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#21
D.O.W. Steel Beasts Wednesday Mission 7/10/26 @ GMT18:00


This scenario is a simulation and does not have any political message.



Arid Valleys Recon (4.265) by ben


SITUATION:

   Enemy:

   - Red Mechanized infantry Battalion (BMP2) is advancing from the West.
   
   - Enemy Battalion is heavily reinforced with T72 Tanks.
   
   - The exact extent of the enemy advance is currently unknown.
   

   Own:
   
   Your Team consists of:
   
   - 4 M1A1 tanks.

   Attachments:
   
   - 2 M113A3 pcs carrying 2 Infantry squads.

   - A limited Support platoon.


   The rest of the Company Team is reorganizing and resupplying behind you.


MISSION:

   - Carry out area reconnaissance of zones: DEER, BEAR, ELK, WOLF, MOOSE.

   - For each zone use Triggers to:

      - Confirm the presence Enemy Tanks.

      - Confirm the presence of Enemy Mechanized Infantry.


EXECUTION:

   - At your discretion.


FIRES:

   - Fire support is available from 6 Tubes on-map 155mm, with limited ICM HE and Smoke.

   - 5 Close Air Support Airstrikes (2X500lb JDAM) are avalable.

   - Avoid unnecessary Fires on civilian structures.


TIME LIMIT:

   Start time is 0450 local.

   H-Hour is 0620 local.

   Mission will end:

      - At H-Hour (now +90 minutes).

      OR

      - When you set the Trigger "Submit Reports & End Mission".


SCORE:

   - 5% for Each correct Trigger selection.  (10 triggers).

   - 12.5% For survival of Each M1A1 in your platoon.

   - Victory = 75%, Major Victory = 85%.


Notes:

   - You may change your Trigger selections at any time before Mission end.

   - At H-Hour your triggered recon reports will be automatically sent to HQ.

   - To end the mission early you must use the Trigger "Submit Reports & End Mission" or your Recon score will be zero!

   - Weather is clear with visibility 2500M and improving.

   - Enemy locations are highly randomized for replayability, difficulty will vary as a result.

   - If you stray too far off map or beyond LOA you may be destroyed.
   




Dogs Of War Vehicles: (in mission)

M1A1: Click here

M113A3: Click here






********************************
** Notes **
********************************
SB Version: 4.3103
Mission Name: B12 Arid Valleys Recon v2.0.0
Created by: ben
Available at: https://www.steelbeasts.com/files/file/2962-battle-of-alvern-4265/
Modified by: N/A
Multi-Crew: Yes
Single Crew: Yes
Largest command: Platoon
Smallest command: Crew Position
Mission Duration: 90 minutes
Minimum number of players: 2
Date: Wednesday Mission 7/10/26
Time: 18:00 GMT
Time (local): Click here
Teamspeak IP: 104.153.105.2:35200
Room: Steel Beasts Pro

Player Skill/Ability:
•   Complete at least 1 tutorial for M1A1, or read the Wiki page for M113A3.
•   Working knowledge of Comms procedure.
•   HAVOC designated members and Red Alert.
•   Our goal is to have the DOW session more immersive and realistic.


Manning list:

M1A1s
1/1/A:
3/1/A:
2/1/A:
4/1/A:

M113A3s
2/4/B:
3/4/B:

Support units:

Any position:




Mission discussion Click here
#22
Mission Discussion/AAR's / D.O.W. Steel Beasts Wednesday ...
Last post by Rinix - October 07, 2026, 04:26:20 PM
D.O.W. Steel Beasts Wednesday Mission 7/10/26 @ GMT18:00


This scenario is a simulation and does not have any political message.



Arid Valleys Recon (4.265) by ben


SITUATION:

   Enemy:

   - Red Mechanized infantry Battalion (BMP2) is advancing from the West.
   
   - Enemy Battalion is heavily reinforced with T72 Tanks.
   
   - The exact extent of the enemy advance is currently unknown.
   

   Own:
   
   Your Team consists of:
   
   - 4 M1A1 tanks.

   Attachments:
   
   - 2 M113A3 pcs carrying 2 Infantry squads.

   - A limited Support platoon.


   The rest of the Company Team is reorganizing and resupplying behind you.


MISSION:

   - Carry out area reconnaissance of zones: DEER, BEAR, ELK, WOLF, MOOSE.

   - For each zone use Triggers to:

      - Confirm the presence Enemy Tanks.

      - Confirm the presence of Enemy Mechanized Infantry.


EXECUTION:

   - At your discretion.


FIRES:

   - Fire support is available from 6 Tubes on-map 155mm, with limited ICM HE and Smoke.

   - 5 Close Air Support Airstrikes (2X500lb JDAM) are avalable.

   - Avoid unnecessary Fires on civilian structures.


TIME LIMIT:

   Start time is 0450 local.

   H-Hour is 0620 local.

   Mission will end:

      - At H-Hour (now +90 minutes).

      OR

      - When you set the Trigger "Submit Reports & End Mission".


SCORE:

   - 5% for Each correct Trigger selection.  (10 triggers).

   - 12.5% For survival of Each M1A1 in your platoon.

   - Victory = 75%, Major Victory = 85%.


Notes:

   - You may change your Trigger selections at any time before Mission end.

   - At H-Hour your triggered recon reports will be automatically sent to HQ.

   - To end the mission early you must use the Trigger "Submit Reports & End Mission" or your Recon score will be zero!

   - Weather is clear with visibility 2500M and improving.

   - Enemy locations are highly randomized for replayability, difficulty will vary as a result.

   - If you stray too far off map or beyond LOA you may be destroyed.
   




Dogs Of War Vehicles: (in mission)

M1A1: Click here

M113A3: Click here






********************************
** Notes **
********************************
SB Version: 4.3103
Mission Name: B12 Arid Valleys Recon v2.0.0
Created by: ben
Available at: https://www.steelbeasts.com/files/file/2962-battle-of-alvern-4265/
Modified by: N/A
Multi-Crew: Yes
Single Crew: Yes
Largest command: Platoon
Smallest command: Crew Position
Mission Duration: 90 minutes
Minimum number of players: 2
Date: Wednesday Mission 7/10/26
Time: 18:00 GMT
Time (local): Click here
Teamspeak IP: 104.153.105.2:35200
Room: Steel Beasts Pro

Player Skill/Ability:
•   Complete at least 1 tutorial for M1A1, or read the Wiki page for M113A3.
•   Working knowledge of Comms procedure.
•   HAVOC designated members and Red Alert.
•   Our goal is to have the DOW session more immersive and realistic.


Manning list:

M1A1s
1/1/A:
3/1/A:
2/1/A:
4/1/A:

M113A3s
2/4/B:
3/4/B:

Support units:

Any position:

#23
Games Discussion / Re: Knights of Frontier Valley
Last post by Asid - October 07, 2026, 12:34:34 PM
The Second Playtest Is Underway – Jump In Now!
Mon, September 28, 2026



The gates to Frontier Valley are open once again!

The second Knights of Frontier Valley Playtest is well underway, and there's still plenty of time to begin your adventure.

Free and open to everyone until October 15, this is the biggest version of the game we've released so far, with companions, two new explorable towns, a new chapter, new quests and dungeons, expanded crafting, and plenty of improvements shaped by feedback from our first Playtest.
The Playtest is also available on Mac, so Mac players can jump into Frontier Valley too!



If you haven't ventured into Frontier Valley yet, now is a great time to jump in, explore the new content, and help us shape what comes next.

Join the Playtest directly from the Knights of Frontier Valley Steam page and let us know what you think!
#24
Games Discussion / Re: Command: Modern Operations
Last post by Asid - October 07, 2026, 12:28:24 PM
Command: Modern Operations — Real-Time Multiplayer (RTMP) is NOW LIVE.
Tue, October 6, 2026



Commanders, the wait is officially over. The landmark v1.10 Real-Time Multiplayer (RTMP) Update for Command: Modern Operations is now live!

For the very first time in CMO history, you can step out of solo scenario execution and experience high-stakes modern military operations alongside—or against—fellow human commanders in real time.

Key Highlights of the RTMP Update
  • Head-to-Head & Co-op Warfare: Test your operational plans in live 1v1 tactical engagements or coordinate joint multi-domain operations against AI threats.
  • Seamless Real-Time Execution: Issue orders, adjust Weapon Release Authorities (WRA), and manage radar/emission control (EMCON) on the fly as tactical situations evolve in real time.
  • Balanced Tactical Scale: Optimized for focused, high-intensity scenarios, delivering fluid performance in complex joint-strike operations.
  • Full Domain Integration: Coordinate air packages, naval strike groups, subsurface wolfpacks, and orbital assets in a live multiplayer environment.

Launch Day Stream: "Choose Your Side" (5:00 PM CEST / 4:00 PM BST)
To celebrate this milestone, join us today for a live 1v1 RTMP Showcase fighting in the custom scenario "Duel in the Philippine Sea, 2030".

We will be broadcasting simultaneously across two channels to give you a live dual-perspective view from both command chairs:


Tune in to watch real-time tactical decision-making, joint strike coordination, and anti-access/area-denial (A2/AD) networks tested in high-stakes human-vs-human combat.

How to Play
Update your Command: Modern Operations installation to the latest build on Steam.
Select Multiplayer from the main menu.
Host or join a scenario lobby with your fellow commander and take your place at the command desk.
Thank you to our entire community and beta testers for your feedback and support during the development of this major feature. See you on the tactical map!

#25
Games Discussion / Re: ATOM RPG: Post-apocalyptic...
Last post by Asid - October 07, 2026, 12:22:36 PM
Atomic Anniversary Announcement, v.1.2.1 beta incoming & MORE
Tue, October 6, 2026



Hey guys!

While working our hardest on ATOM RPG 2, we couldn't ignore the fact that this October marks our studio's big 10th anniversary! Time sure does fly!


So, you can probably understand why we decided we pretty much *need* to commemorate the occasion with a big update for the game that started it all.

This update, designated 1.2.1 beta is currently available to try out - scroll down this post for details on how!

Alongside Update 1.2.1 beta, we decided to create a DLC called Plague Island we aim to publish soon. It features dozens of new characters and quests, a new island map, and multiple locations ranging from a sealed pre-war bunker to a survivor settlement and pirate forts.




Plague Island DLC

And that's not all, friends. While preparing co-op for ATOM RPG 2, we couldn't resist tinkering with the original game's code and adding co-op support to ATOM RPG as well.

This feature will NOT be part of the 1.2.1 beta, but we plan to release it later, probably with Update 1.2.5!

Changes in Update 1.2.1:

Weapons, attachments and ammunition
  • Expanded the base game's arsenal with firearms, melee weapons and throwables from Trudograd. Look for them in trader inventories and random encounters.
  • Added weapon customization: install compatible sights, suppressors, grips, magazines, bayonets and other attachments. Installation requirements and available slots depend on the attachment and weapon.
  • Added laser sights and the GP-25 underbarrel grenade launcher. The launcher has its own firing mode and ammunition, separate from the rifle's magazine.
  • Expanded ammunition supplies at travelling traders and added equipment to existing traders and containers throughout the original campaign.
  • Added an ammunition selector to the combat interface, letting you choose a compatible ammunition type when reloading.
  • Updated enemy equipment in random encounters. Some opponents now carry modified weapons, and suitably equipped enemies can use underbarrel grenade launchers.

Combat and companion AI
  • Improved target selection, firing-position choices and use of cover.
  • Improved movement around other characters and pathfinding through doors, including checks for closed and locked doors.
  • Improved decisions about healing and using combat consumables.
  • Improved retreat behaviour: frightened characters choose escape routes that account for nearby threats.
  • Fixed several cases of interrupted AI turns and characters failing to resume their normal behaviour after combat.

Combat effects and equipment fixes
  • Molotov cocktails now leave lingering fire on the ground. Incendiary attacks can also set characters ablaze, with an indicator showing the remaining duration.
  • Fixed attachment placement and the application and display of attachment bonuses.
  • Corrected ammunition compatibility and reserve ammunition for weapons whose calibres were updated.
  • Separated stun-gun batteries from fuel ammunition and fixed handling of incompatible rounds in weapons loaded from older saves.

Interface, visuals and animation
  • Updated inventory and weapon interfaces for installing attachments and selecting ammunition.
  • Added rendering and antialiasing options to the graphics settings, with fixes to rendering and post-processing.
  • Improved NPC patrol, sleep and wake-up behaviour, including recovery of animations after characters become active again.
  • Fixed weapon sound playback, including flamethrower sounds being audible across an entire location.


Here is how you can access the beta update 1.2.1:



Please stay tuned for more news.

And as always... let there be ATOM!
#26
World War II Europe 1939-1945 / Re: 2025 Wish List
Last post by schwerpt - October 07, 2026, 01:50:39 AM
Holding the Tab key down while left button clicking allows you to cycle through the units in a stack.  If you use Top Unit select (an option available on the right click menu) then you can cycle until you get the desired unit on top, then perform the op without using the Command Panel selection.
Hope this helps,
Ron
#27
World War II Europe 1939-1945 / Re: Retirement Finally Happene...
Last post by schwerpt - October 07, 2026, 01:44:29 AM
Hello,

Status on development of scenario #98 Gotterdamerung:  Complete and tested.  So I have completed scenarios #26, #95 and #98. That means scenarios remaining to be developed are #1 Blitzkrieg, #33 France 1944, #100 West Front and #101 East Front.  I have started #33.

After completion of these remaining four scenarios, I plan to select bug and upgrade comments for programming.

Hope everyone is doing well.  I am enjoying this retirement thing.  Currently I am working 20-30 hours per week on Schwerpunkt, which is a much larger amount of time that I could do when I had a day job.  Also, with Winter coming, that number will increase because there is less outdoor time at the beach for me!

Ron
#28
World War II Europe 1939-1945 / Re: 2025 Wish List
Last post by budd - October 07, 2026, 12:02:46 AM
What I wish for is that the game would function better, and had a better UI. The variety of scenarios is great, the map looks good and the mechanics are fine. To many clicks to play and pauses with every map scroll or movement, it feels like more work than it should be to get around. For instance a hex with multiple units, I should be able to just click through the units by clicking on the hex to cycle the units, when I get to the unit I want right click and select unit details, not to mention the small text in the info boxes and the counters. I usually get frustrated and give up and play something more user friendly. Its to bad because I really like the scenario selection and the look of the map a lot.
#29
Tacview / Tacview 1.9.6 beta 9 is avail...
Last post by Asid - October 06, 2026, 10:57:35 PM


Tacview 1.9.6 beta 9 is available Now



Download: HERE

    - Release Date: October 5, 2026
    - Operating System: Windows 32-bit / 64-bit
    - File Size: 1.2 GB

Release notes

NEW FEATURES

  •     ADDED Support for ADS-B reception using the RTL-SDR Blog V4 (R828D).
  •     ADDED Relative distance, relative bearing, closure rate, and vertical separation charts.
  •     ADDED Aileron, elevator, and rudder telemetry support for DCS World.
  •     ADDED Aileron, elevator, and rudder telemetry support for X-Plane.
  •     ADDED Helicopter mixed units, such as imperial units with distances in kilometers.
  •     ADDED Option to display walls for all objects.
  •     ADDED Aircraft Carrier as a separate object type in the Add/Edit Object dialog.
  •     ADDED Option for wider bullseye ring spacing.
  •     ADDED Add-on to calculate the distance between two geographic points.
  •     ADDED Ctrl+Alt+F1 through Ctrl+Alt+F8 shortcuts to mute media windows.
  •     ADDED Several missing C++ and C# SDK functions, including Telemetry.Save().
  •     ADDED DCS2ACMI option to export DCS World elevation data for Tacview 2.
  •     ADDED Latest official 3D model and database for Nuclear Option.

Improvements

  •     IMPROVED Frame rate when playing back very large unoptimized ACMI files.
  •     IMPROVED Support for Microsoft Flight Simulator 2024.
  •     IMPROVED ADS-B database to version 2025-08.
  •     IMPROVED Pilot names are now displayed only after boarding their aircraft.
  •     IMPROVED Chart time selection and automatic scrolling behavior.

Fixes

  •     FIXED BMS 4.38 DTC INI files not being displayed.
  •     FIXED Joysticks not working anymore with remote controls.
  •     FIXED Quotes and commas not being properly escaped in CSV telemetry exports.
  •     FIXED Dogfight camera when tracking aircraft across the International Date Line.
  •     FIXED DCS World real-time telemetry with password authentication was not working with Tacview 2.

Restrictions

To run a beta version, you need a product key. Feel free to have a look at the features comparison to know which edition is the best for you if you are interested in buying Tacview.

Please note that even if we are doing our best to produce a high quality product, beta versions usually contains known and unknown bugs, may crash, or have some features disabled because of work in progress. This is why, it is suggested to download and install beta versions alongside the latest official release (not over it). That way, in case of problem, you can simple launch the latest stable version to continue your work...




#30
Games Discussion / Re: Strategos : Classical anti...
Last post by Asid - October 05, 2026, 02:40:18 PM
Artillery, various fixes
Fri, October 2, 2026



Artillery
  • Added artillery unit type
  • Added four light artillery unit visuals: Marian Roman, Imperial Roman, Hellenistic and Generic
  • Added Artillery to many army lists, including Marian and Imperial Roman, Dacian, Syracusan, and many late Hellenistic armies
  • Added models, animations, sfx, combat code, manual updates, portraits, translations, etc...for Artillery
  • Artillery ignores armor and large shields, is long ranged, can shoot over allies, but is slow and immediately destroyed by melee
  • Updated deployments and AI for artillery
  • Updated existing narrative and map campaigns, and reenactments (Magnesia and Adamclisi), to include artillery where appropriate
  • Added artillery to map campaign army generation priorities and siege rolls





Bugs:
  • fixes to animation blending between shoot and idle
  • fixed some bugs with shooting line of sight blocked calculations
  • fixed some bugs with recent optimizations around units moving to enemies and melee animting in combat
  • fixed bugs with army generation priorities in map campaigns
  • fixed bug with secondary key rebind for maintain unit facing key
  • fixed bug with start battle UI disabling after leaving map campaign with it open

Misc
  • added anchor tooltips setting to in-battle settings (can elect to anchor tooltips to side of screen instead of following cursor)
  • updates to infantry impetuously charging cavalry rules

Map Campaigns
  • added viable retreat message so player understands when army cannot escape
  • fixes to army re-generation from all armies lost

Other Units
  • added Celtic Levy unit
  • added B side visuals for Mediocre Legions
  • updated visuals for Arab Spearmen and African Archers