still fun to play.

One advantage it has, if you want to call a sow's ear a silk purse, is that it can run on very minimal hardware, for example older IBM-compatible computers that can't run any version of Windows. Incidentally, the source code (in Microsoft Visual Basic for DOS, v. 1.0) is also available for this game, but due to space considerations we can't post it on this Website. If you are interested in getting the source, drop me an e-mail and I'll send it your way.

To install Computer Telostician Campaign, create a directory called \TELOSTIC in your C: drive and un-ZIP the contents of TELOST94.ZIP into this directory. Note: If you just un-zip the TELOST94.ZIP file in the root directory of your C: drive, but use the PKUNZIP "-d" switch which tells PKUNZIP to create the directories contained in the archive, that would work too. So the command line to do this would be:

pkunzip -d telost94.zip


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