Hallo wars help needed

I have these 3 friends I play with on private matches monthly or so They love to turtle however every time no matter who Im teamed with I always lose any tips my strategy is as Arbiter(obviously) or brute chieftan and build anti units please reply tips or guides

You really can only turtle on fort dean or frozen valley. The brute/arbiters job is to get stars, build vamps, and healers only. It is best for the other 2 players to be cutter or cutter/forge. The cutters job is to build an elphant or barracks and seal off the barriers on fort dean as quickly as possible. Then go straight ODST. The 2nd UNSC has to build lots of cobras and maybe 1 or 2 spartan tanks. if you are up against 2 covey you will need flame throwers as well. Here is a video showing highlights of just this kind of set up. Good luck and subscribe for future instructional videos.

Super turtle high lights

as covy: mass banchees for an extended time forces them to mass wolves giving your unsc vehicle supremacy, hunters are USELESS on fort deen,all they are good for is getting the other team to focus you down for 15 seconds…

if you’re running arby and are turtled up or are being turtled-use SUICIDE GRUNTS on their bases with sneak attacks, if they have control of the middle go hit somewhere else, dont hit an area where they have spartan cobras+83 wolverines

as the brute, if they are turtled behind the gate use the monkey to pull their spartan cobras into your spartan cobras-star stealing at its best…if your are fighting cutter/forge a scarab+mass engies CAN work, cobras are actually quite easy to kill with scarabs as long as you inch up…just remember that your scarab probably wont see much fighting if you’re playing defense on deen, on frozen it will be the main target of everything…dont even THINK about scarab vs even a mediocre anders/cutter team…engies+scarab>quad mac/carpet…engies+scarab<quadmac/cryo

i am of the opinion that cutter anders is a MUCH better turtle combo then cutter cutter/ cutter forge because of three things: the cryo, which cancles out sacrifice banchees and provides an excellent escape means,the ability to go gauss from your “expansion hogs” should your covy find it difficult to make enough anti air, and gremlins which are in the top 4 units for turtle defense with the only superiors being cobras/odst/tanks and it gives you the ability to star tanks and cobras up faster as well as another excellent defense tool…just remember that if you do use anders that it will probably be more difficult to get tank lead so your covy is more likely to have to start with banchees…

the best route i have found for setting up a turtle is:
unsc both go hogs and clear expos, cutter goes barracks first on expo,4 marines, research, while covy hits their covy right away to slow them down and while slowing them down mass banchees to keep enemy tanks/expos down-long run this will put both your unsc way ahead of theirs and after you cover them they can usually cover you even if you do nothing for 5-10 minutes short of single pump engies/vamps

random cutter tip:
if you start with an elephant, once you are done with it and have the turtle fully set, put the elephant in FRONT of the gates on deen(on their side) this acts as an awesome bullet shield because for whatever reason…those tanks always want to canister the elephant before the cobras…

> hunters are USELESS on fort deen

Eh, If hunters were ever going to be built in a high level 3v3, it’d be late game on fort deen from a double based brute. Banshee > hunters on every map because banshees are mobile. Hunters are literally only useful with assault beam and in numvers.

If you did go hunters, deen would be the most effective map because frozen is too long and wide meaning defending is hard, while exile has rings, and the narrow paths make moving hunters difficult. Deen on the other hand is a decent map to play defense on, and is the only map that gauss isn’t always used on.