Max Strikes! (Max Advanced)

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

Max Strikes! (Max Advanced)
Maxstrikes m advanced.PNG

Air Ace! (Advanced)->Max Strikes! (Max Advanced)->Sniper! (Advanced)
Mission Details
Objective
Capture HQ or Rout
Difficulty
Moderately Hard
Unit Details
Allied Units
Enemy Units
2 Mechs
4 Tanks
3 Medium Tanks
2 Artillery
1 Rockets
4 Battleships
Allied CO(s)
Enemy CO(s)
Properties
# HQs
2
Cities
11 (2 Orange Star, 5 Blue Moon, 4 Neutral)
Bases
0
Seaports
0


Introduced to the Advanced Campaign 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.

While there aren't any Seaports in this mission, this is the first time in Advanced Campaign in which you get to use Naval Units.

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

Capture the HQ or defeat all enemies to stop Olaf cold, but it won't be as easy as before!

[edit] Intel

Max Strikes! (Advanced) is the fourth mission of Advance Wars' Campaign. Max joins the group before this mission and takes command for a more challenging battle than this version's Campaign mode counterpart.

While you still have the same number of Units compared to before, there is a slight decrease in firepower. The trade-off: Olaf has a slight gain in firepower, and two of his Battleships are in a different starting position.

While Andy will still be impressed with the amount of damage that Max's units do, he points out his flaw with distance weapons, which draws Max's ire before Andy's point gets confirmed by Nell.

[edit] Strategy

The different starting position of the Battleships are going to cause a problem at the outset, as you won't be able to attack the Tank directly south of the Medium Tank with a Tank. It would be in Battleship firing range. If it parks one West of your Medium Tank after it attacked the Medium Tank, your Tank to the North of your Medium Tank won't get flanked, especially if your APC drops a Mech directly to its North and East.

As everyone else advances, have both Submarines Dive after they advance on Day 1. If they don't do this they'll get sunk by the Battleships and you'll be in big trouble. Your Lander will make for good bait for the enemy Battleships.

The key to the quick win will be punching through Olaf's units on land with your Tanks and Medium Tank with support fire from Artillery should enemy Units stop within their range (which is smaller with Max). Infantry and Mechs will also come into play in a support role; keep your Medium Tank alive for the best chance at wrapping things up in a hurry!

A Rout will be the clear-cut way to win this battle quickly.

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Last edited by Lesley Pro_04 on 8 July 2014 at 23:09
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