Ok so I will preface this to say I am halfway through my Flamethrower 2 squad on the way to the thomspon in allied normandy campaign.
When I started playing enlisted I put TNT on every single soldier I brought into battle.
It destroys tanks, no need for bombers.
It destroys emplacements, no need for artillery every 3 minutes, i could take an engineer instead for spawn placement.
Throw it into a hugely barbwired and sandbagged bunker before entering, cleared room.
It clears rooms, or dazes them into not shooting straight as I enter their room, huge assist.
Then I decided to try grenades.
The shrapnel effect of grenades is awesome for human casualties.
Then I tried molitov fire bombs.
Good minor area denial item, use it on a bunker window that can be shot out of, or a place you want to defend that is being attacked. Its purely area denial.
Then while leveling troops in my infantry regiment i put 2 smoke grenades on all 9 troopers, and tried a walking wall of smoke to get my lowly garand kitted group closer to spawns.
Smokes don’t work in water, ok, accepted.
Smokes take a bit of time to get going, ok, accepted.
Smokes have a pretty small foot print in what they obscure, ok accepted i can just bring more.
Smokes last less time then it take to fully assault a location, uh what…
sorry, the duration of the smoke is essential for it to be effecient. The person laying the smoke needs to swap between multiple lack luster AI, which if you haven’t told to assault the location you are going for are always far behind the players first thrower.
also, it removes smokes biggest asset, helping your TEAM.
laying down smoke needs to be a tactic that has a viable length of time for the rest of your group to exploit.
we all love the mg, mortar, artillery, bomb, rocket, tank spam? Well smoke is the non explosive counter to hardened emplacements.
It needs a longer lifetime in its smoke delivery to be useful, sadly i’ll continue to use 3 of them on each of my engineers, but no reason to take anymore for extended smoke advances.