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Off-Topic Discussion => Gaming Discussion => Topic started by: NGTM-1R on January 13, 2016, 11:03:39 am

Title: Let's Play Steel Panthers 3: Campaign Generator Madness!
Post by: NGTM-1R on January 13, 2016, 11:03:39 am
Steel Panthers was a long-running series of turn-and-hex-based military strategy games released by Strategic Simulations Incorporated, the same guys who made Panzer General and the like. Support, such as it is for the games now with SP: World at War and SP: Main Battle Tank, is through Matrix Games and The Camo Workshop; those two games are free so don't buy them from Matrix. Steel Panthers 3 can only be found via abandonware sites by now though I actually have a CD. It was subtitled "Brigade Command" and operates on a larger scale than the other games: the basic unit is the platoon rather than the squad (or individual vehicle) and rather than company or battalion level combat it simulates regimental or brigade level combat.

An important mechanic in all of them is that in a campaign, after a battle you are given a certain number of points for replacements or upgrades. Start with bad stuff, get better.

Behold the greatest music ever used for a TANKS video


I'm going to run a very random battle to show things off for you guys, and then we'll discuss what we really want to do. Japan vs. Canada, because why not, in early 1995.

TO&E for the first fight. This is very unoptimized; in a real game I'd probably delete some of the less-useful support sections.

Command Section
- 8 infantrymen.
- 1 Type 73 APC; not native, they need a ride. The Type 73 is basically an M113, down to the pintle M2, except for some bizarre reason it has a bow-mounted M1919 .30cal.

Armor Battalion
- 2 Type 74 main battle tanks for a battalion command section. Japan's second indigenous tank design, the Type 74 is comparable to early Leopard 1 variants or late models of the M48 Patton, and carries the Royal Ordnance L7 gun. For 1995 they are not great vehicles, but fortunately their APFSDS and HEAT round are much more modern than they are so they're not totally helpless against other second-line tanks.
- 3 companies of Type 74 MBTs consisting of 2 tanks commanding, three platoons of four tanks for the fighting part, and a single Type 82 Armored Car modified with extra radios for the Forward observer role. The FO vehicles, and their ability get rapid response artillery, are the most important part of the company.

Mechanized Infantry Battalion
- 8 infantry and 1 attached Type 73 APC command section. Infantry in Steel Panthers are often kind of samey, with a rifle, an LMG, grenades, and an RPG/LAW. Except Japanese infantry don't have RPG/LAW standard. Hence their profusion of Gustavs.
- 3 infantry companies consisting of 1 platoon of 36 men and 2 platoons of 24 men, 3 squads of 3 Carl Gustav recoilless rifle teams (upgradeable to proper ATGMs), and one platoon of 5 Type 73 APCs and two platoons of 4 Type 73 APCs for transport. Plus an FO vehicle each. Gotta call that arty.
- Mechanized ATGM company consisting of Type 73 Light Trucks with a Type 79 Jyu-MAT ATGM on a post mount. Gotta go fast, pop tanks. Good for a delaying force and blocking for a turn, but hard as tissue paper.
- Mechanized Mortar Company consisting of 3 platoons of 3 Type SV 60 mortar vehicles, essentially a Type 73 APC with a hole in the roof for an 81mm mortar to shoot out of.
- Anti-Air Section: 1 squad of 3 Stinger teams and 3 jeeps for transport. Our only native anti-air. Here's hoping for a lack of gunships!

Grid Square Eraser Rocket Artillery Battalion
- 2 companies of 3 platoons of 6 vehicles of the good old M270 MLRS. These are for erasing vehicles mostly, though given country training they may not be as capable against moving targets as the American version.

The mission is to advance; the battle is a meeting engagement with three victory areas, one for us, one contested, one for Canuckstan. Unlike normal, however, they're not in a rough row, so this could get sticky with flanking movements.

Our forces are deployed with the tank battalion set up to advance and capture the contested objectives, supported by two of the infantry companies. One infantry company, and the mechanized ATGM company, are to the north, as flank guards.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_000_zpsdvgbrgu6.png)
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_001_zpsfnfopfan.png)
Each scenario comes with some points for auxilary units. You'll notice I've got a bunch of Type 87 SPAAGs; enough to deploy a pair with each infantry and tank company for helicopter and aircraft defense. The 35mm cannon are also useful against most light and medium armor, so there's that. We also have a single AH-1J Cobra guarding the extreme northern flank, armed with 70mm rockets and TOW-2 missiles.

This is the pre-mission bombardment screen. Artillery in SP3 is love. It is life. Get used to the bombardment screen. We have a pair of F-4E's with napalm on standby. I'm going to commit them to attack along the road linking the contested and Canadian victory hexes, which will inhibit movement. I'm mainly concerned with killing the first wave and then moving in through the rest of the losers.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_002_zpsnjqawkkj.png)
Also visible: priority target hexes for pre-registered fire; another way to get quick artillery response.

The Phantoms attack exactly nowhere near where they were supposed to, expending their attacks on some Leopard 1CE tanks and Lynx recon vehicles. Artillery is generally somewhat reliable, but aircraft go for what they can see, and sometimes that's not what you want. In fact, considering where they attacked they were probably angling for friendlies before they spotted enemies further on.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_004_zpserrjycif.png)
They also spot a bunch of Grizzly APCs. APC fight with Ma Deuce being the biggest gun anyone has, go!

Or we could use the northern group's FO vehicle to wreck faces.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_005_zpsyv6fssfw.png)

Tanks easily seize the contested objectives, but find no enemy units as we push forward there.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_006_zpsjdjzsidw.png)
And then it pretty much goes to hell in thirty seconds, as one of our platoons of ATGM jeeps gets its face pushed in while trying to sweep around to flank detected enemy units. Look at all those Leopard 1CEs.
The AI didn't deploy to seize the contested objectives. It didn't even deploy to protect its own objectives, it deployed in the center of the map mainly to attack ours. We are way out of position.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_008_zps3pvwsaqa.png)

Immediately one of the tank companies is diverted north and the MLRS ordered to retarget, while the the infantry company and ATGM jeeps are deployed for a holding action. Smoke is also called for from the mortars, but the 81mms are incredibly short ranged in terms of Steel Panthers 3 maps.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_007_zpsjb6neskt.png)

The infantry company deploys, vehicles on the ridge, infantry just behind, to hold off the rush of Canadian Grizzlys as long as possible. Unfortunately, this plan is interrupted by a bunch of Leopard 1CEs from the North. Still, as a blocking force, they're working for now; the AI stops to try and make them move out of the way rather than push through them, and the predicted APC fight commences. Designed to be proof against the 14.5mm KPVT, the Grizzly and Type 73 are incapable of hurting each other mostly.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_009_zps3iviuoqf.png)

Then even more Leopards crash the party.
(http://img.photobucket.com/albums/v307/ngtm1r/ngtm1r073/steel3_010_zpsgdjmdsjf.png)

The results are grim. The resistance of the infantry company is quickly reduced to theory rather than practice and most of their vehicles are wiped out. But they stand their ground, stiffened by the shouted orders of the regimental command section near them, forcing the Canadians to remain where they are mostly. And buying time for the MLRS and the Phantoms.
(http://img.photobucket.com/albums/v307/ngtm1r/ngtm1r073/steel3_011_zpszjf2jbuz.png)
The ATGM jeeps are busy trying to interdict the people who might try to bypass us and head directly for our objective area, to which another of our infantry companies has been dispatched to defend it.

The Phantoms make up for their previous behavior, drawing two lines of fire across the contested hill and dumping napalm all over many of the Leopard 1CEs.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_012_zpswbclxean.png)
One of the Phantoms is hit by a Canadian ADATS missile, but after completing its run. It survives but it's no longer useable.

But the rockets come too late. The last act of Combat Command HLP's command section is to guide the fire of the MLRS in to the mass of enemy AFVs around them, but the remains of the brave infantry company begin to retreat in the face of the enemy, or are simply killed. However, the time they have bought worked; one company of Type 74s is in position and another is coming up from the south to sweep over the hill.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_013_zps6vdkqquu.png)

Even the flanking forces have flanking forces here; this is still closing on our objective area, though harassment by the ATGM jeeps, some MLRS fire, and the Cobra have managed to slow them down. AI APCs carrying infantry drop them when fired at, presumably so they don't take casualties when the vehicles are hit and destroyed, but it can be exploited. The ATGM jeeps have taken it on the chin buying time too; only a single platoon of them is still alive, and it's down by one vehicle.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_014_zpsqom9qbut.png)

On the other hand, we're capping out. There was no defense at all.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_015_zpsujlhsdel.png)

This is getting kind of sticky, though they've not managed to kill any of the APCs. I don't have the infantry out because they'd get the bejesus machinegunned out of them in seconds. Need more Grid Square Eraser ASAP!
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_016_zpspqgsrt78.png)
One of the Leopard C1es did manage to put a round through a Type 74 as they swept through the wreckage of the first battleground, but was annihilated by the others.

APC FIGHT! One of them wings the Cobra, and it's out. Their last Leopards turn and charge the Type 74s flanking them and manage to knock out several. And then, without much warning, the MLRS fires, and the Canadians are slapped by the fist of an angry deity. They break and run.

We are victorious. The cost was relatively high, as in the last moment Canadian artillery hit our mortars and the main contested hill. We lost 262 men, 19 APCs, 24 AFVs. The Canadian losses are 663 men, 52 APCs, and 69 AFVs. This is a weak enough victory that combined with my command section having dispersed from casualties I probably would have been kicked out of a campaign, despite the highly lopsided on-points bit.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_017_zpsidrv8aka.png)

So, that's Steel Panthers 3. Now, do you want to command a platoon? Sign up! Want to see a particular country (within the ability of the game to simulate them, I'll warn if one isn't included) fought as or against? Say so!
Title: Re: Let's Play Steel Panthers 3: Campaign Generator Madness!
Post by: StarSlayer on January 13, 2016, 11:16:14 am
Could I command a Type 74 company?   :lol:

Abuse those ridge lines with hydropneumatic suspension!
(http://economictimes.indiatimes.com/thumb/msid-48526115,width-640,resizemode-4/a-japanese-ground-self-defense-force-type-74-tank.jpg)
Title: Re: Let's Play Steel Panthers 3: Campaign Generator Madness!
Post by: Lepanto on January 13, 2016, 03:30:22 pm
Not familiar with this game at all, but this might be interesting indeed. :cool:

Lt./Cpt./Maj. Lepanto, reporting for duty!

I'd like one of the following unit types, in order of priority:

-Air support (nothing personnel if I accidentally bomb you! :P)
-Tanks
-Artillery

Country-wise, I'd prefer fighting for good ol' 'MURRICA. Or another NATO country.

Enemy-wise, I'd like to fight a variety of enemies. Show off each faction's TO&E.
Title: Re: Let's Play Steel Panthers 3: Campaign Generator Madness!
Post by: Polpolion on January 13, 2016, 05:06:21 pm
Sign me up. Put me in charge of anything that can drive me close enough to hit the enemy with a sword.
Title: Re: Let's Play Steel Panthers 3: Campaign Generator Madness!
Post by: Scotty on January 13, 2016, 09:41:56 pm
I'll command a platoon!  Sign me up for light armor or IFVs.
Title: Re: Let's Play Steel Panthers 3: Campaign Generator Madness!
Post by: NGTM-1R on January 14, 2016, 09:16:30 am
Well, that's one vote for US/NATO and one vote (maybe?) for Japan. Somebody want to cast a tiebreaker?
Title: Re: Let's Play Steel Panthers 3: Campaign Generator Madness!
Post by: StarSlayer on January 14, 2016, 09:27:59 am
Sorry I brain stalled that the first battle was just a demo, belay my vote for JGSDF.  Any NATO member is fine, Bundeswehr would be cool.
Title: Re: Let's Play Steel Panthers 3: Campaign Generator Madness!
Post by: The E on January 14, 2016, 09:30:39 am
I want in too! Preferably artillery, preferably NATO.
Title: Re: Let's Play Steel Panthers 3: Campaign Generator Madness!
Post by: NGTM-1R on January 14, 2016, 11:48:40 am
Since everyone said nonspecific NATO, we get...nonspecific NATO, circa 1995 to provide a good range of options.

TO&E, The HLP Force

Command Section - US
- 11 Infantry
- 1 M113A3 APC

Armored Battalion - US
- 3 Companies composed of 1 platoon of 2 and 3 Platoons of 4 M3A2 Bradley-AT (https://en.wikipedia.org/wiki/M3_Bradley) vehicles. 1 M981 FIST-V (https://en.wikipedia.org/wiki/M981_FISTV) forward observer vehicle attached to each company; it's not native but it's needed. Given time, these will upgrade to Abrams. Buying ATGM vehicles to upgrade into tanks is pretty much how you make the best use of your points for starting a campaign unless you have really cheap tanks, but relatively few NATO countries allow you to buy ATGM vehicles in companies; pretty much the US and Germany, and the US company layout of 2-4-4-4 works out better than the German Mech ATGM company of 6-5-5.

Mechanized Infantry Battalion - German
- 3 Companies of Panzergrenadiers, consisting of 1 platoon of 24 men, 3 platoons of 18 men, and two AT squads of 4 teams armed with Panzerfaust 3 (https://en.wikipedia.org/wiki/Panzerfaust_3) rocket launcher. Transported by 4 platoons of 4 M113GA1 (https://en.wikipedia.org/wiki/M113_armored_personnel_carrier#Basic_variants) APCs. Similarly, an M113-Forward Observer conversion has been attached to each company, though it's not native. In time we'll upgrade the APCs to Marder 1A3 (https://en.wikipedia.org/wiki/Marder_%28IFV%29) IFVs and the missile teams to the Milan ATGM.

Rocket Artillery Support Group - UK
- 2 full regiments of M270 MLRS launchers, consisting of 6 platoons of 3 vehicles each. A British MLRS regiment is the size of a US MLRS battalion, and smaller than a German rocket artillery battalion. They all have the same battery size, though. Draw your own conclusions.

Air Defense Group - US
- 2 batteries of fixed I-Hawk (https://en.wikipedia.org/wiki/MIM-23_Hawk) SAMs, composed of 2 groups of 2 launchers each. Eventually upgraded into Patriot SAMs, because why not.
- 6 platoons of 2 vehicles of Avenger HMMWV (https://en.wikipedia.org/wiki/AN/TWQ-1_Avenger) vehicles. These will probably be passed out to the fighting companies for point defense.

(Future) Helicopter Gunship Group - US
4 M981 FIST-V vehicles. FO vehicles upgrade weirdly, like into helicopter gunships; these will become Apaches in time.

In addition when selecting auxiliary forces before battles I'll try to mix it up with other NATO members where able.

To face our NATO all-stars in action requires countries with diverse military capability, or extreme crazy. So naturally, Russia, China, and Best (North) Korea have been selected as our possible opponents across a 50-battle campaign.

We'll do our first mission this evening.
Title: Re: Let's Play Steel Panthers 3: Campaign Generator Madness!
Post by: StarSlayer on January 14, 2016, 01:12:15 pm
Sign me up for the Brad Cav!  I will sow chaos and destruction with Bushmaster and TOW until getting one shot by stronk Pact wedge tank.
Title: Re: Let's Play Steel Panthers 3: Campaign Generator Madness!
Post by: Lepanto on January 14, 2016, 01:20:11 pm
Which units do we all command?

Also, do you have any RP fluff story in mind for why our Combat Command is at war? If not, I'm thinking an alternate 1995 where the Soviet Union never fell, and somehow got in a major conventional war with NATO, dragging China and North Korea along.
Title: Re: Let's Play Steel Panthers 3: Campaign Generator Madness!
Post by: NGTM-1R on January 14, 2016, 01:46:09 pm
Which units do we all command?

Also, do you have any RP fluff story in mind for why our Combat Command is at war? If not, I'm thinking an alternate 1995 where the Soviet Union never fell, and somehow got in a major conventional war with NATO, dragging China and North Korea along.

I can rename unit commanders and reassign units in the deployment phase of our first battle; my comments about attaching certain units here are of intention, not fact. That's when I'll post people to units. And I actually do have a basic story in mind, centered on an ill-advised North Korean nuclear test.
Title: Re: Let's Play Steel Panthers 3: Campaign Generator Madness!
Post by: Scotty on January 14, 2016, 02:33:39 pm
In the absence of a French light armor battalion fielding AMX 13s, I suppose I'll settle for a Bradley company (or the battalion command if StarSlayer doesn't want it).  Otherwise I guess we'll be Bradley Bash Brothers until the Abrams comes along and my alliterative appeal absconds.
Title: Re: Let's Play Steel Panthers 3: Campaign Generator Madness!
Post by: The E on January 14, 2016, 02:52:34 pm
Looking at the lineup, I am going to request a transfer to one of the PzGren units.
Title: Re: Let's Play Steel Panthers 3: Campaign Generator Madness!
Post by: NGTM-1R on January 14, 2016, 09:45:56 pm
Quote from: The Situation So Far
It is April of 1995. Three months ago, North Korea decided to demonstrate to the world they had a nuclear weapon small enough to fit on a missile, in the most ill-advised manner possible: conducting a missile test with such a weapon fitted. The detonation over the Sea of Japan resulted in a fizzle, with a yield estimated by most monitors as less than half a kiloton. As a weapons test, it was an unmitigated failure.

At making the rest of the world freak out, it was far too successful. Fears of a failed attack on Japan resulted in an immediate stand-off around the Korean peninsula as Western governments demanded the immediate and total dismantling of North Korea's nuclear and missile capabilities. They had shown, to the eyes of much of the international community, that they were too irresponsible to have them. North Korea staged further missile tests in response, without designating no-sail zones. The first stage of such a test passed near enough to a US battlegroup that one of the AEGIS ships in the group engaged and destroyed the spent stage as a possible threat.

The North Koreans apparently interpreted this as an attempt to interfere with the test itself and retaliated against South Korean border installations with artillery fire. The powder keg went off. A month later, as a multi-national force pushed into the outskirts of Pyongyang and the Korean buffer state seemed likely to collapse, the People's Republic of China and Russia declared themselves the protectors of North Korean sovereignty and sent their armies to the Korean peninsula.

The war remains localized to the Korean peninsula and surrounding seas for the moment.

Our location is somewhere south of Pyongyang. Russian units have been reported pushing in our direction, and allied units are currently spread out to deal with guerrilla North Korean resistance. If a Russian armored spearhead hits now, defeat in detail is a real possibility. Task Force HLP has been ordered to block the Russian advance and buy as much time as possible.

We have been detailed two batteries of FASCAM (https://en.wikipedia.org/wiki/Family_of_Scatterable_Mines)-equipped artillery and have the support of a company of French mechanized infantry company that was in the area, but no aerial assets are available.

In expectation of a Russian preparatory bombardment, Companies A, B, and C of the Armor Battalion have been deployed behind high ground; after the bombardment they will advance to positions on the high ground and engage enemy forces as they approach. The FASCAM units will be busy mining the approaches to Company A (under Scotty)'s position. (It's one of the victory locations and on the direct road line to the other two.)
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_000_zpsfk5ztesu.png)

Company C to the north under Polpolion will guard the flank of Scotty's company and provide supporting fire. Company B, under StarSlayer, will guard the flank to the south and if possible flank the enemy advance. StarSlayer will be supported by Company D, the first company of our Panzergrenadiers under The E, and the French mechanized infantry company.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_001_zpsyz8q7dzp.png)

The other two companies of Panzergrenadiers have been placed in fallback positions to defend the road behind Scotty's company. If necessary they can be remounted and moved to support a push in the center as well.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_002_zpstqgl9cxd.png)
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_003_zps7kdxtjgd.png)

Our misc. FIST-V vehicles under Lepanto (I promise they'll be helicopters soon, the game doesn't let me take permanent aircraft options at first, only as auxiliaries) have been deployed forward wherever there was available cover to call in MLRS fire on enemy units as they approach.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_004_zpsalinde4r.png)

The predicted Russian bombardment does not occur, but our FASCAM units deploy mines to guard the center field. (FASCAM is insanely useful for defense, and often cheaper than buying mines to emplace before the scenario for yourself.)
(http://img.photobucket.com/albums/v307/ngtm1r/ngtm1r074/steel3_005_zps0w3gexx0.png)

One of the FIST-V vehicles is not in as good cover as it should have been, and is engaged and destroyed by a pair of Russian Hind-E gunships.
(http://img.photobucket.com/albums/v307/ngtm1r/ngtm1r074/steel3_006_zpszsxozude.png)

Enemy forces are sighted in the center and the south. In the center we have T-80UMs charging into the minefield, supported by BMP-2s and T-62MVs.

To the south, StarSlayer's company engages T-80BVs, destroying a couple with TOW launches as they appear over a ridge in no-man's-land. They fire back, but at the French mech infantry. The MLRS are immediately tasked to targets, and StarSlayer's company launches more TOWs, knocking out another tank. Reactive armor defeats five other hits, unfortunately.

The Avenger pair attached to Scotty's company drives the Russian Hind-Es back with a pair of Stinger launches, but fails to hit them. (Helicopters will "evade" and fall back if fired at by anything with a hit chance higher than 6%, which is the base hit chance for most guided missiles fired as a snapshot; if a unit has been tracking an enemy unit's movement it gets a higher chance based on how far, across turns, and the unit's fire control rating.)

The enemy is starting to flank around the minefield in the center.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_007_zpsf7wkkfol.png)
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_008_zpsdnbo0rxt.png)

On the positive side, StarSlayer's company has destroyed nearly an entire company of T-80s now. There's a group of T-62MVs coming up from south of them though that are threatening to make a mess of the French mech infantry.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_009_zpsn1g6qky5.png)
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_010_zpsd45rer9v.png)

MLRS is tasked to clear the enemy pileup around the north flank of the minefield, after an abrupt change of direction to rush the center missed the last salvo. Scotty's group has lost a couple of vehicles but gamely fights on, focusing on the southern flank of the minefield. The FASCAM are continuing to drop mines in the center and doing a marvelous job there. Several enemy units in the mines have attempted to retreat after losing a vehicle only to run into more mines.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_011_zpsv2ab07fx.png)

Sadly, three of four of our forward-deployed FIST-Vs under Lepanto have already been lost, and the last is probably not long for this world. (The AI is aware of the danger of forward observer vehicles and will prioritize them unless being actively fired on by other units.) But his vengeance shall be terrible; the last one is going to be dropping an awful lot of same-turn MLRS facewrecking in a moment...
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_012_zpsubf5oxvh.png)

As predicted, the last FIST-V vehicle does not survive. But he has an honor guard of at least a company each of T-80's and BMP-2s to escort him to the afterlife. Scotty's company takes several more losses to Russian tank fire, but his vehicles survive repeated hits from BMP and Hind cannon. A T-80BV drives right up to the forward element and fires at them, missing, only to be killed by a snapshot TOW. (A salute to this guy, he was the only one who got pounded by MLRS, survived, and passed his morale checks to continue advancing.) To the south, StarSlayer's Bradleys, hungry for more, completely annihilate the advancing T-62MV company as it passes in front of them.

But the majority of the Russian units have no fight left. The sacrifice of Lepanto's last FIST-V vehicle has destroyed their tanks or left them stranded in a minefield. Their attacks are those of a spent force. The surviving BMPs and the other couple of T-80s that survived the fury of the MLRS begin to retreat, followed by the dismounted infantry. The retreat quickly turns general.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_013_zpsxlnwv6zo.png)

Task Force HLP has completed its mission, driving back the initial Russian thrust at the cost of 10 (4 FIST-V vehicles, 2 MLRS to Russian counterbattery, and four Bradleys from Scotty's company) vehicles and several dozen lives. (The other casualties were the French mech infantry. A salute to their MILAN anti-tank missile guys, who retreated one turn after their AMX-10P was blown up only to turn around and pop a pair of T-62s when shot at the next.)

Post-battle screens show that the Russians had over a dozen aircraft and at least as many batteries of self-propelled artillery on standby, eight Hind gunships, and roughly another company and a half of T-62MV tanks to commit. But with an overstrength battalion of T-80s blasted into oblivion and most of their supporting mechanized infantry's vehicles shot away leaving them on foot with a minefield behind them and the angry Bradleys of Scotty's company to their fore, the AI lost its nerve and decided to end the battle. Considering we still had the Panzergrenadiers and both StarSlayer's and Company C's Bradleys intact, this was probably wise though their aircraft would have caused a lot of trouble.

I have enough points after the battle for replacements for all the units that lost vehicles and people, and enough points left over to get Lepanto's vehicles upgraded into AH-64A teams and The E's company of Panzergrenadiers to be outfitted with Marder 1A3s so they can contribute alongside the Bradleys. (Also one platoon of M113s in another company.)
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_014_zpsgnqbewck.png)
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_015_zpst8spvhzt.png)
Title: Re: Let's Play Steel Panthers 3: Campaign Generator Madness!
Post by: StarSlayer on January 14, 2016, 10:37:48 pm
Who loves dishing out wire guided smite? Bravo Company that's who!

(http://i63.tinypic.com/fjq0s9.png)

Do units accrue better stats through experience?
Title: Re: Let's Play Steel Panthers 3: Campaign Generator Madness!
Post by: NGTM-1R on January 14, 2016, 11:26:22 pm
Do units accrue better stats through experience?

Kind of. The game treats units as rookie, green, regular, veteran, and elite. This does not improve their durability or damage or anything. It does not make their snapshot bonuses or repeated fire bonus better.

But it does improve their bonuses to aimed shots, their morale (base and the commander's ability to rally the unit and reduce suppression as a result of enemy fire), and their shots per turn stays higher. Normally a Bradley unit starts with a 6:6:1 shots per turn, representing 6 shots from their 25mm Bushmaster cannon, 6 from their coaxial machine gun, and a TOW launch. As they engage enemies in previous turns, are shot or have other vehicles in their unit destroyed causing suppression, and move around, these drop. On the last turn we just had, for example, most of Scotty's were at 2:4:1 shots representing their reaction fire on the enemy turn and suppression.

More experienced units have a resistance to these factors letting them fire more. Elite units even tend to have a base number of attacks one higher than normal.

SP3 calculates a total experience gain for the battle...And then throws EXP around almost at random, weighting it somewhat based on kills but not entirely. Some of our Panzergrenadiers got enough to move up, in that fight, though their particular unit wasn't engaged. Also, it has an internal list of experience amount by country and unit type. Our Bradleys are considered regular on purchase, for example. Our Panzergrenadier infantry are considered green, but their vehicles are regular. If I had sprung for US artillery or actual tanks, they often start at veteran representing a high level of training.
Title: Re: Let's Play Steel Panthers 3: Campaign Generator Madness!
Post by: Lepanto on January 14, 2016, 11:31:25 pm
...Well, at least my unit died a hero's death, despite being wiped out in its first engagement. :cool:

RP post incoming short-ishly.
Title: Re: Let's Play Steel Panthers 3: Campaign Generator Madness!
Post by: Scotty on January 15, 2016, 12:23:37 am
Do units accrue better stats through experience?

Kind of. The game treats units as rookie, green, regular, veteran, and elite. This does not improve their durability or damage or anything. It does not make their snapshot bonuses or repeated fire bonus better.

But it does improve their bonuses to aimed shots, their morale (base and the commander's ability to rally the unit and reduce suppression as a result of enemy fire), and their shots per turn stays higher. Normally a Bradley unit starts with a 6:6:1 shots per turn, representing 6 shots from their 25mm Bushmaster cannon, 6 from their coaxial machine gun, and a TOW launch. As they engage enemies in previous turns, are shot or have other vehicles in their unit destroyed causing suppression, and move around, these drop. On the last turn we just had, for example, most of Scotty's were at 2:4:1 shots representing their reaction fire on the enemy turn and suppression.

More experienced units have a resistance to these factors letting them fire more. Elite units even tend to have a base number of attacks one higher than normal.

SP3 calculates a total experience gain for the battle...And then throws EXP around almost at random, weighting it somewhat based on kills but not entirely. Some of our Panzergrenadiers got enough to move up, in that fight, though their particular unit wasn't engaged. Also, it has an internal list of experience amount by country and unit type. Our Bradleys are considered regular on purchase, for example. Our Panzergrenadier infantry are considered green, but their vehicles are regular. If I had sprung for US artillery or actual tanks, they often start at veteran representing a high level of training.

So how do the Bradley companies look in terms of skill?  It'd be cool to have some veterans since my company took a decent amount of the brunt of an armored thrust.
Title: Re: Let's Play Steel Panthers 3: Campaign Generator Madness!
Post by: NGTM-1R on January 15, 2016, 11:32:44 am
So how do the Bradley companies look in terms of skill?  It'd be cool to have some veterans since my company took a decent amount of the brunt of an armored thrust.

Still listed as regular. I don't doubt you picked up XP, but it probably wasn't enough to bump to veteran, and the game keeps track of such stats "under the hood" so I can't tell how far along the track to the next level any particular unit is. (From the relative command values, which do go up with experience, your command section is actually very close, though.)

Our next mission is a spoiling attack against a North Korean counteroffensive. No ground support this time, but plenty of aircraft.
Title: Re: Let's Play Steel Panthers 3: Campaign Generator Madness!
Post by: Polpolion on January 15, 2016, 04:00:57 pm
How does resupply/rearm work in this game? Are we just without forward observers now? Can we salvage and repair lost FIST-Vs?
Title: Re: Let's Play Steel Panthers 3: Campaign Generator Madness!
Post by: NGTM-1R on January 15, 2016, 06:18:33 pm
How does resupply/rearm work in this game? Are we just without forward observers now? Can we salvage and repair lost FIST-Vs?

At the end of the battle, based on your performance, you are given a certain number of points to repair and upgrade your stuff. Mechanically it's less expensive than ordering it new so it's likely that some of it involves dragging damaged vehicles in for repair.



We have been tasked with a spoiling attack against a North Korean counteroffensive. We are expected to be heavily outnumbered, but our task is to advance into the attack, punch a hole, and force them to reorganize to keep us out of their rear areas.

We have air support available. It's a diverse group. Two South Korean F-4E's with 1000lb bombs, two Italian Tornadoes with napalm, and a single A-6E Intruder with dozens of 500lb bombs. Medium bombers in close air support are like that. Just be thankful this isn't Main Battle Tank, where you can literally get B-52 close air support.

After the experience before the campaign, I deploy most of our vehicles in the center, and one company of panzergrenadiers to size the objectives which are well to the north. The more open terrain there also favors our ATGM-armed vehicles against enemy tanks, and our better fire-direction. Air support has been directed to make preliminary strikes as much for recon as for possibly hitting enemy vehicles. (In MBT and World At War, this is actually a thing you can do; MBT in particular encourages the use of US Predator drones for air recon.) One company of panzergrenadiers under The E supports the center, one (with only a single platoon of Marders) will seize objectives. The other will be south and commence a flanking movement when applicable.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_016_zps8zsutr1v.png)
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_017_zpsb6pb0wq1.png)
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_018_zpsnvjbz8wj.png)

Lepanto's team of ten AH-64A Apaches will scout and provide support as needed. Their mobility and firepower are really the reason I feel safe putting unsupported mech infantry on my flanks, because there are few problems in the world that cannot be solved with nearly a dozen Apaches.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_019_zpspdpc40b2.png)

The AI fakes me out again. They damaged the two naplam-armed Tornadoes. Welp. Lepanto, it's on you.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_020_zpsbmmlbimc.png)

He does not disappoint. Much of the early work, though, has to go to finding and killing enemy anti-air, in this case SA-7 MANPADS teams. Otherwise the Apaches keep having to evade missile snapshots; not hugely dangerous individually, but annoying and 30 6 percent chances starts making the Law of Averages' slapping hand itch.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_021_zps9dr9edkw.png)

However, they've not faked us out as much as you'd think. We're actually perfectly positioned to shove Bradleys and Marders into their flank. Scotty's company is close enough they actually engage in this turn.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_022_zpsfk9re90m.png)

There are trucks and BTR-50Ps mixed in the North Korean force. The AI treates these as "soft vehicles"; they immediately dump cargo and attempt to retreat to deny us kills. This gets a number of them shot by the Apaches reaction-fire. Then the MLRS comes in; not ideal, but it does decently.

We're ceding the center objective to vehicles. MLRS is targeted on it, though, so they're not getting off easily. There's also entrenched panzergrenadiers and their AT weapons. After the MLRS lands, The E's company will move in.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_023_zpsokvl1pog.png)

They sent a couple of companies of tanks to stop the Bradleys. Scotty and Popolion's companies stopped them, and then the Apaches swarmed in, getting behind them so their 30mm autocannon and 70mm folding-fin rockets can penetrate. What had been eighteen tanks rapidly becomes three.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_024_zpsmakdlxrk.png)

The aircraft are doing amazing work. Many enemy units are retreating, but the panzergrenadiers, most of them, in the center are overrun by enemy APCs and IFVs. They do not go down without a fight, however. SP3 has a mechanic called "assault" regarding how infantry interact with vehicles in their hex or the adjacent hex. Infantry can fire their weapons (all of them) at a vehicle, and do damage or not do damage, as the case may be. They can also "assault" the vehicle. This represent infantry attempting a close-range attack, if not a literal swarm attack with grenades then attempting to rush in close and fire their rockets from thirty feet out. Assaults are conducted as a series of attacks, starting from a maximum hit chance and decreasing by half each time until the final one at 2%. Base hit chance is judged by the weapon used and whether the infantry is attacking by surprise; either literally as they have just been revealed by assaulting or the vehicle did not have line of sight to the infantry and the infantry is assaulting as immediate reaction fire to them occupying an adjacent hex.

Surprise assault by concealed infantry is frankly the most terrifying thing that can happen to your vehicles. The hit percentages are high, they get multiple tries at you for the cost of only one attack, and it's one of the few things besides bombing and heavy artillery shells that can push a vehicle crew's morale to the breaking point. (It's not fun for the infantry either and generates a lot of suppression for them too unless they completely destroy the vehicles, but not quite as much.) The Panzergrenadiers holding the center conducted more than a dozen assaults against BMP-2s and BTR-60s, destroying seventeen vehicles, before being overrun.

Then the MLRS fires and annihilates the North Korean vehicles that just did it, and The E's company of Panzergrenadiers sweep in.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_028_zpsd8xi4cf4.png)

Polpolion's group took a single hit (lucky bastard, they literally had a 2% hit chance and golden BB'd a Bradley with it) that knocked out a vehicle but beyond that things are mostly going well.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_029_zpst19vflgi.png)

We've pushed in one flank, but the other one, well...take a look. That's a lot T-54/55 variants.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_030_zpsndnqgkwp.png)

The Panzergrenadiers deal with the last of the APC/IFVs, but the tanks will be harder to crack. That said, StarSlayer's and Popolion's companies of Bradleys have discovered that the T-54/Type 59/T-55's side armor are not proof against Bushmaster fire at short range, while the smaller Rh202 20mm cannon of the aren't able to stop the tanks, the MILAN 3s of The E's Marders deal well enough with the leakers.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_031_zpswfa3wslq.png)

Also, they're advancing into a pre-sighted artillery killzone, and the MLRS are having a field day. The North Koreans have taken massive losses, but they keep coming; StarSlayer's and Polpolion's companies are even throwing coaxial MG fire at them now.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_035_zpsib2ktrya.png)

Scotty's company has commenced a right hook for the North Korean objective area, but are still firing into the remaining enemy tanks.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_036_zpswryvarte.png)

All over but the shouting, now. The tanks are all dead. The Apaches move in to clean up with cannon and rockets, and then the Bradleys move through to make sure.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_037_zpsuqfxf7xm.png)
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_038_zpsbbdqv4dv.png)

One of Scotty's Bradley platoons finds a lone T-54B that had fled far distant.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_039_zpstxkapweg.png)

Scotty himself drives over to dispatch the straggler.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_040_zpswxmruhjo.png)

We win. The battle is not even close; the North Koreans are completely wiped out. About half the Bradleys and MLRS made veteran off this, as did some of the Apaches. Upgrades this time include finishing upgrading the Panzergrenadiers' rides, and Scotty's command section and one of his platoons are now equipped with M1A2s.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_041_zpskgwsszwq.png)

o7 to the Panzergrenadiers of Company E (not to be confused with The E's company). You held the line.
Title: Re: Let's Play Steel Panthers 3: Campaign Generator Madness!
Post by: StarSlayer on January 15, 2016, 07:50:19 pm
Huzzah Echo Company Panzergrenadiers!


DPRK, prepare yourselves for surprise Bushmaster spanking
(http://i.imgur.com/W2f569X.gif)
Title: Re: Let's Play Steel Panthers 3: Campaign Generator Madness!
Post by: Lepanto on January 15, 2016, 08:41:01 pm

Deep breaths. Deep breaths.

As I left my chopper to the ground crew and headed back toward barracks, I took a detour through the old path over the rice fields. Leaving the clamor of men and machines behind, I let the brisk evening air wash over me.

Little eye-of-the-storm moments like these came all too rarely. I was going to savor this precious alone time rather than get wasted with my pilots, thank you very much.

It had all moved so fast, none of it seemed real. Back in '91, we all thought it was over. Now that the Evil Empire had fallen, we'd just be policing the world and taking out the occasional trumped-up dictator. But then came the nuclear tests. The war. Getting shipped out with a forward observer unit, thanks to rear-echelon shenanigans. Posted to the patchwork combat command "Hard Light". Butterflies in my stomach before our first round with the Russkies. That fireball right next to us, when a Hind sniped one of my FIST-Vs because I'd put us in bad cover and I'd tell myself that I wouldn't make those mistakes again but I knew I would and I'd replay that scene again over and over and...

No. Bad thoughts. Steer train of thought back on course.

Walking alone with my thoughts was getting me nowhere. I remembered StarSlayer had said he'd buy a round for The E and his men after their gutsy assault on the NK armor. Heading back toward the base, I asked the first MP I saw where the other unit commanders were eating. I had enough cash on me for a night on the town.

We'd won. And tonight, I wanted to feel like we had.

-----------------------



Probably not the best RP ever, but I'd like to get something going here. Constructive criticism is welcomed, despite the pain it causes my ego.

So yeah, we're doing pretty good so far. How smart is this game's AI; i.e. can you exploit it to death, or do you still need hard work and luck to win?
Title: Re: Let's Play Steel Panthers 3: Campaign Generator Madness!
Post by: Scotty on January 15, 2016, 09:47:45 pm
**** yeah, got myself a proper goddamn tank to shoot dirty commies with.  Wohoo 1st Platoon and HHP.
Title: Re: Let's Play Steel Panthers 3: Campaign Generator Madness!
Post by: NGTM-1R on January 15, 2016, 10:35:51 pm
So yeah, we're doing pretty good so far. How smart is this game's AI; i.e. can you exploit it to death, or do you still need hard work and luck to win?

It has exploitable quirks and units, but unless you turn the points to max and delibrately abuse them (neither of which I've done) it's hard to completely break it. If the Russians had managed to sortie their aircraft, we would have been hurting a lot more, and they came relatively close to forcing us to give ground once already. Anyone who has experience with Russian rocket artillery knows that the moment a Grad or Uragan battery fires hilarity is going to ensue. (They didn't have any, the time we faced them, fortunately.) The T-80s were dumb and showed us their sides, or they might have tanked StarSlayer's TOW-2 hits until doomsday.

We usually get off more shots and use artillery better than the AI, but the stars can align on terrain, mission, or opponent's unit types at any time if you're not careful. The first real test we're likely to face is either an attack mission in urban terrain, or a defend mission anywhere. So far we've had meeting engagements and "delay" missions, which are the little brother of a real defense mission.
Title: Re: Let's Play Steel Panthers 3: Campaign Generator Madness!
Post by: Polpolion on January 16, 2016, 07:37:25 pm
We've pushed in one flank, but the other one, well...take a look. That's a lot T-54/55 variants.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_030_zpsndnqgkwp.png)

brb reinstalling WGRD
Title: Re: Let's Play Steel Panthers 3: Campaign Generator Madness!
Post by: AdmiralRalwood on January 16, 2016, 08:55:37 pm
brb reinstalling WGRD
you should play with the #BP WaRD crew some time
Title: Re: Let's Play Steel Panthers 3: Campaign Generator Madness!
Post by: NGTM-1R on January 22, 2016, 10:21:44 pm
The North Korean counteroffensive continues. We have been diverted to a city just north of Kaesong, where two companies of Belgian mechanized infantry are guarding the northward supply route. A major attack is expected, so in addition to the Belgians we've been allocated significant air support; two flights of Belgian Mirage 5s with naplam and a half-dozen A-6Es from the Nimitz strike group with heavy iron bombs and napalm.

Unfortunately snarls in the underdeveloped North Korean road network mean we'll probably be arriving after the attack develops, and from two directions. The Panzergrenadiers will arrive from the south, where the terrain is fairly open, and advance to contact. They'll be supported by Lepanto's helicopters.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_000_zpsmgidgtht.png)

Our armor, including Scotty's shiny new tanks, will arrive from the west, and relieve the Belgian AIFV-B (https://en.wikipedia.org/wiki/AIFV)s protecting the city.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_001_zpsowvmmxss.png)

****ING AIREDALES. I did say friendly fire could happen, so guess what? It did!
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_002_zpsagx7m9wb.png)
All four of the Mirages were damaged by SAMs or ground fire making their runs, but escaped alive. We also lost an Intruder; he got clipped by 12.7mm DsHK fire while making his run and crashed in no man's land; no 'chutes. Still, they gave us a pretty good idea of what's coming. Look at all that red on the minimap.

To be continued tomorrow morning!
Title: Re: Let's Play Steel Panthers 3: Campaign Generator Madness!
Post by: Lepanto on January 22, 2016, 10:46:53 pm
This is back, yaaay!  :D

Our own air support can't tell the difference between North Koreans and NATO forces, booo!  :nono:
Title: Re: Let's Play Steel Panthers 3: Campaign Generator Madness!
Post by: NGTM-1R on January 23, 2016, 09:58:25 am
I'm going to briefly summarize this, primarily because the battle ended a lot faster than I expected so I only got one more screenshot.

The Panzergrenadiers took the south flank, using the rougher patches of terrain to their advantage to better conceal their vehicles, and actually did quite well for themselves; they annihilated several companies of BTR-mounted infantry, and at the end a company of SU-100s had been diverted to try and deal with them. The SU-100s couldn't actually see the Marders I think; they were mainly firing at the Avenger air defense vehicles accompanying them.

The center wasn't nearly as good. Sheer volume of fire from BMPs and Sagger-armed BRDMs destroyed several Bradleys in Popolion's and Scotty's companies after they slotted in alongside the Belgians, at the cost of most of the BMPs. The Belgian AIFV-Bs also took several losses. This left little to engage the remaining BTR infantry carriers as they closed, though Popolion's FIST-V vehicle distingushed themselves by managing to knock out a pair of BTR-60s at close range. The BTRs actually overran one of Scotty's Bradley platoons, but fortunately their KPVT 14.5mm machineguns weren't able to harm the Bradleys, and Scotty's command section with its two M1A2s destroyed the overrunning vehicles.

Lepanto's helos essentially frozen the south-center enemy forces in place with reaction fire, so StarSlayer's company didn't face nearly the same level of pressure. The A-6Es made up for their earlier behavior a lot, but two of them were shot down, both by AAMG fire rather than missiles.

Then rather abruptly, with BTRs all up in Scotty's grille and the first T-54/Type 59s starting to enter sight, the North Koreans broke. While looking at the post-battle screen it's easy to see why (they'd lost over 1500 men, 42 tanks, and over a hundred APCs), in terms of remaining combat assets they were still in decent shape for armor. The answer, I think, comes from the A-6Es and Mirage 5s; many of their units had their paths to advance blocked or were caught in areas lit up by napalm, causing them to retreat. Their artillery support was also gone; for some reason those North Korean forces we've encountered prefer the deployment of heavy mortars to tube artillery or rocket vehicles, a minor mercy.

Sum total: two turns of actual combat.
Title: Re: Let's Play Steel Panthers 3: Campaign Generator Madness!
Post by: Polpolion on January 23, 2016, 10:39:40 pm
Not sure if I'm disappointed. If those IFVs gave us that much trouble I'd hate to think of what all that armor would've done if they pressed the attack. Thank god for napalm, I guess.
Title: Re: Let's Play Steel Panthers 3: Campaign Generator Madness!
Post by: NGTM-1R on February 05, 2016, 01:20:43 pm
Scotty's company is now completely outfitted with Abrams. StarSlayer's company has a single platoon still in Bradleys, but the command platoon and two of the others are in Abrams. Only Polpolion's company is still entirely in Bradleys.

Our task this time is centered on securing a portion of the local road net, such as it is, that is expected to be important to future battles. As the battle lines are fluid at this time, with a major shifting of opposing units in progress, we do not know who exactly is opposing us. Both Russian and Chinese units are close enough to be threats. Air support, aside from Lepanto's helicopters, is not available; all strike assets have been tasked to interdiction.

Our objectives are to secure the route to the north-west, so once again the objective hexes are layed out a little goofy, making possible enemy deployment unpredictable. In light of this I'm going to undertake a somewhat novel deployment: Scotty's company of tanks will take the North, supported by a company of Panzergrenadiers.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_005_zpsgoxwdqp6.png)

The E will lead two companies of Panzergrenadiers in the center, with Lepanto's helicopters to scout and support as needed. (also pictured: me not having loaded the infantry of one Panzergrenadier company into their APCs yet)
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_007_zpsumql98mv.png)

Finally Popolion's and StarSlayer's companies will take the south, where there's a good hill overlooking our objectives.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_006_zpscakip74c.png)

(As an experiment, I tried deploying this way twice and watching enemy deployments; they were radically different. Hmm.)

Lepanto's helicopters report Russian vehicles, formation weighted to the north. There is a yawning gap in the center and south, where artillery is deployed unscreened by other units. An SA-13 mobile SAM battery is keeping the helos off the northern force for the moment, but artillery has been tasked to deal with it.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_009_zpsyxqujaac.png)

In the meantime one of the AH-64 teams is sent south and annihilates an unprotected battery of SO-122 Gvozdikas. The others are sniped at from a distance, but are protected from close-range 70mm rocket attacks by the umbrella of SAMs.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_008_zpsr4jtwzvd.png)

Scotty's company spots T-80BVs. Call for fire!
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_011_zpsb8ay6nne.png)
The MLRS wipe them out, but BMP-2s advance fearlessly.

The MLRS are doing well today in general, having already counterbattery'd most of the enemy SPGs to death, though they only got one of the SAM vehicles.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_013_zpsus49oijr.png)
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_012_zpsu8px2m3q.png)

Lepanto's helicopters make use of a hill to screen themselves against the SAMs and finish off some more of the enemy SPGs.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_014_zps3kfvpwy1.png)

Popolion and StarSlayer's companies advance to flank the enemy, StarSlayer's Abrams annihilating the few BMP-2s they run across.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_015_zps2ypjaqkt.png)

Meanwhile to the north Scotty's company trades fire with a company of T-64BVs. The first few rounds of HEAT against the T-64s are stopped by ERA, so the M1A2s switch to Sabot and promptly start destroying things. MLRS finishes whatever survived, but another company of tanks, T-62MVs, and several companies of BMP-2s replace them.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_016_zpsd0samgkc.png)

SAM threat annihilated, Lepanto's helicopters swarm in to attack the remaining enemy artillery and anything else that might be handy. In the process they're bushwhacked by Gremlin MANPADS team, and one of the helos takes a hit; it survives with some damage. In return, they destroy the remaining SPGs, swarm over a company of T-64s and annihilate it, and pick off some straggling BMPs.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_017_zpse00nuhff.png)

StarSlayer's and Polpolion's companies crash into the enemy flank, engaging dismounted infantry who've lost their vehicles and destroying them.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_018_zpsldjo4bks.png)

Even with the backing of all available MLRS, the north end simply has too many enemy vehicles for Scotty's tanks to handle alone though they've filled the small gully and stream with BMP and T-62 wrecks. Return fire destroys one of the Avenger HMMWVs assigned to provide AA defense to them, but bounces ineffectually off the frontal armor of the tanks. Fortunately, the Panzergrenadiers pick up the slack, but there are still a good couple of companies worth of vehicles left and the helicopters are held at bay by MANPADS teams. They instead find a battalion of 122mm towed guns and eliminate it.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_019_zpsyq8ixrxa.png)

StarSlayer's Abrams swat aside a few BMP-2 stragglers as they press forward towards the objective, with StarSlayer's command tank in the lead. Polpolion's Bradleys line up at the edge of the creek, engaging stunned enemy infantry before they can react.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_020_zpsfizvedw7.png)

StarSlayer's command tank shrugs off an RPG hit as it arrives at the objective, spraying machinegun fire from the coaxial, commander's and loader's machine guns into a mob of Russian infantry, while the second tank in the command section destroys a couple of MT/LB mortar carriers.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_021_zpswhdcsdox.png)

The infantry attempt to flee, but Polpolion's Bradleys get them.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_022_zpsrarumxs9.png)

Meanwhile, Scotty's company advances, eliminating the last two enemy tanks and a couple of BMP stragglers who managed to survive the rain of MILANs from the Panzergrenadiers. The last few enemy infantry, cut off and surrounded, surrender or are destroyed in place.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_023_zpspjvvjrdz.png)

At the loss of a single HMMWV and two men, we have destroyed 173 each of enemy APCs and AFVs, and inflicted 2328 casualities. I thought, in fact, that we'd gotten everyone...
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_024_zpsmayb2a15.png)
...but there was apparently one unit of motor-riflemen still alive at the end. Whoops!
Title: Re: Let's Play Steel Panthers 3: Campaign Generator Madness!
Post by: NGTM-1R on February 05, 2016, 01:46:48 pm
Another day in the Army. (Can't find anything like this with an Abrams, alas.)

(http://i.imgur.com/2qxVaRS.gif)
Title: Re: Let's Play Steel Panthers 3: Campaign Generator Madness!
Post by: StarSlayer on February 05, 2016, 01:55:18 pm
(http://giant.gfycat.com/KindlySlightAtlasmoth.gif)

Hello Pact, we would like to take your roads and blow up your stuff
Title: Re: Let's Play Steel Panthers 3: Campaign Generator Madness!
Post by: StarSlayer on February 05, 2016, 02:09:33 pm
I just bothered to check if Team Yankee was on Amazon for cheap since my original paperback went AWOL.  Bam, on Kindle Sold!

Title: Re: Let's Play Steel Panthers 3: Campaign Generator Madness!
Post by: NGTM-1R on February 05, 2016, 02:23:25 pm
I just bothered to check if Team Yankee was on Amazon for cheap since my original paperback went AWOL.  Bam, on Kindle Sold!

Irony: one of the major slowdown causes for this is I've been reading Team Yankee myself.
Title: Re: Let's Play Steel Panthers 3: Campaign Generator Madness!
Post by: NGTM-1R on February 24, 2016, 12:12:17 pm
An Italian composite unit formed from elements of the 132nd Armored Brigade Ariete (consisting of a battalion of C-1 Ariete tanks, two companies of mechanized infantry, and some tube artillery and SAMs) has been assigned to follow up our previous success by breaking through Chinese lines. Meanwhile we'll be relieved and assigned to follow-up with the breakthrough if the Italians are successful quick, or to support them as they complete it.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_001_zpsyuc7melp.png)

The Chinese are entrenched on a series of bare hills, though there's some buildings in the center. Air support aside from our helicopters is unavailable. Lepanto will be moving in early to offer support to the Italians if enemy anti-air allows, and our artillery is moving into position to offer supporting fire to the Italians within a couple turns.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_000_zpsi7hsiwiy.png)

Lepanto's helicopters report significant entrenched light armor and a smattering of Type 80-I tanks, but little to stay the Arietes.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_002_zps2tdyvcpc.png)

Then I am promptly forced to eat those words as an undetected platoon of Type 85-IIIs kills five Arietes before being smacked around.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_003_zpsxv99yyeq.png)

And then we find the mines. There are several ways to deal with Mines in SP3, or other obstacles. Engineers can clear them, slowly, as can engineering tanks. Regular infantry can also clear them, even more slowly. You can go over top them with airmobile infantry in helos. You can dig them out with tube artillery, which is usually pretty quick, but struggles to get the last few out. Also you can just ignore them, which generally is a bad plan and costs you a lot of troops for dense fields like these.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_004_zpsairgclru.png)
I have precious little tube arty at the moment but I'm going to use it. I'll also try MLRS cluster munitions, but I have no idea if that actually works. (Preliminary observation suggests it doesn't, really.)

The Italians locate a small gap in the mines, big enough for a tank platoon to cross, and start shoving tanks through. They take some losses from tanks that wandered a bit too far, and the relatively light Arietes also are hit by enemy tank fire and lose a few to 125mm shells from Type 85-IIIs, but they do well and our MLRS supporting fire does well.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_005_zpszoexonox.png)

Enemy counterbattery forces the diversion of some of Lepanto's helos to deal with it. In the process, one Apache is brought down by small arms fire from the crew of one of the 122mm howitzer batteries.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_006_zpsexybu6ex.png)

The Arietes move in to seize their objectives, but enemy tank fire is taking a pretty heavy toll vs. their lighter armor. The Italian infantry, mounted in M113s, have little chance of safety and are held back. Fortunately, the Abrams arrive, with Scotty's company in the lead.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_007_zps5uci5dzp.png)

The Italians are bogging down. At close range their Arietes are too easily penetrated by Type 85-III fire and they've lost almost a company of tanks. Scotty's and StarSlayer's companies move in to support them, while Polpolion moves south towards where Italian tube artillery has hopefully put a hole in the mines protecting the Chinese position. Panzergrenadiers are in close support.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_008_zpssvpe1lsn.png)
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_009_zpsaxnojzfh.png)

Enemy counterbattery is starting to become a real problem, forcing the MLRS to be retasked.

Scotty's command crests the ridge. "Target tank, twelve o'clock, range three hundred!" Shortly thereafter, the last Type 85s on this flank are dealt with.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_010_zpsaqxcgoaz.png)

The remaining Arietes are sent to chase the enemy artillery rather than continue their push against the entrenched Chinese. StarSlayer's company moves into their place, engaging entrenched armor and enemy bunkers.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_011_zpsids9gjlb.png)

The E's Marder 1A3s struggle to dig out enemy entrenched infantry with their autocannons while Polpolion's tanks put their machineguns to full use, but the sheer amount of enemy infantry holds them back for now.

One of StarSlayer's platoons has the unique experience of a short-range engagement with concealed enemy anti-tank guns. It's WW2 all over again!
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_012_zpseidjtoz4.png)

Polpolion's company risks a crossing of the much-depleted minefield. One M1A2 is disabled by a mine, and the lead platoon is assailed by much-depleted enemy infantry, with hand grenades and RPGs bouncing off the tanks. A second group of 100mm T-12 AT guns adds to the fun. Some of Lepanto's helicopters try to provide suppressing fire, but are damaged by small arms, forcing their retreat. In the end though, the Abrams prove too well-armored to stop, retaliating with coaxial machineguns and canister rounds.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_014_zpswh2vwywl.png)

The Marder 1A3s following up have some brief excitement when a Chinese APC engages them with 25mm cannon, but quickly destroy it. That is the last effective resistance.
(http://img.photobucket.com/albums/v307/ngtm1r/Happy%20Memories/Not%20X-COM/Steel%20Panthers%20LP/steel3_015_zpsrphfweha.png)
As you can see, the Italians took it on the chin making the breakthrough, losing over twenty tanks. If the Abrams had lead our losses would have probably been lesser, but perhaps not. Our MLRS units also took surprising losses. The Chinese suffered heavily in return, primarily due to length of contact rather than any specific shock on the field.

Several promotions ensue; most of Scotty's company has been uprated to Veteran, and Lepanto's helicopters are swiftly proving to be a key component of the force; their efforts digging out entrenched infantry were vital, and despite the damage they took, only one was lost. Several of them have been upgraded to elite.