Advance Wars DS: Grimm/Kouzou Guide. By Zegok_mm/Ti-An R.F. Chen [G1] :Table of Contents: [G1] Table of Contents [G2] Introduction [G3] Who's Grimm? [G4] Grimm's statistics [G5] Grimm's strategies and Tags. [G6] Recommended Forces [G7] Against other COs [G8] Legal Notice [G9] Credits [G10] Version History [G11] Contact Me To find the section you want, just press Ctrl+F on your keyboard, and key in [G(insert number)]. And you'll be at that section in no time. ======================================================== [G2] :Introduction: In year 2001, the very first Advance Wars installment was released, featuring 5 armies, the Orange Star, Blue Moon, Yellow Comet, Green Earth, and, the Black Hole. Orange Star having 4 COs, Black Hole holding 1, and the rest having 2 each. With 10 Ground Units, 4 Sea, 4 Air units at your command. 2 years later, Advance Wars 2 came, this time, the Black Hole featuring 5 COs including Sturm, the general. Hoping to completely take over Macro Land and exact his revenge upon the 4 Armies. This time, every army other the Orange Star had 1 new CO each, being Sensei, Jess, and Colin. While Black Hole has Hawke, Adder, Lash, Flak, lastly, the hidden Orange Star CO, Hachi is in it as well. Again, Sturm's plan was foiled, but by none other then his most trusted general, Hawke. Who promptly killed Sturm with his Super CO power. This year, Advance Wars, Dual Strike was released in June 22nd, August 22nd, and September 30th in Japan, America, and Europe regions respectively. This time, the 4 Armies have formed together as "Allied Nations" to defeat the threat of a new Black Hole, led by Bolt Guard, and lead by Von Bolt. With 3 new COs, Kindle, Koal and Jugger. Fortunately, the Allied Nations have a batch of new COs, Colin's sister, Sasha, The Knight of Towers, Javier, and the Donut Loving, Loud, Obnoxious man, the star of this Guide: Grimm (Kouzou). Author Notes: Personally, I think Kouzou's a better name... ======================================================== [G3] :Who's Grimm?: (Copied straight from the game) JPN version: A member of the Yellow Comet Army. A lively person full of spirit. Known as 'Kouzou, the flash of lightning' Hit: Takoyaki (Octopus Balls) Miss: Takoyaki with cabbage in it. Quote: "Gwahahah! Yeah, Let's Go!" Skill: "Kouzou's units have extremely high attack, but his skills at protecting his troops are quite poor" CO Power: Kamikaze Break: Unit's firepower rises Super CO Power: Thunder God, Wind God: Unit's firepower Greatly Rises. AMR version: Hit: Doughnuts Miss: Planning Skill: (Same skills) CO power: Knuckleduster: (Same effects) Super CO power: Haymaker: (same effects) PAL version: Same as above. (Not Confirmed.) :::::::::::::::::::::::::::::::::::::::::::::::::::::::: Grimm, in his Japanese version, is Kouzou, but his appearance never changes, yellow YC Uniform, thin legs with a big belly full of Takoyaki/Doughnuts inside. And bald head with glasses. And the thing that makes him stand out. The X shaped Scar on his head. Grimm's a loud, yet obnoxious man, and would jump into things before he thinks through it, the complete opposite of Sensei. Grimm's units have very high firepower, a whooping 130. Exceeding Kanbei's 120, and Hawke's 110. But his defense can be something that'll cause his downfall...a good 80% defense. So COs having Dispersion of Firepower (Flak, Jugger.), and Luck COs (Nell) can easily destroy his units, and if he meets up with another Grimm, it's going to be a massacre. ======================================================== [G4] :Grimm's statistics: In this guide, and mostly other guides, unit stats will be shown in an ATK/DEF format. ATK being Attack, DEF being Defense. For example, Adder would have a 100/100 stat. Stats: Foot Soldier: 130/80 Direct Vehicles: 130/80 In-Direct Vehicles: 130/80 Air Units: 130/80 Navy Units: 130/80 Transport Units: ---/80 CO power: Knuckleduster Foot Soldier: 160/90 Direct Vehicles: 160/90 In-Direct Vehicles: 160/90 Air Units: 160/90 Navy Units: 160/90 Transport Units: ---/90 Super CO Power: Haymaker Foot Soldier: 190/90 Direct Vehicles: 190/90 In-Direct Vehicles: 190/90 Air Units: 190/90 Navy Units: 190/90 Transport Units: ---/90 Grimm's CO meter is relatively simple: ***XXX *s are small stars, while Xs are big stars, if you fill 3 small stars, you can use the COP, if you fill the gauge completely, you can use SCOP, if you're in a Tag Battle, and have both COs' meters full, you can use the Tag CO power/Tag Break. This will be explained in detail in later sections. Usually, what you will want to do when using Grimm is to avoid getting hit, the 80% defense can get quite scary if used to be an advantage by your enemy. The best tactic is to use In-Directs, yep, you heard me, In-directs like B-ship, Rockets, Missiles, first get the enemy to low health if you can't kill them in one hit, then plow through them using your other forces. When possible, you can always try to make a surprise attack, by hiding in Forests and Reefs, the enemy certainly will NOT see you, unless your unit is beside his, this is a new advantage in AW:DS, where AIs can't see you in Fog of War. Hide, then once they get near enough, yell "BANZAI!" and turn anything you see to scrap metal. (you don't necessarily have to yell Banzai...) ======================================================== [G5] :Grimm's strategies and Tags: When using Grimm, you should always avoid getting hit unless you can't run or hide. as stated in the last section, while playing the game, I found a few tactics exceptionally useful... Tactic: Hide And Seek Description: To hide and then Ambush the enemy in FoW. Strategy: To use this tactic effectively, you must be in a map with lots of Forests and Reefs. It's either that, or make sure you destroy every Recon, Missile, Sub or any other High Vision units. After doing so, Slowly wait till the enemy gets into your range of Directs and In-Directs. Because we're in FoW, the AI, or even a Human Player, won't know where you are. So they might stumble into your unit's range of fire. As soon as they step in, Open Fire on them, Use Recons and Missiles to provide Vision on Ground, and Subs to provide Vision in Seas. Use any In-Direct unit and completely destroy any unit you come across. After this, the direct units, All Tanks, Mechs, Infantries, Air units, Cruisers and Subs come into play. Destroy any unit that either it's lucky enough to avoid your In-direct fire. Or just won't die. (Looks at Kanbei) Countering this tactic: Lash. If you're in a place where there's lots of Forests and Reefs, Lash can easily activate her SCOP to defend or activate her COP and plow through you 80% defense units. Sonja, considering she has a Day to Day +1 vision, and reducing a Defense Star (New in DS), She can easily see your units and destroy them, with only 1 star like on Plains, Forests and Reefs aren't much good. YOU MUST Beware in Tag Battles with the above two COs, as they can counter your tactic easily with a Tag CO power/Tag Break. Tactic: Kamikaze Attrition (Grimm version) Note: Thank you to JustChillin for pointing out this one. The root of this strategy is relatively simple, this strategy is to consistantly spam recons at chokepoints to slow down your enemy. With Grimm's 80% defense, Recons will definitely not last over a turn, but you may as well send these cheap things up and up, filling your COP bar quickly, and making the enemy advance with 9-7 HP units. Then pump out your REAL battlion of strong units and destroy them. Countering This Tactic: Hachi, because Hachi can simply pump out new units as fast as you can produce meatshield recons. One Merchant Union, you're about to get blown off the map. Jess, because her vehicle units will simply destroy your shield in one hit and if she sends MORE vehicles in, you fail. And her weakened Navy/Air is balanced because of Grimm's horrible defense. So beware. :::::::::::::::::::::::::::::::::::::::::::::::::::::::: Tags, a new feature in the game, allows 2 COs in a battle, once both of their CO meters are full, you can activate a Tag CO power/Tag Break. Letting you take advantage of both CO!|s Super CO powers, once you activate it, you use that CO's SCOP, then you switch the CO to the Bench CO, which uses his SCOP and let all units move again. Some COs can have a Decrease in firepower when Tagging (Hawke and Eagle, for example, gets 70%), while some like Kanbei and Sonja gets 130%. Which is an increase. Others have 120% or 110%, or 105%. However, Grimm only has one CO to effectively tag with, and that's Sensei, the Copter Master. And they tag with a 10% firepower boost, making it 110% in all firepower. He also gets 105% boost with Sasha or Javier. Sensei: The Tag Break between Sensei and Grimm can enable a 110% firepower, with Sensei going first and spamming Mechs from all the cities, they can attack first along with the boosted Copters and all of your other units. Once you switch the CO, unleash hell on your opponent by attacking with a 190% firepower and plow through everything. Grit: To avoid getting hit, the best way is to use In-Directs, using Grit, you can use the "Hide and Seek" tactic in this Tag Break. First Plow through everything using In-Directs with Grit first, then switch to Grimm and destroy everything with your Directs, and if In-Directs have units not dead in range, Fire away as well. Kanbei: This one should be very well known amongst the players. Going up with Grimm first, plow through the units, then destroy everything AGAIN with insanely high firepower. Then end the turn with high defense and high counterattack, From Giant Fishball: This can actually go the other way, Kanbei can also go first. Although this seems stupid at first, it actually can prove useful sometimes. Moving up units with Kanbei means Grimm can attack more with his 190/90 monsters. Sonja: Similar to Kanbei, other then the fact you don't get a high power boost in Syogunchange. (CO change.). But the counterattacks can be murduring. Javier: Situational, but with enough Towers (2-3), it's the usual, destroy with Grimm, then cancel out his weakness with Javier. Koal/Adder: Og yeah, how will you hit if you can't reach them? Koal/Adder goes first up, first attacking, Switch around, and there you are, all units, all set to fire away, even In-directs. Now start destruction. Eagle: Honestly, this should've recived a Tag Break Name called "Double Lightning". Anyways, Eagle goes first after you'cve moved all your units, Tag Break activated, Move again, switch, Cause destruction and chaos across the field. ======================================================== [G6] :Recommended Forces: Another new system introduced in AWDS is the Force Rank system, by beating Campaign, Survival (another new feature), and War Room (Trials), the final points you gain is both your money and EXP points. You can equip 4 at most. A detailed guide of Force Ranks can be found at http://www.advancewarsnet.com/ Snipe Guard, Slam guard, Snipe Shield, Slam Shield: The 4 Defense Force Rank combo will make Grimm!|s units at 120/100, which cancels out his weakness perfectly. Very useful. Bruiser, Sharpshooter, Brawler, Sniper: This FR combo will add 13% to all units (excluding Transports). Making his units 143/80, not very useful, but can help in certain situations. Mistwalker: This FR can be acquired once you beat Hard Campaign, which I haven't, however, since this enables you to get first strike in counterattacks while SCOP is active, this FR can get quite useful... because you're attacking first with an 190 firepower from Haymaker. All Rank 4 Force Ranks: These are situational, but can be useful in maps they are supposed to be in. All Rank 7 Force Ranks: Again, Situational, but 150% firepower can be devastating in any weather with these. Prairie Dog, Pathfinder: These can let you get First Strikes A LOT more easier in maps with Forests and Plains, considering you're NOT stopped by the terrains. Star Power: This is actually applicable to ALL COs in AWDS, this increases your CO power fill rate, meaning getting Haymaker/Knuckleduster faster meaning killing your enemies faster. ======================================================== [G7] :Against other COs: In battles, you're SUPPOSED to face an enemy CO, in this section, I'll explain in detail which COs can Grimm fight well, or fight badly against. If names change it'll go with a AMR/JPN/EUR format, but if there isn't changes, only ones existing will be shown. Andy/Ryo: Andy's a balanced CO, meaning your 130% firepower can still plow through him, but if you don't kill him, and get his COP/SCOP going, you're in deep trouble, so avoid letting him activate his powers. Max: Argh, the muscle man can hurt you pretty badly with his beefed up direct units, with his powers activated, you might as well start running. The best way to counter him is to use In-Direct tactics. Sami/Domino: You don't exactly need to worry about her Infantry troops much, but what you do need to be careful of is her powers, so guard your HQ and don't let her Mechs catch your light vehicle units. Jake/John: Jake have stronger units on Plains, that would be something you'd try to avoid fighting him on plains. Also, always stay out of his In-Directs like how you'd do to avoid Grit's. 'cause you never know when he'll activate his COP/SCOP on you. Rachel: You will be better off if you lure her far from Cities she occupies, as that's her advantage of healing faster, do that then destroy all her units before they get to repair themselves, also try to not cluster up units... Covering Fire's evil. Nell/Catherine: Whatever you do, you must NOT engage direct combat when she's about to use her COP/SCOP. Because with the 80% defense of yours and her luck. You'll find your units get destroyed by simple Recons and Infantries. Hachi: Considering he can spam units and has no weakness... you will be better off using In-Directs to defeat him. Olaf/Whip: Both his SCOP, and COP brings Snow, so if possible, try to avoid fighting with Subs and Stealth Bombers, as snow doubles the fuel amount used in this game. Grit/Billy: This time, instead of trying to beat him with In-directs (Definite No-No), engage him directly with agile units like Recons and Light Tanks, they can deal good damage to Artillery, Rockets and Missiles. In Sea, destroy B-ships and Aircraft Carriers with combined power of Subs and Cruisers, as well as Air Units that can fly into their range without getting hit. Colin/Ewan: See Hachi, but engage him in ANY form of combat. Sasha: You must beware of her COP and SCOP, both can do horrible things, the COP preventing you from using your own COP, the SCOP killing you AND getting money from it to Spam more units at you... In-Directs are a plus here. Directs when you're sure you can kill her units off without getting hit by a SCOP+more units that turn. GE COs: Eagle: Eagle is one tough air ace to beat, as he uses practically invincible air units at his disposal, while you got measly An-Ti Airs and Missile units before you can even deploy fighters. Now did I mention Kouzou's also master of air? Oh, I forgot, anyhow, stand till you get Fighters, once you DO, send all your An-Ti Air+Fighter forces up and...Haymaker/Knuckleduster, anyone? You obviously get CO powers faster then Eagle, so kill him before he kills you. Should be simple, take advantage of his long CO charge time. Drake/Mop: Ah, Cap'n Mop! Kouzou's going to have a tough fight here, with Drake having pumped up Navy, he can definitely OHKO you with your horrible 80% defense. The tip here is to...well, get him before he gets YOU, you're the one that's got 130% power to OHKO all his Subs, while normal COs can't OHKO Subs with Cruisers (Sensei and Eagle DEFINITELY can't unless with Forces equiped) You will want to get his B-ships with your Subs too. Have a few Black Boats ready too, since he WILL use his COP and SCOP any time he can get his hands on it. Jess/Hannah: Urgh, on a ground only map, be careful, those Tanks can dish some serious damage to you, best tactic would be while avoiding her weakened cruisers and carriers, and fighters, and her powered-up An-Ti Airs and Missiles. Send Kouzou's near invincible air units and crush everything, preferbly with Stealth Fighters and Bombers, to pieces. While at sea, crush her Navy forces with your sheer power. Don't try hit-and-run-till-she's-out-of-fuel. Because she's pull a Turbo Charge/ Overdrive and devastate your army. Beware. Javier/Bittman: Well, now it's very obvious, that In-directs won't work on him too well. So try not to use them, But stick with Directs. And another thing...if there's towers, get it before he does, or you'r in for deep. Not only he gets attack boosts, but defense boosts as well. YC COs: Kanbei/Kikutiyo: Oh, Kanbei's going to SO tear you apart if he gets you with his 120/120 units, thankfully, they are more expensive. So you might want to try In-directs and spamming units at him to win. Because there isn't any way to fight him other then using his expensive price and your 130%...no, 110% attack to your advantage. Seeing he's taken away 20 with his +20% defense, and made your defense 60% with his +20% attack...terrain defense not included. Sonja/Asuka: In FoW...be careful, Just be careful, with +1 Vision, she can hit you first with In-directs or rush in with directs, and terrain stars won't help either. And don't bother striking first when her SCOP's active... results are painful, otherwise, destroy all her units at will. Sensei/Yamamoto: Sensei have MEAN copters. 150? If he catches your light units with this, you're as good as dead, here's two points to beware: 1. Fight his Copters with An-Ti Airs or Fighters...yeah, but don't use any others, unless you're suiciding your units. 2. Be careful when you see APC/Copter/Lander/Black Boat near your HQ... his+1 Transport Movement and Infantries can deal fairly good damage. Grimm/Kouzou: Ah, here's the big show. VS Himself! What can I say...yeah, simple, GET A FIRST STRIKE. That, or you'll find yourself dead. But it's going to be you destroying his units and next turn he'll destroy all yours. Simple, No? BH COs: Flak/Kong: Flak. With disperasion of Fire, he can be quite dangerous, approach with extreme cauction, don't let him get your units, Because with some extra luck. He will beat down all your units with his...In-direct Bombers. (AW2 refrence, joke.) Adder/Snake: With an extremely fast filling CO bar, and +1/2 movement CO powers...Try your best, he's a tough one to deal with, since he will often strike first, so your units will be saying Bye Bye. I can't really give any advice on him. Because I can't beat him quickly and swiftly either. Lash/Cat: Stay alerted on maps with Mountains, Forests and Cities. You never know when will Lash activate her CO power and drive through Forests just to have some "fun" (i.e. Blowing your units up.). Or activate her SCOP and have insane defense on the above terrains. If you can, lure Lash's units onto Plains, Roads, Rivers and Bridges, there, they have barely ANY Advantage. Hawke: With 110/100 units, You're advised to be careful. He can hit you with his above average, black coffee injected units. And hurt you badly, thankfully, he's got a painfully long CO bar...meaning, if YOU activate Knuckleduster/Haymaker before HE does. You win. Also, if you get First Strike, like most other 100% defense COs, Hawke's units can get hurt badly. Hell Bonze/Sturm/Strum/Snifit King/Deceased General: Not in this game. Bolt Guard COs: Jugger/Zipo: See Flak, the only diffrence is if his dumb luck works. You're dead. Period. Koal/Chakka/Zak: See Adder, only that this midget has one star more for his COP, and his bonus is on roads. Kindle/Candle/Candy: Unless you've got a badly damaged unit that needs repair...don't move them onto ANY properties (Cities, Bases, Airports, Seaports, Com Towers, HQ). Or she might hit you with Urban Blight. Always check her CO meter before producing units and ending your turn... Von Bolt/Hell Volt: See Hawke...he's basically the same, but you don't need to worry about a Black WAVE hitting you. He also includes a +10% defense, which weakens Grimm's Day To Day by 10%. But who knows... Dumb Luck of doing +1 damage might decide to jump in any day. ======================================================== [G8] :Legal Notice: The Guide/FAQ is copyrighted to me, Zegok_mm aka Ti-An R.F. Chen, it is not to be distributed, sold, or used without my consent or permission. The only place where this guide may be posted is: gamefaqs.com warsworldnews.com neoseeker.com If you want to post this guide on your site, you must e-mail me with a link to your website, I'll decide from the site. Grimm, Kouzou, and all Advance Wars related stuff are copyrighted by Intelligent Systems and Nintendo. All rights reserved. Copyright 2005 Tien An Chen aka Zegok_mm aka Ti-An R.F. Chen ======================================================== [G9] :Credits: Thank you to: Nintendo& Intelligent Systems, for creating the Nintendo DS and this Wonderful Game. To CJayC and Gamefaqs for hosting this Guide/FAQ. To Xenesis Xenon, for helping to translate info from the JPN version. To Advance Wars Net, Roma_Emu, and all Staffers there, for Grimm Info on AMR version. To Wars World news and Advance Wars Net yet again, for motivating me to write this guide. To JustChillin, for providing correction on Hawke's stats and a strategy. To Giant Fishball, for "reminding" me about the rimm/Kanbei tag, and the use of the other way around. To you, fellow AW fans, for reading my humble guide. ======================================================== [G10] :Version History: Version 0.65: FAQ/Guide submitted, everything complete, willing to accept tactics and force rank recommendations. Version 0.70: Editted a few spelling errors. Also included Neoseeker.com as allowed list, along with Wars World News. Also edited errors of Hawke's stats and a new strategy. Version 0.90: Added More Tags. Corrected more errors. ======================================================== [G11] :Contact Me: If you want to contact me, my E-mail would be: shinobuplantman@gmail.com if you want to contact me in IM messengers. Here's the methods: AIM: shinobuplantman MSNM: shinobuplantman@gmail.com YIM: Shinobu_Plantman ICQ: N/A Don't try to send Spam, as I'll only reply with the godly "bleh". But do try, I find Spammers interesting.