This page is about playing a video game. It is not medical, tactical, or safety advice for real life, and nothing here should be used as such.
In one line: the grenadier gives the fire team its high angle explosive fire: rounds that drop in behind cover, where a rifle cannot reach.
What you do
- Everything a rifleman does. The launcher is added to the job. It does not replace it.
- Hit targets with the right round, by day and by night.
- Cover dead ground: the ditch, the far side of the wall, the reverse slope. Deny it to the enemy.
- Know your rounds by shape and color, what each one is for, and how close is too close.
- Know how far the launcher reaches for each kind of target.
- Adjust from your first round so that the second one hits.
- Reload quickly from any position.
Three things the launcher is for
- Explosive rounds to suppress or destroy infantry and light vehicles.
- Smoke to screen and cover the squad while it moves.
- Illumination and marking, to light an area or show everyone where the enemy is.
What good looks like
- A second round hit, every time.
- Smoke lands where your team leader asked for it, before the team moves.
- You can set the sight by feel.
- You understand the plan two levels up: squad and platoon.
What you carry
Kit
A rifle with a grenade launcher, and a mix of explosive, smoke, and illumination rounds, depending on what the mission issues.
Who you work with
You answer to your team leader. Next step up: automatic rifleman, then team leader.
By the book
From ATP 3-21.8, paragraph 1-29. The manual adds that a team leader may carry the launcher when the team is a person short.
Sources
This page is adapted for a game. Where it differs from the source, it says so. Read the current edition at the source for the real thing.
Version 1, updated .