Max Strikes! (Andy)

Max Strikes! (Andy) links here. For the Advanced Campaign version of this mission, Click Here.

Max Strikes! (Andy)
Maxstrikes a.png

Air Ace!->Max Strikes! (Andy)->Max's Folly?
Mission Details
Objective
Capture HQ or Rout
Difficulty
Moderately Easy
Unit Details
Allied Units
Enemy Units
2 Infantry
4 Tanks
2 Medium Tanks
2 Artillery
3 Battleships
Allied CO(s)
Enemy CO(s)
Properties
# HQs
2
Cities
11 (3 Orange Star, 5 Blue Moon, 3 Neutral)
Bases
4 (2 Orange Star, 2 Blue Moon)
Seaports
2 (1 Orange Star, 1 Blue Moon)


Introduced prior to this mission is Max, an Orange Star CO who specializes in direct toe-to-toe combat. As powerful as he is with these Units he is weaker with Indirect Combat units with a reduced firing range.

Also introduced for the first time in the Campaign is Seaports. These allow you to deploy Naval Units, and Naval Units can go here to restock supplies and restore HP.

This is also the start of the first branched path of the Campaign. By choosing Andy you play this version of Max Strikes!; for Max's version of Max Strikes! click here.

Capture the HQ or defeat all enemies to stop Olaf cold!

[edit] Intel

Max Strikes! is the fourth mission of Advance Wars' Campaign. Max joins the group before this mission, but in this version of the mission Andy was selected to lead the battle, drawing Max's ire.

While both sides start with the same number of Units, Olaf has a firepower advantage, but as Grit points out on Blue Moon's first turn, he isn't well-balanced.

After the mission, an argument ensues between Andy and Max, which Nell has to break up.

[edit] Strategy

Take a look at the Naval front to start, as one of Olaf's Battleships is within range of both your Battleship and Submarine. Attack it with both your Battleship and your Submarine from its West to sink it; if that Sub attacks it from the south it'll be exposed to enemy Battleship fire.

Align your troops so that they are outside of Medium Tank range on Day 1, with a Mech in range to board the Lander on the next turn. His Units should play the same game of erring on the side of caution here. His Naval Units won't do the same thing, giving you another opportunity at sinking one of his Battleships on Day 2.

You should be able to move your Medium Tank to the end of the bridge here to create a chokepoint that Blue Moon won't be able to break without using their Medium Tanks. The best way to win is to try and capture his HQ while the rest of his Units charge at you; just be careful that your Lander doesn't get sunk!

Hold that line while you capture his HQ! You can build a Tank to add to the Lander if you'd like, but that isn't necessary to add to the Lander unless an enemy Unit retreats to HQ to recover for some reason.

Last edited by Lesley Pro_04 on 31 May 2014 at 23:52
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