Thoughts on Grenade dudes and the big Mutant guys?

by AlphonseDisciple
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Thoughts on Grenade dudes and the big Mutant guys?

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Haven’t been able to use either yet. Don’t have either leveled high enough that I want to bring into attack yet, (WHEN WILL EA CREATE A PRACTICE OR UNRANKED MODE TO TEST NEW UNITS!?!?!?) so I don’t know how they are. 

 

Any my thoughts and feedback on them yet?

 

I’ve come across the grenade guys, and they are tough to take down. Smh. What are good counters for the new units besides air units?

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Re: Thoughts on Grenade dudes and the big Mutant guys?

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Grenadiers: Seem ok. I still prefer my tanks doe. But if you don't want to use tanks you can stick to grenadiers. With more units which fill some gaps you can customize your deck to your demands, and these guys give you a hard hitting anti-vehicle infantry option. Unlike JJT's, lots of damage even against anti-infantry vehicles. It's just... they are really ... REALLY slow.........

 

Mutants: Have seen only a few replays with them and my god they are so weak right now... They need buffs ASAP.

 

Counters: Obviously anti-infantry infantry like shocks and flametroopers, but even militants/riflemen stop them with ease. They will also loose a 1v1 against wolverine and widowmaker, even with defenders advantage. Surprisingly, even Nod-unicycles take them out decently. They won't win even in a 1v2 if grenadiers have advantage, but they will do heavy damage. And remember: grenadiers cost 60 while Nod-circles only cost 10, so you can spam them if you need to. Just force the enemy to do a 1v2 each time, or else Nod-wheels just get destroyed.

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Re: Thoughts on Grenade dudes and the big Mutant guys?

I tried them out at level 8. They got taken out easily by anti infantry. Not worth it.

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Re: Thoughts on Grenade dudes and the big Mutant guys?

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Someone rushed my harv with grenadiers and got killed by my riflemen and disconnected

I guess if I started with dogs it will be a different story

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Re: Thoughts on Grenade dudes and the big Mutant guys?


@xrmiao4 wrote:

Someone rushed my harv with grenadiers and got killed by my riflemen and disconnected

I guess if I started with dogs it will be a different story


That dude who disconnected is a coward.

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Re: Thoughts on Grenade dudes and the big Mutant guys?

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You can play an even rank game if you join/are in an alliance. Just create a match and set it to tournament rules and you can them before you level them up.

 

I've faced them a fair few times now but they are a lot easier to deal with than expected. I use a chem buggy with nod which should be terrible but they are still not much bother because they're so slow and I run militants too which take ages but will win.

 

Personally I just don't think there are enough scenarios where they are really needed over a missile/laser squad especially since you lose aa. It's basically the sandstorm it would be good for, titans and avatars you have air units and it loses 1v1 vs other common tech like wolverines and spiders so it's too specialised and expensive. If it was faster, maybe it would be more versatile  or maybe different decks and strategies to what I use. But when an air unit is better for most of what it's good for, use air. 

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Re: Thoughts on Grenade dudes and the big Mutant guys?

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Good info guys. Thanks. 

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Re: Thoughts on Grenade dudes and the big Mutant guys?

[ Edited ]
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Specialized and average speed are just bad combination. The more it costs the worse it is.  You seriously need matchup advantage but your speed prevents you to do so.

 

Just got choke by the mutants, lvl11max training, that’s just crazy.

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