|
|
|
Notices |
Do you own this game? Write a review and let others know how you like it.
|
|
|
August 19th, 2016, 11:04 PM
|
Corporal
|
|
Join Date: Jul 2016
Location: Nashville, TN, USA
Posts: 177
Thanks: 21
Thanked 69 Times in 48 Posts
|
|
Re: Odds for hitting a sniper/scout unit
Did not change a thing. It just showed the same % no matter what weapon, so I cycled thru all my available targets till I found two Bavarian Creme filled Doughnuts with a 100% chance of being consumed. I'm afraid the crews failed their bail out %.
|
August 19th, 2016, 11:15 PM
|
|
Captain
|
|
Join Date: Nov 2010
Location: I ain't in Kansas anymore, just north of where Dorothy clicked her heels is where you'll find me.
Posts: 878
Thanks: 584
Thanked 277 Times in 191 Posts
|
|
Re: Odds for hitting a sniper/scout unit
Quote:
Originally Posted by jp10
Did not change a thing. It just showed the same % no matter what weapon, so I cycled thru all my available targets till I found two Bavarian Creme filled Doughnuts with a 100% chance of being consumed. I'm afraid the crews failed their bail out %.
|
Haha. Now that's a good one. But, I stick with the oreos my man with an occasional frozen fruit bar.
Sometimes I'll try a crude calculation to get a fix on hit percentage by taking distance to target over range of weapon. It's very crude but that's all I got when the missile is not in slot #1.
=====
|
August 20th, 2016, 01:00 AM
|
|
Corporal
|
|
Join Date: Oct 2010
Location: Czech Republic
Posts: 50
Thanks: 42
Thanked 49 Times in 21 Posts
|
|
Re: Odds for hitting a sniper/scout unit
Quote:
Originally Posted by shahadi
What puzzles me is a pinned unit. A unit is reported as pinned, I keep up suppression with my assault team regardless, because I do not know, and how could you unless he stops firing.
|
Pinned units can return fire if fired upon. Better to supress them with Z-fire with unit that's outside their LOS and then close in for the kill.
|
August 28th, 2016, 10:36 AM
|
Corporal
|
|
Join Date: Jul 2016
Location: Nashville, TN, USA
Posts: 177
Thanks: 21
Thanked 69 Times in 48 Posts
|
|
Re: Odds for hitting a sniper/scout unit
As a real life anti-sniper drill, grenade launchers are a quick squad option. Snipers in WinSP hold their positions too long. Most snipers are going to take a few shots and move to their next position. A unit will cover all likely cover positions in an attempt to flush the sniper. If there was a way to have snipers retreat more when under fire they would become more of an elusive well trained threat than a 'die in place' defender.
Most snipers also operate in at least pairs so I often edit them to 2 or 3 men per sniper team when making a game.
|
August 28th, 2016, 04:16 PM
|
Sergeant
|
|
Join Date: Jan 2010
Location: Espoo, Finland
Posts: 359
Thanks: 56
Thanked 136 Times in 104 Posts
|
|
Re: Odds for hitting a sniper/scout unit
Occasionally bad luck just happens and you feel jinxed. Like me once trying my map against AI and missing consecutively 6-8 90+% (the hit-% shown when firing) shots from tanks and ATGMs, getting my tanks destroyed by an approaching enemy horde I was unable to hit.
Really felt that day that I should buy a lottery ticket, just in case the inverse happens.
|
August 28th, 2016, 07:36 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Mar 2005
Location: GWN
Posts: 12,497
Thanks: 3,967
Thanked 5,705 Times in 2,816 Posts
|
|
Re: Odds for hitting a sniper/scout unit
If you get a day like that again, save the game, exit, reboot your computer and restart the save
|
August 29th, 2016, 12:43 AM
|
|
Lieutenant General
|
|
Join Date: Apr 2007
Location: Salt Lake City, UT
Posts: 2,829
Thanks: 542
Thanked 797 Times in 602 Posts
|
|
Re: Odds for hitting a sniper/scout unit
Quote:
Originally Posted by jp10
As a real life anti-sniper drill, grenade launchers are a quick squad option. Snipers in WinSP hold their positions too long. Most snipers are going to take a few shots and move to their next position. A unit will cover all likely cover positions in an attempt to flush the sniper. If there was a way to have snipers retreat more when under fire they would become more of an elusive well trained threat than a 'die in place' defender.
Most snipers also operate in at least pairs so I often edit them to 2 or 3 men per sniper team when making a game.
|
Keep in mind a hex in WinSPMBT is 500m across, lots of space for a sniper team to redeploy in apx. 250,000 sqm!
__________________
Suhiir - Wargame Junkie
People should not be afraid of their governments. Governments should be afraid of their people.
"Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe." - Albert Einstein
|
The Following 2 Users Say Thank You to Suhiir For This Useful Post:
|
|
August 29th, 2016, 06:09 AM
|
|
National Security Advisor
|
|
Join Date: Mar 2005
Location: Dundee
Posts: 5,958
Thanks: 465
Thanked 1,900 Times in 1,238 Posts
|
|
Re: Odds for hitting a sniper/scout unit
Quote:
Originally Posted by Suhiir
Quote:
Originally Posted by jp10
As a real life anti-sniper drill, grenade launchers are a quick squad option. Snipers in WinSP hold their positions too long. Most snipers are going to take a few shots and move to their next position. A unit will cover all likely cover positions in an attempt to flush the sniper. If there was a way to have snipers retreat more when under fire they would become more of an elusive well trained threat than a 'die in place' defender.
Most snipers also operate in at least pairs so I often edit them to 2 or 3 men per sniper team when making a game.
|
Keep in mind a hex in WinSPMBT is 500m across, lots of space for a sniper team to redeploy in apx. 250,000 sqm!
|
It;s 50 metres, not 500, but still a half a football field is a lot of ground to play whack a mole in.
|
The Following User Says Thank You to Mobhack For This Useful Post:
|
|
August 29th, 2016, 06:10 AM
|
|
Major
|
|
Join Date: Aug 2013
Location: Yorkshire, UK
Posts: 1,047
Thanks: 366
Thanked 440 Times in 318 Posts
|
|
Re: Odds for hitting a sniper/scout unit
Quote:
Originally Posted by Suhiir
Keep in mind a hex in WinSPMBT is 500m across, lots of space for a sniper team to redeploy in apx. 250,000 sqm!
|
50m hex, approx 1600 m2 (point still stands however)
Edit: Ninja'ed by Mobhack while I looked up area of hex calc...
|
August 29th, 2016, 10:45 AM
|
Corporal
|
|
Join Date: Jul 2016
Location: Nashville, TN, USA
Posts: 177
Thanks: 21
Thanked 69 Times in 48 Posts
|
|
Re: Odds for hitting a sniper/scout unit
The best way I find to increase attack % vs a sniper is simply to get closer.
My best maneuver sniper drill technique (other than another sniper) translated into WINSP format is to suppress the sniper with supporting units (Z fire if needed) and move the nearest infantry closer using a move one hex/make one fire attack and then press the 'hide' key approach.
Smoking the sniper's frontage helps. Direct fire light mortars are quickest.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|