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Flash causes Disorientation which decreases the enemy accuracy + how much they can move
Flash is a good way to break mind control.
Smoke is a good option if you are sorrunded by guys about to shoot you full of holes.
Bombs (which is a terrible naming convention, and it doesn't help that they use the same picture & model) can be used during the Breach Phase, but only by the agent on the SECOND position on any given breach location.
This means you'll usually use at most 1 bomb per breach, but technically you can squeeze in two if you have two entry points with 2+ slots each.
Effect-wise, Flash Bombs work exactly like Flashbangs, except that they have an insane range and will usually disorient all enemies in the room... but on larger maps it's possible for enemies to be out of range.
Smoke Bombs provide smoke cover (+40 def) specifically only during the breach, to counter Aggressive enemy stances. Don't really see a point in using them, because the Flash Bomb's disorient applies a -20 to aim, lasts '2 turns' (if you consider the breach '1 turn') AND disables plenty of dangerous abilities for that 2nd turn.
I can obvioulsy use stuff like, Frag/Plasma etc grenades during a mission, it's just breach items that never appear.
Oh my lord.
I've seen those little drop downs popping up before but never really took any notice, because I thought it was just showing me their abilities.
Can't believe i've almost finished the game without all of these breach advantages ahahahah!
Cheers!
on a side note I find I get more of the "you can't use that here" notices when I move squaddies around as I try and figure out the best breech order and it seems like those notices don't get cleared when they get to their fial spot. but again, YMMV