Grimm - Doughnut-Eating Madman

Grimm Winning

Grimm is the fearless (and witless) attacker of Yellow Comet, throwing his considerable weight behind every assault for extra power, but skimping on the fiddly bits like defence.

Day To Day Abilities

  • 130% attack for all units
  • 80% defence for all units

COP - Knuckleduster ***

  • 160% attack for all units
  • 90% defence for all units

Lightning Grimm drops the doughnuts and gets ready to headbutt enemy units for 160% attack (and 90% defence). Hit the road, slick!

SCOP - Haymaker ---***

  • 190% attack for all units
  • 90% defence for all units

Grimm goes in for the psycho attacks at 190% power and 90% defence. Nothing fancy here, just good old fashioned brawlin'. You entered Grimm's World of Pain!

Tags

Grimm + Sensei

Rolling Thunder
110% *

This army will likely have a good deal of copters for old Sensei, meaning powerful attacks from them at all times. Sensei moves in with the infantry and generates units, while Grimm causes havoc with all the units he can find (and makes a navy a viable option).

Grimm + Javier

105%

Grimm + Sasha

105%

Hhhhh... ....baldy.

Grimm + Von Bolt

90%

Notes & Tactics

Grimm

Grimm's strength lies in....well, his strength. You want to hit as much as you can, as fast as you can, with as little comeback as you can. To this extent, use indirects as a way of delivering safe, powerful damage without fear of retaliation, but directs work fine too as long as you can get a first hit. You can try putting meatshields and other things in your way so your strong tanks don't take the first hit, but bear in mind your infantry won't last long under fire. In tags, you'll want to put him with someone who can help him get the first strike, a movement CO like Adder or Zak/Koal, or a defencive CO like Sonja/Kanbei/Javier. Or you could just bung him with Sensei and watch the copters fly. Crush those pencilnecks! Gwaaaar!

Page updated: Friday, 15 September 2006