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you use them to blow up walls/cover from across the map. they compliment every other role exceptionally well, but are fundamentally useless alone.
very nice for Assault, because they do not have to waste TU running around obstacles/buildings when the Grenadier can just blow a hole through while 50+ tiles away.
very nice for Riflemen/Sniper because no cover for alien means higher % chance to hit. OK for Machinegunner because it is easier to suppress the alien.
my team comp is usually
1 Grenadier, 3 Riflemen, 2 Assault, 1 Heavy, 1 Sniper for 1st Dropshit.
1 Grenadier, 4 Riflemen, 4 Assault, 2 Heavy, 1 Sniper for 2nd Dropship.
haven't used the 3rd dropship in years so i don't remember
I personally don't like shields because they don't do much damage since they only use pistols, the shield breaks far too easily so they become useless halfway into a mission, and most of my shield-bearers die because of that.
Like i feel that hp is pretty important, more then most others, so they can acutally survive a hit, but perhaps thats folish, as the damage is so severe that it do not matter, and go for aim instead to make sure to kill faster instead.
Then again doing anything reqires tu units..
The most important thing about the MARS in early game isn't its weaponry (though a missile launcher with a three-round burst really can't be ignored), it's that it has gobs of time units and can be given armour. Its ability to destroy doors makes cleaning up UFOs much less painful as it reduces the risk of ambush. I always build one immediately.