Where is the fine line at siege unit balancing? The "grenade trooper case"

We are looking at this guy today:

imagen → Should be better


Background

Summary

Thought I’d see the opinions on this 1 type of unit which is heavily underused in age 2, for good reasons.
I wrote this in a reply a while ago:

Briefly, concluded that using the right cards, they can become a powerful unit in the later ages that can even solo combat like the other units fairly well enough… But not in age 2, in that age, they are a deficit to your economy and logistics, making chads like @AssertiveWall20 lose to noobs like me.

But with that comes the question, why doesn’t that happen with Humbaracis or fire throwers???

NEVER had issues with those 2 in age 2.


Disclaimer?

Summary

I won’t be including other grenade trooper types since they are more special, as in different, and more restricted than these 3 (And to focus on 1 subject per thread).
Side note, I searched all other grenade trooper types, are these all of them?

  • Filibuster (Revolution)
  • Soldado (Mexico)
  • Chakram thrower (Native)
  • Arsonist (Merc)
  • Mounted granadero (Revolution)
  • Giant grenadier (Merc)

The numbers

Summary

In age 2, here are the 3 grenadier’s raw stats.

I passed that info into excel for easier comparison, added the musketeer for reference (And the veteran mantlet for laughs).

I just found out the mantlet takes longer to start the siege attack animation… whooofff…


The study

Summary

From the looks of it, the default grenadier has similar “return of investment” in some stats, but hardly excels in anything.

While the Fire T. is meant as a siege skirmisher, and the humbaraci as a slower oprichnick, the grenadier lacks a proper spot in the roster, since it doesn’t have the focus on anything other than siege whithout outclassing other units at it (Musks follow closely behind and pikemen are best).

It’s pretty much the same issue as with the mantlet… made a post of that too :sweat_smile:

Mantlets suck (That's it, that's the title)

Using the musketeer as a reference, since stats like the speed and range are so similar, they end as “a musketeer with negative multipliers, unable to train at barracks, and with almost half to a third of the potential damage”.
The only thing they outclass musks at is tanking ranged damage and trading better with skirms in melee (Melee aoe).

AGAIN, all of this in age 2, with the grenade launcher card the grenadier can improve micro and add kiting (The range and animation attack upgrades are what gets them on par with everyone else).


The experiments

Summary

Numbers can be misleading, so to make up my mind, I tested it with the most similar unit, the humbaraci.

On equal resources (18h vs 19g), in age 2, with no upgrades, the grenadiers lost, badly.

I used no stagger mode on either group to show that the higher area of effect is not enough to justify the low low low attack of the default grenadier, which is why the humbaraci won so easily, as they have lower aoe but much higher attack (and range, but I didn’t factor that in).

Something bugged me though, the humbaracis did have siege armor, a bit unfair, so I did 1 last test in melee, AND GRENS WON!
I used only minimal micro to engage in melee.

So it’s cool to see that the melee attack is as good as it is now.


The end

Summary

From all of this mess, the default grenadier has the same properties as a “mobile falconet with a melee attack”, since:

  • It has unit siege damage.
  • High(ish) building siege damage.
  • Area of effect damage.
  • Is vulnerable to both cavalry.
  • Vulnerable to other artillery

That’s what it says in the description too, but it needs to be better for age 2 justification.

If I had the authority to balance them, I’d try:

  • Attack and siege attack range both increased from 12 to 14 (matching with humbaracis)
  • Ranged unit siege damage increased from 16 to 17, area of effect reduced from 3 to 2,5 (Favor base damage over aoe).
  • Multiplier against infantry increased from 1 to 1,5, and from 1 to 3 against ships (Improving the intended falconet role).
  • Building siege attack increased from 41 to 45 (Justifying their purchase for “advanced siege purposes”).
  • Ranged multiplier against cavalry changed from 0,4 to 0,3 (To make the counter more obvious).

And that’s the post, as always, I’d like to hear your thoughts on balancing.

7 Likes

I think the only times I’ve used them in age 2 is in extended games that take place in age 2 with Rus and China. Other than that I’ve used them before as a rush for turtle civs trying to rush age 3-4 and having “advanced arsenal” card helps a lot for the extended age 2 games.

They do well for those civs with weak but many units even in stager mode just need to micro them better(its harder then with falcs, as they are smaller and higher number). They are such a niche unit in age 2 that its hard to justify building the foundry for only 1 unit type access for a niche role. When it comes to the stable its another story as hand cav is very adaptable (depending on the micro/skill of the user).

If they just move this unit to the barracks it would see more play in age 2 simply put; dont really see any need for changes to stats unless they really want to keep it in the foundry.

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in that age, they are a deficit to your economy and logistics, making chads like @AssertiveWall20 lose to noobs like me.

Sounds like we need a rematch. Also we’re about equal in skill level, I’ve just been laming Aztecs recently.

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No need to touch multiplayers. And their range is fine with the grenade launcher being shipped. You just need to increase the damage. Twice! (siege dmg is ok).

The reason why even lamer fire throwers are better than grenadiers is the presence of multipliers only. :person_shrugging:

I feel like there is little experimentation when it comes to patch releases, I’d go for the multiplier, and if there is backlash, turn it back again.

At least we’d have the chance at change.

The biggest problem with Grenadiers is that in Age 2, you have to ask “why would I build a Foundry and make Grenadiers when I can just make Musketeers/Pikeman”? And in Age 3, you have to ask “why would I make Grenadiers when I can make Falconets”? Simply, Grenadiers are just not a very impressive unit when other units can fill its niche quite well or defeat it very decisively. Specifically,

In Age 2:

  1. Grenadiers does 41 siege damage. Two Pikemen do 64 (32 * 2) siege damage, two Musketeers do 40 siege damage. For the same pop count, Grenadier is not a very impressive siege unit.
  2. Pikemen and Musketeers can fight off Hussar, while Grenadiers dies to Hussar. So grenadiers are not useful for burn-and-run raids.
  3. Grenadiers are theoretically good against Melee Infantry (Pikeman). But against someone who knows how to micro, mass melee between Heavy Infantry almost never happens.
  4. A Foundry must be built to train Grenadiers. This slows down tempo significantly.

In Age 3:

  1. Falconets can siege down buildings more safely (lower risk) than Grenadiers can.
  2. Grenadiers, a 2-pop infantry, dies to Falconets in one-shot. Ironically, this means that Musketeers and Pikemen are more resilient units (per pop) when Falconets are involved, as 2 Musketeers, also 2-pops, require two Falconet shot to kill.
  3. Theoretically, Grenadiers can beat massed Musketeers or Skirmishers due to splash damage. Realistically, stagger formation/micro/CIR means that Grenadiers will generally die before doing enough damage, or even reaching their target.

To buff Grenadiers, make them a tanking unit (resilient to damages). Specifically:

  1. Give Grenadiers some Siege Resistance. If Grenadiers are to be used in Age 3, they need to be able to barely survive a Falconet shot.
  2. Remove their Heavy Infantry tag. Grenadiers are already bad against Heavy Cavalry, unlike most Heavy Infantry. This tag just makes them also vulnerable to Skirmishers with none of the benefits.
2 Likes

The gren should’ve been like the soldado. There, i said it, sue me.

1 Like