best covinant unit

what the best covinant unit in halo wars beside the scarab

have i spelt covinant wrong…??

Probably a full army of wraiths. A full army of wraiths with plasma mortar killed 8 of my non-upgraded hornets. The only thing that can really kill wraiths is tanks managed correctly and gremlins and cobras, and hunters if the wraiths aren’t managed correctly. Of course, probably all super units can kill wraiths.

It’s spelled covenant by the way.
Scarabs suck, nearly any full army of units can kill a solo scarab. Anyone smart will have a full army by the 11 minutes in the game, the time it takes to get a scarab out without reactors or forge boosting you.

The leaders.

Yeah, dude, wraiths are like totally the most bad-*** unit in the game.

But seriously, besides the leaders, it’s Banshees, then Hunters, then Locusts. Scarabs generally suck, especially now that they’ve been de-buffed by the lost of TU4, which gave them 25% extra health and damage. They have certain uses on Exile and Glacial Ravine because they can climb around on the walls. They become really powerful if they have 30 engineers and can retreat to cliffs. But ultimately they still suck because good players will never let you get them up in the first place, and if you do, will probably have the army to kill it. One generally only sees scarabs as a finishing blow.

My favorite unit is the Hawk. I just realized that it said covenant. I would say banshee.

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wait a minute, did you say they removed update 4? why the hell would they do that?

On another note, you’re correct. But to say any unit is best in an rts is rather sloppy. Leaders are easily the best, which is why you’re only allowed one of them. Followed by Banshees simply by the ability to boost and infinite harass the entire enemy team. Then I’d say all the anti units, which seem to be really good for the covenant.

The supers are [of course] tough but I think the Arbiter is the “best” because you can get him early and he really helps out his army.

Wraiths can be pumped out in good numbers so I won’t argue with them too much either :slight_smile:

> wait a minute, did you say they removed update 4? why the hell would they do that?
>
> On another note, you’re correct. But to say any unit is best in an rts is rather sloppy. Leaders are easily the best, which is why you’re only allowed one of them. Followed by Banshees simply by the ability to boost and infinite harass the entire enemy team. Then I’d say all the anti units, which seem to be really good for the covenant.

They did it by mistake in TU5, and as far as I can tell haven’t fixed it yet, though they say they are working on it. That’s why a lot of the top tier players just outright quit. Anders has 1 reactor gremlins again, and the arbiter takes normal damage in rage mode again, amongst other things.

(I assume you were talking to me) Yeah I know it’s sloppy. You obviously don’t want to build banshees if the other team has vamps or wolverines, but the question was which one was best overall so I made my order based upon cost to produce/upgrade, training time, strength, mobility, etc.

It’s a shame the way this game has been treated. I think the population would be quadrupled if they kept releasing more balance patches after TU4. Nerf tanks a little, buff both hunters and cobras econ, but nerf their power a little. Fix the grizzly tank’s canister shell. You get the idea. Oh well. I just hope 343 decides to make a sequel.

Clearly the engineer is the most effective and powerful unit that you can deploy to the battlefield.

Locust and wraiths are only good if your playing as human and steal one with a spartan and manage to get veterancy on it otherwise they just suck. Although Wraiths are quite bulky so they can be useful for controlling movement on the battlefield. Despite what others say, scarabs are good but only if you give them back up, I’ve found that a Scarab and 30 engineers along with either a Arbiter or Cheiftain can work quite well. Most players will get confused and go just anti armour which alone isn’t usually enough you need anti air as well. Otherwise a good army is 10-12 hunters 8-10 jackels 4-5 engineers and some vampires and use your leader to teleport in reinforcements

> Locust and wraiths are only good if your playing as human and steal one with a spartan and manage to get veterancy on it otherwise they just suck. Although Wraiths are quite bulky so they can be useful for controlling movement on the battlefield. Despite what others say, scarabs are good but only if you give them back up, I’ve found that a Scarab and 30 engineers along with either a Arbiter or Cheiftain can work quite well. Most players will get confused and go just anti armour which alone isn’t usually enough you need anti air as well. Otherwise a good army is 10-12 hunters 8-10 jackels 4-5 engineers and some vampires and use your leader to teleport in reinforcements

Clearly we haven’t heard of the locust rush. They die easily but are great for quickly killing an undefended base while the enemy is distracted.

Wraiths are just terrible in teams, but I hear that even they have their uses in 1s. I can’t speak to that though.

If you count “leaders”, Regret, he can do anything and easily destroy bases…

Scarabs are really good like you said and are probably the best unit.

Hunters are pretty powerful aswell and if they could shoot air they would kill many armys…

> what the best covinant unit in halo wars beside the scarab
>
> have i spelt covinant wrong…??

1 Arbiter can kill a scarab or any unit in the game for that matter.

So, ARBITER

> > what the best covinant unit in halo wars beside the scarab
> >
> > have i spelt covinant wrong…??
>
> 1 Arbiter can kill a scarab or any unit in the game for that matter.
>
> So, ARBITER

My 50 engineers will not be defeated by a mere dino. Bring it.

But seriously, all it really takes it for you to boost a banshee over a cliff. /Arsebiter

Well Arbiter is definitely one of the best unit in the game, but he’s a leader…no **** he’s good. Banshees are really fragile, nearly any full army can kill them.

You don’t know the technique for Arby killing with banshee do you?

Well, all you have to do is not jump on the banshees. The Arby does more area effect damage by quick slashes anyway. Don’t jump at them when they’re over the cliff. If they have a full pop count of banshees you should have vamps. Cliffs or no, the Arby can really do a lot of damage to a group of banshees if he catches them off guard. He’s not perfect though.

> Well, all you have to do is not jump on the banshees. The Arby does more area effect damage by quick slashes anyway. Don’t jump at them when they’re over the cliff. If they have a full pop count of banshees you should have vamps. Cliffs or no, the Arby can really do a lot of damage to a group of banshees if he catches them off guard. He’s not perfect though.

Why would you ask a strictly arbiter player if he knows about the consequences of going over cliffs?

Reiver plays nothing else.

And yeah, the air units remind me aof starcraft, how when you right click and many air units stack, but gradually push eachother apart over time. It happens a little faster in halo wars, making AOE rage hits on air units hard.

However, on the ground, the spread out mechanics of the units in halo wars sucks. I LOVE IT when a cutter drops 10 ODST all on top of eachother. Volley, canister, wraith’s y ability, leader powers all do awesome damage to such a clumped group.

> > Well, all you have to do is not jump on the banshees. The Arby does more area effect damage by quick slashes anyway. Don’t jump at them when they’re over the cliff. If they have a full pop count of banshees you should have vamps. Cliffs or no, the Arby can really do a lot of damage to a group of banshees if he catches them off guard. He’s not perfect though.
>
> Why would you ask a strictly arbiter player if he knows about the consequences of going over cliffs?
>
> Reiver plays nothing else.
>
> And yeah, the air units remind me aof starcraft, how when you right click and many air units stack, but gradually push eachother apart over time. It happens a little faster in halo wars, making AOE rage hits on air units hard.
>
> However, on the ground, the spread out mechanics of the units in halo wars sucks. I LOVE IT when a cutter drops 10 ODST all on top of eachother. Volley, canister, wraith’s y ability, leader powers all do awesome damage to such a clumped group.

No he wasn’t asking me. I was just giving a response.

And just to justify why I only play as the arbiter, I find his mobility fun. It gives a game that would otherwise just be a point-and-click RTS a more controlled feel. The other covy leaders have to stand still to use their powers, which is kind of lame. I mean come on! You could easily have the prophet’s beam as a general leader power like the mac blast. To be fair though, I do think that it gives the arbiter an very unfair advantage.

If there is a HW2 then I’d like to see either all the covenant leaders more similar to the arbiter, or have them removed and buff the covenant in other ways. Though I think that would take a lot of personality out of the game, so I’d op for the former.

> > > Well, all you have to do is not jump on the banshees. The Arby does more area effect damage by quick slashes anyway. Don’t jump at them when they’re over the cliff. If they have a full pop count of banshees you should have vamps. Cliffs or no, the Arby can really do a lot of damage to a group of banshees if he catches them off guard. He’s not perfect though.
> >
> > Why would you ask a strictly arbiter player if he knows about the consequences of going over cliffs?
> >
> > Reiver plays nothing else.
> >
> > And yeah, the air units remind me aof starcraft, how when you right click and many air units stack, but gradually push eachother apart over time. It happens a little faster in halo wars, making AOE rage hits on air units hard.
> >
> > However, on the ground, the spread out mechanics of the units in halo wars sucks. I LOVE IT when a cutter drops 10 ODST all on top of eachother. Volley, canister, wraith’s y ability, leader powers all do awesome damage to such a clumped group.
>
> No he wasn’t asking me. I was just giving a response.
>
> And just to justify why I only play as the arbiter, I find his mobility fun. It gives a game that would otherwise just be a point-and-click RTS a more controlled feel. The other covy leaders have to stand still to use their powers, which is kind of lame. I mean come on! You could easily have the prophet’s beam as a general leader power like the mac blast. To be fair though, I do think that it gives the arbiter an very unfair advantage.
>
> If there is a HW2 then I’d like to see either all the covenant leaders more similar to the arbiter, or have them removed and buff the covenant in other ways. Though I think that would take a lot of personality out of the game, so I’d op for the former.

Yeah I agree, the control of the arbiter during rage makes playing him alot of fun. The controls arent perfect during rage, or in other words, its hard to have true micro during it, attacking specifically what you want, but there is a level of control enough to introduce a skill factor.

I would also hate to see the leaders removed from the game. I think they really make it have a unique feel.

I think one thing you forgot though(maybe not) is the hot drop ability. Even if they buffed covy units, the covenant race as a whole would suffer because they do not have the same mobility/tactics as before. Maybe give the covy a pelican like ability, allowing them to move units around.