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Max is an Orange Star CO with significantly stronger direct combat units, but pays for this power by having the worst indirect combat units in the game.

Strategy

Max is a direct-combat specialist, possessing significant firepower bonuses to ground, air, and naval direct-attack units. The added firepower is usually enough to overwhelm most other CO's directs and put armies on the defensive, especially on maps spacious enough for direct units to roam free. He favors a highly offensive playstyle; try to secure an early advantage with Tanks, preferably before the enemy can set up a defense. Do so by trying to trade using his boosted Tanks.

Air units, if available, can help secure such an advantage; all of them benefit from Max's powers and are hard to counter with other air units.

Max's powers are handy for pushing your direct-combat advantage and busting through chokepoints and meatshields alike. If, however, the opponent falls back, expecting a power, advancing a little forward and biding some time will help gain ground.

This advantage is offset by range and firepower penalties for his indirects, usually putting Max into situations where he must gain a decisive advantage before the opposing army fully develops and pushes him back with superior indirects. Indirect combat is difficult to utilize effectively when playing as Max; Artillery is effectively unusable, but Rockets may still find some use if the map has enough roads, especially in a standoff, or in fog.

How to Counter

Against Max, playing more defensively will help a lot. Focus on developing a good army, improving economy, and taking good positions, deterring attempts by Max to harrass or trade all the while. Staying on better terrain will also help deter attacks.

Once a decent force (backed up by indirects) has been organized, one can then try to push Max back; this often results into a loss for him.

Take note that Max's direct units will still lose vs a first strike by the equivalent unit on similar terrain; however the attacker will still receive significant counterattack damage unless commanded by a CO with better day-to-day abilities.


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