Grenadier

Course Details

Instructor(s)

Current qualified instructors:

  • Any AI wearing the Badge
Booking a Course: To book a course, please speak with one of the listed instructors and request a suitable date. Information will also be posted in the Squad Training Academy subforums

Number of candidates

Eight candidates are maximum per one instructor.

Objectives of the course

Grenadier Course aims to provide participants with the skills required to be an effective and contributing factor within squad gameplay. This course will make you one of the best fraggers in the game, but also teach you how to help your squad with stopping enemies from advancing.

Prerequisites

You can only participate in this course once you've read Squad Core Game Mechanics and passed both Basic Infantry and Advanced Infantry exams.

About the role

The Grenadier is a rather versatile class in Squad, armed with your standard rifleman primary weapon plus an underbarrel grenade launcher attached.

The grenadier loadout comes as follows:

  • Assault Rifle
  • High Explosive Shells (10 HE rounds)
  • Smoke Shells (2 White smoke, 2 blue smoke, 2 red smoke)
  • Field Dressing x2
  • Shovel
  • Some factiosn get a pistol as well fo the kit

The grenadier's UGL comes in two flavours, for the US you receive the M203 grenade launcher, which operates between 50m and 250m, and for Insurgent, Militia and Russia, either the GP-25 or GP-30 UGL which operate at 50m to 350m and has a ‘mortar’ ranging for 200 and 300 meters. (200m High, 300m High)

Principles of the Grenadier

The first type of ammunition that can be used is explosive, to which you get a generous 10 shells. These rounds have a medium area of effect (about 10m), meaning that most internal structures can be cleared with one of these rounds when they’re placed in the centre of the room, wounding all enemies not behind a surface.

The second type of ammunition, smoke, is used in more of a supporting role for your whole squad/team. Opposed to the regular smoke grenades, the UGL Smoke round deploys instantly albeit over a shorter spread than the commonplace smoke grenade. Launching smoke at entrenched enemies can often block their line of sight and make their position redundant and can achieve the effect that explosive rounds may not be able to if the enemy is well-placed within their structure.

Start by practicing on flat ground, pick targets, such as a vehicle or simply a spot to the ground you know the distance to and try firing shells on it. Using the smoke rounds instead of the grenade rounds for practice makes it easier to tell where the shells are landing. After you mastered putting grenades on target, practice shooting up a hill or down a slope to learn to compensate for elevation. After this, practice firing shells through doors and windows into buildings.

The grenade launcher should be used to attack enemies who are suppressed behind cover, taking cover inside a structure, or bunched up in the open. It should NOT be used to engage single infantry in the open. No matter how good of a shot you are, if you attack a single soldier in the open chances are quite low for a hit. Unlike when you fire a round with multiple targets in the targeted area, in which case it is very likely that you wound or even kill multiple hostiles. Use the rifle if you have no good use for the grenade launcher.

The grenadier should be with a squad at all times. If your squad managed to suppress hostiles that are taking cover behind structures such as rocks or trees, the grenadier has good chances to finish them off by putting rounds against elevations behind the suppressed squad, such as a tree, or by targeting the squad directly, if their cover isn't too so high that by shooting above it the grenades detonate too far away to do damage. To overcome obstacles it is particularly important for the grenadier to seek out positions where he has an elevation over the enemy squad. If enemies are hiding in small structures such as bunkers or towers rounds fired inside the structure through openings are almost certain to inflict casualties. To target structures the rest of the squad needs to lay down suppressive fire so the grenadier can aim and shoot, since the hostiles will obviously use the openings of the targeted structure to return fire themselves.

The smoke grenades the grenadier holds can be fired over a long range, just like the regular grenade rounds. That means instead of firing smoke to cover the squad from the enemy, the grenadier can deploy smoke in the proximity of the hostile squad obstructing the view of the enemy, providing more effective cover. However, one round holds less smoke, so one might consider to use multiple shells to full obstruct the view of the hostiles.

Environmental adaptation

The grenadier kit is used differently based on terrain. This role can be highly effective when setting up ambushes, especially when the grenadier is on high ground in cover. If you have a good reason, like targeting a fortified structure or attacking an open spot, by all means equip it.

Woodland

  • Woodland areas are a good terrain to use the grenadier kit.
  • There are plenty of objects like trees, rocks, etc. to detonate grenades against.
  • However hostiles tend to use the cover to approach your squad and engage at close range, so make sure you are not overrun while trying to target hostiles with grenades.

Desert

  • Large groups of infantry are obvious targets on desert maps.
  • The smoke launcher is what really shines on this map.
    • If the squad needs to retreat, smoke can be deployed in the proximity of the enemy squad, obstructing a greater field of view as opposed to tossing smoke in the proximity of your own squad.

Urban

  • In Urban areas engagements can be so close that there is little use for the grenadier kit, since rounds will only detonate when launched further than 15m.
  • However, if there are a lot of street fights going on, rather than house fights, the grenadier kit is a very good choice.
  • In Urban maps infantry can often be found near walls and objects, making it easy to detonate an HE round next to them.

Position of the Grenadier in Squad

Generally the grenadier should just stick with the squad. Unlike the AR who can form a fireteam with an rifleman supporting him, or the marksman who occasionally falls behind the squad to provide accurate fire from a safer distance.

The grenadier really relies on supressive fire. If you want to target a squad or shoot grenades into openings ask the rest of the squad to lie down supressive fire, so that you can aim carefully. Grenadier putting rounds in a squad while the team surpresses with rapid fire.

Usage of HE rounds

At start you get 10 HE rounds in your kit. HE rounds are really useful against infantry. They have really good splash damage,but HE rounds to be detonaded they need to be fire from distance. Minimum distance is 15m. HE rounds are best to be used when attacking a group of enemy ,or enemy squad that is in tight formation, you can kill and wound many of them,while others will retreat and panic. HE rounds should also be used while clearing some compounds and entrenched positions. HE rounds shouldnt be used against single enemy.

Usage of Smoke shells

Smoke shells are made for marking. When someone mark enemy position or when you see an enemy in distance, fire a smoke and call out the contact. For example : Enemy Squad on red smoke ,North West,300m. Lots of grenadiers are not using smoke shells,but now with vehicles out and fighting vehicles in pipiline they will be used more ,because you will mark enemy positions with smoke and then fighting vehicle will take care of it with their optic zoom on gun position.

Getting use to drop of shells

There is a significant drop when using shells in distance. Please use this guide by our fellow member Salk!s to learn how to calculate the drop.

Distance

By Azp3n

US SIDE

How to know the distance to an enemy:

  • Ironsight for GL
  • 100m = the enemy (full figure) fills the first gap of spikes.
  • 200m = the enemy (full figure) fills half of the gap.
  • Everything that is bigger than the gap aim in the middle/head.

Distance: 50-100-200-300-400-500-300high-200high (GP20/GP25) -> INS, Militia, RU

50-100-150-200-250 (M320) -> US 100m, circle frame, bottom in line with the enemies


RUSSIA/MILITIA:

Harder than US GL, but bigger observation. No good preferences for aiming. Everything above 200m is hard to hit on first grenade but doable if experienced and trained. Use smokes to point out enemy positions for SL's and marksman/optics.

Equipment: 6 grenades 2 white smokes, 1 blue smoke, 1 red smoke

How to know the distance to an enemy: Ironsights for GL 100m = enemy fills the T-shape on the left side of the ironsight 200m = enemy is as big as the left tab of the T-shape Everything that is bigger that the T-shape aim in the middle/head.

Distance:

Always use crosshair and then aim higher depending on the distance 50-75m, crosshair in head

100m, bottom of the GL sight box

150m, GL barrel's top

200m, Knuckles aiming low on the target

300m, Top of the edge of shirt, in line with enemies

Attacking a vehicle

  • As a grenadier you shouldnt be attacking heavy vehicles.
  • Sometimes when AT guy is out of rockets you can help him out by taking down light vehicle if its already damaged.
  • Usually it will take up to 6 HE rounds to take down Humvee.
  • Also HE rounds have really good splash damage against trucks.
    • You can kill enemies that are riding in back with splash damage easily.

What it takes to destroy enemy vehicles - check this guide from our fellow members

Ambushes

  • A grenadier is crucial for making a proper ambush.
  • Him and MG are the ones that will open fire first.
  • Always ask for permission to fire before actually opening fire.
  • Find a proper place for an ambush
    • the best thing to do is find high round
    • with some cover. This way they wont know what hit them.
  • Hit them a few times, this will stop their advance and make them retreat and panic.

Practicals

There will be practical "exams" which will be explained to you by your AI. 
You will do some practical tests on testing range (you need to have 50% accuaracy at least) and then you will be put in squad with other candidates and AI will follow you to see if you are implementing stuff that you have been taught in the course.