The basement yard is a pretty funny podcast . <| sep |> My rollout is almost always Additional Member first , even before my first building . ISs are beyond strong in cover with the right bulletins , and the 5 th guy definetly does make a difference . The 5 th guy imo is worth the upgrade if you can manage your sections well and keep them alive . If you ' re more of a vehicle player , feel free to skip this . The PIATs and Bren guns are strong , especially when used in the right situation . Give a Bren gun to a section with vet 1 , medical supplies and 5 members , and you can mow down everyone while in cover . It ' s a nice chuck of DPS , but definetly not as necessary as the 5 th man upgrade . PIATs are useful when you have Sappers doing nothing . If a Stug of PzIV gets engine damage from maybe your sniper or something else , you can mow it ' s rear down really quickly with PIATs , but they ' re not as effectful as ATs or Bazookas . Just a gimmick to let Sappers do somethingI skip grenades . It ' s definetly not my first upgrade . I might get it in the late , but I always go for my company command posts first . If the enemy is using MG spam I might consider going for it a little more early , but anytime my squad needs a grenade , I just send my Universal Carrier instead . The added damage usually scares them off right away .