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Monday, September 22nd, 2014
Why are things so grim for Grimm?

Intro:
Hello, and welcome to my first submission to Olaf's Chair. Taking a page from Blame Game's "Lash is NOT underpowered!" submission, I thought I may be able to spread a little light on our Yellow Comet friend, Grimm.

Basics:
First, let's look at the basics. Anybody that knows what a unit is knows Grimm's stats. A monsterous 130% offense, but a...not so great defense, standing at 80%. And this is from experiance; that defense kills him. But you know something else? If you're playing Grimm right, than his defense should very hardly matter.

Umm...Intro2:
I can read your mind, and I know what you're saying. "This guy's nuts! Grimm can't meatshield to save his life! You know...what defense IS ABOUT?!" Umm...you actually just answered your own statement. If you...if ANYBODY is meatsheilding with Grimm, than you're going to lose. Period. Grimm is not the meatsheild type of guy. He is the "ownzers" type of guy. He doesn't want to meatsheild. And with the way you should be playing him, you shouldn't have to.

What SHOULD Happen:
How's the way you should be playing Grimm? Every time you hit the "End turn" button, you should expect every unit you have on your opponent's side of the field to be destroyed and sent to the Graveyard. "Oh noes!! Now what do I do?!" Well then you play Raigeki and destroy all of your opponent's monsters with tanks that you have inbound. In simpler terms, all of your units are going to die. You know what you do then? Keep the tank swarm coming. Build a nice collection of tanks every turn. Do whatever you need to to flood tanks all around. Then you fight your way back through. Lather, rinse, repeat. Eventually, and with a little luck and skill, the opponent starts to break down. Then you play Card Destruction, and make them lose their hand. Then you draw better cards, like Md. Tanks and Bombers, while your opponent still only draws Tanks and Infantry. Basically, if you rush them right, then over time, they won't be able to counter very well, and you'll get the upperhand. Just keep those tanks comin'.

Strike NOW:
A basic day in the life of Grimm is simple. ATTACK ATTACK ATTACK!!!! Bring the fight to them. You don't really have time to sit back and build up a huge force. Yes, you need something to go with, but you can't sit on your duff and wait for them to come to you. Atleast not when you're playing Grimm. Got 2 tanks? Roll out the welcome wagon for yourself. Build two more tanks to join them next turn. Oh, but the most important thing is to get comfy with your opponent's side of the field; you're going to be there awhile.

Building:
Depending on the size of the map, you should next to never build Infantry besides in the beginning turns. On a regular level, build Infantry from all of your bases. Next turn, build one...possibly two. That's it. No more. We need those bases availible for tanks. Get a couple 'a tanks out there and launch an early assualt against the enemy. Once the dough really starts pouring in, get ready to build A FEW Md. Tanks, Bombers, and maybe even a Neotank or two. Don't go nuts on the expensive toys though; you got plenty of power sitting right inside your regular tanks. Notice how I said a few? It's because they aren't always needed. Tanks are quite strong already, so there isn't a huge need for more power, seeing as how it's going to get killed in a couple of turns anyway.

Day to Day:
If all we're talking about is Day to Day, he's actually one of my favorites. It's not overly hard to play your cards right to cover yourself while still tearing through the opponent's units. However...

CO Powers:
This...is where it gets a little leary. See, his (S)COPs kicks butt. Grimm's CO Power Meter is ***XXX, as in his COP costs three stars, and his Super is double of that. He gets a 30% boost on top of what he already has for a total of 160% with his COP. With his SCOP, he gains a tad bit more than impressive 190% attack. Another nice thing is that he gains a regular 10/10 boost, which means during his COP, he'd be 170 attack/90 defense and 200/90 during his Super. But let's do the math here. If Grimm has his Powers...what's stopping the opponent from having theirs? Mass damage (Powers that hit your opponent's units for damage) doesn't seem to hurt Grimm too much. Chances are, if your units are getting hit, they're getting scraped anyway. And he has more than enough power to cover the attack lost when he lost some HP. But...it's movement. This really hurts Grimm. Most COs have Powers that allow them to move more spaces (Jess, Eagle, etc.), and Grimm doesn't like that. This allows the opposition to get first strike...something that Grimm needs dearly. Unfortunately, there's nearly no way of countering this, and thus, is the reason that Grimm is considered bottom of the barrel. The only way you could possibly counter it, and it ain't much, is to take terrain into your advantage. But not only is this hard to sometimes do, but it could force you into such a defense position that the opponent could go on the offense for the remainder of the game. You don't want that.

Rivals:
Ah. Grimm's worst enemies. Well, as stated above, all of the COs that can increase their movement are very troublesome for our obese friend. Adder, Koal, Eagle, Jess, Jake, Sami (somewhat), Lash (map-dependent) all fall into this catorgory. What's that? I forgot one? Oh, you must mean...
Honorable mention: Andy. That freakin' devil. True, Grimm will easily have this airport-knowledge-deficiant brat crushed Day to Day, but Andy's Powers will rock Grimm's world. They are his worst enemies. Not only does he heal all the damage that Grimm does to him, he also gets an extra space of movement. Oh, and he also thought that he'd rub it in Grimm's face, so he tacked on a 40% boost in offense during his SCOP. It's possible Grimm starts crying when he faces down Andy's SCOP. If only Andy were real. I'd take a Magnum .45 revolver straight to his head.

Indirect Units:
Indirects. Man's sixth best thing to a best friend. Yes, I know that your opponent's going to be ripping through your tanks like a 5-year old rips through a Happy Meal, but here's where we use the little thing known as terrain to our advantage. Is a river next to your opponent? You're Artillery looks tired...let it sit there for awhile. Covered around mountains? Invite your friend the Rocket to come out and play! If the terrain isn't favorable, then screw Indirect units. But if it isn't favorable for Indirects, then that must mean that directs are easy to use...I'm going to assume you know where I'm going with this.

Fog of War:
This continues giving Grimm power. Why? Because now he can hide his units. This allows Grimm to be on BOTH the offense and defense. The perfect combination. Providing on the map, the way you play with Grimm could be totally changed in here. It may not be that bad of an idea to wait out a couple of turns to get a force going. When you think you got enough, go visit your neighbors. If you destroy your opposition's high-vision units, than they can't see your units. Therefore, you can attack units, than kill their high-vision units, and they won't be able to see your units in order to hit them! Yeah yeah, some of your units are going to die, but hey, that's life. When the day's done, Fog of War will help Grimm A LOT more than it will hurt him.

Defense:
It's got to happen. Eventually, we're all going to get into a situation where we HAVE to defend ourselves. With Grimm, it could be deadly. But he has to do it. So, finally, I give you countering Grimm's weakness. I've somewhat already covered this, with the terrain and all. But even though Grimm can't meatshield with Infantry...it doesn't neccessarily mean that he can't meatsheild.
This is a dangerous tactic, and I don't reccommend it unless it's either 1. A last ditch effort, or 2. An attempt to lose very quickly. It basically envolves useless tanks covering more important ones. Example: your first batch of tanks got the crap beat out of them, but they're still hanging on by a thread of 1 or 2HP. Put them around that chokepoint where your next couple of tanks are coming in. That way, your opponent has to go through a bunch of crap that was going to die any second anyway. The downside to this; chances are, your opponent will have Infantry to hit your weak crap, and then move their tanks in to combat your full HP ones. Of course, that was only an example. There's quite a few ways to defend yourself...just remember to try to stick to offense.
* * *
Pros:
+The strongest units in the game Day to Day.
+Terrorizing CO Powers.
+He has an X on his head.
Cons:
-The weakest units in the game.
-He gets crushed by movement Powers...and, of course, certain healing powers...
-He has an X on his head. Wait a minute...

Conclusion:
I'm not looking to make everybody think that Grimm is "teh best guy in da gaem", and I'm not looking to change the Tier List either (of course, unless I did...). All I want is Grimm to gain more respect than being called a "joke CO" (which I have heard before). So please. Just give the man what he deserves. Even if it ain't much, just gave the dang man what he deserves.
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