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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!
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.
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!
[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
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.
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.
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.
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).
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!
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.
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.
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.
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.

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!
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.
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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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