Difference between revisions of "Grenade Relay"

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Instead of a scout having to stop and prepare a [[Grenade|grenade]], a rearward soldier can prepare one and throw it to him. The scout needs only to have enough time to pick up the grenade and throw it again. Although the grenade is live, the high accuracy of throwing and the reliability of the timing mechanism make this a useful tactic where waiting another turn to throw would allow the enemy to fire.  It can also leave the front-line soldier with enough TU's for life-saving reaction fire on the alien turn.
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The '''Grenade Relay''' is a tactic that allows a scout or other front line soldier to avoid having to spend a lot of time preparing a [[Grenade|grenade]]. Instead a rearward soldier can prepare one and throw it to him. The scout needs only to have enough time to pick up the grenade and throw it again. Although the grenade is live, the high accuracy of throwing and the reliability of the timing mechanism make this a useful tactic where waiting another turn to throw would allow the enemy to fire.  It can also leave the front-line soldier with enough TU's for life-saving reaction fire on the alien turn.
  
Extra soldier time should be reserved for moving to a mis-throw and, ideally, for the pause for reaction fire. Primed [[Proximity Grenade]]s are much more risky - the accuracy has to be perfect as a mis-throw can only be recovered by a vertical insertion with a flying suit - and are not recommended for use with the relay technique.
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==Advantages==
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The priming and throwing action alone costs 75% of your total TUs in addition to the inventory movement costs. This will often mean the death of a front line soldier where keeping a high [[Reactions]] level by way of high [[TU|Time Units]] is paramount for avoiding reaction shots.
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By being passed a pre-primed grenade, the scout will only need to pay the 25% total TUs for the throw and the TUs for picking up the grenade. Since this reduces the overall TU usage, the scout has the freedom of taking a few steps back out of the alien's visible range before throwing, or throwing the grenade and then running for cover.
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While this strategy uses a lot more time units overall, the TUs are spent across a number of soldiers, keeping the reaction levels of all but the soldier that primed the grenade at a relatively high level. Soldiers at the rear are also less prone to being attacked by reaction shots.
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==General Warnings==
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Extra soldier time should be reserved for moving to a mis-throw and, if possible, leaving enough time for reaction fire. Note this tactic is much more risky when using primed [[Proximity Grenade]]s - the accuracy has to be perfect as a mis-throw can only be recovered by a vertical insertion with a flying suit - and are not recommended for use with the relay technique. If you must relay a Proximity Grenade, only arm it at the last step in the relay possible, usually the second to last, and if possible to a scout in cover so if the throw misses he isn't stuck motionless in the alien snipers sights.
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==Execution==
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The grenade relay is best thought of in the same manner as a baton relay race where runners pass a baton to another until the last runner crosses the finish line with it. In the grenade relay, a live grenade is passed between soldiers from one point on the map to another until it reaches its target destination.
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{| {{stdTable}} align = "center" width = "80%"
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|-
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| '''A Short Example'''
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|-
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| align = "center" valign = "top"| [[image:grelshot1.jpg]] || The soldier at location A starts the turn by spoting an alien at location B . The soldiers at location C cannot see the alien.
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The soldier at A has a laser pistol and isn't a particularly good shot with it, so there's no hope of acquiring a reasonable hit from this distance.
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A soldier at location C primes and throws a grenade to the soldier at A, who promptly picks it up, throws it to B and then backs up to get out of range. 
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|}
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==Relaying other Equipment==
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Note that this strategy is not necessarily limited for the use of grenades. It can also be used to rapidly transfer weapons, ammunition, medikits, or other objects such as flares from one end of the map or to the other.
  
 
[[Category: Tactics]]
 
[[Category: Tactics]]

Revision as of 20:24, 7 March 2007

The Grenade Relay is a tactic that allows a scout or other front line soldier to avoid having to spend a lot of time preparing a grenade. Instead a rearward soldier can prepare one and throw it to him. The scout needs only to have enough time to pick up the grenade and throw it again. Although the grenade is live, the high accuracy of throwing and the reliability of the timing mechanism make this a useful tactic where waiting another turn to throw would allow the enemy to fire. It can also leave the front-line soldier with enough TU's for life-saving reaction fire on the alien turn.

Advantages

The priming and throwing action alone costs 75% of your total TUs in addition to the inventory movement costs. This will often mean the death of a front line soldier where keeping a high Reactions level by way of high Time Units is paramount for avoiding reaction shots.

By being passed a pre-primed grenade, the scout will only need to pay the 25% total TUs for the throw and the TUs for picking up the grenade. Since this reduces the overall TU usage, the scout has the freedom of taking a few steps back out of the alien's visible range before throwing, or throwing the grenade and then running for cover.

While this strategy uses a lot more time units overall, the TUs are spent across a number of soldiers, keeping the reaction levels of all but the soldier that primed the grenade at a relatively high level. Soldiers at the rear are also less prone to being attacked by reaction shots.

General Warnings

Extra soldier time should be reserved for moving to a mis-throw and, if possible, leaving enough time for reaction fire. Note this tactic is much more risky when using primed Proximity Grenades - the accuracy has to be perfect as a mis-throw can only be recovered by a vertical insertion with a flying suit - and are not recommended for use with the relay technique. If you must relay a Proximity Grenade, only arm it at the last step in the relay possible, usually the second to last, and if possible to a scout in cover so if the throw misses he isn't stuck motionless in the alien snipers sights.

Execution

The grenade relay is best thought of in the same manner as a baton relay race where runners pass a baton to another until the last runner crosses the finish line with it. In the grenade relay, a live grenade is passed between soldiers from one point on the map to another until it reaches its target destination.

A Short Example
File:Grelshot1.jpg The soldier at location A starts the turn by spoting an alien at location B . The soldiers at location C cannot see the alien.

The soldier at A has a laser pistol and isn't a particularly good shot with it, so there's no hope of acquiring a reasonable hit from this distance.

A soldier at location C primes and throws a grenade to the soldier at A, who promptly picks it up, throws it to B and then backs up to get out of range.

Relaying other Equipment

Note that this strategy is not necessarily limited for the use of grenades. It can also be used to rapidly transfer weapons, ammunition, medikits, or other objects such as flares from one end of the map or to the other.