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Snooperscope/Sniperscope range
The US Marines had a late war IR scope called a snooperscope/sniperscope. Does anyone know its range. I have been unable to find this on the net, tho' I have found other things, including how to build one.
Baie Dankie Troopie |
Re: Snooperscope/Sniperscope range
Is it similiar to the vampir that the germans made in the late war?
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Re: Snooperscope/Sniperscope range
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Their blurb on the M3 has some notes on improved Korean war one (125 yards) and there is a picture alongside 70 yards is not much at all in SP visibility terms (2 hexes), but a truly moonless night's visibility should be about 1. So - you may want a scout team with vision 2 and M1 carbines as primary weapon in an Okinawa scenario with vision 1. other than that, it probably has not much utility. |
Re: Snooperscope/Sniperscope range
The weapon has been brought up before. The issue in game terms is the limited range. The ONLY time it would be of any use is if the visibilty was set to 0 or 1 and there were a lot of regular infantry units in the same hex to protect it otherwise it's very, very vulnerable to a quick charge
Don |
Re: Snooperscope/Sniperscope range
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However, its fine as a scenario-designer made unit (add vision, change weapon to carbine) in a specific scenario circumstance, and done with the editor (and add a few points to make more valuable perhaps). Though the scenario designer may want to "bend" the rules a bit and give it maybe a hex more than "book" to stop the other side simply charging the units as Don noted. |
Re: Snooperscope/Sniperscope range
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This would keep the IR carbine scout teams initially pretty safe (unless the cunning Japanese manage to sneak to their rear), though the tactical advantage that they would provide would be rather limited. |
Re: Snooperscope/Sniperscope range
This is a situation where unless the numbers are fudged the game and reality don't mesh.
The weapon was good for 70 yards in reality. In the game that would be 2 hexes or 100 yards. If you put the scout unit behind their own infantry the ONLY way they could fire at anything is if the enemy was directly adjacent to their protective infantry and no matter what that protective infantry is going to have more firepower to bear than the scout unit with the IR scope and chances are, as this would only be of use in defensive situations, the enemy infantry would slam into the line infantry first and engage and the IR unit would only have use if the initial exchange of fire resulted in both sides still engaged AND, as I said, it would ONLY be of use if the visibility is set to zero or 1 which greatly restricts their practical use in a game where players very, very, very rarely play with visibility that low which makes them useful, as we have said, for a specialized scenarios only Don |
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