Maxim spam is incredibly annoying. The secret behind it is that they trade so well versus you and have a big mp advantage if you aren't careful. Often people panic and just try to focus fire down a building. They'll lose like twice the mp of the soviet and over many battles, that's a big disadvantage. It's also very frustrating on maps with lots of buildings. Lots of people also waste teching and resources on building too many counters to the maxims and get overwhelmed when something like the 2-T34 callin comes in.
I usually go Gren, Gren, MG, GRen into whatever counters them as the 5th unit. A mortar team or 5th grenadier group is usually my 5th unit against this comp.
If it's a very open map, then I will just constantly cap around them and most importantly use my lone mg to camp their fuel point or cutoff point to the fuel. This will slow down their teching a lot. Since maxim spam is immobile, you should be able to cap around them.
Then I get t2 and save up fuel to upgrade to tier 3 when I then go and get a halftrack and upgrade it to a flamewuffer. I then do a big push to support the flamewuffer and can often get at least 2 support squads. The trick is to have a few units support your flame wuffer and also have like 2 grenadiers near their retreat paths to finish off retreating support groups. It's easier said than done but it's very punishing to the strategy. The game is pretty much over if they lose even 2 support squads because they will have little offensive power or capping power at that point.
It's even ok to lose the flamewuffer if you trade well. I am happy to trade it for a weapon squad + at least 300MP of damage which I find easy to do because they really roast infrantry hard. The flamewuffer only costs 200 mp even though it does take a bit of fuel and munitions. You'll rarely find any doctrine ability that uses munitions that can kill as much stuff as a flamewuffer.
That much damage will give you back map control and allow you to transition into the late game with a big advantage.
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