Sir We Have an Orc Problem Grenade Launcher Turret - Sir, We Have an Orc Problem
Launch support that slows the horde and makes every Power tower hit harder - place it where orcs enter the kill box.
What the Grenade Launcher does
The Grenade Launcher is a Support-archetype turret in the full Steam release of Sir, We Have an Orc Problem. Community strategy writeups describe it as a slow-and-amplify tool: its own damage is modest, but orcs that eat grenades move slower and take more damage from the towers behind them. That makes Grenade Launchers the best “front of the kill zone” partner for Cannons, Lasers, Mortars, and especially rear Tesla Coils.
If Flamethrower is burn preparation across a whole stream, Grenade Launcher is control + vulnerability on the approach into your densest damage. Many Level 6.2 community layouts put a Grenade Launcher in front of every important kill zone while Teslas stay further back.
Why Support is not optional on speed maps
June demo notes already made orc move speed increase per level. Later campaign stages punish pure Power stacks that never slow the pack. Grenade Launchers buy time-on-target for pierce and beams without spending Cryo Beam cooldown. Use them when:
- Orcs leave your Cannon/Laser range still healthy
- Tesla cleanup never sees damaged targets because the front line is too fast
- You want Support that is not burn-only (Elemental Carnage bans Grenade Launcher - use Flamethrower there instead)
Strengths and limits
Strengths:
- Strong slow for dense approaches
- Damage-taken amp multiplies Cannon, Laser, Mortar, and Tesla value
- Clear Support identity for Tower Archetypes
- Excellent in front of multi-lane kill boxes on late maps
Limits:
- Low personal DPS - damage charts can look “weak” while winning runs
- Needs Power and Cleanup behind it; alone it only delays leaks
- Banned on Elemental Carnage (Flamethrower + Tesla + Cryo only)
- Overlap with Flamethrower means you must choose cone space carefully on narrow chokes
Unlock and upgrade path
Grenade Launcher usually unlocks after you already understand Flamethrower fronts. Suggested spend order:
- Unlock Grenade Launcher once mid-campaign farms are stable.
- Count / placement caps so each major kill zone gets a Support front.
- Slow / amp / radius nodes named in tooltips - prioritize amp if Power already hits the lane.
- Power partner caps - Cannons and Lasers that exploit the vulnerability window.
- Tesla cleanup - converts slowed, amped stragglers into safe exits.
Cross-check Upgrade Priority and Economy Meta so you do not buy Support luxury before income.
Placement: in front of the kill zone
Place Grenade Launchers where orcs enter sustained Power fire:
- Mark the choke or merge that feeds your Cannon/Laser line.
- Put Grenade Launcher immediately before that Power row.
- Keep Tesla Coil behind Power, not beside the Grenade Launcher at the entrance.
- On split maps, one Support front per serious kill zone beats one maxed launcher on a decorative path.
Drag-to-aim still matters if the launcher uses a sweep arc - see Turret Arcs and Placement and Controls. Right-click remove misaimed pieces before you press Space.
Grenade Launcher versus Flamethrower
| Need | Prefer |
|---|---|
| Burn DoT on every passer-by | Flamethrower |
| Slow + damage amp into Power | Grenade Launcher |
| Elemental Carnage (4.1) | Flamethrower only (Grenade banned) |
| Wide stream, soft density | Flamethrower double-pass |
| Compact kill-box entrance | Grenade Launcher |
Many late clears run both: Flamethrower on the widest funnel, Grenade Launcher on the densest Power approach. Read Flamethrower Strategy before deleting burn rows.
Synergy table
| Partner | How Grenade Launcher helps |
|---|---|
| Cannon / Laser | Longer time in pierce/beam; amp raises finish damage |
| Mortar | Slowed packs stay in splash windows |
| Tesla Coil | Stragglers arrive already vulnerable |
| Gunner | Leak line gets more shots on slowed runners |
| Bombing Run / Missile | Paint denser, slower targets |
Map notes
Level 5.1 (Triple Threat prep): Support fronts help when you later lock to three tower types - practice Grenade + two Power types before the achievement run.
Level 6.1 (Four-tified): Grenade Launcher often fills the Support slot inside a four-type lock while Tesla or Gunner covers cleanup.
Level 6.2: Divide-and-conquer Laser walls plus Grenade fronts on remaining lanes is a common community pattern. Details: Late-Game Walkthrough and Perfect Clear Guide.
Common mistakes
- Judging Grenade Launcher by its personal damage panel alone
- Stacking Grenade Launchers at the back where Power already finished orcs
- Using Grenade Launcher during Elemental Carnage attempts
- Buying amp nodes before any Power tower sits behind the launcher
- Ignoring Choke Points geometry so slowed orcs still never enter beams
Related pages
- Turrets Hub - seven-tower overview
- Turret Tier List - Support ranking context
- Tesla Coil - cleanup behind Support + Power
- Flamethrower - alternate Support tool
- Tower Archetypes - Power / Support / Cleanup layers
- Choke Points - where Support fronts belong
- Placement Arcs - aim and overlap
- Achievements - type-lock rules that ban or allow Grenade Launcher
Frequently Asked Questions
Quick answers to the most common questions.
Where do Grenade Launchers go?
In front of important kill zones so orcs are slowed and amped before Cannons, Lasers, Mortars, or Teslas finish them.
Is Grenade Launcher better than Flamethrower?
Different jobs. Flamethrower burns whole streams; Grenade Launcher slows and amplifies into Power. Late maps often want both.
Can I use Grenade Launcher for Elemental Carnage?
No. That achievement allows only Flamethrower, Tesla Coil, and Cryo Beam on Level 4.1.
Why is Grenade Launcher damage so low?
Its value is slow and vulnerability, not personal DPS. Read Damage Statistics for partners behind it, not the launcher alone.