Without grenades a Grenadier is a weak soldier. Other soldiers can take a flashbang, which can be thrown much further than a grenade, by everyone who is not a Grenadier. Also, early in the campaign Grenadiers should be carrying grenades instead of flashbangs, because of their unique ability to throw grenades a greater distance than other classes. It is better to get more out of each grenade (with Sapper), than to throw them out faster. Blowing through 2 items in one turn will eventually leave the Grenadier dry. And during most missions there will be about 4 pods to fight (3 pods on the map, 1 RNF drop in, give or take), meaning the Grenadier can use 1 item of ordinance per encounter. This will be their ordinance limit for several months of the campaign. A Grenadier that is wearing plating and picks the Heavy Ordinance ability at corporal rank can only carry 4 grenades/flashbangs. Rapid Deployment allows the Grenadier to throw a flashbang and then do something else, which is very strong if this Grenadier is an Officer, otherwise not so much. Keep them alive, and the loot will follow. Your soldiers are more valuable than loot, anyway. And even if it was good loot you will get it later on. And even if there was loot, it may have been bad loot. But even if it is killed, there may not be loot. Most often a grenade will blow cover without killing the target. The Needle Grenades ability is seldom going to matter. That being said, even with Sapper, you cannot expect a grenade to blow up sturdy cover.Īlternatives: Needle Grenades or Rapid Deployment. This is their core responsibility, and it is incredibly important. This is why we bring a Grenadier on missions in the early game. This is a critical ability, turning your unreliable cover destruction into very reliable cover destruction.
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