General Grenadier update proposal

Contrary to the opinion that the humbaracci is a problem beacuse its just better than other grenadiers, I think its a way better model for what ALL grenade troopers (of legacy civs) should be.

It references what grenadiers were used for as late as the late 16th century opposed to the mid 18 century grenadier - which was basically the Soldado. Given that historical reference the humbaracci gets a good role, where the common gren can be summed up as ‘falconet but less’, despite having the exact same historical function. Drawing from said function, a proposal for a new gren model for legacy civs.

Summary

HP: 200
Resist: 30% siege, 20% melee
Range: 6
Speed: 5
Ranged attack: 15
Melee attack: 25
Siege attack: 50
Attack rate: 2 at range, 1.5 in melee, 3 in siege
AOE: 2 with ranged attack, none for melee/siege
Multipliers: x 0.5 vs heavy cavalry/shock inf at range, x 0.4 vs heavy cavalry/shock in melee, x 2.5 vs artillery and ships at range, x 1.5 vs artillery in melee, x 2 vs forts, x 3.5 vs culverin at range.
Population: 1
Cost: 100 food, 40 gold

Grenadier - Siege trooper. Elite infantry equipped with heavy iron grenades to disable artillery emplacements. Excels against fortifications and in close quarters.

In the end, the grenadier should be a unit that stands up well to melee infantry and artillery, but gets killed by everything with a ranged attack.

Best example I know for the tactical logic is the last siege of Vienna. To sum things up:

  • Cannon emplacements of the attackers and defenders started in a stalemate.
  • Grenadiers would try to break the stalemate, so attacking artillery can shoot bombard defending line infantry.
  • Trenches, tunnels, or other cover were needed to get close - bad tactical setting for muskets so a specialized siege trooper was used.
  • Attacker goal is to disable defending cannon, defender goal is to kill attacking grenadiers - end result is dodge ball with obstacles and then CQC when ammo is gone.

So from all that, the proposed stat breakdown can be explained;

  • Grens were taken from the tall and strong to optimize throwing range of heavy grenades; hence, the high hp and attack stats.
  • Priming and throwing a bomb is faster than loading a musket, but slower than firing an arrow - 2 ranged attacks per second seems reasonable - up for debate tho.
  • Melee fighting was part of their main job, but they were never expected to counter dedicated melee units (heavy cav, halbs, dopps) - so high base damage and melee resistance for that part.
  • They were expected to lose vs line infantry, so the ranged resist is gone. Few big gun = small problem, many small gun = big problem.
  • Grenades were 2.5 to 6 lbs in the 16th century - half the (effective) range of muskets is generous for tossing that.
  • Cover and trenches isnt a thing in the game - so the siege resistance is to imply use of cover against artillery.
  • Early grenades were less efficient - more powder and iron needed to be effective than later ones; meaning more weight and cost per unit → higher gold cost than musketeers.
  • Role was more specialized and complex that of line infantry - higher overall cost.
Summary

HP: 200
Resist: 30% siege, 20% melee

Range: 8

Speed: 5
Ranged attack: 15
Melee attack: 25
Siege attack: 50
Attack rate: 2 at range, 1.5 in melee, 3 in siege

AOE: 1.5 with ranged attack, none for melee/siege

Multipliers: x 0.5 vs cavalry/SI at range, x 0.4 vs cavalry/SI in melee, x 2.5 vs artillery and ships at range, x 1.5 vs artillery in melee, x 2 vs forts, x 3.5 vs culverin at range.
Population: 1

Cost: 125 food, 40 gold

For the Otto variant, this looks like it might come from the last Vienna - Austrian grens use iron grenades which cause worse shrapnel injuries, and otto grens had glass grenades which could be thrown farther. Trade off; 25% more range for 25% less aoe.

Summary

HP: 200

Resist: 25% siege, 25% melee

Range: 6
Speed: 5
Ranged attack: 15

Melee attack: 31
Siege attack: 40

Attack rate: 2 at range, 1.5 in melee, 3 in siege
AOE: 2 with ranged attack, none for melee/siege
Multipliers: x 0.5 vs heavy cavalry/shock inf at range, x 0.4 vs heavy cavalry/shock in melee, x 2 vs artillery and ships at range, x 1.2 vs artillery in melee, x 1.6 vs forts, x x 3.5 vs culverin at range.

Population: 1
Cost: 100 food, 40 gold

For a Russian variant, they have the standard cost/stat trade off, but also the additional quirk better melee ability in exchange for being worse at their primary jobs.

Relevant home city cards

  • All things that effect gunpowder infantry also effect grens by default.
  • Grenade launder - adds +6 range to range and +3 to ranged attack, but reduces ranged attack rate to 3.0. Does not reduce aoe.

Relevant Arsenal changes

  • Incendiary grenades dont boost aoe.
  • Infantry sabers - 20% boost to hand damage.

Later, the need for dedicated grenade regiments declined in the 18 (ish) century, so they were absorbed into line infantry as an elite branch of particularity tough line infantrymen that occasionally threw grenades. The natural progression would be to have an age 4 card that converts existing grens into Soldado-esque units, but I’d rather keep the pin in that grenade.

3 Likes

There;s literally no reason such a unit should exist.
also 2 AOE on a 5 range unit with 1 pop simply invites trouble.

1 Like

Counter proposal.
Completely remove the current grenadier unit archetype and make them equivalent to the Papal Zouave, but without abilities. :slightly_smiling_face:

Historically the weakness of grenadiers was that they where so elite and thus targetted by artillery, they should be weak to artillery just from the basis that they are more cost into a single units than a musketeer.

I am fine with seeing new grenadier types, or changes in balance to the current ones but the idea of an “anti ranged mass, weak to artillery, infantry unit” is a fun one, it is just not executed perfectly.

2 Likes

Thing is, historically, grens were outclassed so badly by developing field artillery that the need for personel dedicated to exclusively throwing grenades basically vanished by the 17th century onwards - thats why they were absorbed into line infantry as elites (which would then get artillery focus fire).

The humba is the best rep for 15/16 century gren and the soldado is exacly what the post 17th century one was.

1 Like

I like your take on the problem. I would even say that “grenade launcher” should be converted in Age IV card and basically be an inverse refurbished firearms, “Grenadier Companies”, which gives grenadiers rifle attacks and basically left the grenade attacks only vs artillery and buildings.

1 Like

Oh, come on. twenty characters

1 Like

Samurai Grenadiers, original or current Argentine Grenadiers, Humbaracci, common Grenadiers, all are very poorly balanced, or are useless in most games or are extremely OP. I think it’s time to admit that the developers don’t know and can’t balance them.

Grenadiers in my opinion should be an equivalent to the Mexican Soldier or the Italian Papal Zouave, Elite units, but with a high cost in resources.

2 Likes

Zouaves are very close to IRL musketeers of the mid 19th century. Rifled barrels and minie balls did wonders for the effective range of muskets. Improved barrel making tech get made them easier to carry and use too, so the improves speed could be reasoned from that.

Thing is, the counter system of aoe3 is mostly pretty good. The lack of a heavy tag on Zouaves and the high stats lets them make a mess of a pretty decent design, I feel. So unless a heavy inf tag is added and the ranged resist is scaled down, the idea of seeing them everywhere is a bit too scary.

2 Likes

Reason is that grens are useless as soon as someone FFs and sends 2 falcs. The gren gotta be useful or go.

also 2 AOE on a 5 range unit with 1 pop simply invites trouble.

2 AOE should be small enough that staggered form takes the bite out of it, no?

Stats are very much up for debate, I just think the humba siege/anti artillery is a good mold to start from.

I want the concept, not a duplicate.

This
Ranged infantry with high hitpoints. Performs well against all units. Countered by Artillery.

1 Like

Yeah let’s balance it around one of the most overpowered units in the game with barely any coounters in team games

Thats the basic problem.

Yes, this sort of imbalance lead me to propose a wide set of nerfs to the existing humbaracci. You saw those, yes?

To avoid this being a problem, the unit should be expensive in resources like the Mexican Soldier, which is not problematic and has similar stats.

1 Like

The soldado IS quite problematic, tho. Less than zouaves - it has a heavy tag, which enables counters from light infantry.

I think the example of the sipahi is enough to indicate that a unit thats too strong is too strong, even if you gate behind things like cost, shipments, build limit, etc. There are always complaints for that even tho it takes one black rider shipment to counter it.

A strong unit changes the counter system is gonna be overwhelming and a weak unit that does the same is pointless.

1 Like

Yes, but that’s only a problem because not everyone has that option, if all civilizations had a unit that was good against everything except artillery, what would happen is that that unit would become the standard at the end of the game and the others would become specialized support.

Which ironically I think would balance the meta at the end of the game or even before. I see it as almost a definitive solution to the imbalance of the game, although I suppose that the training of these units could be limited only to Age IV, to avoid potential problems.

I’d rather keep the thread for grens, specifically.

I can see the potential here, but can we take the rest of the talk to PM’s?

I’m talking about the grenadiers. If you think the topic could go off track, then I think it would be better to stop talking about it and let other people give their opinions. Besides, it’s not a topic I’m interested in discussing at length.

Starting out, proposing the elimination of the niche unit type and then suggesting a line infantry upgrade is like putting a right angle on a train track.

This conversation really did belong in a potential musketeer upgrade/late game comp thread, so its good that it ends here, I suppose.

What if grens werent tagged as heavy?

Would that help them beat infantry and still lose to art? Ig would make them weaker to cav tho