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  #11  
Old August 19th, 2016, 11:04 PM

jp10 jp10 is offline
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Default 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 %.
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  #12  
Old August 19th, 2016, 11:15 PM
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Post Re: Odds for hitting a sniper/scout unit

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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.

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  #13  
Old August 20th, 2016, 01:00 AM
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Default Re: Odds for hitting a sniper/scout unit

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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.
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  #14  
Old August 28th, 2016, 10:36 AM

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Default 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.
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  #15  
Old August 28th, 2016, 04:16 PM

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Default 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.
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  #16  
Old August 28th, 2016, 07:36 PM
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Default 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
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  #17  
Old August 29th, 2016, 12:43 AM
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Default Re: Odds for hitting a sniper/scout unit

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Originally Posted by jp10 View Post
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!
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  #18  
Old August 29th, 2016, 06:09 AM
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Default Re: Odds for hitting a sniper/scout unit

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Originally Posted by Suhiir View Post
Quote:
Originally Posted by jp10 View Post
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.
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  #19  
Old August 29th, 2016, 06:10 AM
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Default Re: Odds for hitting a sniper/scout unit

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Originally Posted by Suhiir View Post
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...
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  #20  
Old August 29th, 2016, 10:45 AM

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Default 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.
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