Halo Wars - countering the counters

I know im probably very late with this. I love Halo Wars and played it a ton when it first came out but after a while could never find the time for it. Just recently I have been playing a lot of 2v2’s with a friend though and have been loving it again.

I have a few questions though. Essentially we play as Anders and Forge. We usually defend/ harass and allow the game to get going. We don’t press the advantage but we do keep them second guessing with a few drive by attacks every so often. (Mostly just to scout) Really though its awesome to have longer built up games so we allow the game to pan out. The only problem is that we focus on Grizzlies and Hawks. We do build other counter units depending on the match but generally that’s out army. That works really well except for when we play against people who are smart enough to build straight counters. The thing is as we keep an eye on theyre units we know what they have BUT just cannot for the life of us figure how to deal with certain units.

For example if the enemy builds Wolverines and Cobra’s they can usually mix them together, and so even though Hawks would destroy Cobra’s and Tanks would destroy Wolverines, as they are mixed we cant do much. I tend to skite my Hawks around the enemies bases in that position, which doesn’t help much as it essentially just causes the enemy to follow with the wolverines leaving the tanks vulnerable. No amount of micro management seems to do the trick.

So as Anders and Forge, what are the best units to deal with a mixed army of:

Hunters.
Wolverines

Cobra’s

I tried Gremlins but they seem weak! No units seem to counter the counter’s leaving us in a slightly weird position. We could build marines en mass but that wouldn’t work at all. :stuck_out_tongue: Sure we should probably be decisive and get games done quickly without allowing them to build up but its more fun that way.

I would try putting up Cobras and Spartanks, personally. Spartanks can withstand a lot more damage than normal vehicles, especially when they get up there in rank. Try locking down a few Cobras and then baiting the enemy to drive into your setup.

Well, if you want the game to pan out, I wouldn’t recommend making hawks since it isn’t hard to get out lots of wolverines that late in the game. Only upgrade to Grizzlies if you’re dealing with loads of ODSTs. It’s canister shell is more spread out and effective against infantry. BUT, if you’re dealking with vehicles, stick to Power Turret tanks. Their canister is MUCH more effective and will greatly help take down cobras (they are very fragile). So, two canister shots per cobra will work wonders (plus cryo/carpet). Just think to yourself, “Well if they have max wolverines and cobras, why not just obliterate them with TWO armies of Power Turret tanks?” One army of cobras can’t deal with about 25 tanks. The wolverines will be a pushover. Something else that counters both cobras AND wolverines are RPG marines. Well they’re more of a soft counter. Send in a bunch of marines to soften up the defenses then just push with the tanks and finish up the rest. Spartans also help a lot (I assume you already use them). It is very good that you guys scout continuously. I can’t stress how important it is. Scouting and grabbing the hooks (free reactors). but if you guys have the same mindset every game (hawks, tanks), then why do you scout in the first place? You don’t necessarily have to counter your opponent to win. Just gather some good mainline units (warthogs, tanks, hornets, and rarely marines) and just attack y’know. I take it you guys build warthogs? Very good for harassment. Your Anders can even guass spam off two bases and you guys will win a good amount of games. Guass spams are OP. :wink:

I suggest being an alien and forge because aliens are very good with forge.

If we’re talking two’s right now then a covy and forge is not a good idea on maps with open base spots. I suggest a cutter and a covy or anders and a covy. If you really want to run forge, do it with an arbiter who could click expand the forge.

> If we’re talking two’s right now then a covy and forge is not a good idea on maps with open base spots. I suggest a cutter and a covy or anders and a covy. If you really want to run forge, do it with an arbiter who could click expand the forge.