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== Tactics ==
 
== Tactics ==
Max was unquestionably a top tier CO in Advance Wars 1. His 50% firepower bonus given each turn was extremely powerful. Though in Advance Wars 2 they nerfed him, he became an above average CO, He had overall good direct fire and nice speed boost. In Dual Strike, the removal of his movement bonuses made him a slightly below average CO, all things considered.
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Max was undoubtedly a top pick in Advance Wars 1. The +50% firepower bonus to his direct units is just too much for many COs to handle. Max's incredibly powerful direct combat units will often win in one-on-one combat. Of course, as the player, it is advised to never build indirect combat units with Max. His Artillery are useless; they only have a range of two tiles exactly, the worst range among all indirects. Max's Rockets and Missiles can be somewhat useful, as the slightly reduced firepower does not hurt them too much. They could be the most useful during Fog Of War, as indirects would give Max some kind of ambush capabilities. However, it is best to just focus mainly on obliterating opponents one-by-one with superior direct units. His +50% to direct units not only make Max a great ground combatant, but also a good air fighter with lethal Battle Copters and Bombers. Max's CO power can generate huge offensive momentum, or just end the game if Max is on the attack already. The additional firepower increase is devastating, but what is also devastating is the +1 movement Max's direct units receive for a turn. Overall, Max is a top CO in Advance Wars 1. He is truly able to mindlessly throw Tanks and whatever else at his opponent, simply because the firepower increase is terrifying. Max has the worst indirect units by far, but his close combat abilities and his great CO power more than make up for it.
   
His reduced range with indirects put him at a disadvantage in range wars because they make indirect units practically not worth using. His Artillery range is awful. As Max, it's best to just focus on directs. It's worth noting that Max has some of the best Tanks in the game and is one of the best choices in aircraft-based battles too.
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Max was nerfed significantly in Advance Wars 2. His once great firepower was reduced to a much more tame +20% bonus. This means that Max's Tanks can't just blindly run into combat like they could previously. Counter offenses are deadlier to Max than ever before, forcing him to approach and attack units much more cautiously. The introduction of COs such as Sensei and Kanbei do not help Max at all, as both COs have extremely powerful Mechs that work efficiently even against Max's Tanks. His indirect units are still poor, with his Artillery being effectively useless and other indirects being okay at best. Even Max's CO powers have been toned down, with only his Super CO power boosting his direct units to what they once were. His powers are still very good in the fact that his direct combat units get a movement boost, always helpful for an offensive CO like Max. Even in close combat, Max will struggle to inflict high damage if the opponent is taking advantage of certain terrain. Enemy indirects pose the largest threat to Max, as even Artillery can deal significant damage to a Medium Tank. This is further compounded by the fact that Max cannot combat enemy indirects with his own, inferior indirect units. Fog Of War turns this pain into a nightmare, as enemy indirects will most definitely be lurking around, looking for a surprise attack. Overall, Max is just a former shadow of his Advance Wars 1 self. His Tanks no longer boast the OHKO potential they once had on units like Infantry and Recons. The introduction of defensive COs like Kanbei and Sturm heavily mitigate the damage from Max's just slightly above-average firepower.
   
Further to his advantage is the fact that indirect units (particularly in Dual Strike) are often not very good. The Black Bomb and Infantry spamming dissuade players from using them in situations where fighter planes are not present. In additions, indirects are slow because they can't move and attack during the same turn. Indirect units, beyond the Artillery, are also pricy, so they're not used much anyway. If you apply enough pressure on the opponent with your strong direct units, the opponent may not even have the luxury of being able to build them.
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Max was further nerfed in Dual Strike, with his CO powers no longer granting his direct units a movement boost. This poses a big problem, as even with higher melee firepower, being unable to reach enemies during his CO powers means less offensive momentum. Although Max's indirect units no longer suffer from decreased firepower, this is minimal at best, as the reduced range is what makes Max's indirects inferior in the first place. His direct firepower bonus is unchanged from the last game, still sitting at just +20%. Max is still overshadowed by other COs with more favorable offensive boosts such as Jess and Jake who have movement boosts and just as much firepower. Overall, Max is at his worst in Dual Strike. The lack of a movement boost is hurts Max more than normal firepower indirects. Various COs from Advance Wars 2 have gotten buffed to the point where they match Max in direct combat potential. His other weaknesses still remain prominent such as enemy indirects, Fog Of War, and overwhelming numbers.
   
When it comes to competitive play, there's reason to ban him in the Advance Wars 1 meta. He's a recommendable CO in Advance Wars 2. In Dual Strike, he is still good overall due to having strong Tanks and strong B-Copters (pricier air units aren't typically used on standard maps). However, many will opt to use Jess over Max because her Tanks are about as strong as his, and they get the movement boost that Max once had.
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== Counter Tactics ==
  +
Max's weaknesses really do not change from game to game. The best thing to do is to play preemptively, and set up a solid defense featuring indirect units with a few direct units. Even the presence of Artillery is enough to make most Max players retreat, because Artillery attacking Tanks and Medium Tanks are very debilitating trades for the Max player. The other player must take care not to let Max get an offensive foothold. If Max manages to strike deep within the opponent's home territory, building indirect units becomes much more difficult. The player can stick to overwhelming Max's Tanks with cheaper units like Mechs. Remember that Max's direct units do not have increased defense, so launching decisive counter offenses are highly recommended during the other player's phase.
   
 
==Quotes==
 
==Quotes==

Revision as of 14:49, February 7, 2020

Max
Awds-max
Appearances Advance Wars, Advance Wars 2: Black Hole Rising, Advance Wars: Dual Strike.
Specialty Non-infantry Direct Combat units
Affiliation Orange Star
CO power Max Force
Super CO power Max Blast
Power Meter AdWar-SmlAdWar-SmlAdWar-SmlAdWar-MedAdWar-MedAdWar-Med
Hits Weight Training
Misses Studying

Max (Japanese: マックス Max) is an Orange Star CO. He is one of the few COs to be playable in all 3 of the original Campaigns. He is a brave and loyal friend and an earnest warrior who hates deception and trickery.

Max is the Direct Combat specialist of Orange Star. Along with commanders Andy and Sami, he is one of the first Commanding Officers playable in the Campaigns offered in Advance Wars. He debuts in the fourth mission of the original Advance Wars.

In Advance Wars:Dual Strike, Max comes in at Mission 3, to help Jake with the Black Hole CO, Lash. After defeating her, he joins Jake and Rachel on their mission to restore Omega Land. Throughout the game, Max is usually the one to brief Jake on the other COs of the game.

CO abilities

In Advance Wars, his non-infantry Direct Combat units have 150% in firepower and 100% in defenses, making him one of the best COs in Advance Wars. In Advance Wars 2 and Dual Strike, he's slightly weakened as his non-infantry Direct Combat units have 120% firepower. In Advance Wars and Advance Wars 2, his indirect units suffer from -1 range and 90% firepower.

CO power

Max Force - Firepower of all non-infantry Direct Combat is increased to 140%. All units gain a 10% defence bonus. Non-infantry Direct Combat unit Movement increases by 1 space. This movement bonus was removed in Dual Strike for unknown reasons. Perhaps he's getting slow in his old age.

Super CO power

Max Blast - Firepower of all non-infantry Direct Combat is increased to 160%. All units gain a 10% defence bonus. Non-infantry Direct Combat unit Movement increases by 2 spaces. This movement bonus was removed in Dual Strike for unknown reasons. Perhaps he's getting slow in his old age.

Dual Strike

In Dual Strike, Max no longer suffers a firepower penalty to his indirect units, although they are still at -1 range. His CO and Super CO powers no longer grant Movement bonuses.

Tag Breaks

Max has Tag Breaks with the following COs:

Tactics

Max was undoubtedly a top pick in Advance Wars 1. The +50% firepower bonus to his direct units is just too much for many COs to handle. Max's incredibly powerful direct combat units will often win in one-on-one combat. Of course, as the player, it is advised to never build indirect combat units with Max. His Artillery are useless; they only have a range of two tiles exactly, the worst range among all indirects. Max's Rockets and Missiles can be somewhat useful, as the slightly reduced firepower does not hurt them too much. They could be the most useful during Fog Of War, as indirects would give Max some kind of ambush capabilities. However, it is best to just focus mainly on obliterating opponents one-by-one with superior direct units. His +50% to direct units not only make Max a great ground combatant, but also a good air fighter with lethal Battle Copters and Bombers. Max's CO power can generate huge offensive momentum, or just end the game if Max is on the attack already. The additional firepower increase is devastating, but what is also devastating is the +1 movement Max's direct units receive for a turn. Overall, Max is a top CO in Advance Wars 1. He is truly able to mindlessly throw Tanks and whatever else at his opponent, simply because the firepower increase is terrifying. Max has the worst indirect units by far, but his close combat abilities and his great CO power more than make up for it.

Max was nerfed significantly in Advance Wars 2. His once great firepower was reduced to a much more tame +20% bonus. This means that Max's Tanks can't just blindly run into combat like they could previously. Counter offenses are deadlier to Max than ever before, forcing him to approach and attack units much more cautiously. The introduction of COs such as Sensei and Kanbei do not help Max at all, as both COs have extremely powerful Mechs that work efficiently even against Max's Tanks. His indirect units are still poor, with his Artillery being effectively useless and other indirects being okay at best. Even Max's CO powers have been toned down, with only his Super CO power boosting his direct units to what they once were. His powers are still very good in the fact that his direct combat units get a movement boost, always helpful for an offensive CO like Max. Even in close combat, Max will struggle to inflict high damage if the opponent is taking advantage of certain terrain. Enemy indirects pose the largest threat to Max, as even Artillery can deal significant damage to a Medium Tank. This is further compounded by the fact that Max cannot combat enemy indirects with his own, inferior indirect units. Fog Of War turns this pain into a nightmare, as enemy indirects will most definitely be lurking around, looking for a surprise attack. Overall, Max is just a former shadow of his Advance Wars 1 self. His Tanks no longer boast the OHKO potential they once had on units like Infantry and Recons. The introduction of defensive COs like Kanbei and Sturm heavily mitigate the damage from Max's just slightly above-average firepower.

Max was further nerfed in Dual Strike, with his CO powers no longer granting his direct units a movement boost. This poses a big problem, as even with higher melee firepower, being unable to reach enemies during his CO powers means less offensive momentum. Although Max's indirect units no longer suffer from decreased firepower, this is minimal at best, as the reduced range is what makes Max's indirects inferior in the first place. His direct firepower bonus is unchanged from the last game, still sitting at just +20%. Max is still overshadowed by other COs with more favorable offensive boosts such as Jess and Jake who have movement boosts and just as much firepower. Overall, Max is at his worst in Dual Strike. The lack of a movement boost is hurts Max more than normal firepower indirects. Various COs from Advance Wars 2 have gotten buffed to the point where they match Max in direct combat potential. His other weaknesses still remain prominent such as enemy indirects, Fog Of War, and overwhelming numbers.

Counter Tactics

Max's weaknesses really do not change from game to game. The best thing to do is to play preemptively, and set up a solid defense featuring indirect units with a few direct units. Even the presence of Artillery is enough to make most Max players retreat, because Artillery attacking Tanks and Medium Tanks are very debilitating trades for the Max player. The other player must take care not to let Max get an offensive foothold. If Max manages to strike deep within the opponent's home territory, building indirect units becomes much more difficult. The player can stick to overwhelming Max's Tanks with cheaper units like Mechs. Remember that Max's direct units do not have increased defense, so launching decisive counter offenses are highly recommended during the other player's phase.

Quotes

Dual Strike

Changing CO During Battle

"I'll crush you like a paper cup!"

Power

"I'll crush you like a paper cup!"

"Take this!"

"Bring it on!"

"How'd you like a knuckle sandwich?!"

"Check out these canons!"

"This is how the big boys play!"

"Sit down!"

Campaign, Pre-Battle

Final Battle

"Dang! That thing's a lot bigger than me!"

(with Grit)

Grit: "Evenin' Max. You know, we go back a dog's year... and we ain't gonna end it in a place like this! Don't you be doing anything crazy now, you hear?! Aw, shucks... I'm wastin' my breath."

Max: "Ha ha! You know me too well, my man! Listen, Grit. Stopping and thinking just isn't in my nature. I only push ahead! I'll trust you to watch my back!"

Victory

"I'm on a roll!"

"You want to fight me? I'll pound you!"

(with Andy)

Max: I'll crush all enemies!
Andy: And I'll fix all allies!

Andy: "Let's do it, Max!"
Max: "Yeah! We'll break their lines like toothpicks!"

Andy: "If it's a tag battle..."
Max: "We're the best!"

(with Grit)

Grit: "With your direct attack and my indirect attack.......

Max: "Odd couples make a good team.

Tactics

Advance Wars Dual Strike Max's Theme

Advance Wars Dual Strike Max's Theme

This is Max's theme song

When you're deploying, it's strongly suggested not to spend money on indirect combat units like rockets or artillery (which should never be used with Max). Spend them on direct-combat units as they benefit from Max's abilities the most. He's best in open fields and if you're stuck in a chokepoint, stock up on strong direct-combat units and use your Super CO power to destroy as many enemy units as you can in the chokepoint when you activate your CO power. Try to avoid being in chokepoints as Max gets a disadvantage when fighting in one due to his disadvantage with indirect units.

Gallery

Orange Star: AndyMaxSamiNellHachiJakeRachel
Blue Moon: OlafGritColinSasha
Green Earth: EagleDrakeJessJavier
Yellow Comet: KanbeiSonjaSenseiGrimm
Black Hole: FlakLashAdderHawkeSturm
JuggerKoalKindleVon Bolt
Orange Star
COs: Andy | Hachi | Jake | Max | Nell | Rachel | Sami
Former COs: Grit | Olaf
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