Grit - Cowboy Sharpshooter

Grit Normal

Laid-back marksman that excels in indirect combat, but not so much in face-to-face. A rather defencive style of play comes with using this CO.

Day To Day Abilities

  • +1 range on indirect units
  • 120% attack power with indirects
  • 80% attack with directs (excl. infantry)

COP - Snipe Attack ***

  • 160% attack with indirects
  • +2 indirect range (compared to normal COs)
  • 90% attack with directs
  • 110% attack with all else
  • 110% defence

Grit's indirect units increase in range by 1, and power to 160%. This means his rockets can rampage around killing things all over the place, and his battleships can shoot over most of the map. Even his artillery get a range to be compared to any normal CO's rockets!

SCOP - Super Snipe ---****

  • 160% attack with indirects
  • +3 indirect range (compared to normal COs)
  • 90% attack with directs
  • 110% attack with all else
  • 110% defence

Grit adjusts his ranges even more, bringing them up +2, and put them up to 160% attack. Plus your usual 110% attack and defence for the other units. Miles around Artillery become blasting zones, and anything with inherently more range becomes GODLY. Catch as many as you can in your net of destructive rain!

Tags

Grit + Olaf

Snow Patrol
115% **

An all-round decent tag that obviously is slanted towards indirect units. During tag breaks, Grit should go first and go berserk with the indirects, then when Olaf changes in and makes it snow, he can use the snow bonus for the next day as well. Good for chokepoints.

Grit + Max

Big Country
110% **

I don't like these sort of tags, at first thought you may think that with direct and indirect units covered you can't lose, but then you realise that at any one time either half your army is useless or half your CO team is.

Use Colin for developing early before Grit gets busy shooting.

Grit + Colin

105%

Smoking... hhh......hhhh ..hh....... .hhhh...is..hhhhn ....cool.

Grit + Von Bolt

90%

Notes & Tactics

Grit

Grit's extra range means you can pummel things from afar with considerable ease. An incoming army could easily be halved by the time it reaches your base, but make sure you're well defended against aircraft with missiles, too, or a bomber might sneak round and start wreaking havoc on your rockets! Another thing you should make sure is that you have at least infantry and APCs up front to block any remainders of tanks that come charging at you. If you want to go on the offensive, then leapfrog your rockets and artillery along in pairs or groups, so that one can always fire as the other is moving. Then when you get your CO Power, unleash your fury upon the world - with guided explosives!

Page updated: Tuesday, 28 November 2006