what can you do with Grunt squads?

i haven’t found any use for them yet

based on the fgact that jackals are anti-infantry, and hunters are Anti-vehicle, i guessed that Grunts were anti-air
so i tried having my hunters escoretd by grunts in case of hornet attacks

it failed miserably…worse than jackals

WHAT ARE THEY USEFUL FOR!!!

For rushing against arby/brute and putting into hooks. Also, Peon/Needler Grunts are OP.

> i haven’t found any use for them yet
>
> based on the fgact that jackals are anti-infantry, and hunters are Anti-vehicle, i guessed that Grunts were anti-air
> so i tried having my hunters escoretd by grunts in case of hornet attacks
>
> it failed miserably…worse than jackals
>
>
> WHAT ARE THEY USEFUL FOR!!!

double base as brute on exile go temple 5th on main and get keep on your expo , hall 4th and just keep spamming brutes and grunts

My friend (TS 41 1v1 player) uses grunts as cheap anti air (he plays Brute). They seem to be pretty good to defend against banshees.

grunts are only good with brutes
they get a extra bonus to damage making them do what they are so pose to. A good idea is to get 2 into a crashed pelican and level them up
3 starred brute grunts are OP as hell and can instakill some units.

In teams? Maybe exile as brute in 3s, maybe on beasly’s vs certain combos in 2s.

Brute grunt rush though is very good in 1s, especially vs an arbiter

You can hornets nest them pretty well, I mean you can have 51 Grunt squads outside your base and make it look like theres only 1 or 2 so the enemy come over to kill and suddenly theres 51 throwing plasma. they’re Ok anti air with needler and peon and if you set up a base with 3 or 4 halls and raly your teleporter you can spam them insanely fast (Though i prefer this same stratagy with Ghosts as they annoy your opponent more when they evade everything.)

chieftain grunts are OP they didnt already have guards they auto lose, warthogs ONLY work as a lift camp, you hit a chiefains grunts with hogs with chieftain nearbye unupgraded vortex+grunts(or brutes)= WARTHOG SLAUGHTER

-hit 3.5 minutes or before for most effectiveness, just remember, once you see the first tank, either make hunters+vortex upgrade(this will keep them away while you damage whoever you are hitting) or blow up hall for SP and go citadel/2x summit…assuming it is a team based game, as long as one team mate goes defense warthogs this is only counterable by turrets, arby CANT rage peon grunts, 150 supplies~ to kill 1 grunt…it will put you ahead of their covy provided you bar their turrets and kill a pad or two, all you have to do is hope your UNSC is better then theirs :stuck_out_tongue:

note:
i have found this to be most effective for mid term as well as a safeguard for cheesing: if you only upgrade your first pad you should afford quick citadel without halting grunt production, 1-2 brute squads helps stop building until you have peon+first grunts
SP,T,SP,SP,H,citadel,SP,SP

for exile, i have not tried grunts because i find early factory> early hall due to barracks/hogs being so common on that map
hook maps…focus on getting those(not counting reactors) before hitting their base

grunts on moraine are actually INSANELY OP if used right, assuming you get bonus pads they dont hurt your economy much(remember get citadel to stop cheese) not only can you hit the enemies base with grunts but while your doing this, once you have your first 6 slots on your base , summit,recycle pad on hook for hall-1-2 grunts to grab reactor, recycle hall for summit…you now have UNDISPUTED air lead, you will have vamps or repeating banchees at around the time your initial rush is killed off and dont spend the 1k on tech 2, in addition to this, you provide your unsc player a way to pelican a marine to your reactor for PT/canni without them having to make a hog/divert their hog harassment

grunts are AWESOME early game,and help set up for the late game