Snipers?

PC : Battle Academy is a turn based tactical WWII game with almost limitless modding opportnuities.

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leci
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Snipers?

Post by leci »

It would be of historical relevance (and tactical relevance) to have sniper units. Snipers did during WW2 disrupt attacks and advances. From my Army experience the established unit ambush-v-attack ratio was 1:3, however snipers could and did increase that ratio to >1:n (depending on the attcking unit) i.e. by reducing morale (let alone the actual kill rate - clearly at the BA granularity commanders can not be identified, but on a % basis a negative factor/heuristic could be factored).

On all WW2 fronts/theatres snipers were a 'force multiplier'.
My directory of Battle Academy Playable Mods & Scenarios at viewtopic.php?f=87&t=43167

Gilles
rf900
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Re: Snipers?

Post by rf900 »

I have created a sniper unit for a mission in my campaign, still need to fine tune it more. Basically is a one man unit, with one shot only per turn, increased LOS and firing range. It works quite well, but it would probably benefit from a specific script for repositioning and moving behavior different than normal infantry.
Richcat
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Re: Snipers?

Post by Richcat »

There was script from some time ago in "Solo : Rescue the Prisoner v1.0 by Merr, with US/German Sniper and Minefields :D
viewtopic.php?f=105&t=19349&p=175396#p174267, this pages link still works.

Note for Pip - The search engine is still flakey, I don't believe alot of people can find relevant info with the present forum search function from a few years ago, and therefore are not aware of all this very valauble information, scripts models etc that was done by Merr, Junk2drive, Tim1966, Amaris, yourself and others. I only know having read through them, and can only find them going to the members posts search, and reading through their posts again. :wink:
Last edited by Richcat on Fri Jul 27, 2012 9:39 am, edited 3 times in total.
Cheers
Richcat
pipfromslitherine
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Re: Snipers?

Post by pipfromslitherine »

Yeah - the upgrade of the forum system seems to have had a bug where it failed to hash the older posts. We are trying to work out a solution - it's a pain for us too when trying to find older examples of stuff!

Cheers

Pip
rf900
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Re: Snipers?

Post by rf900 »

Nice script thanks. Fixing the search would help us a lot, still I like to do things myself to learn, now I have a hard choice in here...
Richcat
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Re: Snipers?

Post by Richcat »

Just to make it a bit harder heres another link viewtopic.php?f=105&t=19547 with snipers that Junk2drive did in the Pacific Campaign 1
Cheers
Richcat
rf900
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Re: Snipers?

Post by rf900 »

Thanks, wished I knew about this game much sooner. The sniper seems to be the same used by Merr, also the scripts show their age as they were done with old versions of the game. Still good to pick ideas and code.
Richcat
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Re: Snipers?

Post by Richcat »

Another heads up for ideas/scripts just come across Junk2Drive's Pacific Campaign 2 :D

viewtopic.php?f=105&t=19891 link works.


Which includes amongst other things.
Barbed wire
Barbed wire X
Sherman and Stuart map objects

Bonus
Corsair
Zero
US 75mm arty
US 105mm arty

Actions
Rally
GutFeeling
Ammo
Minefield
Sniper
Banzai with sound

Terrain
Kunai

Flags and other map items

We probably need a thread on these, that can be stickty
Last edited by Richcat on Fri Jul 27, 2012 1:44 pm, edited 1 time in total.
Cheers
Richcat
GottaLove88s
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Re: Snipers?

Post by GottaLove88s »

@RichCat/J2D - Your Pacific Campaign looks awesome. Really looking forward to trying this. Nice work. The problem with me being a recent player via iPad is didn't know all of this amazing stuff existed. Discovering now since also bought the Mac version, to start experimenting with user scenarios...
@RF900 - If you've had time to play with some sniper code and you've already got something workable for a US and German sniper, I'd love to drop them into a scenario... Not sure about the "gut feeling" action though... feels overpowered...
Last edited by GottaLove88s on Fri Jul 27, 2012 2:07 pm, edited 1 time in total.
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
Richcat
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Re: Snipers?

Post by Richcat »

@GottaLove88 - I just found the link - it was all the work of J2D with help from Merr, Tim1966, and AmazEd and Of course Pip and Iain too I remember reading about it few years ago, and briefly trying it, and realised alot of you guys are asking recently about things that have been done before - there was even a smoke script that in progress.

There was also another desert one, that two guys put alot of work into, I'm still looking for it - and one called Secrets of the Reich - WIP viewtopic.php?f=104&t=21073, but the links broken on this one. Maybe somebody has the download, and can re -post it? Please :)

(Sorry not meaning to hijack thread - I'll start a new one on past campaigns and links broken or not)
Last edited by Richcat on Sun Jul 29, 2012 2:58 pm, edited 1 time in total.
Cheers
Richcat
leci
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Re: Snipers?

Post by leci »

What needs to be remembered, based on documented fact, is that Snipers would/could/do disrupt an attacking unit almost immediately ie no sustained attrition. This is due to a number of factors. 1) the Sniper is well hidden, almost to the extant that you could walk 'right past' and not detect their presence ie Snipers unless in transit are by default hidden/invisible, 2) even in transit they use stealth ie slower transition and and thus less moves per turn, 3) Snipers have a %n chance of killing commanders including tank commanders (when hatch opens for recon) thus, again enemy unit disruption can be immediate (although German units were better trained and more empowered than British/French units, less so, to some extent for US units) ie disruption factors should be different depending on the nationality of the unit being attacked, 4) Snipers have a direct influence on morale, disruption etc until discovered/killed etc by the impacted attacking units, although this impact will decrease over time if no more kills are made.

Overall, complex heuristics, but nonetheless a real factor in WW2 warfare.

Leci
My directory of Battle Academy Playable Mods & Scenarios at viewtopic.php?f=87&t=43167

Gilles
Oxygen
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Re: Snipers?

Post by Oxygen »

Perhaps this is common knowledge: In two missions in one or two of Slitherines' campaigns there are snipers thay you can operate. The way they function makes them applicable in single-player and not in multiplayer.

Ps: I don't want one of Adolf's units showing how many posts I have made. An allied vehicle would be fine. Ds.
GottaLove88s
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Re: Snipers?

Post by GottaLove88s »

Zerone wrote:Perhaps this is common knowledge: In two missions in one or two of Slitherines' campaigns there are snipers thay you can operate. The way they function makes them applicable in single-player and not in multiplayer.
True! Thanks Oxygen ;-), I'd forgotten that, there are "Auxiliary Unit Snipers" in the Butcher & Bolt map and the From The Sea map, included with the Sealion campaign... they get new commands: Infiltrate (move fewer spaces, in open ground, without being seen), Silent Attack (attack without other enemy forces being alerted)... also all moves are in Hunt mode.

The data for Auxiliary_unit_sniper are in squads.csv for the Sealion campaign, unit ID 129, and there appear to be special icons for infiltrate and silent attack in the UI folder. If anyone knows what to copy and how to use, please explain... :?
Last edited by GottaLove88s on Tue Jul 31, 2012 9:14 pm, edited 1 time in total.
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
Oxygen
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Re: Snipers?

Post by Oxygen »

GottaLove88s wrote:Thanks Zerone
You're welcome GottaLove88s
SirGarnet
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Re: Snipers?

Post by SirGarnet »

This thread is very useful to explain infiltration and related infantry actions as well as snipers.
pomakli
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Re: Snipers?

Post by pomakli »

GottaLove88s wrote:The data for Auxiliary_unit_sniper are in squads.csv for the Sealion campaign, unit ID 129, and there appear to be special icons for infiltrate and silent attack in the UI folder. If anyone knows what to copy and how to use, please explain... :?
Please...
thenewromance
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Re: Snipers?

Post by thenewromance »

Oxygen wrote:Ps: I don't want one of Adolf's units showing how many posts I have made. An allied vehicle would be fine. Ds.
Should be changeable in the User Control Panel... or is the option somewhere else?
pipfromslitherine
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Re: Snipers?

Post by pipfromslitherine »

Unfortunately the avatar settings are not customisable - having a more flexible system is on our webside wishlist!

Cheers

Pip
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