EZ PZ Legendary Campaign guide

A little campaign guide for Halo Wars on Legendary difficulty.

before I begin I would like to point out a little fact regarding the use of the skulls. The use of any buff or debuff skull will force the ai to become much more aggressive and will just make the whole level more difficult than it already is; so don’t use them!

This guide is also better suited for players that have already beaten the campaign but need help beating legendary. all the level guides work in co-op aswell.

The Secret Beneath Harvest

Level 1 - alpha base

really easy just don’t lose forge and you’ll be fine.

Level 2 - relic approach

another easy level. basically just do as you’re told and collect supplies from around the map with forge. make 4 missle turrets and that should kill most dropships that spawn troops in your base and any units will be quickly mopped up by them. build up a large force of cannister shell scorpions and marines and flamethrowers and attack the covenant base then move to the relic.

Level 3 - relic interior

Grizzlies! “there tough, but they aint invincible”; so you need to be careful with them. they can take a lot of punishment though so you’ll find this level pretty easy so long as you keep healing them with anders. get her to the LZ EZ PZ.

The Assault On Arcadia

Level 4 - arcadia city

one of the most difficult levels in the game. keep your starting units alive and clear out as many covenant units as you can from around the map and from the garrisions. collect supplies with forge. don’t bother protecting cargo 3 because it gets destroyed anyway; focus all of your attention on cargo 2 and make sure that nothing even scratches the paint.

once you are allowed to build a base buy it on the grassy area where you started the mission. make 4 supply pads and 2 diagonal turrets to help defend your base. upgrade the base and make 2 reactors and an air pad; upgrade your supply pads too. pump hornets untill you can’t make anymore then buy advanced reactor for tech 3; buy wingman then sell a supply pad for a field armoury. research reserves and reinforcements then sell the field armoury.now you can either make more hornets, make some wolverines to help spawn kill dropships, or make some marines to put in the garrisons. it really doesn’t matter becuase wingman hornets should handle everything anyway, this just gives you something to do while the timer goes down.

make sure to save the game every 2 or so minutes incase you do something wrong.

you must keep the cargo 2 transport at full health at all times or the mega turret will destroy it!

Level 5 - arcadia outskirts

another difficult level. as soon as the mission starts go left down a narrow ramp. there should be 2 crashed warthogs and a sniper tower; put Jerome or douglas in the sniper tower then push onwards. put an odst in the reactor then head for the crater. garrison the spartans and infantry so they take less damage while clearing the enemies out. once thats done send the tank to clear the path to the second bonus reactor and put another ODST in there. on your base you want to make a baracks third and pump marines into all the garrisons you can. upgrade your base and supply pads as you see fit, but make sure you always have 600 supplies saved up.

when the mega turret spawns Jerome/Douglas will start shooting it. MAC blast while its building and that should bring it down to half health; send the tank there to help finish it off and you might want to mac it again because it has ulrta-high health. while this is happening spam marines and flamethrowers to help you defend.

buy the second base and get vehicle depots up on it aswell as a field armoury. upgrade tanks to powerturret then build some to go with your marine/flamethrower army. now you can either push on the covenant base or wait for omega team so you can spartanise your tanks then push.

Level 6 - dome of light

not as difficult as the last 2 levels, but it can still be difficult to get through. when the game starts fight off the units near your base then put Jerome in the closest air tower and Douglas in the one furthest away. put Alice in the bonus reactor furthest from your base and put a marine in the one at the back of your base. make 4 turrets and make the back ones anti-air and the front ones anti-infantry. now sit in your base and upgrade your units. make an army of tanks wolverines and flamethrowers and fully upgrade them; it might be an idea to get field armoury upgrades too. don’t call in any rhinos untill all the units you need are built and upgraded fully.

position your tanks on the walkway inbetween positions 1 and 2 with the wolverines and flamethrowers behind. call in the first rhino and the wolverines should kill all/most of the dropships and any units that get through will be cleaned up by flamers and tanks. call in the second rhino and your tanks should wipe out the covenant mini-base before it builds. for position 3 pelican 1 or 2 tanks to clear it; move the rest of your tanks to where positions 4 and 5 will appear and then pelican the rhino to position 3. when positions 4 and 5 are highlighted your units should kill the locust at position 4 and destroy the covenant mini-base at positon 5. move the rhinos into position and you win.

Level 7 - scarab

Its a trap! but its alright you can get through this mission. there are two ways to do this level; you can go around trying to take down all the power nodes while simultaneously trying to defend your base from waves of locust and hunters while living in constant fear that the scarab could break through that flimsy wall of ruins any minute, or you could glitch it.

there is a sniper tower in the middle of the map near a power node. as soon as the mission starts send the tank to the left of your base; there should be some honour guards behind a ruin. kill them then move the 2 starting marines up behind the ruin. send the tank to the other side to kill the locust there and clear the jackals out of the sniper tower. upgrade your marines to new blood and place them in the tower just before it researches. if everything went according to plan the scarab should be stuck shooting at the tower and not the marines. now move your tank and the rhinos to the scarab and lock down and shoot at it. you might also want to make a wolverine and a cobra to protect from banshees and speed up the process; respectively.

while you were doing all that you should have also put up 4 anti-infantry turrets and upgraded your cobras and marines. make 12 marines and 4 cobras then if you have any spare population make another cobra to lockdown in front of the scarab. split your forces so 6 marines and 2 cobras are guarding the right side and the same number guarding the left side.

now sit there and wait for the scarab to die while periodically MAC blasting it to help speed things up. there is a scripted event where the scarab is forced to shoot the ruins protecting your base at around 7 minutes in, this signals the start of the covenant counter-attack.

sometimes the scarab will stop shooting at the tower and then drift towards your rhinos and cobras. if this happens use the tank to draw its fire back towards the sniper tower and it should continue shooting it.

Shield World

Level 8 - anders’ signal

this mission looks daunting at first but its easier than you think. lock down the elephant, then carpet some of the brutes. red team should drop in and clear out the brutes some time after. make some flamers too. move up to the beacon and lock your elephant there and make more flamers and maybe some marines. go investigate the elephant team north west of your beacon. wipe out the flood there then head back with the elephant. send some flamers north through some flood stalks to find missing 5 star ODST squads on the way there/back; there are more scattered around the map.

build your base then send some flamers south east to dicover a hidden path. this leads to a flood structure, destroy it then leave 3 flamers there. do the same for the flood structures north of your base. upgrade your marines and flamers then go to the last elephant position south of your beacon. bring the elephant back to your base and you win. watch out for surprise brute attacks.

Level 9 - the flood

this mission is surprisingly easy. make a warthog and send it out to red team, then pelican them out back to your base. make turrets and a few flamers. clear the flood eggs form the back of your base using red team for some crates. make a large force of hornets. make sure that you carpet the flood boss as soon as you get a reactor up and then continually carpet it. send your hornet army staright to it and kill it. easy.

Level 10 - shield world

a horible level. you need to act fast and your under pressure by legions of flood forms and theres even a timer. you aren’t helped by the fact that this level is so dark aswell.

as soon as you begin make 4 turrets and 5 supply pads while you send the marine and flamer north east. put the marine in the reactor and use the flamer to kill the infection forms. the 5 supply pads are there so you can recover quickly from making the 4 turrets. upgrade 4 of them then upgrade the base and buy a reactor and a vehicle depot. send the 2 starting hornets around the edge of the map to help the grizzly in alpha platoon; buy a tank and then sell the un-upgraded supply pad for another reactor. pump wolverines and as soon as the first one comes out go straight for alpha platoon to save the grizzly. while this is happening a gremlin should drop in, send it to the marked postion to give you extra time. your going to be losing units while clearing the first LZ so hold off on the upgrades and just make more scorpions and wolverines.

when you’ve cleared the LZ the grizzly will be yours; put it at the front of your forces so it can take hits. upgrade your units then begin pushing on the Bravo LZ. this should be easier because you have upgrades and numbers on your side this time. you can either upgrade a reactor and buy a tech 4 upgrade; or you can build a field armoury for reserves and possibly reinforcements. keep a couple of tanks back at your base to help defend against the increasingly brutal thrasher form attacks. you won’t be able to cross the map fast enough to save your base if the turrets don’t kill the thrasher forms, so it would be wise to save every so often too.

when you clear charlie LZ the pelican will be shot down and even if you’ve placed gremlins at all the pylons; time is probably running short. double time back to the base and this whole ordeal will be over.

level 11 - cleansing

all you need for this level is hornets. make some turrets to help protect the air locks. spam hornets and then clear the front of the ship first; then the sides, then the back. should be pretty easy so long as you keep the flood structures in hibernation.

Shield Interior

Level 12 - repairs

this mission is very hard. you need to repair the reactor in under 4 minutes before the covenant break through. after 4 mins it is impossible to repair the reactor because of the ridiculous amount of dropships spawning hunters and locust.

make turrets and move all starting units to the reactor except the spartans. set the rally point on the reactor and make crap loads of cyclops and heal the reactor with the leader power. make lots of turrets and hawks and keep cyclops building at all times. you can do it.

level 13 - beachhead

probably the best mission in the whole game. at the start just do as you’re told and protect anders. easy.

when red team drop in head south east and jack the wraiths and locust then take down the base. send an odst directly north of the base to find a supply elevator and garrison it. it produces 300 supplies per minute and is going to be a big help.

now when you get your base building you need to get anti-air turrets up and wolverines out fast; because you’re about to be crapped on by waves of banshees that won’t stop coming the whole game.

this mission is the most fun, so I’m going to leave it up to you to finish it. what I like to do though is be real sneaky and make vultures and then head over the cliff north east of the base, kill the flood sorounding the scarab then pelican a spartan to take control of it. then just take the covenant base north west of the scarab from behind.

Level 14 - reactor

there are many ways to do this mission; but I’ll just give you one. when the level starts send red team up the ramp to assault the covenant base there. they shopuld be able to take it out all by themselves if you watch them closley and take care of them.

on your base you could go 4 pads, 2 diagonal turrets, 2 reactors and a field armoury/vehicle depot and buy some upgrades. when the base at the top of the ramp is cleared but it and start making an army of tanks and wolverines. upgrade your MAC and units fully then push up. keep the reactor on level ground and move it up wit maybe a wolverine as an escort. I’m sure there is a scarab defending the last base at the very top, but scarabs really aren’t that tough and can easily be taken out by MAC blasting. get the reactor to the apex base site.

now take a break and watch forge pwn the arbitard.

Level 15 - escape

the final mission. the map is huge and every enemy in the game is crawling all over it. also theres a timer, but 30 minutes is more than enough to beat the level.

clear the lock infront of you with the spartans, try to keep them from going down, while you send the ODST’s to the supply elevator south west of the base. when the lock is cleared immeaditely pelican the ODST’s and red team to the north lock and clear it. open it when the scarab is on the hard light shield and it should fall through along with any other ground unit.

garrison the supply elevators east and west of the north lock and then clear the area around the second base site with the spartans. get a fied armoury on your main to upgrade the mac blast for when the next scarab comes. also garrison the mega turret near the west supply elevator to help you. make an air pad and a barracks on your second base and make vultures while researching ODST. your main base should be under attack every so often and the starting supply elevator could have been cleared by wraiths/jackals/locust/mass protector sentinels. once you get a vulture out send it to help protect your main and drop ODST to retake the elevator. now attack the covenant base near the west of the second base with the mega turret, upgraded MAC and vultures + ODST’s. then clear the flood on the other side with the vultures and unlock both locks. now assualt the last covenant base and open the gate to legendary completion!

Oh man, if only I could be bothered going through the campaign again. Thanks though… will be helpful for the future :slight_smile:

On mission 5, I didn’t bother taking care of the mega-turret it just died a slow death as Jrome laser-ed it from his sniper tower, as it was no hindrance to me as i had a marine squad in the garrison on the bridge above it. if you have a squad up there before it comes online it will target them upon completion as they are the nearest to it. but it cannot hit them as the bridge itself blocks line of fire.

Mission 14, all i did was make a small convoy 2 elephants 1 pulling the reactor and a 2nd as back up if it died (which it didn’t) 3 scorps and 2 wolves and just set them to drive to the objective at the end of the map. The convoy will barely get attacked and when they do it can handle it without any real input from the player. this will also unlcok the achievement, “Didn’t get to second base” if you don’t already have it.

mission 5; alternate method for dealing with the mega turret, place a infantry squad in the garrison slot on the bridge above it. when the mega turret completes construction it will target them but cannot hit them as the bridge blocks line of fire.

mission 14; All i did was make a convoy of 2 elephants (1 to pull the reactor and 1 as backup, which proved unnecessary) 3 scorps, 2 wolves and i had ODST upgrade as back up for cover fire. all i did then was set the convoy to move to the objective location and off they went. this will also unlock the bonus achievement “Didn’t get to second base” complete mission 14 without claims a 2nd base.

Hmm, I completed Mission 4 only with a giant amount of Gauss-Warthogs while destroying the Covenant base with a Cobra. I´ll try the Hornet Thing on my next Legendary Co-op Run.

mission 12: I found this pretty easy I pumped cyclops’s to heal the core, put 4 wolves 2 either side of the cyclops’s to prevent any drop ships landing on the section where the reactor is and used the HAWX to prevent the hunters and locust getting anywhere near. If you keep as many of the SoF’s guns up as you can and build Ant-Air turrets + wolves not many drop ships will get though to dump hunters and locust on you.

why hasn’t this been stickied yet?

Nevermind.

thanks for the alternate methods tempist.

I actually found mission 4 quite easy in my first try I just sent hornets and wolves to guard transport 2. Don’t bother with 3 it always blows up and number 1 gets banshee hit hard.

> I actually found mission 4 quite easy in my first try I just sent hornets and wolves to guard transport 2. Don’t bother with 3 it always blows up and number 1 gets banshee hit hard.

and that’s why I put that strategy in the guide because it’s the easiest one for mission 4.

seriously this needs to be stickied because there truly are new players who find legendary difficult(although it really isn’t because apart from scripted ai movements the ai is completely and utterly dumb as pig poop).

this post is not a bump in any way.

Cough Pin thread to front page -.-

Thanks OP, this guide is great. It helped me a lot!

> Thanks OP, this guide is great. It helped me a lot!

It really was no problem at all. except that I hadn’t played campaign for so long that I had to test a couple of the level guides to see if they actually worked.

i’ll give this a go, because i’ve been trying arcadia city on legendary for two months with no luck. That stupid turret keeps blowing the @!#$ out of transport 2.