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  #1  
Old October 17th, 2017, 09:36 PM

Gerry1 Gerry1 is offline
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Default Re: Rifle/SMG Effective Range

Thanks everyone. I think I understand now that small arms is different than guns here.

When you mention AP and range I assume you mean the Penetration values you see in the AP Calculator change with range.
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Old October 18th, 2017, 09:31 AM

Griefbringer Griefbringer is offline
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Default Re: Rifle/SMG Effective Range

Even with small arms, the chance of hitting seems to be quite significantly affected by the range. Long range rifle fire is great for suppressing and causing a casualty here and there, but if you really want to cause casualties quickly then it is best to close within a couple of hexes - just make sure that the enemy is well suppressed before you move close, or you may find yourself in the receiving end of very deadly close range op-fire.
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Old October 19th, 2017, 04:17 PM
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Imp Imp is offline
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Default Re: Rifle/SMG Effective Range

No need to test really some troops have SMG as an additional weapon so slot 3 or 4 some have as main weapon.
SMG are more effective close up but cannot fire above there max range normally 3.
If they do not have a longer range weapon such as a LMG they are close range fighters only.
Rifle is more flexible not quite as hard hitting close up but can engage at greater range.
Carbines are again short ranged normally 5 hexes but with no close up be benefit.
Other weapons like flame throwers, demo charges shotguns are only effective in the same or adjacent hex.

Riflemen are your all rounders the others are really assault troops pack a bit more punch in close area fighting like woods & towns.
Stats you are intreasted in to understand small arms in WWII
Range max range the weapon can fire, accuracy falls off as range increases.
Accuracy higher more chance to hit, rifle 1 smg 2 or 3
HE kill higher it is the more damage is likely to be caused if you hit.
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Old October 19th, 2017, 05:15 PM
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Mobhack Mobhack is offline
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Default Re: Rifle/SMG Effective Range

And comparing an SMG in weapon slot 2+ against the rifles in slot 1 is also superfluous.

As mentioned in the mobhack help somewhere - infantry prime weapons (rifle smg) in slot 1 are multiplied by number of firers (section size in other words) and this reduces as range does. Infantry prime weapons in slots >1 dont get multiplied. So if you want to compare a section with SMG against a same sized one with rifles - ensure your test items have them in slot 1 and have the same crew size.

As to the ranges - these are what was determined as maximum effective ranges by SSI back in the day. SMG 2-3 hexes, full-fat rifles at 10, assault rifle and carbines usually 8. LMG of the same calibre usually have a 2 hex advantage. The ranges are for game purposes, and have zero relation to how far a bullet might theoretically kill if it hit - a .22 rim-fire is able to kill at a mile, but the chance of a hit is negligible.
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Old October 19th, 2017, 07:48 PM
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RightDeve RightDeve is offline
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Default Re: Rifle/SMG Effective Range

Heck, he's curious about Rifle & SMG ranges so let him test it, there's nothing wrong with that (if anything we should thank him for experimenting, probably he'll find some bugs or errors). And as we all know, weapon ranges are not affected by how many men, morale, experience, weapon slot etc in a unit.

When talking purely about "ranges" in SP, it's only about fire or no fire. Anything beyond the weapon's set ranges (as stated in the info screen), and it won't fire.

But when talking about "effectiveness" (define "effectiveness"?), as already said, it's very subjective, and has loads of variables influencing it.
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