|Rules for Snipers
In World War Two, snipers were hated and feared by the infantry, with good reason. A single sniper in a good position could pin down an entire enemy company, wreak havoc at the tactical level and inflict a high ratio of casualties. Snipers were one of the many "force multipliers" at the disposal of field commanders.
In ordinary WW2 reenactments, a sniper is just an infantryman with an expensive rifle accessory, having no more effect or range than an ordinary rifleman. A sniper is not a special asset to a commander.
In WW2 combat simulation, snipers can score points for their side as well as disrupt enemy operations. They are an asset and a force multiplier which a combat commander can employ to his advantage.
Numbers, Description and Equipment
Each side is allowed a certain number of snipers according to the scenario; this number may not be the same for both sides. Each individual sniper will be issued a Sniper Card which must carried in the field. At the bare minimum, a sniper must have an appropriate, period rifle with a functioning scope mounted on it. The wearing of authentic camouflage or garments, insignia and accessories peculiar to snipers is not required but it can score Authenticity Points. Each side may have more personnel with sniper impressions than the allotted number, but only the bearers of Sniper Cards may score Combat Points as a sniper.
Deployment, Use and Conditions
Snipers may be deployed individually, as a part of a sniping team or a as part of a combat patrol, according to the discretion of the combat commander. In order to score points, a sniper must simulate sniper tactics while accompanied by a Referee. In the field, the sniper will pick a location to fire from, assume a firing position, make note of landmarks and watch for the enemy. When enemy personnel are sighted, the sniper will view them through his scope, pick out a target, and call out to the Referee a brief description, location and range of the target (estimated to the nearest increment of 50 meters). The Referee will look for the target identified through his binoculars, and when it is confirmed by the Referee, the sniper will fire one round. The referee will immediately roll a die and calculate the results according to the Combat Effects Table, and make note of any hits. The sniper may continue to identify targets, call out descriptions and fire rounds until the enemy force moves out of view or he himself is killed by enemy fire. The points scored will be recorded on the Referee's Score Sheet.
A sniper and a referee are on a hilltop, lying in tall grass overlooking a field. An enemy patrol comes into view and halts at the edge of the woods. The sniper looks through his rifle scope, acquires a target and informs the referee--
Sniper:Â "Officer, standing in open, near big rock. 200 meters."
Referee: (Looks through binoculars and finds target) "Range and target confirmed." (Sniper fires; enemy stands still. The referee rolls a die, it comes up as a "2". He refers to the Combat Effects Table.) "Miss."
Sniper: Â "Same officer. Pointing. 200 meters."
Referee: Â "Confirmed." (Sniper fires; enemy starts to move and take cover. The referee rolls a die roll of "4") "Hit."
Sniper: "Soldier hiding behind log. Head sticking up. 200 meters."
Referee: "Range and target confirmed." (Sniper fires. The referee rolls a die roll of "4," but subtracts two from this because the target is behind cover.) "Miss."
Sniper: "No more targets. End of action."
The sniper moves to another position. The referee records a score of 40 Combat Points (for eliminating an officer) on his Score Sheet.
Scoring function in Combat
Snipers score Combat Points by target identification and elimination according the Combat Effects Table for Sniper Action. Targets have a varying point value according to importance.
When a target is moving or behind cover (torso is obscured, only head or extremities visible) subtract two from the die roll (i.e. a roll of "6" is considered to be a "4" when referring to the Combat Effects Table).
Combat Effects Table for Sniper Action
*In cases of firing at targets at a range of over 525 meters, a die is
**The range will be estimated by the sniper but confirmed by referee.
Snipers can also cause the enemy to incur a 100 point Combat Penalty for failure to react to sniper fire. This penalty can be assessed only when the targeted soldiers being fired on are at distances of 225 meters or less, and only after the sniper fires five shots from the same position.
Values of Targets
Ordinarily, the targets eliminated by snipers will not be informed that they have been hit. The exception will be in the case where sappers/Pioniers and other snipers are "eliminated"; the referee observing the sniper action will walk over to the opposing lines and find the target(s) that were killed and punch out a "life" on their cards.
Limitations and Liabilities
Snipers will give the enemy 50 points if they get themselves killed. They also have a limited number of "lives;" the Referees will punch out a "life" on the Sniper Card each time a sniper is killed until there are no more "lives" left. A sniper without any "lives" can still fight and function as a sniper but will not be able to score any more points for the elimination of targets.
A sniper therefore needs to take measures to protect himself and not get killed needlessly if he is going to help his side win. Picking a good position, using camouflage, cover and concealment and having an escape route or infantry support are factors which a sniper can use to improve his chances and extend his combat service.
Elimination of Snipers
Snipers can be eliminated by: