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    Grit by ThrawnFett

    Version: 1.2 | Updated: 09/17/05 | Search Guide | Bookmark Guide

                                                                                   
                                                                                   
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      | |/ _` | '_ \| |/ _ \  / _ \| |_  | |   / _ \| '_ \| __/ _ \ '_ \| __/ __|
      | | (_| | |_) | |  __/ | (_) |  _| | |__| (_) | | | | ||  __/ | | | |_\__ \
      |_|\__,_|_.__/|_|\___|  \___/|_|    \____\___/|_| |_|\__\___|_| |_|\__|___/
    
    
    NOTE: To skip to a section, use ctrl + f and type the letters with brackets.
    
    1) Revision History [REV]
    2) Grit- the basics [BAS]
    3) Stats [STA]
    4) Unit Breakdown [UNI]
    5) General Strategies [GEN]
    6) Countering Grit [COU]
    7) Grit vs Other COs [OTH]
    8) Opinions on Grit [OPI]
    9) Thanks to... [THA]
    10) Copyright and Disclaimer [COP]
    
    
    
    |  _ \ _____   _(_)___(_) ___  _ __   | | | (_)___| |_ ___  _ __ _   _ 
    | |_) / _ \ \ / / / __| |/ _ \| '_ \  | |_| | / __| __/ _ \| '__| | | |
    |  _ <  __/\ V /| \__ \ | (_) | | | | |  _  | \__ \ || (_) | |  | |_| |
    |_| \_\___| \_/ |_|___/_|\___/|_| |_| |_| |_|_|___/\__\___/|_|   \__, |
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    [REV]
    
    Version 1.2 [ 9/17/05 ] Added WWN to authorized sites and changed subtitles to
    codes in brackets, 
    
    Version 1.1 [12/14/04] Added "Grit vs Other COs", fixed some ASCII, added a
    subtitle under the ASCII titles for easier use of Ctrl + F
    
    Version 1.0 [12/01/04] Wrote the FAQ
    
    
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    | |  _| '__| | __|____  | __| '_ \ / _ \ | '_ \ / _` / __| |/ __/ __|
    | |_| | |  | | ||_____| | |_| | | |  __/ | |_) | (_| \__ \ | (__\__ \
     \____|_|  |_|\__|       \__|_| |_|\___| |_.__/ \__,_|___/_|\___|___/
    
    [BAS]
    
    Grit is the king of indirect fire. With an extended range and pumped up attack,
    he can kill enemies that can't attack him back. Why play as Grit? Well, first
    off, he has some of the best music in the game. Secondly, he's a more defensive
    player, which I think takes more strategy to play well. Instead of rushing
    ahead with a few tanks, you'll want to build a few artillery and destroy what
    comes at you until your army is ready to move. Grit is deadly in the right
    hands, but if you misuse him, you'll get overrun and not have the strength to
    fight back. I'll get more into strategy later.
    
    
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    / ___|| |_ __ _| |_ ___ 
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    [STA]                        
    
    What can Grit do? First, let me explain the basic stats. The stats will be
    shown with a ratio, like ###/###. The first number is the offense, the second
    is the defense. 100 is the standard (100% strength) so units that are 100/100
    are normal. 
    
    Other than the stats, the biggest advantage Grit has is with his Indirects.
    They all get an extra space of range, allowing him to hit targets even farther
    away. (Note: For this purpose, the Battleship is counted with the Indirects).
    
    Unit Stats:
    
    120/100:
    Artillery
    Rocket
    Missile
    Battleship
    
    100/100:
    Infantry
    Mech
    APC
    T Copter
    Lander
    
    80/100:
    Recon
    Tank
    Anti Air
    Md Tank
    Neo Tank
    B Copter
    Fighter
    Bomber
    Submarine
    Cruiser
    
    Some of you are probably looking at this list and thinking, "Man, does this
    guy have a lot of 80/100 units. Why would I want someone so weak?" That's the
    reason I wrote this. Grit can be one of the most powerful COs, but only when
    used right. I'll get into deeper strategies later, but a few comments on the
    units. All the indirects are stronger and have a larger range. That is really
    Grit's only strength, but it's a powerful one. His foot soldiers are normal,
    which helps a lot in the early game. Everything direct fire is 80/100, which
    hurts him, but not as much as you might think. With Grit, the only thing you'll
     be using direct fire units for is to protect you indirects and mop up after
    they're done. More on that later...
    
    The other main stat that COs have it their CO power. You should know about it,
    so I won't go in-depth about it, just show you what they are.
    
    CO Power Bar: xxxXXX
    
    CO Power (COP): Snipe Attack
    Adds an extra square of range to the indirects. 
    Indirects become 150/110
    Foot Soldiers and Transport Vehicles become 100/110
    Direct Fires become 80/110
    
    Super CO Power (SCOP): Super Snipe
    Adds two extra squares of range to the indirects. 
    Indirects become 150/110
    Foot Soldiers and Transport Vehicles become 100/110
    Direct Fires become 80/110
    
    
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    | | | |_ __ (_) |_  | __ ) _ __ ___  __ _| | ____| | _____      ___ __  
    | | | | '_ \| | __| |  _ \| '__/ _ \/ _` | |/ / _` |/ _ \ \ /\ / / '_ \ 
    | |_| | | | | | |_  | |_) | | |  __/ (_| |   < (_| | (_) \ V  V /| | | |
     \___/|_| |_|_|\__| |____/|_|  \___|\__,_|_|\_\__,_|\___/ \_/\_/ |_| |_|
    
    [UNI]
    
    This section is designed for beginners who might want help determining how to
    use specific units. I'll organize it in the same order as my list above.
    
    
                           _   _   _   _   _   _   _   _   _  
                          / \ / \ / \ / \ / \ / \ / \ / \ / \ 
                         ( I | n | d | i | r | e | c | t | s )
                          \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ 
    
    
    Artillery: The Artillery is the basic indirect fire unit. At a reasonable 6000
    cost, it's one of the cheapest vehicles in the game. With other COs, the
    artillery's uses are lessened, but with Grit it will be your primary unit.
    The increased firepower and range make it close to a normal Rocket unit, at
    less than half the cost.
    
    Cost: 6000
    Movement: 5
    Range: 2-3 squares (2-4 with Grit)
    Ammo: 9
    Vision: 1
    
    
    Rocket: The Rocket is the best indirect unit in most games. The Battleship is
    better, but it can only be used on maps with sea. With a large range and good
    power, the Rocket can kill things from afar without being touched. With lower
    ammo than most, it is ideally placed on a city or with an APC. Due to the cost,
    it is better to get 2 Artillery in the early game rather than a Rocket, since
    you'll likely be stormed by multiple units, and the Rocket can only fire once
    per turn, where 2 Artillery can attack 2 targets. The other thing to watch out
    for is the minimum range. Let a unit get too close and you can't fire on it.
    If all you have it two or three rockets, spread them out so that one can fire
    within the minimum range of the other. Artillery also works well for this,
    since the minimum range is smaller.
    
    Cost: 15000
    Movement: 5 (on roads), 3 (off roads)
    Range: 3-5 squares (3-6 with Grit)
    Ammo: 6
    Vision: 1
    
    
    Missile: Missiles have a very specific purpose, but excel at that. They can
    only target Air units, but will almost always kill their target. Obviously, if
    the map doesn't have any airports, don't build Missiles. If you find yourself
    under an aerial attack, however, a few Missiles will take care of it quickly.
    With the same range as the Rocket, beware the minimum range when you use these.
    
    Cost: 12000
    Movement: 4 (on roads), 3 (off roads)
    Range: 3-5 squares (3-6 with Grit)
    Ammo: 6
    Vision: 5
    
    
    Battleship: The Battleship is the most powerful indirect fire unit in the game,
    with the largest range. It does have two weaknesses, which is the reason why it
    isn't used more. With the cost of 28000, you could almost build 5 Artillery or
    2 Rockets. The other weakness, as the name makes obvious, is that it is a ship.
    It is limited to the sea, making it more effective in some cases, but less
    effective in others. If you have an army of battleships, make sure to protect
    it from submarines with some cruisers or your own submarines. Make sure you
    can afford one before you buy it, and make sure you can use it effectively.
    28000 is a lot of money to spend on a single unit, so do so wisely.
    
    Cost: 28000
    Movement: 6
    Range: 2-6 (2-7 with Grit)
    Ammo: 9
    Vision: 2
    
    
                    _   _   _   _     _   _   _   _   _   _   _   _  
                   / \ / \ / \ / \   / \ / \ / \ / \ / \ / \ / \ / \ 
                  ( F | o | o | t ) ( S | o | l | d | i | e | r | s )
                   \_/ \_/ \_/ \_/   \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ 
    
    
    Infantry: There's not a lot to say about infantry. They're the basic unit of
    the game, the cheapest unit of the game, but the weakest unit of the game.
    They are very useful since they can capture. Other than cutting down Mechs
    and other Infantry, they aren't great in combat. But for Grit, they make a
    good, cheap shield for the enemy to cut through while your indirects blast
    away.
    
    Cost: 1000
    Movement: 3 (normal), 1 (mountains)
    Range: Direct
    Ammo: Infinite
    Vision: 2 (normal), 5 (mountains)
     
    
    Mech: Similar to the Infantry, the Mech is a cheap, but weak unit. The main
    difference is that, though they are weak, they can take on more units with
    better success. A single mech can challenge tanks and recons, groups of mech
    can even challenge the mighty Neo Tank. For Grit, they are normal strength,
    so if you have a lot of bases, a lot of mechs with indirects to back them up,
    they can be more cost effective than the bigger units.
    
    Cost: 3000
    Movement: 2
    Range: Direct
    Ammo: 3, Infinite
    Vision: 2 (normal), 5 (mountains)
    
                         _   _   _   _   _   _   _   _   _   _  
                        / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ 
                       ( T | r | a | n | s | p | o | r | t | s )
                        \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ 
    
    
    APC: The APC has no weapons, no way to fight back, yet is one of the most
    useful units in the game. It has two purposes. It can carry a foot soldier,
    and since the APC can move at least double the distance of the foot soldiers,
    that is really helpful to get your troops to cities. The other purpose, and
    the most important one to Grit, is that it is a mobile supply depot. Put an
    APC next to an ammo intensive indirect and your worries are gone.
    
    Cost: 5000
    Movement: 6
    Range: n/a
    Ammo: n/a
    Vision: 1
      
    
    T Copter: A T Copter is an APC without the resupplying. The main difference is
    that is can fly over terrain that the APC can't drive over. Useful if you need
    to get troops across seas or mountains quickly.
    
    Cost: 5000
    Movement: 6
    Range: n/a
    Ammo: n/a
    Vision: 2
    
    
    Lander: The Lander is the sea's transport. It can carry two troops at once,
    and it can carry any land unit. In sea intensive maps, this unit is often the
    key to victory. Make sure to protect it, though. There's no more tempting
    target than a Lander carrying two Rockets (42000 down the drain). Battleships
    are good protection, and in narrow sea, Rockets also work well to protect.
    
    Cost: 12000
    Movement: 7
    Range: n/a
    Ammo: n/a
    Vision: 1
    
    
       _   _   _   _   _   _     _   _   _   _     _   _   _   _   _   _   _   _  
      / \ / \ / \ / \ / \ / \   / \ / \ / \ / \   / \ / \ / \ / \ / \ / \ / \ / \ 
     ( D | i | r | e | c | t ) ( F | i | r | e ) ( V | e | h | i | c | l | e | s )
      \_/ \_/ \_/ \_/ \_/ \_/   \_/ \_/ \_/ \_/   \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ 
    
     
    
    Recon: The Recon is the cheapest vehicle in the game, in both respects of the
    word. It only costs 4000, but it doesn't give a ton of firepower. It can cut
    down foot soldiers, work with some success against the weaker vehicles. But in
    the Fog of War, the Recon shines. The name should give it away, but the Recon
    is the scout of the game. Use forests to hide your indirects and recons as you
    lay traps for your opponent in the Fog of War, Grit is especially good at
    this.
    
    Cost: 4000
    Movement: 8 (3 per non-Road surface)
    Range: Direct
    Ammo: Infinite
    Vision: 5
    
    
    Tank: The tanks are the core of the ground assault, at least for anyone other
    than Grit. Effective against most units, it's a good all around unit. Grit
    makes it weaker, but it is still good for mopping up after your indirects and
    blocking choke points.
    
    Cost: 7000
    Movement: 6
    Range: Direct
    Ammo: 9, Infinite
    Vision: 3
    
    
    Anti Air: The name of this vehicle should give away the primary purpose of
    them, killing anything that flies. They are also good against foot soldiers
    and decent against smaller vehicles. They also work for mop up and blocking, 
    but for Air units, Grit's Missiles can handle anything other than a surprise
    air attack. If Air units do surprise you, the Anti Air helps a great deal until
    your Missiles get set up.
    
    Cost: 8000
    Movement: 6
    Range: Direct
    Ammo: 9
    Vision: 2
    
    
    Md Tank: A more powerful version of the tank, it can still do good damage
    despite Grit's weakness. Good for many things, excels at blocking choke
    points while your indirects pound away at the enemy. If you can afford it,
    it'll help, but unless you already have a decent defense, I'd get a Rocket or
    multiple Artilleries.
    
    Cost: 16000
    Movement: 5
    Range: Direct
    Ammo: 8, Infinite
    Vision: 1
    
    
    Neo Tank: The biggest tank and the most expensive ground unit, it is powerful,
    even Grit's Neo Tanks can do intensive damage. The ideal blocker of a choke
    point, but the cost makes it difficult to use for that. While high powered,
    the cost is generally too great, especially for Grit. The same argument for the
    indirects, if I was rushed by a large force of smaller units, I'd rather have
    three tanks than one Neo tank. Since that happens most often, Grit should
    rarely use Neo tanks.
    
    Cost: 22000
    Movement: 6
    Range: Direct
    Ammo: 9, Infinite
    Vision: 1
    
                            _   _   _     _   _   _   _   _  
                           / \ / \ / \   / \ / \ / \ / \ / \ 
                          ( A | i | r ) ( U | n | i | t | s )
                           \_/ \_/ \_/   \_/ \_/ \_/ \_/ \_/ 
    
    
    B Copter: A solid and mobile fighter, B Copters are good at assisting your
    indirects. Other than Anti Airs and Missiles, ground units have trouble doing
    significant damage to B Copters, so they are great at mopping up after an
    Indirect barrage. They are effective against other copters, but can't fire
    against planes.
    
    Cost: 9000
    Movement: 6
    Range: Direct
    Ammo: 6, Infinite
    Vision: 3
    
    
    Fighter: The only air unit that can fire against planes, it is very useful
    against enemies that like their air force. More mobile than Missiles, they are
    useful for keeping an air force off a rapidly advancing force. Of course,
    Grit rarely has one of those, so Grit's Fighters are also rarely used.
    
    Cost: 20000
    Movement: 9
    Range: Direct
    Vision: 2
    Ammo: 9
    
    
    Bomber: The Bomber is the most powerful Air unit, but it can only fire on
    ground units. It will devastate most ground units, and since it's a plane
    only four units can fire back on it. However, those four units will devastate
    it back if given first shot. Keep it guarded against Fighters, Cruisers, Anti
    Airs, and Missiles and it will be a great help. Grit's Indirects can protect
    it as long as it doesn't venture too far, so if you can afford it, it will
    help you.
    
    Cost: 22000
    Movement: 7
    Range: Direct
    Vision: 2
    Ammo: 9
    
    
             _   _   _   _   _   _     _   _   _   _     _   _   _   _   _  
            / \ / \ / \ / \ / \ / \   / \ / \ / \ / \   / \ / \ / \ / \ / \ 
           ( D | i | r | e | c | t ) ( F | i | r | e ) ( S | h | i | p | s )
            \_/ \_/ \_/ \_/ \_/ \_/   \_/ \_/ \_/ \_/   \_/ \_/ \_/ \_/ \_/ 
    
     
    Submarine: The Submarine is the sea's Fighter. It can only fire on other
    ships, making it limited on maps with little sea. But if your opponent is
    using sea units, Submarines are needed to protect your valuable Battleships.
    The ability to dive and stay hidden is invaluable in this. If there's a sea
    chokepoint, just dive a sub and watch as your enemy can't touch you.
    
    Cost: 20000
    Movement: 6
    Range: Direct
    Ammo: 6
    Vision: 5
    
    
    Cruiser: The cruiser is a strange mix of other units. It lends itself to
    special cases, but in those cases it excels. It is the Anti Air of the sea,
    taking out Air units with ease. It is the only unit that can fire on an
    underwater submarine (other than more submarines). In a strange turn of events,
    it can also carry two copters, but only has one extra movement, making it hard
    to effectively use this.
    
    Cost: 18000
    Movement: 7
    Range: Direct
    Ammo: 9, Infinite
    Vision: 3
    
    
      ____                           _ 
     / ___| ___ _ __   ___ _ __ __ _| |
    | |  _ / _ \ '_ \ / _ \ '__/ _` | |
    | |_| |  __/ | | |  __/ | | (_| | |
     \____|\___|_| |_|\___|_|  \__,_|_|
                                       
     ____  _             _             _           
    / ___|| |_ _ __ __ _| |_ ___  __ _(_) ___  ___ 
    \___ \| __| '__/ _` | __/ _ \/ _` | |/ _ \/ __|
     ___) | |_| | | (_| | ||  __/ (_| | |  __/\__ \
    |____/ \__|_|  \__,_|\__\___|\__, |_|\___||___/
                                 |___/             
    [GEN]
    
    Ok, now to the meat of the FAQ. How to effectively use Grit. I'll start with
    some very general strategies, then move on towards more specific ones.
    
                                 <Starting with Grit>
    
    In most maps, a good start is essential to victory. In multiplayer, humans
    will attack you much faster than the computer, making it even more important.
    So, how do you play off Grit's strengths in the beginning turns? Well, first
    off, get some Infantries capturing cities. Mechs can also capture, but
    conserving funds in important, and Infantries can move farther. Once you have
    enough, build an Artillery or two. Place them in good positions and wait for
    the first wave. If it's Fog of War, use the forests to hide them and ambush
    them. If there's a choke point, a Recon or Tank can be used, but don't spend
    too much on a blocker. Depending on the units coming at you, two mechs or
    seven infantry will hold out longer than a single tank.
    
                                   <Choke Points>
    
    I've referenced them several times, but not really explained them. A choke
    point, simply put, is a place where you can block off all opponents and hide
    your Indirects behind it. While your blocker will take damage, your Indirects
    will devastate anything within range. A choke point is normally formed by
    mountains, a bridge, or sea, so look for places where you can block. Also, Air
    units can travel over any terrain and sea units can get across a sea. Foot
    Soldiers can cross rivers and mountains as well, so choke points are nowhere
    near invincible, but since many people rely solely on vehicles, it can buy you
    time and let you build up forces.
    
                                  <Play Defensively>
    
    Grit is primarily defensive, so going on offense too soon is disastrous. To
    quote Terragent, "If your friends are still speaking to you after you've used
    Grit against them, then you haven't used him right." Hold back, kill what comes
    at you, but don't advance beyond a defensive position until you are ready.
    Play carefully, don't stretch yourself too thin, and you call the shots. Your
    opponent will dance to your tune as long as you are careful.
    
                                  <Cover Yourself>
    
    Don't leave a unit alone. Especially an indirect unit. Two Artillery next to
    each other are harder to kill than a single one. A Rocket with a few Artillery
    scattered around it is even harder to kill. As long as you keep your troops
    together, it'll be pretty hard to break it up.
    
                                  <Artillery Flood>
    
    This one plays like it sounds. Constantly build Artillery until you have a
    steady stream to advance. Once you hit opposition, plant yourself and blast
    away while more come from your base to replace whatever is damaged. Add a few
    tanks and anti air to do mop up work, but mostly build Artillery. Beware Air
    attacks, since Artillery can't touch them.
    
                                  <Keep It Small>
    
    This is more of an Anti-strategy, a what-not-to-do. "One thing that you should
    not do with Grit is, at the beginning of the battle, some (n00b) people like
    to save up all their money to buy a rocket...but for [the same price], you
    could get two artillery and a mech (Grit's mechs are 100/100)...
    [the artillery] are almost as good as any other CO's rockets (and better than
    Max's) for just 40% of the cost, and are even cheaper than tanks. Of course,
    later in the game, the rockets will be very powerful resources, but at first,
    just stick with the artillery." [Thanks to Blitzbolt]
    
                                   <COP and SCOP>
    
    The best way to use the COP and SCOP is to let your opponent build up forces
    just out of range, then unleash it. It'll get them within range and allow you
    to devastate them without retaliation. It's also helpful to have other units
    (tanks/ anti airs) to advance after your Indirects are finished to mop up.
    It's a great way to start an offensive when you're ready. Blitzbolt adds,
    "Another good way to use Grit, is when playing against a human, when you have
    four or five stars, they will be expecting you to save up for super snipe,
    right? So, they will carefully stay one space out of your range. That is when
    you come in with snipe attack. The only difference between snipe attack and
    super snipe is one the one space difference. The firepower is the same. The
    will/might be surprised at that. Next time when you have four or five stars,
    they will stay two spaces out of your range, since they caught on right? Then
    you can advance slowly, one space at a time. They may keep moving back since
    they are scared of you surprise using snipe attack."
    
                                   <Fog of War>
    
    In the Fog of War, Grit can really shine. Hide your indirects in forests and
    use Recons to lure the opponent into a trap. Keep an extra Recon in the forest
    for visibility.
    
    			   <Checkerboard Assault>
    
    Mass artillery in a checkerboard pattern. This is extremely effective for
    multiple reasons. The biggest is simply that the ranges will overlap. They
    can annihilate a unit coming to assault. Even with a larger force, they'll
    only kill the first layer or two, and then it's your turn. The layers behind
    him will destroy those units, more than a normal person with his 4 range on
    the artillery. The Checkerboard Assault is good in open areas where choke
    points are non-existent. [Thanks to donnyton]
    
    			       <Line of Death>
    
    Form a solid line of artillery with a line of rockets behind them. If the
    opponent attacks, about 8 indirects will fire on it. An alternate strategy
    from the Checkerboard Assault, the Line of Death is an expanded version of
    the choke point. Obviously this can be used to make choke points out of
    places that are just a few spaces wide instead of trying for the single
    square gap. [Thanks to donnyton]
    
    				   <Patrol>
    
    By positioning artilleries and rockets sparsely, you will be able to fire on
    just about every square. Just like Sonja placing recons everywhere, but
    denser, so they can protect each other. There will be room for tanks or other
    direct vehicles to move around. [Thanks to donnyton]
    
      ____                  _            _                ____      _ _   
     / ___|___  _   _ _ __ | |_ ___ _ __(_)_ __   __ _   / ___|_ __(_) |_ 
    | |   / _ \| | | | '_ \| __/ _ \ '__| | '_ \ / _` | | |  _| '__| | __|
    | |__| (_) | |_| | | | | ||  __/ |  | | | | | (_| | | |_| | |  | | |_ 
     \____\___/ \__,_|_| |_|\__\___|_|  |_|_| |_|\__, |  \____|_|  |_|\__|
                                                 |___/                    
    [COU]
    
    While Grit is great to use, he can be just as frustrating to face. This section
    is for a few tips for those who are having Grit troubles.
    
                                   <Early Attack>
    
    Grit can have problems getting started quickly, so send a few speedy Recons in
    the early game to harass your opponent's foot soldiers and slow him down. After
    you start to get more cities, send a tank or anti air to keep his development
    down. 
    
                                  <Avoid Forests>
    
    In the Fog of War, use forests to hide your troops, but be careful. Sending
    troops into an area with a lot of forests and not hiding them is very
    dangerous against Grit. And NEVER pursue a Recon into a forested section.
    
                                 <Play Unpredictably>
    
    This works against most human players, even if they aren't using Grit. Look at
    how you play, and then differ from it while still appearing to be using it. If
    you use mostly vehicles, still send an occasional Recon or Tank against them,
    but build up an Air force or Navy. Watch as your B Copters and Bombers
    devastate Grit's Rockets and Artillery before he can get a Missile or Anti Air
    out. If you use Air and Sea, rely on vehicles more.
    
                              <Choose Your CO Carefully>
    
    In most situations, your CO choice is up to you. If you know you are going
    against Grit, choose a CO that will counter him well. Max, Jess, Eagle and
    Adder all have ways to increase their movement, allowing them to duck into the
    minimum range without getting hit. Sonja will counter his advantage in Fog of
    War. Colin can hit him hard in the early game. Kanbei's units can withstand
    greater blows. Drake and Olaf can damage units without getting close. Play off
    the strengths of your CO and Grit's weakness.
    
      ____      _ _                  ___  _   _                  ____ ___      
     / ___|_ __(_) |_  __   _____   / _ \| |_| |__   ___ _ __   / ___/ _ \ ___ 
    | |  _| '__| | __| \ \ / / __| | | | | __| '_ \ / _ \ '__| | |  | | | / __|
    | |_| | |  | | |_   \ V /\__ \ | |_| | |_| | | |  __/ |    | |__| |_| \__ \
     \____|_|  |_|\__|   \_/ |___/  \___/ \__|_| |_|\___|_|     \____\___/|___/
                                                                               
    [OTH]
    
    How well does Grit fare in a battle against other COs? Not taking the other
    player's strategic ability into account, I'll give a brief summary of how to
    play against each CO.
     
    Andy- Andy is a basic CO, no real strength and no weakness to exploit. You
    would play normally against Andy, no advanced strategies are needed.
    
    Max- Max is the exact opposite of Grit, making a battle between the two very
    interesting. On Grit's side, if he can block a chokepoint and bombard Max
    until he's ready to make a move. Max, on the other hand, tends to prefer more
    open areas to fight on. If Max can break through a shield, Grit's indirects
    are in grave danger. It's a difficult battle, especially if the opponent does
    a lot of early recon strikes.
    
    Sami- Sami excels with foot soldiers, so be prepared for a Mech Flood. Really,
    the best way to beat her is with a lot of artillery and some infantry to be a
    shield/ mop up after the artillery is done.
    
    Nell- Nell is all about luck. Her troops are all normal strength, so there's
    no special strategies that should be used against her.
    
    Hachi- Hachi can spam normal strength units at you, due to the reduced costs.
    He doesn't have a weakness to exploit, so the biggest tactic will be to have
    a lot of artillery as opposed to the stronger rockets.
    
    Olaf- Olaf's troops are all normal strength, so the only thing to look out for
    is the strategic use of the CO powers. Since your advances will be slow, the
    snow shouldn't affect you as much. The two damage of his CO power is dangerous,
    so make sure to rest your indirects on cities if you have a chance.
    
    Colin- Colin is perhaps the hardest normal CO for Grit to beat. His cheap
    units can spam, making it hard to keep up a solid shield. Keep a steady group
    of artillery near the front line to help take care of the waves of troops.
    
    Kanbei- Kanbei and Grit share the liking to a slow early game, so by the time
    you encounter the first of his troops; you should have a fair defense in place.
    If he builds up an army and rushes, you may have difficulty killing it off
    before it breaks through. Otherwise, keep a steady stream of indirects coming
    to the front line and slowly advance.
    
    Sonja- In FOW, Sonja is a challenge for Grit, since he relies on the shadows
    to ambush. Her counter attacking ability doesn't work against indirects, so
    that ability is only a problem if you are mopping up units with your shield.
    The other problem with her is the hidden HP. Using rockets against a 1 hp unit
    is very wasteful and can contribute to a defeat. Use the animations to
    determine the HP of units if possible and try to plan your targets accordingly.
    
    Sensei- Sensei is a difficult CO for Grit, simply due to his strengths. Sensei
    will most likely spam Mechs like Sami, but he'll also throw in B Copters. To
    respond, you'll have to divert funds to making missiles to kill those. The
    splitting of funds can weaken your wall enough to allow him to break through.
    If you play carefully, you can beat him, but it is difficult.
    
    Eagle- Eagle is an interesting opponent, all COs have to be careful against
    him. Grit can use missiles to beat back the air forces with ease. However,
    Eagle can easily break through Grit's wall with his SCOP. Play with caution,
    build a huge defense, and make sure you can survive a Lightning Strike.
    
    Drake- Drake is another interesting battle. Most COs suffer a great fuel
    problem when fighting against him, but Grit already needs an APC intensive
    army for ammo, so that aspect is as bad. However, the damage he can deal with
    his COP/ SCOP can greatly reduce the damage your indirects can do. Try to get
    your indirects repaired quickly after his COP/ SCOP, or if there's a pause in
    the battle, combine damaged units and build new ones with the excess funds.
    
    Jess- Jess can be very difficult for Grit to beat if her player uses her right.
    She gets a slight boost in all vehicles, so her indirects are second only to
    Grit himself. Her directs, however, can eat through a wall and get to Grit's
    indirects before he can respond.
    
    Flak- Flak is another luck based CO. His units are normal, so just beware the
    extra boost he can get.
    
    Adder- Adder is a very balanced CO, so fighting him requires basic tactics.
    The main thing to look out for is his CO power, which can allow him to zip in
    and get within Grit's minimum range.
    
    Lash- The battle against Lash can be either extremely hard or a push over.
    It all depends on the terrain on the map. Mechs coming through mountain can
    easily eat through a shield. With Prime Tactics, they are even more powerful
    and have an extra defensive boost. Try to confront her on roads and plains.
    
    Hawke- All of Hawke's units get a minor bonus, so his troops are balanced with
    no specialty. His COP/ SCOP can break a defensive front, so build a huge
    defense and advance slowly.
    
    Sturm- Sturm is cheap. Simply put, it'll take a lot of strategy and a lot of
    mistakes on your opponent's side to win.
    
      ___        _       _                                  ____      _ _   
     / _ \ _ __ (_)_ __ (_) ___  _ __  ___    ___  _ __    / ___|_ __(_) |_ 
    | | | | '_ \| | '_ \| |/ _ \| '_ \/ __|  / _ \| '_ \  | |  _| '__| | __|
    | |_| | |_) | | | | | | (_) | | | \__ \ | (_) | | | | | |_| | |  | | |_ 
     \___/| .__/|_|_| |_|_|\___/|_| |_|___/  \___/|_| |_|  \____|_|  |_|\__|
          |_|                                                               
    
    [OPI]
    
    This section is dedicated to various opinions on Grit, showing multiple views
    other than mine on this CO.
    
    My opinion: Overall, Grit is one of my favorite COs to use. When playing
    against a fast CO, you really have to be careful and set up a defense quickly.
    However, he is one of the easier COs to master. He's really the only Indirect
    specialist in the game, so anyone wanting to use mostly Indirects really
    doesn't have a choice (Jess probably runs second for indirects). Not that he's
    bad, it's just that if you want a strategic challenge he's not who you want to
    pick. He works well with most COs as back up if you like to play 2 vs 2
    battles. So in summary, he rocks with Indirects, but is easy enough that
    beginners, with a little practice, can do well with him.
    
    I Blame Video Games: Grit is a very good CO, but you can't rely on Indirects
    to do the entire battle.  You can't be afraid to use direct units as they can
    be useful, and Anti-air units are probably the better way to go in non-FoW
    maps to take down copter-happy enemies like Sensei.  You also have to remember
    that Grit's Mechs are perfectly capable, and they make an excellent, cheap
    shield for your indirects.  The fact that Grit is pretty much the only
    indirect specialist makes some people back down on using Indirects themselves,
    and you should use that to your advantage and expect a rush of direct units
    for the most part. Grit is going to have a decent trouble with Air and Sea
    heavy maps, as Missles can be impractical and Anti-Air units aren't going to
    effectively cripple Fighters and Bombers, especially Eagle's and Kanbei's,
    and using Fighters, Subs and Cruisers isn't going to be very effective for
    Grit, considering their inferiority and their cost.  In air and sea battles,
    Grit is, for the most part, going to have to rely on his land units to defeat
    them, while Drake has smaller problems in the air with his COPs, and Eagle can
    rule the skies and the seas with his incredible Bombers.  Grit is well above
    average on a land-focused battle, but he's going to have trouble's with the
    Air and Sea.
    
     _____ _                 _          _             
    |_   _| |__   __ _ _ __ | | _____  | |_ ___       
      | | | '_ \ / _` | '_ \| |/ / __| | __/ _ \      
      | | | | | | (_| | | | |   <\__ \ | || (_) | _ _ 
      |_| |_| |_|\__,_|_| |_|_|\_\___/  \__\___(_|_|_)
    
    [THA]
    
    CjayC and gameFAQs.com- for inspiring me to write FAQs...
    
    My fellow SoLdiers, just because...
    
    Terragent and Linkman145, for organizing the CO FAQ writers...
    
    Xenesis Xenon, for the CO Stats FAQ, a great help...
    
    Terragent, for several basic strategy ideas from which I was able to form my
    strategies...
    
    Blitzbolt and donnyton, for strategies...
    
    I Blame Video Games, for opinions...
    
    ASCII picture generated by http://www.degraeve.com/gif2txt.php
    
    ASCII text generated by http://www.network-science.de/ascii/
    
    
      ____                       _       _     _                     _ 
     / ___|___  _ __  _   _ _ __(_) __ _| |__ | |_    __ _ _ __   __| |
    | |   / _ \| '_ \| | | | '__| |/ _` | '_ \| __|  / _` | '_ \ / _` |
    | |__| (_) | |_) | |_| | |  | | (_| | | | | |_  | (_| | | | | (_| |
     \____\___/| .__/ \__, |_|  |_|\__, |_| |_|\__|  \__,_|_| |_|\__,_|
               |_|    |___/        |___/                               
     ____  _          _       _                     
    |  _ \(_)___  ___| | __ _(_)_ __ ___   ___ _ __ 
    | | | | / __|/ __| |/ _` | | '_ ` _ \ / _ \ '__|
    | |_| | \__ \ (__| | (_| | | | | | | |  __/ |   
    |____/|_|___/\___|_|\__,_|_|_| |_| |_|\___|_|   
    
    [COP]
    
    This document is (c)2004 Phil Leide. This may be not be reproduced under any
    circumstances except for personal, private use. It may not be placed on any
    web site or otherwise distributed publicly without advance written permission.
    Use of this guide on any other web site or as a part of any public display is
    strictly prohibited, and a violation of copyright.
    
    If you have suggestions, comments, questions, corrections, or additional
    strategies that may be useful and that are pertinent to the subject of this
    document, please e-mail me at the following address: 
    
    thrawnfett@gmail.com
    
    Please, no spam or ads. Whether I use anything sent is entirely my decision.
    If your contribution is useful, it will be inserted in an future update to the
    guide and you will be given full credit for it.
    
    The only sites authorized to use this guide are listed below. If you want to
    use this guide, please e-mail me at the above address.
    
    gamefaqs.com
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