Difference between revisions of "Grenade Relay"

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The '''Grenade Relay''' is a tactic that allows you to quickly move a live grenade from one part of the map to another through a chain of soldiers.  
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The '''Grenade Relay''' is a manoeuvre that allows you to quickly move a live grenade from one part of the map to another by having a chain of soldiers pass it from one to another until it reaches its destination.  
  
It greatly assists front-line scouts by reducing the amount of [[Time Units]] (TUs) they need to spend to deploy an armed grenade, leaving them with more TUs that they can employ in a variety of ways.
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This technique helps front-line scouts by reducing the amount of [[Time Units]] (TUs) they need to spend to deploy an armed grenade. By leaving them with more TUs, they can better defend themselves against enemy reaction fire or use it to take other actions.  
  
 
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The grenade relay can be 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. Another analogy is to imagine a linear game of pass-the-parcel.  
== Warning! ==
 
 
 
'''This is a fictitious tactic'''. Please do not attempt this at home with a ''live'' grenade. Though it can theoretically be performed, it is very difficult, requires great precision and is extremely dangerous.  
 
 
 
It is only possible in the confines of the game because X-Com soldiers are death-defying professionals and because grenades will only explode between turns. Real life does not have the advantage of the arbitrary game turns or grenades that will kindly wait until the end of them! 
 
 
 
Once again, please do not attempt this stunt at home with a live grenade.  
 
  
  
 
==Execution==
 
==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.
 
 
A grenade relay is performed by having a rearward soldier arm and pass a grenade forward to the scout. If the scout is out of reach, then to the nearest soldier. This action is repeated until it reaches the scout.
 
  
The scout then only needs to spend enough TUs to pick up and complete the grenade's journey to its destination.  
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A grenade relay is performed by having a soldier at the rear of a formation arm and pass a grenade forwards to the receiving soldier. If the intended recipient is out of throwing range, then to the nearest soldier who will then pick it up and pass it forward. This action is repeated as often as necessary until it reaches its destination.  
  
This tactic is not just limited to grenades and can be adapted to quickly transport any object around field. See the [[#Relaying other Equipment|Relaying Other Equipment]] section below.
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Soldiers in the middle of the relay can re-position themselves as needed to work around obstructions.
  
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The grenade can be armed during any point in the relay. Ideally before the last soldier in the chain.
  
 
==Advantages==
 
==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 forward scout where keeping a high [[Reactions]] level by way of high [[Time Units]] is paramount for avoiding reaction shots. With less than 25% of your remaining TUs, the scout will not have many options to choose from.
 
 
By being passed a previously primed grenade, the scouts only pays 25% for the throw and the 8 TUs for picking up the grenade. With higher remaining TUs, the scout can make a further attack of seek cover.
 
  
The relay is a safer albeit slower alternative to having the scout arm and carry a live grenade. Though quicker to deploy, if a soldier is stunned while carrying a live grenade, the grenade will kill the scout. The relay provides a just-in-time grenade for the scout when needed.  
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The normal steps needed to arm and throw a grenade will cost 75% of total TUs. Extra costs also apply if you need to move the grenade into a hand. With the relay, a scout will only need to spend 8TUs to pick up the grenade and then 25% for throwing it.  
  
The relay is a great way of getting a grenade around complex obstacles, such as if the there is a building between the target and the person arming the grenade.  
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With more [[Time Units]] left, the scout's ability to resist attracting reaction fire is improved. The time units can also be used for other actions that will improve the scout's odds of survival.  
 
 
The relay can be used by to move a [[High Explosive]] from its source to its destination a lot faster than walking it or throwing it. This is quite useful for weak soldiers and frees the scout from the need to carry the otherwise heavy explosive.
 
  
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The alternative to the relay is to have grenades pre-armed. This provides faster deployment, but makes the person carrying the grenade a walking bomb that will go off when they are killed or incapacitated. The relay provides similar benefits except that grenades will only be armed as they are required.
  
 
== Disadvantages==
 
== Disadvantages==
  
The main purpose of this strategy is to reduce the scout's TU consumption, but results in a larger overall amount TUs spent, spread over a greater number of troops.  
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The main purpose of this strategy is to reduce the scout's TU consumption to keep their reactions high. It does result in a larger overall amount TUs spent over a greater number of troops.  
  
Though this may seems more wasteful than having the scout arm and prime the grenade, it's all about managing and minimizing risk.  
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Though this does expend a larger number of time units over a number of soldiers, the soldiers priming the grenades will be situated in much safer position further from the enemy. They are less at risk from return fire than the soldiers closer to the enemy.
  
Those with the greatest risk are those on the front line exposed to enemy fire They need to be frugal with their TU consumption to keep their initiative high to avoid enemy fire.
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As with any tactic involving explosives, general carelessness while handling live explosives can prove to be quite disastrous.  
 
 
The ones with the least risk are those that are safely behind the front line. They can afford to spend more TUs to support those on the front line with costlier actions as they are less likely to be seen and shot at by the enemy.
 
 
 
As with any tactic involving explosives, general carelessness can prove to be quite disastrous.  
 
  
 
==General Precautions ==
 
==General Precautions ==
Extra time should be reserved for moving to a mis-throw, or escaping from it. Soldiers mid-chain often have plenty of TUs to spare to react to misthrows, but be careful that you do not pass the grenade to someone with no TUs.  
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Extra time should be reserved for moving to a mis-throw, or escaping from it. Soldiers mid-chain often have plenty of TUs to spare to react to mis-throws, but be careful that you do not pass the grenade to someone with no TUs.  
  
Pay attention when performing this manoeuvre, throwing a primed grenade to a soldier who then ignores or forgets it and goes to do something else can a somewhat undesirable effect by the end of the turn.
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Pay attention when performing this manoeuvre and ensure you complete it. Getting distracted and forgetting to complete the relay will have an undesirably negative effect at the end of the turn.
  
Be very careful about throwing a live grenade to a soldier standing on a pile of other grenades. As there is no immediate indicator of the state of the grenade until after it is picked up, there is nothing more frightening than to have to hunt through a pile of identical grenades for it and run out of TUs.  
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Take care not to throw a live grenade to a soldier standing on a pile of other grenades. As there is no immediate indicator of the state of the grenade until after it is picked up, there is nothing more frightening than to have to hunt through a pile of identical grenades for the live grenades while your TUs rapidly dwindle.
  
 
When relaying primed [[Proximity Grenade]]s - even more care should be taken then normal. The accuracy of the throws have to be perfect as mis-throws can only be recovered by vertical insertion with [[Flying Suit]]s. If you must relay a Proximity Grenade, there is less risk involved if it is armed closer to the end of the chain rather than at the start of the chain.  
 
When relaying primed [[Proximity Grenade]]s - even more care should be taken then normal. The accuracy of the throws have to be perfect as mis-throws can only be recovered by vertical insertion with [[Flying Suit]]s. If you must relay a Proximity Grenade, there is less risk involved if it is armed closer to the end of the chain rather than at the start of the chain.  
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The scout in the upper middle portion of the map has spotted an alien next to the downed [[Abductor]]. The scout's not a crack shot with a pistol, but is strong enough to throw a grenade clear across the map. Even though the alien is looking the other way, the scout's already spent too many time units and can only prime a grenade or throw it, but not perform both actions.
 
 
The only other person in the field with a grenade happens to be the soldier that was edging along the South Eastern corner of the map. The far side of the grenade's intended destination. This soldier is not strong, so cannot throw the grenade to the scout from here. To add to the soldier's troubles, the [[Skyranger]] is in the way.
 
  
There is a chain of soldiers within throwing distance of each other nearby. The person with the grenade arms it and passes it between the other soldiers until it arrives at the scout. The scout then delivers the grenade to its destination.
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In this example, it's the start of the turn and the scout in the upper middle portion of the map has moved and spotted an alien by the [[Abductor]]. The scout's not very accurate, but can easily deal with the alien by throwing a grenade. However the scout has already spent too many time units and only has enough to prime a grenade or throw it, but not perform both actions.  
  
In this example, if the third soldier in the chain was strong enough, the grenade could have been passed directly to the scout. It has been passed to the fourth soldier simply as an exercise to prolong the example!
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The only other person in the field with a grenade happens to be the soldier in the South Eastern corner of the map. This soldier has a [[High Explosive]] but is not especially strong, so cannot throw it to the scout from here. To add to the soldier's troubles, the [[Skyranger]] is in the way. There is a chain of soldiers within throwing distance of each other nearby.
  
Note that the grenade need not be armed by the first soldier in the chain, but it should be armed before it reaches the last unit in the chain.
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The solution to this problem is to have the soldier with the High Explosive arm it and throws it along to the nearest solider. That soldier then picks it up and throws it to the next. This is repeated until it reaches the scout, who finally throws it at the alien.  
  
==Relaying other Equipment==
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This example is deliberately prolonged, but can be shortened depending on how strong the soldiers are and the weight of the grenade used.
  
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 to the other.
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== Other Uses ==
  
It can even be used to fire a slow weapon or use an item more times than would normally be possible in a turn. Each soldier reserves enough TUs to throw the weapon, expends all the other TUs, then throws the weapon/item to another soldier who repeats the process.  
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This tactic is not limited to grenades and can be adapted to quickly transport other objects to other soldiers around the field, such as weapons, ammunition, [[Medi-Kit (EU)|Medi-Kit]]s, [[Electro-flare]]s and even unconscious bodies. This way these devices can be provided where they are needed the most quickly and without having to physically walk them over.
  
Examples where this tactic can be useful is if you only possess a few instances of a new, powerful weapon, or if you are caught in a Base Defence mission with insufficient weapons to arm all your troops. Several medics can share the same Med-Kit during the turn, or a single motion detector can be used at different points of the map.  
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With careful management of time units, the relay can even be adapted to allow several soldiers to operate the same device in the same turn.  
  
 
[[Category: Tactics]]
 
[[Category: Tactics]]
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[[Category:Enemy Unknown/UFO Defense]]

Latest revision as of 02:41, 23 July 2013

The Grenade Relay is a manoeuvre that allows you to quickly move a live grenade from one part of the map to another by having a chain of soldiers pass it from one to another until it reaches its destination.

This technique helps front-line scouts by reducing the amount of Time Units (TUs) they need to spend to deploy an armed grenade. By leaving them with more TUs, they can better defend themselves against enemy reaction fire or use it to take other actions.

The grenade relay can be 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. Another analogy is to imagine a linear game of pass-the-parcel.


Execution

A grenade relay is performed by having a soldier at the rear of a formation arm and pass a grenade forwards to the receiving soldier. If the intended recipient is out of throwing range, then to the nearest soldier who will then pick it up and pass it forward. This action is repeated as often as necessary until it reaches its destination.

Soldiers in the middle of the relay can re-position themselves as needed to work around obstructions.

The grenade can be armed during any point in the relay. Ideally before the last soldier in the chain.

Advantages

The normal steps needed to arm and throw a grenade will cost 75% of total TUs. Extra costs also apply if you need to move the grenade into a hand. With the relay, a scout will only need to spend 8TUs to pick up the grenade and then 25% for throwing it.

With more Time Units left, the scout's ability to resist attracting reaction fire is improved. The time units can also be used for other actions that will improve the scout's odds of survival.

The alternative to the relay is to have grenades pre-armed. This provides faster deployment, but makes the person carrying the grenade a walking bomb that will go off when they are killed or incapacitated. The relay provides similar benefits except that grenades will only be armed as they are required.

Disadvantages

The main purpose of this strategy is to reduce the scout's TU consumption to keep their reactions high. It does result in a larger overall amount TUs spent over a greater number of troops.

Though this does expend a larger number of time units over a number of soldiers, the soldiers priming the grenades will be situated in much safer position further from the enemy. They are less at risk from return fire than the soldiers closer to the enemy.

As with any tactic involving explosives, general carelessness while handling live explosives can prove to be quite disastrous.

General Precautions

Extra time should be reserved for moving to a mis-throw, or escaping from it. Soldiers mid-chain often have plenty of TUs to spare to react to mis-throws, but be careful that you do not pass the grenade to someone with no TUs.

Pay attention when performing this manoeuvre and ensure you complete it. Getting distracted and forgetting to complete the relay will have an undesirably negative effect at the end of the turn.

Take care not to throw a live grenade to a soldier standing on a pile of other grenades. As there is no immediate indicator of the state of the grenade until after it is picked up, there is nothing more frightening than to have to hunt through a pile of identical grenades for the live grenades while your TUs rapidly dwindle.

When relaying primed Proximity Grenades - even more care should be taken then normal. The accuracy of the throws have to be perfect as mis-throws can only be recovered by vertical insertion with Flying Suits. If you must relay a Proximity Grenade, there is less risk involved if it is armed closer to the end of the chain rather than at the start of the chain.


Example

Grelayex.png



In this example, it's the start of the turn and the scout in the upper middle portion of the map has moved and spotted an alien by the Abductor. The scout's not very accurate, but can easily deal with the alien by throwing a grenade. However the scout has already spent too many time units and only has enough to prime a grenade or throw it, but not perform both actions.

The only other person in the field with a grenade happens to be the soldier in the South Eastern corner of the map. This soldier has a High Explosive but is not especially strong, so cannot throw it to the scout from here. To add to the soldier's troubles, the Skyranger is in the way. There is a chain of soldiers within throwing distance of each other nearby.

The solution to this problem is to have the soldier with the High Explosive arm it and throws it along to the nearest solider. That soldier then picks it up and throws it to the next. This is repeated until it reaches the scout, who finally throws it at the alien.

This example is deliberately prolonged, but can be shortened depending on how strong the soldiers are and the weight of the grenade used.

Other Uses

This tactic is not limited to grenades and can be adapted to quickly transport other objects to other soldiers around the field, such as weapons, ammunition, Medi-Kits, Electro-flares and even unconscious bodies. This way these devices can be provided where they are needed the most quickly and without having to physically walk them over.

With careful management of time units, the relay can even be adapted to allow several soldiers to operate the same device in the same turn.