So i need some advice please on which 2 squads i should put the impact grenades on. So if i have 4 squads of troopers w/z-6s, 2 squads have the extra trooper. Is it better to put the grenades on the full squads to maximize my returns but since it is the bigger unit it might get focused down first and then grenades lose value or put the grenades on the two squads without the extra trooper and have them support the full squads instead?
Advice on which rebel trooper squad i should put impact grenades on.
How often do you get to use those grenades? In my experience they are only useful when a flamer-carrying ATRT comes barreling down the flank - rebel troopers usually like range 3, not range 1.
If you are still just experimenting then I say split the difference! One to a 5-strong squad, the other to the 6.
I have to echo what colki said, not a fan of impacts on the rebel troopers, but if you want to take them, definitely on the full squads - more chances to roll hits which will convert, the squad lasts longer so you get more hypothetical value out of the upgrade.
The main reason im looking at impact grenades is in my are leia and 3 flamers are the thing. I run luke&leia, 5 troopers, and 3 laser at-rts. So my thinking was....
Impacts on full squad
Pros- more grenades at full unit health
Cons- The full squads are usually my frontline units so they take wounds first so they will throw less grenades later in the game. Also it makes the full units w/z-6s and grenades a bigger target.
Impacts on small squad
Pros- They can stay in the back and have more health longer. Makes the opponent have to choose targets. The full squad or impact squad.
Cons- They dont get the extra grenade and the unit could be wiped out alittle faster without rhe extra trooper.
2 hours ago, Gun4hire said:The main reason im looking at impact grenades is in my are leia and 3 flamers are the thing. I run luke&leia, 5 troopers, and 3 laser at-rts. So my thinking was....
Impacts on full squad
Pros- more grenades at full unit health
Cons- The full squads are usually my frontline units so they take wounds first so they will throw less grenades later in the game. Also it makes the full units w/z-6s and grenades a bigger target.
Impacts on small squad
Pros- They can stay in the back and have more health longer. Makes the opponent have to choose targets. The full squad or impact squad.
Cons- They dont get the extra grenade and the unit could be wiped out alittle faster without rhe extra trooper.
With impact grenades, the squad has to be at range 1 to use them, so the units that stay back won't get to use them. I've found that impact grenades are more deterrent than actually useful. If you want to go armor hunting, then stick to cover and out of LoS as much as possible, but still expect that unit to get hammered. I would keep them in the front so that any armor has to think carefully about moving close to them.
11 hours ago, Gun4hire said:The main reason im looking at impact grenades is in my are leia and 3 flamers are the thing. I run luke&leia, 5 troopers, and 3 laser at-rts. So my thinking was....
In your place, I'd rely on your ATRTs and Luke to destroy the three flamers before they make contact.
If you use impact grenades on them, the unit throwing them will probably need to move into the open to attack, likely early in the turn, and will then just get mown down by the enemy z6 squads.
Having said that, I firmly support experimentation and peeing on the electric fence yourself to see what the fuss is about. Go forth and conquer!
I always take one squad with grenades because I firmly feel that rebels should be equipped for sabotage if the opportunity presents itself. Grenades are important for playing the army in-character to me. But rebels are so good at shooting that I never want to get within grenade range if I can avoid it.