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Hell on Wheels - SF '42

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Fighting in the M4 Sherman in Steel Fury - Kharkov 1942!


Until recently, I didn't realise that Graviteam's Eastern Front WW2 tanksim lets you sign up as a US Army tanker and fight in the famous M4 Sherman tank. It doesn't of course...at least, not out-of-the-box. But SF '42 is one of those sims which has been much enhanced by the work of that intrepid and talented group of people we call 'modders'. And the 'New Tank Add-on' (NTA) mod - current version, NTA 1.8 - includes a Sherman and missions for it. Keen to go to virtual war in an M4  - and to fight some battles in places whose names I could actually pronounce - this was one tank I had to try out.
The mod
Jonesoft Generic Mod Enabler is a must for SF '42 and I have it set up so I can play with either the Steel Panzer Mod (SPM) version 2.0 or NTA 1.8. Each has its own install order for the main mod and some recommended or essential extra components. It's not-at-all complicated to get set up; main thing is, use JSGME and enable or disable the mods, after installing them into JSGME's 'Mods' folder, in the right sequence. It's all here: http://graviteam.com/forum/index.php?topic=10944.0 (NTA) ...and here: http://graviteam.com/forum/index.php?topic=11026.0 (SPM).
NTA 1.8 is apparently the most recent and complete mod and that's what I'm using for this mission, along with the associated sound mod, mission packs and update. Edit, August 2014 - the NTA mod has been discontinued but its successor, the STA Mod, is now available: http://stasf2008.eph...d-on-steel-fury
The tank
Like the Tiger featured in my last SF '42 mission report, the M4 General Sherman needs little introduction. Nicknamed rather derisively the 'Tommy Cooker' or the 'Ronson' (after the cigarette lighter's slogan, 'lights first time'), the M4 may have earned an unenviable reputation for burning when penetrated and it mighn't have been a match for some of the later German tanks in a straight fight. But when it appeared in action with the British Eighth Army in North Africa in 1942, it was one of the best tanks in the world. Even in 1944-45, it could do many of the things a tank had to do, as well or better than its opponents. Strong points included a decent dual-purpose gun, reliability and fast turret traverse
The NTA Sherman is a late WW2 model M4A3, with the 47 degree, single piece upper hull front with larger driver and radio operator hatches; the T23-type turret with 'vision' cupola for the commander; 76mm gun; and internally, wet ammo stowage to reduce the fire risk. The 76 is of course a better AT weapon than the earlier 75mm, comparable to the German long-barrelled 7.5cm KwK 40 tank and Pak 40 anti-tank guns and able to fire APCR tungsten-cored rounds. The latter gave the Sherman 76 a better chance against the later German tanks at shorter ranges but was reportedly in short supply in tank units, being reserved mainly for the Tank Destroyer force, whose towed and self-propelled 76mm guns were supposed to be the main counter to enemy tanks, in US doctrine. The SF '42 M4A3(76) is a really nice rendition, with a just a hint of the 'gypsy caravan' look from external stowage and extra track sections on the hull front for extra protection. There are no interiors; these are of limited use anyway, as you can play just fine from the third person external view or (in the first-person view) from either the hatch-open view or the gunsight/periscope/vision port view.
The mission
From the list of available single missions, I chose 'Everything, but the Bridge!' by prolific Ukranian mission-maker Lockie. This is part of mission pack 2.1, which I think is designed for the NTA mod. Like Lockie's other missions, this comes with a neat loading screen, which includes a tantalising excerpt from a report of an engagement during the Battle of the Bulge, the historical setting for this mission.


The German Ardennes Offensive in December 1944 is probably familiar to most of us, if only from the well-known Hollywood movie which featured grey-painted Spanish Army M47s acting as King Tigers, M24 Chaffees acting as Shermans, and that famous rendition of the Panzerlied with Robert Shaw. As that French General said on observing the charge of the Light Brigade, 'C'est magnifique, mais ce n'est pas la guerre!'
I haven't played much SF '42 until dusting it off recently but in my experience, the typical mission is a deliberate but rather chaotic attack by a combined arms company-based combat team. This one was clearly going to be very different, as I could see from the briefing. Here it is; the mission map anyway. I have minimised the text briefing as it hides a lot of the map and in this case, it told me nothing much, except to defend the bridge:


My little outfit is the trio of red diamonds, bottom centre-left. The bridge is in the middle. From the tactical symbols, the defenders - on the left bank apart from one AT gun - comprise some dismounted infantry, some soft-skimmed vehicles, a single tank, and a handful of anti-tank guns, likely the 57mm ones derived from the British 6-pounder, used by US Infantry Divisions. I believe the map is a re-labelled version of one of the Ukranian ones that come with the sim. The terrain itself is fairly level, not what you'd expect for the Ardennes. It might have been a good idea if I had enabled the winter weather mod to produce snowscapes appropriate for at least the later stages of the Battle of the Bulge but I don't know if it's compatible and I stuck with the original.

Even though this mission is evidently an ad hoc operation, I'd have preferred a fuller, more immersive 'battle picture' and more scene-setting, in the mission briefing. Here’s how I ended up picturing the briefing, in my own mind:
You're a lieutenant in the US Army commanding a platoon of three 76mm-armed M4 tanks from the 66th Tank Regiment, Second Armoured Division, the famous 'Hell on Wheels'. In the confusion following the Division's sudden redeployment to deal with the German Ardennes Offensive, your platoon has become separated from your unit. As you motor uncertainly along a track beside a river, an infantry major and his radio operator step out of the trees to your left and wave you down. The major looks tired but business-like, waving his '45 like he means to use it.
'I'm the Officer Commanding, Company B, First Battalion, 145th Infantry. I don't care who you are or where you're going, but starting right now, you're working for me.
Look at this map. There's a bridge over the Roer River here. It's on your right, just a few hundred yards ahead of you. See it?
There's also a whole bunch of Kraut tanks and infantry heading straight for it, coming from way over there, on your far left - see those blue arrows on the map?
Company B - what's left of us - is in a defensive perimeter, on the near side of the bridge, with a few 57mm AT guns.
The Krauts musn't get that bridge. We've to hold it, at all costs. No more bug-outs.
Take your three M4s up there and keep the Krauts away from the bridge. Their tanks are your priority targets. Your choice, where you set up. But do it quick. Move out NOW!'

They say 'Time spent in reconnaisance is never wasted'. For this mission, as usual in sims and often in real life, my recce would have to be a map one. First job before starting the mission was to take the map and my orders and make a quick Combat Appreciation. For this sort of thing, I used an abbreviated format we were taught by a captain in the RM Commandos - good enough for the booties, good enough for me. It's 'Aim - Enemy - Ground - Plan' and here goes my quick effort for this mission.
Aim - the easy bit, to destroy any Germans making for the bridge.
Enemy - tanks and infantry in unknown, but possibly company group, strength, shortly likely to cross my front from left to right, headed for the bridge.
Ground - looking towards the enemy from the bridge: on the left, a treeline with good cover and some room to manoeuvre; in the centre, a large open space with little cover, which the enemy will likely have to cross, a good killing ground; to the right, a narrow treeline backed by a bend in the river which severely limits mobility that way. Contour lines are few and gentle so the terrain looks rather flat, apart from the rather shallow river banks and a very low hillock to my immediate left. Basically, I'm looking for covered, preferably hull-down firing positions on the enemy's lighter-armoured flanks.
Plan - move to positions in the tree line to the left of Company B's defended locality. Fire into the flanks of the enemy as he crosses my front from left to right, heading for the bridge. My tanks to be in a line, set back from the treeline, sacrificing wider arcs of fire for better concealment. Change firing positions every few rounds, as one does. Cover from fire would be nice but accept cover from view if that's all I can get up there, as seems likely.
Plan made, I loaded the mission and roared off down the track towards the bridge, trying hard not to veer off and fall into the river, conventional Sherman gun tanks not being noted for being amphibious, notwithstanding the abilities of DD versions.


Looking behind me only to see my other two tanks immobile, I realised I'd forgotten to brief them. The F8 key brought up the map again and from its command and control icons, I ordered single file/column formation and 'do as I do'. As they caught up, I pressed on. About 50 meters before the trees on my left petered out, I turned 90 degrees left and rumbled through the woods, some distance inside and parallel to the treeline from which I intended to catch the enemy with flanking fire.



As I motored on, the trees thinned out but I was still screened from the killing ground to my right by a decent line of smaller trees. From that direction, the cacophony of sound I could hear above my engine noise indicated that the battle was already in full swing. I'm using the recommended NTA sound mod, which I assume was responsible for the US tanker voices I could hear on the intercom. This mod changes many of the other sound effects too; hard to say from one usage whether or not I prefer it to stock, which is pretty good too. Anyway, I pressed on, more cautiously now.




The woods thickened up around me and I swung 90 degrees right, to face the edge of the treeline. Beyond, the enemy seemed already to be advancing, heard but not yet seen through the screen of foliage in front of my tank. I began to edge slowly forward, to the point where I would acquire a narrow line of sight out into the killing ground.




As I did so, I ordered my tanks into line abreast, anxiously looking around to see how well my AI Tank Commanders would cope with my series of manoeuvres. The answer, alas, was 'none too well!'


...to be continued!

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Looks interesting. I hadnt heard of this one and have been searching for a good tank sim that isnt over the top, but not simply arcade. Since Panzer Commander, I've been without. This is on at Amazon for $20. Maybe I'll give it a go. The photos from the sight look pretty nice. Easy on the controls?




Hi Jeff


easy on the controls  - have to say 'Not entirely but not so hard to pick up as Panzer Elite (which is complicated, key command set-wise, with lots of two-key combinations...but comprehensive)'. Two reasons - first the key allocations are a bit non-intuitive, second the manual is Ukranian (I presume) translated into English, including such gems as 'Some sights allow carrying out the circular review [T/Y] ie rotating in a horizontal plane irrespective of a gun.' (description of the ability of some sights to scan horizontally, independent of the position of the gun barrel). Solid AP shot is described at one point as 'continuous [ie homogenous, solid?] armour piercing' To help with the keys, I made in Wordpad a two-row list on a single page of nearly all keyboard commands, regrouped somewhat into categories that made more sense to me, instead of the manual's 4.5 page table.


In short, not as simple as PzC but not as complicated as PE. Tho PE's 'complication' could be said to be 'greater sophistication'.



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Into action!



During my manoeuvres to line myself up to trundle towards the edge of the treeline and into a fire position, I confess I hadn't been watching my other two Shermans. Now, looking around, I could see one of them, to my right and slightly further back.




The other one took a bit longer to locate but to my horror, I saw that he had driven on ahead, out into the killing ground, and set up amongst a cluster of bushes about a hundred yards out. I failed to locate any method by which I could get him to fall back on my left, back inside the treeline. Equally I could not think of a way of telling the better-placed tank on my right to edge forward a bit. Whatever happened next, we were going to have to deal with it from our present dispositions, be they good, bad or (in the case of the M4 out amongst the bushes) positively foolhardy.


To digress slightly, in Panzer Elite I would have had four options to set up my platoon in defensive positions. First, there's the one I used in this mission - to drive my own tank into position and then order a suitable formation - line abreast in this case, which hadn't worked well. Secondly, in PE I could have mouse-clicked on a point on the ground and ordered a tank to move there, repeating for each tank (this often produces somewhat erratic results and isn't available in SF '42). The method that works best in PE is to 'jump' to each tank in your platoon then drive it into position yourself: slow but effective, though again, not available in SF '42. That left the fouth method of setting up your platoon. I could probably have used it in this SF '42 mission and it might have worked out better. This is to form up in the desired formation - line abreast in this case - well back from the feature on which I want my platoon to form up - and then advance towards it, already in that formation, halting when the desired position is reached. This tends to work reasonably well in PE as formation-keeping is (usually) fairly precise though I'm not sure if it would have worked any better in SF' 42 than what I did. For now, 'wingman' control in SF '42 appears to me to be comparatively limited, though I suspect I could have done better with more practice. There are some tools available in the F8 planning/orders map which I haven't used, for example.
Anyway, back to the 'here and now'. The din of battle ahead indicated that the enemy must surely be in the killing ground right in front, so I switched to the gunner's sight and scanned left and right. The size of the sight picture came as a bit of a shock - it was like looking at the world through a straw, a tiny field of view compared to German gun sights [edit this may have been because I didn't try the SF '42 gunsight zoom feature). To make matters worse, I had only a couple of narrow lines of sight out into the field between all the foliage, less than I'd have liked. I edged forward, to get better arcs of fire while keeping my flanks hidden.


And then I saw it in the gunsight - unmistakably, one of those Lynx light recce tanks, facing in our direction.




Even as I fired at him, a more serious threat appeared: a Panzer IV crossing from left to right behind the Lynx. The 'Mark 4' stopped with most of his hull screened by the light tank but I got off a couple of rounds at what I could see of him and was rewarded with a column of smoke rising from the bigger panzer.





They say that cover from view is better than cover from fire and I certainly had plenty of the former. I was firing from defilade, but one provided by trees or leaves and not solid earth. Time to change position. I backed deeper into the woods, turned, then edged forward again towards the treeline, so as to arrive in a slightly different position. Meanwhile I could hear up ahead the crash of tank or AT guns interspersed with the rattle of MG fire, and sometimes, see their tracers flashing past.




At this point I realised that my tank commander's hatch had remained shut, whereas in the Tiger mission, my TC had been operating 'unbuttoned', ducking down in the hatch when necessary. Worried about the very limited view from the gunsight, I switched to the commander's position, popped the hatch open and went to the first-person view. This is more like it, I thought, when I saw the result. Two funeral pyres marked the end of enemy tanks, one of them being my Panzer IV. You can see my other M4 - he's the brownish object amidst some bushes in the field, slightly left, about a hundred metres off, living dangerously in the thick of it.



The tank commander's role is of course one that tank simulators should do well. But many seem to concentrate (understandably) on tank gunnery simulation. That's ok, provided they also simulate the tank commander (TC) doing the rest, like making plans, managing the platoon and giving orders to the driver and the rest of the crew, in particular the gunner.


Since later Cold War days, TCs could use their own gear to traverse a turret, so as to line up the gun with something they wanted engaging, at which point they point it out to the gunner who should now be able to see the target in his own sight. More modern tanks' fire control systems enable the TC to fine lay and fire the gun as well. In WW2, what the commander had to do was indicate a target on the intercom. John Foley in his excellent 'Mailed Fist' - my favourite tanker's memoir, based on the author's service in NW Europe in Churchills - describes a typical one like this - 'Seventy-five, traverse left - steady - on! Five hundred - tank in open - fire!' This target indication drill was a characteristic feature of WW2 and early Cold War tanking and is an important element for a WW2 tanksim to cover.


Sims like M1TP2 concentrate on tank gunnery but also force you to operate as a sort of combined gunner, driver and commander, acquiring your own targets and ending up with a simulation that's not one thing or the other. Steel Beasts best portrays the real TC role. Panzer Elite is also pretty good at it, although in the first person, TC hatch open view, it often looks like you’re standing on top of the turret instead of just head out of the hatch. The SF '42 TC unbuttoned view from my Sherman looked just great, especially as I could see the loader's periscope to my left rotating as he scanned for targets or threats. But I was an SF '42 newbie, especially in playing from the TC position; would the AI gunner flounder, with me in command?


The importance of this question was suddenly emphasised. I now had a much better view and felt much more confident in my current position, where before, a King Tiger could have been sitting next to me, for all I could have seen from the gunsight. And my 'TC unbuttoned' view had the option to use binoculars. The problem was with what I could now see, from this view: the Panthers had arrived!
While I struggled to remember and apply the commands I knew existed to indicate a target to the gunner, he seemed to spot the first Panther for himself and cut loose, without needing any help from me. Just as well, really. The visible effects of the main gun firing, seen from the TC's unbuttoned standpoint, seemed a bit underwhelming with little flash or smoke/dust but the effect on the target was clear enough. I got a text message confirming his kill and through the binos, I could see the tail end of one of two burning Panthers, one of which was my man's kill.





Moments later, another Panther appeared, going the opposite way and presenting a nice flank shot. I couldn't resist switching back to the gunner's sight and letting him have a couple of rounds.




By this time, I could see that the M4 out amidst the bushes was burning. Given his isolated and exposed position, this was not surprising. But it was less satisfactory that there was no audible radio traffic from either him or the other M4 in the woods beside me. What they saw and experienced, they kept to themselves.




It would have been nice to have received at least some rudimentary radio messages from my other two tanks on the platoon/company net, not just hear messages from my own crew over the intercom. If this was simulated in some way, i didn't notice. In this respect, SF '42 seems better suited to playing the Soviet side, were the scale of issue of radios was limited, at least in the early years of 'The Great Patriotic War'.


Sitting back from the treeline, I still had only narrow lines of sight and arcs of fire out into the killing ground..but it was enough for me to spot another Panther. Worryingly, he seemed to have turned away from the bridge and looked to be stalking what was left of my platoon.




Which wasn't much; looking right, I saw that my third tank was also smoking. Just me left, now, with that big bad Panther coming looking for me. And goodness knows what other nastiness, out there in the field, out of sight.


Faced with this threat, I made a quick plan. I would back up and then turn keft, staying in reverse. I hoped this would place me facing the Panther's flank if he came into the woods heading for my last location. I don't think SF '42 has working smoke mortars but if I'd had one and known how to use it, I'd have put down smoke as well, to cover my move, rather than just relying on the woods.


If I could lure the big German tank to close quarters amongst the trees, I might be able to get in the first crack, preferably from the flank. The Panther's side armour was comparatively thin and prone to cracking, I knew. If I could catch him from that aspect, at this range I'd quickly send him to Hell.


But it was not to be! The mission was pronounced failed, and though still intact, I was not given the option to continue, as had happned when my Tiger mission ended with a success.




I appreciate tanksim missions don't have the nice 'back to base' end point but that's no reason for a sudden end. I think that tanksim missions really should NOT end either on a timer (I used to hand edit the silly time limits in many Panzer Commander missions) or when the sim determines that this or that mission goal has passed or failed. Life's not like that! By all means, make the player aware of the success or failure of the main mission goal - a simulated radio message from the force commander would be better than a big on-screen text message - but let me play on after that, if I choose!


Anyway, for me, the war was over…or this battle was, anyway. It remained for me to take a tour of the battlefield. As I did so, the stalking Panther rumbled on, practically ramming my tank, then drawing off before shooting me from behind. Not fair! And a bit silly. Hadn't he heard the 'final whistle'?  Ignoring this indignity, I started tabbing from unit to unit, to see what else had happened out there.

...to be continued!

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The Butcher's Bill



First, my own results, below - not bad, eh? A Lynx, a Panzer IV and two Panthers. Less fortunate were my other two M4s. I forgot what results they achieved but this time, my own tank was very much the star of the show, in terms of damage inflicted upon the enemy. Individually, my tactics had been reasonably effective.




As for the Germans, here's one of two knocked-out Lynx light tanks. Solid and businesslike little things, they look to be, but obviously no match for a 76mm tank round, coming in the opposite direction. Between him and the bridge, you can see a knocked-out US Jeep and beyond that, some Opel trucks and what looks like a Kubelwagen field car. I'm guessing it was the arrival of the motorised infantry at the bridge, or possibly the destruction of the defending units, that triggered the 'mission failed' assessment and the end of the mission itself.



And here are the knocked out Panthers, both caught in the open from a flank.





This Panzer IV was clobbered by one of my M4s or perhaps by one if the infantry's AT guns; behind him, my own similar victim burns.




There were also some Panzergrenadiers in SPWs that I hadn't seen, including this one.




Friendly casualties included my two platoon tanks.





Other US losses included this Sherman partly backed into the river, some .50 Cal-toting jeeps, and the 57mm anti-tank guns and their crews.






Evidently, one of the Panthers had either tried to ford the river or fallen off the bridge, for he lay submerged on the river bed. Perhaps one day, some wreck recovery boys will find him, drag him out and put him on display.


That concludes my first Sherman mission in SF '42, and it was a big departure from the previous missions I'd played. As for how it went, I can use my imagination to 'enhance' the mission briefing but I'm not sure how much more I can do about controlling my own platoon's tanks effectively. Eastern European tanksims started with you being on a solo tank mission with all AI units scripted. As far as I know, SF '42 is the first of these to elevate you to the platoon commander role, before which it was like playing a flightsim where you could never lead the flight but were never really a wingman, either. Steel Beasts and Panzer Elite both provide a pretty good platoon-leading experience. With SF '42, I need a bit more practice to work out how to make the best of what so far appears to be the more limited platoon-leading functionality available. The other main issue was the curtain being brought down early; the fat lady may have sung but the show needn't have ended just then. I'd also have liked more time to set up, before the German steel torrent arrived at our gun muzzles. Perhaps I could edit files in the Mission Editor that ships with SF '42 to add a better briefing, or let the mission play on after 'failure', if that is possible in SF '42 missions .And maybe delay the German onslaught, though the need for speed is also part of the challenge in this mission.


Overall, this was a really good mission. I especially liked the way it presents the player with the need - or at least the opportunity - to do a bit of quick tactical thinking, then make a plan and execute and adapt it as the enemy attack comes in. The mission taught me the need to get a bit more practice in platoon management and in handling the tank from the TC's position in this sim.  It was certainly a nerve-wracking challenge playing hide and seek with 40-50 ton fire-breathing monsters and it all looked, felt and sounded pretty real! Definitely recommended!



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Nice review - I'm almost tempted to buy. Couple of questions first though. Have you played the "tank sim" mode in Iron Front and if so how does it compare? And my eyes aint what they were, is there a "find next closest target" or similar type key command that would highlight enemy targets?

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No I haven't played 'Iron Front' yet, though I have played in tanks in OFP and a little in ARMA3 - basically, very good infantry simulators with an arcade-like ability to control vehicles, AFVs, planes and helos; fine if you want to play grunt stuff and have a bit of extra fun in the vechiles but not able to compete with a dedicated tank, plane  or help sim even if like me, you are not into 'complex engine management' or fiddling about with multi-mode radars. The daft vehicle physics - in OFP anyway - were a let down, tanks roaring around like dune buggies with a driver high on something psychadelic. Will still try Iron Front at some point; even if it's only a little better at AFVs than OFP, it looks great and I'd enjoy the infantry component and maybe a bit of tanking, if it's not just slower dune buggies. Not into MP so that's no interest to me.


I'm still finding my way around SF '42 but in the mission above, my AI gunner managed for himself, without me as TC needing to spot and hand off targets.


In the TC position, there's a targeting mode in which you can mouse click on a target to indicate it to the gunner, similar to Panzer Elite.


When playing as the gunner, your TC spots targets and gives you rudimentary verbal/audio target indications on the virtual tank intercom, which are more like what I believe was the German TC practice in WW2, which started with a command like 'Turret to two o'clock' instead of 'Six pounder [or 'co-ax'], traverse left - steady - on!' of British WW2 practice. From memory if you are playing as gunner in SF '42 the sort of command you get is 'Three o'clock - three hunderd meters - enemy infantry'. You traverse to the direction indicated then pick up the target. The audio is German if playing German, Russian (or Ukranian?) if playing Soviet. IIRC you get a text translation along the bottom of the screen but I'm finding the German audio is easy to pick up, so far.


I've been playing 'icons off' but with them turned on, when playing as gunner you get verbal TC tgt indications and if the indicated tgt is outside your field of view, you get a little orange double arrowhead device either edge of the screen pointing left or right, indicating the direction you need to traverse, to bring the tgt into your line of sight. You can see this in action about 1 min 54 sec into this clip of some King Tiger action, where the player seems to have deliberately hung back from most of the action to provide a better view of it:



Getting hits on crossing targets or at longer range is not easy but with practice not hard either. It will often take more than one hit on an armoured tgt to get a kill and a killed tank will sometimes just sit there, you can be frantically pumping rounds into it and finally get a wisp of smoke or a bail-out rather than a 'brew up'. All very impressive.


My impression so far is that the AI is not particularly clever but it's probably good enough and once the lead, steel or tungsten starts flying I usually have little time to worry much about what's happening beyond my own little piece of the war! I loved Panzer Commander but while more limited in the theatres of war available, SF '42 is vastly more fun and much more realistic as well as looking a lot better.

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      As usual in Steel Fury, you start with the mission map, but can’t zoom out far enough to see the whole battlefield and must scroll about a bit, to see what’s what. Also as usual, the narrative briefing is structured in a format which may be authentic (for the Soviet side?) but is a bit discursive for someone used to the (to my mind) better-presented NATO format for orders (the British WW2 system was functionally identical). As for the content, you need to look at the map to find out what sort of force you’re operating with, because the briefing doesn’t go much below Regimental level. That’s fine as background but doesn’t tell you much at platoon or company level, which is what you need most, when playing as a platoon commander.

      At any rate, I can see that our objective is to attack and clear a series of enemy defensive positions, these being strung out in a rough line, over to my right. Then, we must stave off any Soviet counterattack. We have some pre-programmed artillery support – a mere platoon commander, I have no say in this – and the Luftwaffe is to drop supplies to some friendly forces besieged in the village of Ternovaya, nearby (tho not near enough to see on the map, although I'm told to advance in its general direction after fending off the counter-attack).
      You can see the situation a bit more clearly below, with the briefing text suppressed. We are mounting concentric attacks (the blue arrows) on the enemy defensive positions (red markings, specifically the 'dead hedgehog' graphics). My 'blue arrow' is the one coming in from the left.

      Historically, this is all part of a series of vicious battles near Kharkov in the Ukraine where a Red Army offensive knocked the Germans back on their heels, until the latter re-instated their own offensive plans and threw back the Soviets after much hard fighting.

      Looking at the map to get a better picture of our operation, I could see that my three-tank platoon - though said to be on the right – is on the left of a company-sized mixed (tank-infantry) force. With me are some panzergrenadiers, in SPW armoured half-tracks. Over to our right – rather far away, for mutual support – is another platoon of tanks – Panzer IVs as I will later discoverare and beyond them, some more SPWs. There is no ‘headquarters unit’, which should have been there to represent the company commander and his immediate entourage, who would be on the ground and in command of a group of several platoons like ours. Though long included in the ‘Army lists’ used by wargamers and having an important role in Wargame: European Escalation and the like, many tanksims omit important HQ units, in terms of their physical presence on the battlefield and not really simulating their exercise of command and control during a mission (mission designers can and should try to represent the latter with mission triggers which prompt radio messages like fresh orders, exhortations or excoriations).
      To help formulate my platoon plan, I spent a bit of time working out the lie of the land. SF’s maps are quite good but this can be tricky, with few spot heights, a limited zoom-out and no ability (added to Steel Armor Blaze of War in a recent update, but absent from SF) to view the ground in 3 dimensions, before you actually start the mission. I nevertheless noted that the enemy defensive positions seemed to be in a line, with little depth. This suggested we should ‘roll them up’, from left to right, pretty well straight from where we were starting. As to how, my platoon was deployed with an SPW platoon. I well knew how vulnerable the latter usually proved in SF attacks, having a tendency to advance fearlessly when discretion might be the better part of valour. So I decided to keep it simple and work closely with our grenadiers. In the absence of information or instructions on routes and formations in the briefing, I expected that the SPWs would drive directly towards the nearest enemy. So that’s what I would do, trying to keep ahead of them. The ground was fairly open, and in such country, it seemed best for the tanks to lead.

      I kicked off the mission and in the map view - whose icons are the main command and control tool, as there are few hotkeys usable from the 3d world – I ordered my tanks into line formation, close order and to ‘Do as I do’. As usual I switched to the gunner’s position, from where (as in most tanksims, presumably for playability’s sake) you can also do some tank commander stuff like select ammo types and give commands to the driver. Ordering an HE round into the breech, I oriented myself in the external view and off we went, uphill but directly towards the enemy’s right flank positions. Looking around, I could see the SPWs deploying and then moving off in the same direction, just behind and to my right.

       As usual in SF, our light armour seemed to be in a big hurry and I had to go flat out, to stay ahead of them. This left my two other tanks lagging behind on either side. And there was no time for me to scan ahead from the halt, for possible enemy positions. I’ve come to like and enjoy SF’s stock campaigns, but I do wish the attacking missions were scripted to allow a more tactical advance, with regular halts to observe ahead and time to apply a bit of ‘bounding overwatch’. If you try that in SF, the party could be over by the time you get there. And the lighter armour will likely have rushed ahead and been badly knocked about. With SF attacks,  it’s often a bit of a mad charge. This mission was turning out to be no exception: get stuck in, worry about the finer points when it hits the fan. Which it did, soon enough!
      ...to be continued!
    • By 33LIMA
      Missions from the movie, in the tanksim!

      Melodramatic tank movies are certainly better than no tank movies at all, especially if they make a decent effort at authenticity, amidst the melodrama. So let it be said of 'Fury'. I found it a tad contrived in places, from the awful, gratuitous prisoner shooting scene to the 'falling plate' Germans, whose erratic anti-tank gunners, plentiful but equally erratic panzerfaust operators and even a Tiger tank, fall to the guns of a few Shermans, crewed by our cynical, war-weary but nearly-all-conquering protagonists.

      However,  'Fury' wasn't nearly as bad as I had feared, quite a decent war movie in its own right. And as far as tank movies go, 'Fury's now my joint favourite, up there with 'White Tiger', which substitutes a rather compelling weirdness for the melodrama and T-34/85s for the Shermans. Its protagonist had rather less luck with the Tiger in that movie, at one point resorting to an automatic pistol, after his crew failed to notice they'd plugged their main gun's muzzle with mud. Just when it seemed victory against the super-Tiger was within their grasp, too. Dasvidanya, tovaritch.

      Anyway, thanks to prolific modder Lockie, Steel Fury now has a developing set of missions based on scenes from the movie - 'Fury', that is, not 'White Tiger'. There are two 'Fury' missions now available, both for the upcoming version 2.0 of the STA mod, which is in test, but available on application over on the STA forum. This mission report covers both of these missions; at time of writing (February 2016) a third one is in preparation. By way of a spoiler alert, if you haven't yet watched the movie but plan on doing so soon, you might want to do that, before reading how the missions play out!
      'Fury' mission #1 - 'Ambush!'
      The mission puts you in the role of Brad Pitt's character, Staff Sergeant Don 'Wardaddy' Collier, who tells us early on 'I started this war killing Germans in Africa. Then France. Then Belgium. Now I'm killing Germans in Germany.' He must have missed out on the Battle of Kasserine, then. Things aren't that much better in Germany, it seems, because although the war's being won, your tank is the sole suvivor of your company. Your task now is simple enough - drive up the road to a camp, RV with a platoon of M4s, and then move with them to join forces with another tank platoon, before assaulting an enemy-held location.
      The mission has one of Lockie's snazzy splash screens and when it loads, there's a video clip from the movie, showing 'Wardaddy's' Sherman arriving in the camp. This mission's production values are not to be sneezed at!
      As in the movie, your tank is an M4A3 (76mm) HVSS, often known as the M4A3E8 or 'Easy Eight'. This was a common variant by 1945 and is distinguished from earlier Shermans by the one-piece 47 degree sloped hull front (no frontal protusions for the driver and co-driver hatches); T23 type turret with longer-barrelled 76mm gun, in place of the original 75mm; and different, horizontally-sprung suspension units with wider track. The SF-STA version is nicely-rendered; there's no 3d interior but the externals look great with lots of animations and external stowage, including the unditching beams carried on the left-hand hull side, just like the movie tank. Limitations in the sim mean the 'Fury' tank name is on the right-hand side of the hull, as per the first screenshot in this thread, rather than on the gun tube as in the movie; but the former is a more realistic place for WW2 tank names. The white tactical numbers on the turret RH side are a bit un-American, though, if not distinctly Soviet.

      Approaching the camp for the rendez-vous with the other Shermans, you soon see that Lockie's scenery-building has spared neither effort nor livestock.


      On the right as you pass into the camp is a firing range...

      ...and on the left, a PoW cage, some of whose occupants are nervously standing with their hands still in the air. Evidently, these follows still believe all that Dr Goebbels has told them about the proclivities of the dreadful Amis...or perhaps they have just watched that scene in the seen the movie, too.

      The PoWs' apparent anxiety is not surpising, perhaps, as the camp is full of GIs, all armed to the teeth, many of them prowling around purposefully, with their weapons in both hands. Moving on, and being careful not to run over any of these heavily-armed people, you can soon see the M4s you came here to join, parked up ahead.

      As you reach the Shermans, you're reminded of your next move - changing on-screen messages and optional waypoint indicators keep you well informed, without reverting to your map. Now, it's time to tag along and link up next with Lt Parker's boys, before we put in the next attack.

      Having seen the movie, something tells me that it's not going to be quite so simple!
      ...to be continued!
    • By 33LIMA
      A new feature for the Steel Tank Add-on mod - British tank missions for North West Europe, 1944-45!

      Not a mission report, strictly speaking, this is more a quick look at the mission that will feature in the first instalment of STA-Britpack. Which is what, exactly? Well it's inspired by Aldo's 'Brit44' mod for Panzer Elite, still a top tanksim, 17 years after release. Brit44 swapped for PE's stock US vehicles a good range of British AFVs, including Sherman, Cromwell and Churchill tanks. The missions were still the stock ones on the stock maps for the US Army's St Lo sector. But at last, we could try our hands against the 'Mark IVs', Panthers and Tigers with the thick-skinned Churchills, the speedy Cromwells or if in a Sherman, one with a big 17 Pounder gun, of the sort that seems to have brought panzer ace Michael Wittmann's career to a firey end.
      Steel Fury of course started life as a strictly Eastern Front tanksim, and limited to the battle whose name it bore - Kharkov 1942. But the modders soon added vehicles, theatres and missions, to the extent that you can now fight in Africa and NW Europe too. Below is a British Churchill in Tunisia; and below that, some of Will 73's US Shermans in a mission by Lockie based on the forest ambush scene from the movie 'Fury'. [EDIT, Feb 2016 - a CombatAce mission report on this is now online, here]


      Naturally, you will already know all of this, if you keep a weather eye upon the STA forums. But if you don't, well, now you know!
      With the fairly recent addition of a Sherman Firefly - the British 17 Pdr variant - we now have a good selection of British Army AFVs suitable for missions set in and beyond the Normandy campaign - although the only Churchill is still the earlier MkIII. And did I mention already there's a Firefly...

      ...plus, for the 75mm gun variants, we now have an M4A1, distinguished by its rounded, cast hull...

      ...and an M4A2, a diesel-engined type, with the more common angular, welded hull, here with the tank commander rather rashly 'standing tall'...

      ...and there's a Cromwell, a 'cruiser' tank whose Steel Fury incarnation has an interesting and authentic camo net camouflage option...

      Also, we have British versions of the US M3 half-track and M5 'Honey' or Stuart light tank, and some genuine Made-in-Britain kit like a '3-tonner' truck, 6 and 17 Pounder towed anti-tank guns, a 25 Pdr gun-howitzer, and the distinctive Universal Carrier aka Bren Carrier, a little multi-purpose AFV which was used throughout the war...

      Sadly, there are few missions to take advantage of all this nice kit, and what there is, mainly involves reducing it to shell-shot hulks, burning or otherwise...

      So, having finally cut my teeth with the Steel Fury Mission Editor, making some contributions to the upcoming 'Schuzle's Diary' SP gun campaign, I thought I might try to do something about that. Phase 1 of STA-Britpak is the first result - a single British Army Normandy mission, and a set of supporting file modifications which do useful things like add to the existing 3-tank platoons, a 4-tank option for British medium tanks, with either three Cromwells or Shermans, and a Firefly; and lower the height of the tank commander and loader figures, so that they are just heads out of the hatch when opened up, instead of standing tall like they are on a parade. Also, there will be a voice pack, which will, as the term suggests, add British-accented voices.
      The single mission is a follow-on of sorts to the two Jagdpanther missions I made for the aforementioned German campaign; like them, it's using the existing Normandy map based on Villers Bocage (made by Deviator, with input from Lockie), but re-labelled to represent the area around Hill 226 and Saint-Martin-des-Besaces, where some tough fighting took place during the Operation Bluecoat offensive.
      For this mission, set on 31 July 1944, the player is a Troop (platoon) Leader in the 23rd Hussars, a cavalry regiment which, being formed during World War 2, never went to war on horses! It's the day after the Jagdpanthers of Schwere Panzerjager Abteilung 654 famously mauled the Churchills of the Scots Guards on Hill 226. Now, the Germans are pulling back to more defensible positions nearer Vire, and your unit, 'A' Squadron, has been tasked with clearing a German rearguard out of St Martin. Though not an actual historical mission, it's based on the sort of battles that the Hussars fought about this time, during Bluecoat.
      A feature of this mission - and the others that will hopefully join it, in subsequent phases - is that instead of the common Steel Fury style of 'briefing' delivered to the player alone, the mission will begin with orders, given as if at an 'O' Group by the player's unit commander, to the player and all the other participating sub-unit commanders. These orders, though simplified, will be in the authentic British WW2 format, which was functionally the same as the NATO format I learned in the 1970s.
      Units will be deployed in recognisable formations and will have HQ units, present on the battlefield and making themselves 'heard' on the radio net (seen, actually, as scripted radio messages appear as subtitles). The mission scripting will also endeavour to have the units operate to the plan described in the orders, using something approximating to realistic company-level tactics.
      The 23rd Hussars attack on St Martin begins with 'A' Squadron formed up in a field, facing the objective, which is on the other side of several hedgerows running roughly left to right across their front. They are deployed in the attack formation described in the orders - 'two up', meaning that two of the sqaudron's three tank troops are ahead, with the third - the player's - behind ('in depth'). Just ahead of the player, are the half-tracks of the attached motor rifle platoon from 3 Monmouths, the player's task being to assault with them, while the other two troops provide fire support from either flank. The two tanks of Squadron HQ are in the middle of the formation.
      As the leading troops move off, the hedgerows ahead are struck by the supressive fire of the supporting artillery. A second barrage will fall on the more distant hedgerows immediately in front of St Martin, as the attackers close the range.

      In line formation, 3 Troop's Shermans speed their way across an open field, trying to keep up with the rapidly-moving half-tracks.

      Traversing right as we reach the village, I can see in the gunsight a burning house, and that somebody over on the right has helpfully managed to clobber one of the defending SP guns.

      We have a scary minute or two, as we are engaged head on by another SP which has seemingly been waiting for us to come into sight around the corner of the main street. It gets scarier when a second SP appears, but having called my Troop into close order column formation, we manage to win the fire fight.

      Reaching our phase 1 objective - the town square - a Sherman ahead and right fires across the street at an unseen target. My own tank's commander spots some motor transport tying to 'leg it', on the far side of town.

      Spreading out again, we reach the Hotel de Ville, where the Nazi flag is still flying...but not for much longer!

      This is the only mission that will be available with Phase 1 of STA-Britpak, but as more maps become available, more will be added - ideally and time permitting, in the form of mini-campaigns based on notable tankie memoirs, like John Foley's 'Mailed Fist' and Robert Boscawen's 'Armoured Guardsmen'.
      The current release of Phase 1 is in test - at time of writing, it lacks the voice pack (using instead the existing US voices). And it's built in the upcoming STA 2.0 mod with the December update, this so far only being available to testers, so it may be released with STA 2.0, whose release date hasn't yet been announced. If Britpak works with the current 1.0 release of STA, we may release the former sooner. In the meantime, watch your arcs!


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