[Guide]On the Nature of Build Orders in Halo Wars2

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On the Nature of Build Orders in Halo Wars 2
A Guide by Nakamura

“My opponent was going for a Hornet rush” or “let’s rush scarabs” or “I’ve been facing locust rushes all day” are lines that you may very commonly encounter if you read the forums, reddit, or simply just talk to your fellow players. There is one thing all of the above have in common. Yep, you guessed it! They all include rush. Another thing they have in common is that they’re an incorrect use of the lingo - the best-known piece of RTS terminology being thrown around where it has no place. “I got up today at 1 PM in the morning” (yeah, I really needed some sleep) - can you see where I am going with this?

Let’s stop bashing this example though, and be way more constructive than that. Here I’m going to outline some of the most common, rough categories of build orders.

Rushes are designed to attack your opponent directly at a time when they will be more focused on building up infrastructure than defenses or units. The goal is to either eliminate the enemy player, or to set them behind economically so that the rusher gains a lead. These builds are high risk, high reward, and have a big impact on one’s economy. The counter to them is a solid defense. Early identification greatly -Yoink!- in establishing that.

  • Example rush build: Marine, Barracks, Hellbringer, 4x Supply pads (Marines and Hellbringers inbetween), node capture, attack with 7 Marines, 7 Hellbringers.This build is completely all-in. If this army dies while the other player loses little, you are almost certainly dead. You can however remove an entire enemy starting base before the 5 minute mark if your opponent isn’t prepared.

  • Grey area build: Jackrabbit, Reactor (upgrade), Supply pad (upgrade), supply pad(upgrade), supply pad, supply pad, [Jackrabbit sees enemy going double generator], minibase closest to enemy base, barracks on minibase, marines, hellbringers, grenade upgrade - > attack enemy baseThis is a reactionary pressure build technically speaking from our own perspective. However if you take into account the initial definition of a rush from the opponent’s perspective, this will be an attack during the time that infrastructure is the focus, with potential to end the game. This build has a very potent transition into the mid-game, even if the attack itself fails - you have some power income, quite a lot of supply income, you have Grenade Marines, and stole a minibase of your opponent’s.

Pressure/Map Control Builds are not too dissimilar to rushes - you’re trying to use your units early to achieve minor goals, such as forcing a turret, or killing a minibase, or grabbing the map nodes. Every little counts, and pressure is the best way to get ahead in the game, one minor action at a time.

  • Example build: Jackrabbit, Generator (upgrade), supply pad(upgrade), supply pad(upgrade), supply pad, minibase, supply pad, minibase, Mini-frag launcher, Pads on minibases, Jackrabbits from minibases, Support Drone, Jackrabbits, further pad upgradesCommonly known as Jackrabbit rush, but should be called Jackrabbit pressure. These guys are only a threat to your base if you have no defenses up, and will in a normal game not eliminate you by themselves (even Kinsano needs her powers to do that!). This build is extremely economy heavy - you’ve built 2 minibases afterall, and
    upgraded lots of structures! Each of these elements is setting you up for the long term - the Jackrabbits initially provide safety (hence no turrets), and potential to harass the enemy (harass, not finish off!), and the economic powerhouse you now are in charge of is ready for you to tech up. You can aid that process by capturing nodes, and
    switching a pad for a generator if you have no need to keep pumping the rabbits.

  • Example build 2: Jackrabbit, Generator (upgrade), supply pad(upgrade), supply pad(upgrade), supply pad, minibase, supply pad, minibase, Grenades, Pad on minibase, Barracks on Minibase, Marines, Infantry upgrade 1, further pad upgradesCommonly known as the Marine rush. Also, not a rush. Very similar to the Jackrabbit build, but with Marines and potentially barracks units. Significantly better at grabbing
    map nodes, but slower-moving, and hits later.

Fast Tech Builds are looking to skip the early phases of the game, and get some of the more powerful units into battle as early as possible. To do so, little to no early units are made, and little to no map nodes are captured. The minibase count in some cases goes up to 2, but these can be risky to get. Safety turrets are common to get preemptively or reactively. Once tier 2 is reached, a powerful army is amassed/upgraded.

  • Example build: Chopper, Harvester(upgrade), Generator(upgrade), 2x Harvester, Generator(upgrade), Minibase, Apex, 3x-5x Engineer, opt. Minibase (with Harvester), Citadel, Harvester upgrades, 2x Factory, LocustsCommonly known as the locust rush. Totally not a rush - we have spent nearly 4000 total resources just to set up an infrastructure to start building the units involved. The build is quite strong when it does hit, but there is quite a time window to identify, prevent, prepare against, or blind-counter. The build has a very power-rich economy, which means that it’s easy to get access to upgrades. If the army isn’t being decisively defeated, it is profitable to expand as the army is capping out. Extremely strong against greedy play with insufficient counter units involved. Weak against rushes, and armies involving anti-vehicle or artillery.

  • Example build 2: Jackrabbit, Generator(upgrade), 3x Supply pad, Generator, Minibase, Supply pad, Command Center, Generator upgrade, Supply pad upgrades, 2x Air pad, Hornets, Nightingales**Commonly known as the Hornet rush, but still not a rush! This build can be quite strong when not identified early enough, especially once the air upgrades are kicking in. The lack of power spending on units gives a very easy transition to tier 3, allowing for the inclusion of Vultures, or the tier 3 air upgrades. The Hornets can overcome their counters if they meet them before the numbers of defenders grow too high or they catch up in upgrades.

Turtle Builds have but two goals: be as safe as possible, and tech up. This is very commonly mistaken as the turtle player not wanting to make units other than turrets, and then tanks or similar big units. Quite often,the road to a higher tech level takes far more than turrets. The correct definition is that the turtle player plays defensively and isn’t looking to leave the immediate area of their base(s). It’s because of that objective that turtle players make turrets - the most efficient early game “unit” for the cost (the disadvantage of immobility is not something we care about here).

  • Example build: Chopper, Harvester(upgrade), Generator(upgrade), 2x Harvester,Generator(upgrade), Minibase, Apex, Turret (multiple if required), 3x-5x Engineer, Grunts, Shrapnel Mine, Harvester Upgrades, Citadel, Pack Brother, War Council, Plasma Rounds, Atriox’s Chosen, Scorch Rounds, Expand(more resource structures + Apex), Attack, Fortress, Air upgrades, Blisterbacks
    Extremely defensive early on, only interested in grabbing map points if scouts confirmed it’s safe. Strongly repels most attacks, and transitions into a very powerful late game. Weak against map control and Jackrabbit pressure due to Grunts getting picked off early on easily.

Boom Builds’/Fast Expand Builds’ intent is to heavily expand early on, in order to get a very powerful economy. That is pretty much it - they expose themselves to very much pressure by investing a great amount of resources into expansions, but get a very high reward if they don’t get punished for it.

  • Example Build: Chopper, Harvester (upgrade), Generator (upgrade), 2x Harvester, Generator(upgrade), Minibase, Apex, Outpost, Engineers, Stronghold, Turrets (if required), Harvesters, Raid Camp (if required), Citadel .…Very open ended build. You can go for any tech path and unit mix, this is simply a high-eco version of the currently meta 1 base stuff. The build itself is vulnerable to any aggression, except maybe Jackrabbits, which can be often held, given good Engineer micro.

  • Anders’ Sentinel Fast Expand builds: while these have disappeared from 1v1, they are still being used in team games. I currently don’t have an optimal build, but basically you would expand off of 3-4 pads and 1-2 reactors, followed by Sentinel production.This is commonly known as the Sentinel rush. See the correct naming above. The build is extremely weak to any form of pressure that isn’t vehicles. The Sentinels get easily countered by Infantry, which is the reason people don’t do this in 1v1. In team games, your ally can help you out, though. The strength of this is that you get to double-pump the Sentinels, which become more potent in high numbers, and when upgraded. You also get a superior economy that you can use to tech-switch.

I hope this guide has provided some insight into the fundamentals of build order classification and terminology, as well as the nature of the actual builds, and where each common one belongs. After having read this, I guarantee that the amount of times you get Condor rushed will drop by 100%,seeing as now you know: that is not a rush! :slight_smile:

If you have made it this far, I would like to thank you just for that. Please leave feedback regarding what could be done better or be made more clear in such a guide. Also don’t hesitate to request me to cover different topics. Discuss away!

PS: this totally would have fit into the above post, but I reserved 2 posts accidentally :stuck_out_tongue:

This is great work, love a good build order!

I currently do a fast tech - scout expand. This is used to have a fast path to tech 2 while being able to keep an eye on what your opponent is up to.

Jackrabbit - to to scout and gather resources
Gen upgrade, 3 supply upgrading one, gen, mini base with supply, command - at this point you will know exactly what your opponent is doing becasuse of your consistent scouting so you can either go double barracks, air or garage. I usually get another mini base at this time with an air pad regardless as Nightingales are good for any army build.

As an FYI after your second gen goes down feel free to build marines or turrets if needed as you will have supplies to do so. You should be upgrading your command before 3.30 regardless with this build.

Hope it helps.

This is the best post on waypoint so far.

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> - Anders’ Sentinel Fast Expand builds: while these have disappeared from 1v1, they are still being used in team games. I currently don’t have an optimal build, but basically you would expand off of 3-4 pads and 1-2 reactors, followed by Sentinel production.*This is commonly known as the Sentinel rush. See the correct naming above. The build is extremely weak to any form of pressure that isn’t vehicles. The Sentinels get easily countered by Infantry, which is the reason people don’t do this in 1v1. In team games, your ally can help you out, though. The strength of this is that you get to double-pump the Sentinels, which become more potent in high numbers, and when upgraded. You also get a superior economy that you can use to tech-switch.*I hope this guide has provided some insight into the fundamentals of build order classification and terminology, as well as the nature of the actual builds, and where each common one belongs. After having read this, I guarantee that the amount of times you get Condor rushed will drop by 100%,seeing as now you know: that is not a rush! :slight_smile:

Great thread. Just to chip in, an example opening for Sentinel builds would be the following:

N.B - as you mentioned, this relies on a teammate using scout units to help defend any early pressure from the enemy.
Also you will be operating on 1 generator so you will need to find the right balance between map-based resources and also capture at least (and preferably more than) 1 map power node.

Building/Upgrade (Supplies, Energy)

  • Supply Pad (150, 0) - Upgrade Supply Pad (0, 200) - Supply Pad (150, 0) - Firebase (500, 200) - Supply Pad (150, 0) - Supply Pad (150, 0) - Generator (200, 0) - Supply Pad (150, 0) - Supply Pad (150, 0) - Supply Pad (150, 0) - Start double-pumping sentinels at around 2:30 minute mark (Sentinel cost: 280, 30)

I recommend reading the much better-looking PFD version.

nice i use two of these builds.

3 of these builds I use without realizing lol.

Still didnt mention my Kinsano build… Nobody does it… oh well, will be my dirty little secret. Great Post

Everyone should read this

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Awesome bro =D I hope more people read this and correct their terminology

Also if you would go into priorities to focus on in which situations (example, want to go for their army before bases most of the time) ETC. that would be pretty cool

Hey Naka, thx for the tips it’s a big help and love your twitch n youtube channels. I was wondering if u have any other tips for newer players such as myself. I feel like I manage my resources fairly well the first few minutes of the game, but then it seems to go right out the window and I end up with an abundance of supplies and stuck making a mad dash and no plan. I’m assuming it’s just lack of practice and learning the flow of the game more.

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> Hey Naka, thx for the tips it’s a big help and love your twitch n youtube channels. I was wondering if u have any other tips for newer players such as myself. I feel like I manage my resources fairly well the first few minutes of the game, but then it seems to go right out the window and I end up with an abundance of supplies and stuck making a mad dash and no plan. I’m assuming it’s just lack of practice and learning the flow of the game more.

There does come a point where there is nothing to build or recruit. Try to get to a point where you periodically try to buy the stuff you need as your resources are matching the cost of what you need. It is natural to eventually end up with a bank, though!

Nice post. I hope some of the people who are complaining about Scarabs read this and begin to understand how to play early game strats.

Good stuff…