Basic 2v2 Guide

Due to some demand that I’ve seen and the desire to spread some amount of gameplay knowledge amongst the halo wars community who need it I have written a basic 2v2 guide. This is written in the hopes that maybe some players will improve in this playlist, and hopefully I’ll get some better games. The only games I play that are even close anymore are ones where me and my partner run terrible combo for the hell of it, or thew enemy team pulls off a completely fluke thing by sheer luck (most of the times this is a cheese). This guide will cover the basics of 2v2 in a general overview, by detailing what your goals should be to win. It will also include a basic overview of the highest regarded leader combos in today’s 2v2 meta. Specifics such as step by step build orders, and times at which you should have certain units or tech will not be covered since a lot of that is very situational. This guide will be split up into the combos being covered, and then detail what you need to accomplish with these combos on specific maps.

All combos:

This section goes for all combos in this, and even all combos in general. These are things that really just make my day to see, because when you do any of these things you are handing your opponent the game on a silver platter.

1.On crevice, repo and docks… for the love of god EXPO! Your UNSC should always expo when possible, period. It blows my mind when I play a team with a cutter that doesn’t expo, that’s your whole advantage as cutter, use it!

2.Learn to use a d bomb. The amount of d bombs that I seen are thrown that are nothing more than waste of 450 resources is appalling. If I am raging your tanks with my arbiter, and you drop a d bomb, you better be almost certain you’re killing my arbiter. If you have two stock tanks and d bomb my arbiter, I’m going to take a little bit of damage, walk out of the d bomb and recall. You now don’t have a d bomb for 6 minutes, wasted 450 resources, and didn’t kill anything either.

3.Hogs, use them. The sooner you get over the whole “rushing is nooby” thing the sooner you can stat getting good at this game. As any combo in this guide you should be building some amount of hogs with at least gunner in almost every situation on every map. Four hog gunner may not sound like much but it’s quite effective for helping your covey with base damage on their covey and will get you an extra pad kill or two at least. Also, gauss is OP. The only thing that effectively fights large gauss numbers on this game are tech 2 arbiters, and canister shell/PT tanks. This doesn’t mean go gauss every game, but don’t discredit it as an option.

4.Unit composition. If you are still under the delusion that all units on this game have a purpose, let me tell you a little secret. NO! As covey you are building vamps/banshees in every situation except if you’re a brute on labyrinth. You build your unique unit/grunts for rushing but keep in mind these are worthless once tanks stat rolling out. As a UNSC you are building hogs/tanks. Gremlins can be used but are risky, since they get torn up by arbiters, and if you lose air lead, enemy banshees will drop them like nothing. UNSC only builds infantry for hooks and Spartans should be considered a luxury. Other than going quick spartan tank to push off a rushing arby, don’t build spartan unless you’ve already got a full pop of PT.

Anders/Brute:

The meta team of yesteryear has been removed from it’s former glory but is still a powerful combo when used correctly and has the added advantage of it’s arguably the easiest combo to run in this guide (especially if you’re the covey). Anders/Brute’s play style is predicated on the fact that your early game offense is more powerful than any other combo (double brute isn’t a combo it’s a joke) which allows you to have the most powerful rushes available. So your objective is to deal as much damage as you can for as little money as possible as early as you can. Then using that early lead to move into better units quicker, continuing to hold them down and then hopefully ending in the mid-game. The drawback to this is, if you are not able to deal significant damage cost effectively on your first push, you are forced to fight an uphill battle. Out of the three combos detailed in this guide this is the worst overall, but if you don’t have someone who can play Arbiter effectively then this will probably be what you end up running.

Since this combo is the only one in this guide that includes a brute I’ll cover this here. Since brute’s build order is the same and maybe has two variations to it that happen in a specific situation I’ll let you in on it. Temple 1st or 2nd (2nd is better but some map specific objectives make temple 1st preferred) 4 pads upgrade 2 ASAP, get citadel, Summit 6th and 7th, grab boost and double pump banshees. This is all while you are building a few brutes and rushing the enemy covey base. As the game goes on you must be aware that if your opponent gets vampires and kills your banshees, you are forced to get tech 2 and vamps as well, unless your teammate is going all gauss at which point it’s a judgment call. In an ideal situation they should not be getting a significant number of vamps at any point, since you will be denying their summits.

As far as map advantages for this combo, Anders goes hogs better than Cutter, and Cutter’s tanks on expo maps are better than Anders. On double base maps this usually means Anders for at least the first part of the game will be going more hog heavy since she can’t match Cutter’s tanks and Cutter can’t compete with her hogs later on. Anders/Brute is arguably the best combo for Beasley’s though Forge is able to make more money off the hooks and if played correctly the Brute will get shutdown so the map advantage then tips in Arbiter’s favor. They are easily the best combo on Crevice with Brute’s early offense shutting down an Arbiter and Anders ability to become an absolute monster with reactors.

Beasley’s Plateau
One of this map’s nicknames is Brute’s Plateau, because if left unchecked Brute will run this map, steal your hooks, rofl around on your base with full pop of banshees and there will be nothing you can do about it. As Brute on this map you are going temple 1st, period. No situation will change that so get used to going temple 1st on this map every time as Brute. When your temple is finished send your chieftain to your hook (the two free building spots) while you que up a brute squad, set rally point on lift and when the brute ports through put him in the garrison and send your chieftain to the closest enemy hook and repeat the process. As brute you will take your hook and both enemy hooks if they don’t keep this in check, I’ll describe how to do that in the other sections. Once you have taken all the hooks you can, get air lead. Air lead wins this map because of it’s size and distance between bases. If you don’t have air lead (less banshees) get tech 2 ASAP and build vamps to take back air lead. This map is covey run because of the importance of air lead so your primary target should be the opposing covey, if their covey doesn’t have summits and you do, you win this map.

As the Anders you want hogs to clear your hook, typically reactor 2nd gunner is the best option. After that use any hogs you have for harassment and then try to get tank lead. Your goal is to at least match the other UNSC’s tank numbers and then do whatever you can to put your covey’s air ahead of theirs. If you get a significant banshee lead at any point use those banshees to get free kills on their tanks, not only will it put your UNSC ahead but now their covey is forced to not only retake air lead by building vamps, but building banshee numbers back up after that to kill your UNSC tanks.

Crevice

Anders/Brute’s best map, with brute’s early game offense and the map’s small size a temple 1st brute denies the opposing covey’s fourth building, dooming them to stay on two pads until they push you off. They should always have at least one expo, but if they are dumb enough to expo on the base spot closest to their mains (the front base spot) make them pay for it. On each side of the map there are garrisons by the front base spot, put brutes in there and theyir base becomes worthless and then eventually dead. Until those brutes are taken out, which before tanks the only way they’re doing that is wasting money on flamers which is still a win for you, they can’t build on the back of their base and the brutes will shoot at the middle and eventually pick off the base. It’s such a simple thing and it makes my day when I get a free base kill because you put your base in the front.

As Anders expo in the back pick up crates with your warthog and que up a warthog on your main. Barracks 3rd on your main and build a marine as soon it’s up, then send that marine to your side reactor. Whichever reactor is on their UNSC’s side (either the same one your marine is going to or the opposite side of the map) have your two warthogs sitting on the pathway ready to ram their marines. As your marine is heading to the side reactor build 2 more and send them towards the middle. If you micro them correctly and they get in the reactors without getting infected by flood spores you get both reactors in the middle and get to abuse them to no end. This is why anders is the best UNSc for this map is because of her ability to abuse the reactors even more, with the possibility of 4 minute gauss or getting PT while only having to build one reactor. You should shoot for gauss, because 4-5 minute gauss will pretty much wrap up the game on that gauss push. Not to mention the ability to set up a triple without having to clear anything.

Repository/Docks

Lumping these together since they are played pretty similarly, with the exception of the option for super sentinels on repo. These are where the standard stock strategies of this combo are used, with the exception of middle money on repo and the super sentinels, hooks don’t play a role since there aren’t any. As brute you’ll be doing your standard temple 2nd brute rush on the enemy covey while your anders double bases and assists with hogs. Proceed into double summit banshees and keep enemy summits down as much as possible.

As anders you will abuse your superior hogs and transition into tanks when necessary. On these maps going all out gauss isn’t a good idea due to the choke points that are on both maps. The choke point in the middle of the map on docks and the fact that all the pathways on repo are pretty narrow will get your hogs killed by tanks/arbiters very easily.

Terminal

Pelican the north side for the hooks, if you don’t know how to pelican find out, I can’t really explain it here but if you don’t know how to pelican you’ll lose this map every time against someone who does. Once north hooks are secured (by anders) have the buildings be a barracks and a supply pad. Build a marine out of the barracks and as soon as he comes out send him out to the edge of the area away from the base. If you don’t have him do that as soon as he comes out he will attack the base and die. Micro him around the base hugging the edge of the area as much as possible and get him to the reactor. If you do it right you will take some damage from turrets but once he’s in the reactor it doesn’t matter. When the light bridge goes up at 1:00 do what you can to get the south hook since if you can get both you should win the game at that point. At this point it becomes a pretty normal map similar to docks/repo, rush and try and get air lead. With anders in the north reactor you can either go for quick tank upgrades (preferred) or go for quick gauss if you feel that’s the better option. The problem with going quick gauss on terminal is how conscious you have to be of your hogs, and how much you have to make sure they stay alive. Since it’s not an expo map you can’t replace them nearly as quickly since you’re only one base for at least the first few minutes of the game and losing any hogs before you have gauss can really cost you.

Labyrinth

This is your worst map period. Against a team with an arbiter you are at serious disadvantage and will most likely lose unless you are much better than your opponent. Labyrinth is very odd map, the entire game can easily be decided within the first 30 seconds and one mistake at the beginning can be extremely costly. The second the match starts send your scout to the protector plant on your side (each of you should be going to a different one) when you get there buy a shield protector and put it on your chopper/warthog and once both sentinels are shooting at your scout buy an offensive to kill the sentinels. If your opponents are even partially decent they should be attempting to get a protector plant and most of the time unless they screw up or prevent their scout from shielding they should get the one closest to their side. At this point the game is decided by hogs. Continue building hogs and putting shields on them. Since hogs are the mainstay here you are at a huge disadvantage against arbiter since he has the ability to fight shield hogs while brute is literally helpless. As brute you will want go for wraiths to deal with enemy hogs, putting offensive protectors on them is amazing and unless you lost your hook and can’t take it back you should be putting offensives on your wraiths since it pretty much doubles their damage output.

That pretty much wraps up anders/brute, at all times keep in mind that if you let an arbiter get established on a lot of blessed pads and tech 2, you’re sitting in a bad spot. Cripple the arbiter (or brute) as much as you can as early as you can. You should pretty much always push on the enemy covey first, unless they get a shield up at which point go harass the UNSC since your covey is now ahead of them anyway since he didn’t put up a shield.

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Done hopefully this will be enough

Next section covering Cutter/Arbiter will be up in a few days.

Hey at least somebody is still trying. Good job. I’m sure somebody will really appreciate this, even if not at this very moment, in the future. I remember when I was a little nooby reading some of Stud’s guides, but at that time the guide was written well over a year beforehand.

> Hey at least somebody is still trying. Good job. I’m sure somebody will really appreciate this, even if not at this very moment, in the future. I remember when I was a little nooby reading some of Stud’s guides, but at that time the guide was written well over a year beforehand.

I really like that you put the time in to type this. I’ll start employing some of these strategies this weekend and let you know if I see them being used against me as well and how they work out for me.

Thanks again for putting this up.

Very nice guide, as a general overview it should help a lot of players. I would like to add a few caveats for some of the maps:

Crevice - Your covy player should highlight the expo for anders, anders’ hog goes to steal enemies crates. If versus a brute, take the back base so he can’t put brutes in the hooks by the front one, you’ll regret it if you don’t.

Memorial Basin - Double summit won’t work if they go for a barracks, hook control becomes a nightmare and you’ll need to take it back a few times, so your own barracks is essential. Most covy players will go temple first to get the hook ASAP, you can counter this by going temple second, and killing their unit for the hook with your ghost/hog combo, just make sure you get to the front of their base around the 53 second mark and ram that sucker into oblivion. (You can prevent them returning the favour by building a turret at the front of your base to stop them denying your hook holding unit going through the portal, this is optional and situational). If it works They’ll be financially crippled and you’ve got the hook.

An alternate option if they have no Arby and especially against Prophet, try factory first, pump out a few ghosts, this gives you instant control of the many crates on the map, allows you to deny their covy leader getting the resource hook by blocking his portal and killing his first unit, if you see his ghost/chopper kill it. You’ve just denied his hook, all the crates, and completely rained on his parade. If he’s Prophet, you might also be able to catch him with his pants down trying to take the hook and can kill him outright with your ghosts. Follow up with temple 5th, start pumping Wraiths and keep the pressure on. This strat is risky but oh so worth it if you can pull it off.

Repository - Gauss is OP, better than you’re suggesting if used correctly due to the size of the map.

Labyrinth - Sheild hogs are very effective versus arby, it’s just not cost effective for him to rage them. If you spawn on the side furthest from your hook, send your chopper/hog to the hook but start building a turret at the back of your base, (on the side furthest from your ally) to spare the frustration of defending against a quick protector rush. If they haven’t got the protectors, you have time to cancel the turret. If they did get the protectors, let the turret finish and upgrade it to anti-vehicle, because shield hogs will be coming… Labyrinth is the only map I’ll even consider getting a shield for.

Terminal Morraine - The pelican glitch is VERY costly that early, not worth it if your opponent is anders/covy. I run with Diablo Soul and we never pelican glitch, just pile the pressure on ASAP if they do it, hit them with quick grenadier + covy leader and a few EHG/Brutes/suicide grunts. By the time they can catch up, you’ve retaken the hooks with your banshees and they’re in a right old mess.

Docks - if versing cutter/arby, Brute rush +hall is your best chance, brute rushes arby so he has to defend, anders goes quick grenadier to take out their expo. If it’s successful, then get double summit. Going gauss is very risky if your rush fails because they can block the choke and just build up enough tanks to roll over you.

Finally, please don’t do a cutter/arby guide. I’m so sick of this try hard combo and the guide can be summed up like this: Cutter fast expos, builds tanks, arby goes banshees/vamps/rage = win 99% of the time.

I already have the Cutter/Arbiter section half done so I’m still going to put it up. The Cutter/Arbiter thing about winning 99% of games, that’s not limited to that combo. With most everyone good having left, anyone with a clue as to proper unit composition and the knowledge of how to play maps properly will win upwards of 80% of their games without too much effort. Cutter/Arbiter isn’t the best combo in 2s anyway, I’m doing them in order of worst to best, with Anders/Arbiter being the best, this is not just my opinion but the general consensuses of most of the high level community.

As far as your suggestions on the maps, memorial I can’t say since I don’t have the DLC and have never played it. Looking back on my Repo/Docks strat I’ll be amending it slightly. As far as hogs/tanks as anders you should be going hogs on double base maps in the beginning period. At that point it depends on what happens if you lose a lot of hogs before Gauss, then you should probably transition into tanks. If you still have a bunch go for Gauss and end it on that. As anders/brute Gauss/banshees is your ideal unit composition and oyu are aiming to end it on that. But if the enemy team is able to defend to get vamps/tanks then you are forced to do the same or you lose.

Simply put if you have the hog numbers, go gauss because it is very good, but on Repo/Docks if canny/PT tanks start coming you can’t fight them on that map because of the narrow passages and choke points.

Yep, you’re preaching to the converted about Anders/Arby :smiley: We ran that combo for years. And the Cutter/Arby thing is just my personal gripe, I feel the game would be so much more interesting if decent players stepped out of their comfort zone and explored some other options. We tend to run double random all or Anders/Random covy and it’s so much fun.

Honestly, I can’t fault anything you’ve said and as I mentioned, I think it’s a great guide, the one thing I do take issue with is why you haven’t gotten the DLC maps??? Memorial Basin is an INSANE map, if you love Halo Wars, you’re missing out dude…