This kind of deep level analysis about the strengths and weaknesses of a CO, in this case Grimm, is super valuable. Another great replay analysis. All the best for the break / vacation
@kent7057Ай бұрын
Great analysis! One thing I would add: Grimm must find ways to lure his opponents in to strike range (especially Adder). This can be done by threatening properties, comm towers, or control of an area of the map (a pivot area or center). Baits can also help especially in fog. So, for example, Adder moves his forces in to defend an area or stop a cap and then gets slammed by Grimm's forces. When this happens, the movement advantage of Adder's powers disappears.
@M30W3RАй бұрын
I think an important aspect that people neglect about Grimm is that he can play with a lower income than other COs. His copters trade incredibly favorably against units that cost twice as much, and you usually want to pick fast units rather than high defense ones. There's also the added benefits of maps with pipe seams being easier for Grimm to break through.
@keatonsanborn1430Ай бұрын
Random Grimm fact. With one comm tower Grimm can guarantee 2hko VB tanks on cites with his own tanks.
@captainpockyАй бұрын
Bald old man fears the all-powerful bald donut man
@Cyraxslayer666Ай бұрын
Great analysis as always. Grimm is such a volatile co. Would love to see you analyse the gl map ultra shoal, don’t know whether you have played on it but I find the map really intriguing.
@ElagatuaАй бұрын
i haven't had a chance to play it yet; i've been on a GL hiatus for quite a while although i'm considering jumping back in after my travels complete
@lordbiscuitthetossable5352Ай бұрын
Great game! I think Grimm is an interesting CO who changes the rules of the games by just his presence. Incredibly reliable 2 hit KO's whether giving or receiving, some of the best battle copters in the game (Bar maybe Max and Sensei, but unlike the former he sacrifices defence instead of his indirect game and the latter is arguably one of the best CO's ever that seldom sees play. Maybe Eagle, but his battle copters aren't *that* great without his Lightning Strike) and generally is a CO who has to wall and attack precisely. Grimm ironically needs to be handled with surgical precision and a keen understanding of engagements. He has to be aggressive, but not *too* aggressive. He wants to claim strong control over areas the opponent must be to win, then punish aggression with one of the strongest punches in the game. He isn't a beginner-friendly CO, but there's a reason Grimm guy became a pretty successful meme, ironically he does have a lot of great tools that many CO's can't replicate without taking similarly dire penalities. I think there is one incidence where movement in the game is highly overrated though; if powers like Jake and Adder only move their units toward Grimm's desired kill zone anyway, their boon is of no use. This game is a textbook example; Elagatua set up the engagement he wanted, suffered light chip damage (effectively) then took some clean engagements.
@ElagatuaАй бұрын
yeah, the fights end up being about positioning (though not necessarily terrain!) since whoever has the most units in the engagement area is almost always going to win decisively
@lordbiscuitthetossable5352Ай бұрын
@@Elagatua Yeah. I think that's what I had thought around; terrain just doesn't really matter for Grimm, aside from it's movement/concealment benefits. Really nice job with the positioning though! I did find it difficult to make good engagements, usually because I can't tell when to break the stalemate.
@hetheosathenaАй бұрын
I am not sure if this comes up in this game, as I've been watching through all of your analysis after this one. Nonetheless, I have found myself stricken with this question, and would like to have your opinion on unit merging. I am going to ballpark that across your videos on AWBW that there are about 30-40 instances of unit merging in a variety of scenarios, and I think you have had a positive response to fewer than 5 of them. What are the conditions that you would merge units under? What I have gathered is that: A.) repairing non-infantry from a health under 7 is more damaging to income than the value you gain B.) sacrificing non-infantry can be incredibly beneficial for COP/SCOP generation C.) Low health units with high vision are worth keeping for both passive vision and sacrifice vision With these considerations, is it ever worth merging units?
@ElagatuaАй бұрын
@@hetheosathena i’d almost never consider merging units unless you’re trying to avoid damage from a global damage CO (merging two 4 HP neotanks before an olaf scop, for example), or if you are trying to instigate a fight for some incredibly critical property
@MrKo-mj8bzАй бұрын
Your opponent's name seems to be a reference to an Italian mafia-type crime organization, which is ironic considering the faction you're playing. en.wikipedia.org/wiki/%27Ndrangheta