Heh, welcome to the firefight. Here's a rule-of-thumb I tend to use:
Every hex you close with the enemy will increase your odds of hitting by 10%. Every two hexes you move will decrease your odds of hitting 15% (above and beyond that +10%), OR by 20% for 3 hexes.
Whassat mean? It often doesn't pay off to close more than one hex with the enemy.
Your 2% chances do cause suppression. In a vital situation, I've had everyone open up on a unit. For example, there was a T34 about to roll over my German crew. There was the crew, a shot-up squad, and a bunch of my prime movers around. So I opened up with everyone on the tank. I lost 2 prime movers and the infantry squad fled, but when all was said and done that tank was too suppressed to spot the Engineers moved up behind it. Boom, one tank assaulted and destroyed.
On the other hand, always look at your ammo. Fighting the Russians means I can't afford to have my GE Mcycle squads fire at targets of opportunity that have less than a 15-25% chance to hit. Same with my 8-Rad's; they just don't carry enough AP/APCR to make it worth attacking enemy armour until my armour gets in range too. (Lord I wish you could turn off ammo columns like you can turn off weapons. Saving that APCR would be nice.)
In short... yeah, check the manual.
