http://en.wikipedia.org/wiki/PPS-43
pps-43
which states the sight settings were 100 and 200 yards
http://en.wikipedia.org/wiki/M3_submachine_gun
M3
Which states the sights were fixed at 100 yards (so harrasing fire at 150 would be fine)
http://www.saf.org/LawReviews/PSharpe1.html Thompson
which is a good technical article on the Thompson
Quote:
The accuracy of the sub-machine gun is decidedly interesting. File records of the Auto-Ordnance firm indicate that in a Mann rest test fired at Hartford, Conn., May 2, 1921, the mean radius using a Remington Standard 230 grain bullet at 100 yards ran 1.89 inches. At 200 yards mean radius was 4.92 inches; at 300 yards 7.63 inches at 400 yards it increased to 18.31; while at 500 yards it jumped to 20.45 inches. Accordingly, one can assume that the accuracy of the more or less spent bullets is quite uncontrolled at the longer ranges. This writer suggests that the effective range of the weapon is under 300 yards.
At 200 yards,, using the gun from the sitting position, I experienced no difficulty in placing deliberate fire in "killing" portions of the standard Colt Police Pistol "silhouette" target. It is safe to state that an officer could readily "get his man" at that range. which is well out of normal revolver range.
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And I have fired the Sterling on the ranges, and was quite happy with it at 75-100 yards, at 150-200 yards it would be fine to keep heads down. I would still rather have the SLR, avoid the GPMG (heavy! + a beast to clean!), but did a spell as platoon radio operator, and having to hump that beach, was quite happy to have the stubby little subby - as it was nice and small (esp with the stock folded up) and
light.
So, 150 yards or so is fine for SMGs in the game, especially since we have to realise that the infantry can be assumed to be anywhere in their hex, or to move to the area in question in the game turn if needed, so allowing grenades & satchel charges to be delivered to the next hex, ant-tank assaults and so on. The men in a section are
not formed up in a close-order drill formation shoulder to shoulder at the centre point of the hex (even if the icon looks crowded at the figure/ground scale) - but are assumed to be tactically positioned throughout the area.
(And the
original game did not allow you to actually enter a hex containing enemy, remember! - melee code is our addition, way back in sp2ww2 days).
Oh - and the code (not original SSI code, so I can mention details of that!

! ) gives SMG a small accuracy boost at 1-2 hexes over other WT_PRIME_INF weapon classes (Firer is an SMG is determined by weapon type==WT_PRIME_INF and hekill>2 and weapon range<5. if i were actually to write a new game from the ground up, I would have WC_SMG, WC_RIFLE and so on .. would make determining exactly what the truck was shooting much easier in the code than a single WT_PRIME_INF class etc).
SMG sections - I use them in my USSR campaign core, but as a back-up to the normal rifle companies, as tank riders and only as the lead in city fights, woods, etc. If you can keep the fight under 4 hexes, they are fine, but even with the LMG, if caught in the open by rifle enemy at >SMG range(not hard), they do not fare too well. Therefore, I usually upgrade one of the 3 sections in each platoon to a rifle (or LMG) section after 1-2 battles, to give some ranged fire to the platoon.
Cheers
Andy