Arma 3
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Milliradian adjustments for designated marksman rifles (incl. Marksmen DLC)
By Deimos
Includes Marksmen DLC rifles

Marksman rifles from the Apex DLC will be added soon

Adjustment values for aiming designated marksman rifles using any of the milliradian scopes.

Charts for either fixed or progressive zeroing approaches.
   
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Introduction (includes tl;dr section)
There are four scopes in Arma 3 that use the milliradian marking system (mil-dots). Any correction that applies for a weapon using one of these scopes, is the same across all scopes.

These scopes are the AMS, the Kahlia, the LRPS and the MOS.

The apparent difference in mark distance results from the different zoom values.

For more info on the scopes, and instructions on using the DMS with these rifles (the non-milliradian scope), check this guide.

After making a guide covering milliradian adjustments for use with long range rifles, I decided to tackle the same issue, but in the Designated Marksman Rifle class. The challenge here was coming up with an arbitrary set of conditions under which to create the charts. The designated marksman serves two distinct functions: placing offensive fire from a distance, and retaliating against a distant attack on the squad. These circumstances have different requirements, as in the first one the DM has the upper hand and decides when to engage, while in the second, there is no time for precise preparation.
With that in mind, I decided to create two different sets of charts per rifle:
  • a chart showing the adjustments for adding or subtracting 100m to a zeroed range;
  • a chart featuring the required adjustments to engage targets within a broad range of distances, based on an initial zeroing;

The first chart is useful for when setting up an offensive, when the location of the targets is known and the rifle can be zeroed to the closest hundred meter step. The adjustments allow for precision shots to be placed on targets at ranges withing a 200m interval around the zeroed range.

The second chart is useful when retaliating from an attack, when the approximate range can be discerned, yet there is no time to be adjusting the zeroing, or when doing so could leave you vulnerable to targets at closer range. I chose to employ two zeroing values: 300m and 500m. I did not use a lower zeroing value because not all milliradian scopes are able to be zeroed below 300m.
With the information in these charts one should be able, using a DMR and a milliradian scope, to place shots anywhere between 100m to 800m without readjusting the zeroing.

Note: even though the Mk18 ABR is classified as an assault rifle, it allows for a level of precision compatible with the marksman role. For this reason I included it in this guide. This weapon seems to serve as a bridge between the assault rifle class and the DMR class, much like the MAR-10 bridges the DMR class and the sniper rifle class.

tl;dr: For each rifle there are two charts: one with adjustments to add or subtract 100m from the present zeroing, and another which indicates adjustments to employ when using a set zeroing while engaging targets at any medium-range.

Though the charts go up to 1000m, many of these rifles lose a lot of effectiveness at ranges above 800m.
ASP-1 Kir

12.7x54mm

This rifle is intended to be used at 100/200m for silent infiltration and similar tactics. The "Designated Marksman" label is misleading. I'm not sure why this rifle is classified as a DMR.

Dslyecxi made a video explaining the use of this rifle in detail.[/code]
CYRUS

9.3x64mm

This rifle uses the 9.3x64mm caliber, slightly bigger yet a bit slower than the .338 Lapua Magnum, which means it has about the same power, while having a shorter effective range.


example:
if unsuppressed with the scope zeroed at 500m, to hit a target at 700m aim 2.5 mil-dots below center


CMR-76

Work in progress
MAR-10

.338 Lapua Magnum

As mentioned on my long range rifle guide, this weapon is a beast. Among the DMRs it is by far the most precise, with the longest effective range.

For charts on longer ranges, go check that guide.


example:
if unsuppressed with the scope zeroed at 500m, to hit a target at 700m aim 2 mil-dots below center


Mk-I EMR

7.62x51mm


example:
if unsuppressed with the scope zeroed at 500m, to hit a target at 700m aim 2.75 mil-dots below center


Mk14

7.62x51mm


example:
if unsuppressed with the scope zeroed at 500m, to hit a target at 700m aim 3.25 mil-dots below center


Mk18 ABR

7.62x51mm


example:
if unsuppressed with the scope zeroed at 500m, to hit a target at 700m aim 4 mil-dots below center


MXM

6.5×39 mm caseless


example:
if unsuppressed with the scope zeroed at 500m, to hit a target at 700m aim 2.5 mil-dots below center


Rahim

7.62x51mm


example:
if unsuppressed with the scope zeroed at 500m, to hit a target at 700m aim 4.5 mil-dots below center


SPAR-17
Work in progress
Bullet flight times
It is highly unlikely I'll ever go through the trouble of assembling a set of tables illustrating the bullet flight times for ten different rifles, especially considering how little purpose said tables would actually serve. Unlike sniper rifles, DMR rifles are used in firefight situations and even though it is ideal, hitting the target with a single shot is not a paramount goal, especially since many of these rifles can't take down a distant target with only one hit.
Acknowledgements and stuff
I have never in my life held a real firearm in my hands. My ballistics knowledge is limited to the physics involved and my experience in videogames Those are mostly the S.T.A.L.K.E.R. and Sniper Elite series, plus Arma 3. Counter-Strike doesn't count, as it uses "lasers" instead of ballistics.

Therefore, if you find any wrong value in this guide PLEASE let me know, I will correct it and credit you.

Over 1800 shots were fired in the making of this guide.

I did the measurements for the mil-dot adjustment charts using the "Lupus' Training Grounds Version 1" scenario (by Lupus).

I would like to thank nickweddup, for our conversations on the subject, which allowed me to decide on which format to use for these charts. This was challenging, considering how different the context is from the long range rifles guide.

I hope you enjoyed this guide. I have improved on it as much as I intended to, and I consider it a finished project (minus the flight times section, still not completed). However, if you think something could be added to the guide to make it better, feel free to suggest.

Deimos F
16 Comments
pvt TOAST 17 Jan, 2023 @ 2:45pm 
@Deimos, well done guide. I have many years of competitive shooting experience, and often spend time in arma at the firing drills, and play as a marksman/sharpshooter in combat to save money on ammo. For those trying to choose which weapon system to use, this is a good guide.
TIPS:
1) determine which range you will want to work at-depends largely on your style...from a flanker within 400m to a full on overwatch at 700m.
2) next step is to pick caliber based on scenario. 5.56 for unarmored < 500m, 6.5 to 600m, 7.62 out to 700m+.
3) then pick your scope. AMS for guys that are good with the math (or want to get good), or the DMS for guys like me that are lazy, and don't want to switch from rangefinder to gun constantly.
4) Finally, use THAT COMBO always during every game. Know it intimately. Without you your rifle is nothing.
STATS: Suppressed MXC+DMS with 100rnd mag out to 700m. Can drop 3 mobile hostiles in 10 seconds, 5 if static.
Deimos  [author] 7 May, 2017 @ 8:27pm 
@Frittata Lemata Sorry, I've been away from Arma for a very long time now. Unless someone else takes the initiative, don't expect to see those rifles featured here. :/
Frittata Lemata 6 May, 2017 @ 5:57pm 
Hi, I love your guide! I've printed it out and reference it every time I decide to run as a marksman. Are you considering updating it to include the Apex marksman weapons (SPAR-17, CMR-76)?
WAR666 26 Oct, 2016 @ 11:21pm 
@badger3859

The "ASP-1 KIR" is a real pice of @#*$&%^ !!

I have practiced it for hours, I clock +2400Hrs play game time on ArmA 3.
WAR666 26 Oct, 2016 @ 11:17pm 
Finally a GUIDE!
Thank you!
Patrick 5 Apr, 2016 @ 5:16pm 
This is beautiful, never knew having suppressors on would change zeroing, now i know how i keep missing when zeroed perfectly with suppressors. :D
Deimos  [author] 15 Oct, 2015 @ 7:42pm 
@Capt Caveman Thanks! Regarding the M14, I just went with the in-game classifications ¯\_(ツ)_/¯
Capt Caveman 15 Oct, 2015 @ 7:05pm 
@Deimos F - Very good guide, well worked and worded, although you have over-rated the M14 as a DMR, the M14 is a standard infantry rifle. Now, whilst it does work quite well in the DMR role, it only does this with the right optics and a skilled shooter pulling the trigger. Accuracy is important in the DMR role, but only in the right hands. Personally I would of added the AKM 7.62, not strictly a DMR but with a good sight and stable ground, it can do the job with ease.
Capt Caveman 15 Oct, 2015 @ 7:05pm 
@JuurYZ - I think you will find that the designated marksman (DM) is a military marksman role in an infantry squad. The term sniper was used in Soviet doctrine
The DM's role is to supply rapid accurate fire on enemy targets at ranges up to 500 m with a rifle capable of semi-automatic fire equipped with a telescopic sight. Like snipers, DMs are trained in quick and precise shooting, but unlike the more specialized "true" sniper, they are attached to an infantry fireteam and intended to lay down accurate rapid fire at valuable targets as needed, thus extending the reach of the fireteam.
Eddybeone 12 Sep, 2015 @ 3:49am 
Very impressive. Thanks a lot for the time you needed doing this great work.