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Halo Guide/Grunt Armament: Plasma Pistols, Needlers, Fuel Rod Guns, Plasma Grenades Armor: light Approximately 5' tall and relatively weak, Grunts tend to travel in packs and stick close to powerful allies. Individually, they are easy to defeat, but in groups they can overwhelm careless Marines. Their armor seems to house some sort of life-support mechanism. They are known to use a variety of weapons including the plasma pistol, plasma rifle and plasma grenades. Notes: The Grunt is the basic soldier of the Covenant, their race being the lowest in their society. While looking relatively harmless, they can pose a threat to vehicles, as many Grunts carry Plasma Grenades. On foot, they are more a source of comic relief than resistance, though larger groups can be troublesome. Grunts tend to hang around Elites and Jackals for protection. Beware the Special Ops Fuel Rod-armed Grunts in Two Betrayals, Keyes, and The Maw. The homeworld of the Grunts is a gaseous, methane-covered world. Grunts are looked down upon by the other races of the Covenant, due to their apparent stupidity, as well as various religious beliefs imposed by the Prophets. Grunts cannot breathe the oxygen-rich atmosphere of Halo, and thus wear rebreathers strapped onto their backs, which slows them down in combat. In the FoR, Grunts are characterised as having the manner of semi-intelligent dogs. -It is always preferable to whack a sleeping Grunt, as opposed to shooting it. Shooting or touching a sleeping Grunt will wake him, and every other Grunt sleeping nearby. -If you kill a Fuel Rod-armed Grunt, don't immediately charge into the fray, as their weapons explode after a few seconds. This will injure anything nearby, including his allies. -Grunts tend to inform nearby Elites of your presence, so try and take them out whenever possible. -They almost always hang around the same areas as Elites. -Grunts are slow runners due to their rebreathers. If they are fleeing, feel free to run up and whack. Grunts don't use cover, but tend to charge and retreat. -Grunts tend to lay into their grenades; dodge whenever possible. Watch out for Plasma Grenades in vehicles, particuarly the Warthog and Scorpion. Pistol: Try and aim for the noggin for an easy kill. The Pistol is well-suited to taking out groups of Grunts from long range, due to its large clip and good rate of fire. In close combat, meleeing a Grunt will often bring its head dead centre in your sights, so pop its cap if necessary. Bare in mind, the Pistol's melee is quite slow, so either fire or retreat to a longer distance. Remember, you have the advantage of range. Assault Rifle: The AR is proficient at slaughtering masses of Grunts in tight corridors, such as in AotCR and T&R. Hold down the trigger and point; just remember to keep the crosshair relatively centre with their bodies for maximum damage. The AR has a good melee; in close combat fire and whack intermittently. Shotgun: Point and shoot. The Shotgun is extremely effective against Grunts due to the high damage and spread. Bare in mind, the Grunt's weapons are well-suited to close range combat, so use a fair degree of discretion as to how you approach them. Use cover, and try and surprise them. Empty the chamber, then duck out to reload. Sniper Rifle: Try to use this weapon on Grunts only if there is plentiful ammunition around. It is highly effective against Grunts (provided you get headshots) as it can penetrate and kill several with a single shot, and can engage them from well beyond their effective range. Try and use the Sniper Rifle mainly on Grunts in Shades, as they usually pose a direct threat to you and your allies. Rocket Launcher: While rocketing a Grunt could be considered overkill, it is not a bad idea to spend one on a group of Grunts, provided you don't need their ammo. ;) If a Grunt hops in a Shade, rocketing the turret can be an efficient way to eliminate any nearby enemies. Just don't waste those rockets on Grunts if you know there are two Wraiths waiting around the corner. Frag Grenade: Use Frag Grenades to take out groups of Grunts, as the short fuse and ability to ricochet makes them effective against groups of Grunts hiding around the corner. If facing overwhelming numbers, toss a couple of Frags to help even the odds. Grunts are useless at dodging, performing awkward belly-flops that leave them vulnerable to attack. If a Grunt dodges your grenade, feel free to shoot at him while he rolls around on the floor. :) Plasma Rifle: Good against Grunts at medium range, the Plasma Rifle should be kept in burst fire so as not to overheat it. Think of it as a more powerful AR - point, shoot, whack. It is however, somewhat less effective against overwhelming groups of Grunts due to the said overheat. Keep them at an arms length for as long as possible before closing in and bashing them. Plasma Pistol: Try not to use the overcharge on Grunts, as it uses a large amount of ammo and doesn't do enough damage to kill. The Plasma Pistol is however an excellent close-quarters weapon, with a fast fire-rate coupled with lightning fast melee attacks. Hammer the trigger fast enough and you can squeeze out five shots per second. Alternatively, fire two or three shots and close in for the whack. Unlike the Plasma Rifle, overheats are bearable in combat, so you don't have to worry too much about those. Needler: Fire a lot of needles, and laugh. The needles kill the Grunt and injure his nearby allies, the laugh fortifies you with a strange sort of pleasure only gained from watching a cute teddy-bear thing die in a brilliant purple cloud of death. :) Unloading a whole Needler clip into a group of Grunts may not be efficient, but it certainly gets the job done. Just watch out for grenade flashbacks. Plasma Grenade: Use Grunts to your advantage when being stealthy; tag a Grunt and he'll likely take it back to his group, useful for taking out troublesome Elites and Jackals. Like Frag Grenades, these are highly effective against groups of Grunts, provided you don't blow yourself up. Warthog: The LAAG is quite effective against Grunts. You can either charge and try and run down the enemy, or simply hang back and let the gunner take care of him. Try and keep moving; if you are stationary, watch out for grenades, as many a Grunt has killed my entire party by a well-placed grenade. Scorpion: The cannon is a potent Grunt launcher, capable of sending masses of them sky-high. Between rounds, remember to use the coaxial AR, as it is a fair Grunt killer in itself. If you see a grenade headed your way, bail and engage on foot before returning to the vehicle. Ghost: A good vehicle to engage Grunts with, the Ghost is well-equipped to hunt down fleeing Grunts while dodging grenades and strafing needles. Use the Ghost's speed to charge while firing. If they try and dodge, fire at them while they lie defenseless on the ground. Try and strafe any needles or grenades they send at you, and keep moving to dodge their plasma fire. Banshee: Keep high and stay out of their weapons range. Fuel rod them and fire plasma at them between shots. Watch out for needles, which track the vehicle. Don't bother trying to crush them, as they are too small and tend to be hard to hit. The Banshee is an efficient anti-Grunt craft, provided you avoid their fire (particularly fuel rods in Two Betrayals). |