Sniper
The traditional definition of a sniper is an infantry soldier especially skilled in field craft and marksmanship who kills selected enemies from concealment with a rifle at large distances. Typically and ideally, a proficient sniper approaches an unaware enemy presence, uses a single bullet per target, and withdraws without being seen. The word originates from the snipe, a game bird difficult for hunters to sneak up on.
Anti-sniper/counter-sniper tactics
To reduce a sniper's ability to damage the chain of command, doctrine and equipment need to prevent observable "leadership" behaviors and signs. Insignia should be low-observable camouflage colors on camouflage, battle-dress identical for all ranks, military servants and rank-based luxuries (like saluting) avoided in forward areas, and commands and instruction should be given in stealthy ways.
Related Topics:
Camouflage - Saluting
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Valuable assets should be parked in sand-bagged redoubts until they are launched, preventing "anti-material" attacks. This is a prudent tactic in any circumstance, as it prevents damage from fragments.
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Once a sniper attack has occurred, the most difficult task is determining the sniper's location. Because snipers use camouflage, carefully choose their firing positions, and often attack from long distances, it's often possible to strike and withdraw without ever being pinpointed.
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A friendly sniper is generally the most effective counter-sniper tool. With similar training, knowledge of the surroundings, and equipment, the friendly sniper can offer advice to the squad, enhanced searching capability, and a means to combat the enemy sniper directly. When told what to watch for, the squad can also act as additional eyes and ears for the friendly sniper. Aside from watching over the squad, the friendly sniper also has the option to detach and engage the enemy sniper. Without any outside help from the squad, the most highly trained sniper is likely to win; either way, the ensuing sniper duel effectively distracts the enemy sniper from his mission.
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Direct observation is the most accurate means of locating a sniper, but is a rare luxury when facing well-trained snipers. Several other less direct methods are available:
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- Reverse azimuth: If a sniper bullet enters a stationary object, inserting a straight rod into the hole can reveal both direction and the arc of the bullet. The latter can be used to estimate range or elevation. This technique is risky without cover, as it often involves entering the sniper's current field of fire.
- Triangulation: Using the "reverse azimuth" or other directional technique at two or more locations can more accurately identify the position of a sniper at the time of firing.
- Sound delay ("crack-bang"): The enemy's supersonic bullets produce a sonic boom, creating a "crack" sound as they pass by. If the enemy's bullet speed is known, his range can be estimated by measuring the delay between the bullet's passing and the sound of the rifle shot, then comparing it to a table of values. This is only effective at distances of up to 450 metres; beyond this, the delay continues to increase, but at a rate too small for humans to accurately distinguish.
- Decoys: As shots are fired, the chance of locating or directly observing the enemy sniper increase. Decoys help to increase the number of shots without taking human losses, and may include attractive targets such as valuable (but unusable) equipment. Provocative signage may even work if an enemy sniper is unwise, aggressive, or does not know of the friendly presence in the area.
- Recon by fire: If a few possible sniper positions are visible, the squad can offer limited fire into each while the sniper's spotter watches for signs of success. In situations with heavy cover, the friendly sniper can fire a tracer round into the location to direct heavier fire from the squad.
- Mad Minute: If there are too many possible positions for a "recon by fire", each likely enemy position is assigned to one or more friendly soldiers, and upon receiving the signal, all simultaneously fire a specific number of rounds. Aside from a long history of effective use, the Mad Minute also has strong secondary value as a morale booster.
- Artillery: If the sniper's general position can be determined by other means, the area can be bombarded by mortars or artillery. Rockets and even guided missiles are also usable, typically if the sniper has become a major problem and other neutralising attempts have failed.
- Smoke screen: In urban settings or other environments with limited movement and fields of view, smoke can be an effective means to screen friendly movement. This can be used either to pass through and escape, or to close in on and eliminate the enemy sniper. Ordinary soldiers can still do damage through smoke by firing randomly or on intuition, but a sniper loses his precision advantage and is far less likely to hit anything.
- Rush: If the squad is pinned down by sniper fire and still taking casualties, the order may be given to rush the sniper's position. If the sniper is too far away for a direct rush, a "rush to cover" can also be used. The squad will take casualties, but with many moving targets and a slow-firing rifle, the losses are usually small compared to holding position and being slowly picked off.
- Pincer movement: If the sniper's position is known but direct retaliation is not possible, a pair of squads can move through concealment (preferably cover) and drive the sniper toward the group containing the targets. This decreases the chances that the sniper will find a stealthy, speedy escape route.
Once a sniper's position is known or suspected, other options follow:
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