Halo Wars new player's questions

Hi everyone! Some short introduction. I have know about Halo Wars for long time but never tried it since I am solely a PC gamer. Unfortunately almost no Halo games are available on PC, so I have little understanding of the world and the lore. Anyway, being a huge RTS fan(Starcraft 2, Homeworld, Grey Goo, Red Alert etc) I was excited when I saw Halo Wars 2 releasing on PC. I decided to preorder ultimate edition to get the first game too. I love the the game so far. I have almost completed the campaign and played about 10 multiplayer games too. So I have some questions regarding the game mechanics and overall gameplay, as it is quite diffe rent from everything I played before… I mainly play Covenant in multiplayer as they remind me of my main Starcraft race :).

  1. What is a general build order for 1v1 and 2v2? I usually start with 2-3 warehouses and then build a Temple. Also how many warehouses should I aim for for main main base, and also for my expansions?

  2. I struggle to understand the balance in the game. I know Infantry<Vehicles<Air<Infantry loop, however in practice it doesn’t seem to work. For example, I notice my. UNSC opponent investing heavily in infantry. I start pumping out Wraiths, the only Tank Covenant has(what’s up with that?).
    Well his infantry just annihilates my tanks, I fail to micro them properly too as they are just not responsive enough. In another game, two opponents rush Vampires and UNSC scouts. Well we try to counter with infantry and tanks but for some reasons Vampires can effectively a
    ttack ground?

  3. I noticed some neat things on many maps like neutral reactors and flood releases, is there a guide anywhere that explains that?

  4. Heroes abilities are difficult to use as the game just zooms all the way in for no reason…
    Thanks a lot, I will add some more questions later too :slight_smile: gl hf!

Temple first on hook maps or maps with lots of supply crates, for example memorial basin, blood gulch and blood river temple first is important as the supply elevators as we call them supply hooks dictate the game as this means your hero is out quicker but also you control the map.

Always go for supply elevator hooks first then reactor hooks when you need them or to stop them.

Flood bases are easy for UNSC to destroy for quick expansions as hogs clear them efficiently, covy struggles a bit more, on a map like release the middle flood bases drops a lot of crates so is worth taking out.

Always collect crates it is key, in most covenant mirrors temple first is typically best bet, against a good UNSC temple 2nd or third with a turret to defend blessed warehouses.

1v1s are tough to learn but learn the builds and micro will make you a stronger player.

If a UNSC goes infantry in 1v1 it makes sense on supply elevator and reactor hook maps on release and tundra it is unwise unless they are defending a heavy infrantry rush.

Generally if they go infrantry base up go hardcore air yes I know banshees do not fair the best at marines but marines are very slow and you can boost banshees around killing reactors, their bases etc.

If a UNSC goes gauss in 1v1 go wraiths and get the scorch upgrade whilst the ability is nice upgrades in halo wars make the unit stronger, so against a hog user go a few wraiths and get them to tech 2, if you manage to somehow get tech 3 wraiths you win, a bad UNSC player going gauss will downtech and panic at the sight of wrath s and then mix hornets in, do not panic unless in high numbers hornets are weak. But make a few vamps just in case.

2v2s are totally different for example brute players can go temple firsr and arbiters typically go second or third to gather more resources for rage, prophet players which are good are rare in 2v2 as prophet at a high level is harder to play than most to get it right, also a lot of maps wont favor him at all. He is great in the right hands especially in 1v1.

And most importantly only build a shield gen if you have to, that extra warehouse is vital especially against unsc, turrets with fuel rod fair better stopping rushes from hogs but also damaging them every little helps.

1
without rush…
i start mainly with a turret, a warehouse and a shield generator. sometimes i start with the temple and 2 warehouses…
do what you want, but warehouses are important ^^
build at least 3 warehouses at your main base and fill the other bases with it - as long as you don’t need a backupstation for units and so on.

2
i would recommend that you play a little bit with the other leaders so that you can see what the units can and do.
check also the upgrade descriptions.
it’s balanced.

3
idk, but in the menu is a link to a free Prima Official Game Guide. i don’t use it, so i don’t know whether there are informations about it.
there are stations for ressources, reactors, flood barricades, health and bases.

4
there is no auto-zoom for me. do you have a bad scrollwheel?
i use my controller and have no issues, but it is generally much closer than eg at Starcraft.

> 2535442321098012;2:
> Temple first on hook maps or maps with lots of supply crates, for example memorial basin, blood gulch and blood river temple first is important as the supply elevators as we call them supply hooks dictate the game as this means your hero is out quicker but also you control the map.
>
> Always go for supply elevator hooks first then reactor hooks when you need them or to stop them.
>
> Flood bases are easy for UNSC to destroy for quick expansions as hogs clear them efficiently, covy struggles a bit more, on a map like release the middle flood bases drops a lot of crates so is worth taking out.
>
> Always collect crates it is key, in most covenant mirrors temple first is typically best bet, against a good UNSC temple 2nd or third with a turret to defend blessed warehouses.
>
> 1v1s are tough to learn but learn the builds and micro will make you a stronger player.
>
> If a UNSC goes infantry in 1v1 it makes sense of supply elevator and reactor hook maps on release and tundra it is unwise unless they are defending a heavy infrantry rush.
>
> Generally if they go infrantry base up go hardcore air yes I know banshees do not fair the best at marines but marines are very slow and you can boost banshees around killing reactors, their bases etc.
>
> If a UNSC goes gauss in 1v1 go wrlaiths and get the scorch upgrade whilst the ability is nice upgrades in halo wars make the unit stronger, so against a hog user go a few wraiths and get them to tech 2, if you manage to somehow get tech 3 wraiths you win, a bad UNSC player going gauss will downtech and panic at the sight of wrath s and then mix hornets in, do not panic unless in high numbers hornets are weak. But make a few vamps just in case.
>
> 2v2s are totally different for example brute players can go temple firsr and arbiters typically go second or third to gather more resources for rage, prophet players which are good are rare in 2v2 as prophet at a high level is harder to play than most to get it right, also a lot of maps wont favor him at all. He is great in the right hands especially in 1v1.
>
> And most importantly only build a shield gen if you have to, that extra warehouse is vital especially against unsc, turrets with fuel rod fair better stopping rushes from hogs but also damaging them every little helps.

As a 1v1 player, I second this.

> 2533274793719143;3:
> 1
> without rush…
> i start mainly with a turret, a warehouse and a shield generator. sometimes i start with the temple and 2 warehouses…
> do what you want, but warehouses are important ^^
> build at least 3 warehouses at your main base and fill the other bases with it - as long as you don’t need a backupstation for units and so on.
>
> 2
> i would recommend that you play a little bit with the other leaders so that you can see what the units can and do.
> check also the upgrade descriptions.
> it’s balanced.
>
> 3
> idk, but in the menu is a link to a free Prima Official Game Guide. i don’t use it, so i don’t know whether there are informations about it.
> there are stations for ressources, reactors, flood barricades, health and bases.
>
> 4
> there is no auto-zoom for me. do you have a bad scrollwheel?
> i use my controller and have no issues, but it is generally much closer than eg at Starcraft.

A turret is a waste of supplies unless you know for sure there is not rush coming in. Same with the shield generator. They take up a slot that could be pumping units or getting you more supplies. Temple 1st is something I only advise on Pirth Outskirts against a UNSC player that is intent on expanding early. Besides that, I go Temple 2nd on hook maps and Temple 3rd on non-hook maps.

To the OP, I’d suggest playing the Brute in 1s and Arby in 2s. From my experience, the Brute is better at 1s and Arby is better at 2s.

turrets are always good or do you want a opponent warthog (a spy) in your base?
you don’t know whether the other player rush or not - and both cost nearly nothing and is fast up. so safety first…
you will build it anyway so you can build it also at the beginning while you collect some ressources with your starter unit.

that’s the fine thing in rts games… everyone has another tactic for different situations. there is no golden tactic or something like that.

The manual says infantry is anti-air.
But, in fact, except ODST, they are useless.
Even if you add adrenaline, the infantry’s moving speed is fatally slow.
When I am using Covenant, I’m using only Banshee, Vampire and Scarab.

Building turrets instantly is foolish as UNSC, as covy it is crucial against UNSC to stop hog harassment unless you are going fast wraiths.

> 2533274793719143;6:
> turrets are always good or do you want a opponent warthog (a spy) in your base?
> you don’t know whether the other player rush or not - and both cost nearly nothing and is fast up. so safety first…
> you will build it anyway so you can build it also at the beginning while you collect some ressources with your starter unit.
>
> that’s the fine thing in rts games… everyone has another tactic for different situations. there is no golden tactic or something like that.

There is no point in building a turret and wasting 250 supplies when you could just scout and see if your opponent is rushing or not. There are so many other things you could spend that 250 on. Namely Warthog production.

> 2533274808573426;7:
> The manual says infantry is anti-air.
> But, in fact, except ODST, they are useless.
> Even if you add adrenaline, the infantry’s moving speed is fatally slow.
> When I am using Covenant, I’m using only Banshee, Vampire and Scarab.

Covenant air is very easily countered. Infantry is slow, but the Hall is a much more diverse production building than the Summit. Anti-vehicle, anti-infantry, and a soft counter to air all reside in the Hall. The only reason the slowness of infantry units would be a problem is if your opponent goes air. You can easily throw up a few turrets and a shield to prevent a counter attack. There is no more well rounded unit type in the Covenant arsenal than infantry.

:smiley:

> 2533274830489835;9:
> > 2533274793719143;6:
> > turrets are always good or do you want a opponent warthog (a spy) in your base?
> > you don’t know whether the other player rush or not - and both cost nearly nothing and is fast up. so safety first…
> > you will build it anyway so you can build it also at the beginning while you collect some ressources with your starter unit.
> >
> > that’s the fine thing in rts games… everyone has another tactic for different situations. there is no golden tactic or something like that.
>
> There is no point in building a turret and wasting 250 supplies when you could just scout and see if your opponent is rushing or not. There are so many other things you could spend that 250 on. Namely Warthog production.

could… that’s it.
i don’t have problems with it.
and why should i produce a warthog instead of a turret? a warthog has at the beginning nothing… he is fast down, he can crash… and this for 150r - and you already have one for collecting ressources or spying of your enemies.
as i have said, you will build anyway some turrets as a part of your def. no one will lose just because he build 1 def building at the beginning :smiley:

> 2533274793719143;11:
> :smiley:
>
>
> > 2533274830489835;9:
> > > 2533274793719143;6:
> > > turrets are always good or do you want a opponent warthog (a spy) in your base?
> > > you don’t know whether the other player rush or not - and both cost nearly nothing and is fast up. so safety first…
> > > you will build it anyway so you can build it also at the beginning while you collect some ressources with your starter unit.
> > >
> > > that’s the fine thing in rts games… everyone has another tactic for different situations. there is no golden tactic or something like that.
> >
> > There is no point in building a turret and wasting 250 supplies when you could just scout and see if your opponent is rushing or not. There are so many other things you could spend that 250 on. Namely Warthog production.
>
> could… that’s it.
> i don’t have problems with it.
> and why should i produce a warthog instead of a turret? a warthog has at the beginning nothing… he is fast down, he can crash… and this for 150r - and you already have one for collecting ressources or spying of your enemies.
> as i have said, you will build anyway some turrets as a part of your def. no one will lose just because he build 1 def building at the beginning :smiley:

250 is a lot of supplies to waste at the beginning of the game. Arguably, the beginning is the most crucial part of the game. Warthogs can move and gather supplies, granting you a better eco and mobile harassment units later on. Turrets sit there and do nothing unless you get rushed. I would not advise turrets unless you scout and see that the opponent has gone for an early Temple and has a locked base.

> 2533274830489835;10:
> > 2533274808573426;7:
> > The manual says infantry is anti-air.
> > But, in fact, except ODST, they are useless.
> > Even if you add adrenaline, the infantry’s moving speed is fatally slow.
> > When I am using Covenant, I’m using only Banshee, Vampire and Scarab.
>
> Covenant air is very easily countered. Infantry is slow, but the Hall is a much more diverse production building than the Summit. Anti-vehicle, anti-infantry, and a soft counter to air all reside in the Hall. The only reason the slowness of infantry units would be a problem is if your opponent goes air. You can easily throw up a few turrets and a shield to prevent a counter attack. There is no more well rounded unit type in the Covenant arsenal than infantry.

Depends on what game mode you are playing. On some maps marine rushes can be devastating such as exile. Generally though on team play the covy player needs to go banshees or vamps in high level games. 1s is a bit different

> 2533274830489835;12:
> > 2533274793719143;11:
> > :smiley:
> >
> >
> > > 2533274830489835;9:
> > > > 2533274793719143;6:
> > > > turrets are always good or do you want a opponent warthog (a spy) in your base?
> > > > you don’t know whether the other player rush or not - and both cost nearly nothing and is fast up. so safety first…
> > > > you will build it anyway so you can build it also at the beginning while you collect some ressources with your starter unit.
> > > >
> > > > that’s the fine thing in rts games… everyone has another tactic for different situations. there is no golden tactic or something like that.
> > >
> > > There is no point in building a turret and wasting 250 supplies when you could just scout and see if your opponent is rushing or not. There are so many other things you could spend that 250 on. Namely Warthog production.
> >
> > could… that’s it.
> > i don’t have problems with it.
> > and why should i produce a warthog instead of a turret? a warthog has at the beginning nothing… he is fast down, he can crash… and this for 150r - and you already have one for collecting ressources or spying of your enemies.
> > as i have said, you will build anyway some turrets as a part of your def. no one will lose just because he build 1 def building at the beginning :smiley:
>
> 250 is a lot of supplies to waste at the beginning of the game. Arguably, the beginning is the most crucial part of the game. Warthogs can move and gather supplies, granting you a better eco and mobile harassment units later on. Turrets sit there and do nothing unless you get rushed. I would not advise turrets unless you scout and see that the opponent has gone for an early Temple and has a locked base.

> 2533274793719143;11:
> :smiley:
>
>
> > 2533274830489835;9:
> > > 2533274793719143;6:
> > > turrets are always good or do you want a opponent warthog (a spy) in your base?
> > > you don’t know whether the other player rush or not - and both cost nearly nothing and is fast up. so safety first…
> > > you will build it anyway so you can build it also at the beginning while you collect some ressources with your starter unit.
> > >
> > > that’s the fine thing in rts games… everyone has another tactic for different situations. there is no golden tactic or something like that.
> >
> > There is no point in building a turret and wasting 250 supplies when you could just scout and see if your opponent is rushing or not. There are so many other things you could spend that 250 on. Namely Warthog production.
>
> could… that’s it.
> i don’t have problems with it.
> and why should i produce a warthog instead of a turret? a warthog has at the beginning nothing… he is fast down, he can crash… and this for 150r - and you already have one for collecting ressources or spying of your enemies.
> as i have said, you will build anyway some turrets as a part of your def. no one will lose just because he build 1 def building at the beginning :smiley:

A good player will just place their units where your turrets can not shoot. A single turret would not effect my rush at all. With two turrets I just micro to where the turrets can’t shoot at. If they have 3 turrets them I know that player is not building anything worthwhile for a little bit.

> 2533274823479169;14:
> > 2533274830489835;12:
> > > 2533274793719143;11:
> > >
>
>
>
> > 2533274793719143;11:
> >
>
> A good player will just place their units where your turrets can not shoot. A single turret would not effect my rush at all. With two turrets I just micro to where the turrets can’t shoot at. If they have 3 turrets them I know that player is not building anything worthwhile for a little bit.

i have never said that the warthog is directly at your base.
but as you have said… “A good player will just place their units where your turrets can not shoot.”
no turrets = no reason to stand “far away” = more visible… a little bit multitasking and your unit will survive for a long time.

and think about it, that you need even for a rush some units and ress for their. your enemy has the same time for his units and base.
i had talked only about the start… because it was the question.

> 2533274793719143;15:
> > 2533274823479169;14:
> > > 2533274830489835;12:
> > > > 2533274793719143;11:
> > > >
> >
> >
> >
> > > 2533274793719143;11:
> > >
> >
> > A good player will just place their units where your turrets can not shoot. A single turret would not effect my rush at all. With two turrets I just micro to where the turrets can’t shoot at. If they have 3 turrets them I know that player is not building anything worthwhile for a little bit.
>
> i have never said that the warthog is directly at your base.
> but as you have said… “A good player will just place their units where your turrets can not shoot.”
> no turrets = no reason to stand “far away” = more visible… a little bit multitasking and your unit will survive for a long time.
>
> and think about it, that you need even for a rush some units and ress for their. your enemy has the same time for his units and base.
> i had talked only about the start… because it was the question.

Turrets cannot pick up crates hogs can.

You need to collect lots of crates early more the better, one hog scouts enemy base, if they lock base as covy with early temple counter attack their base with hogs or expo and build a turret only if covy is locked base always scout, queue up a barracks in this case.

Scout first, not scouting is asking for trouble.

> 2535442321098012;16:
> > 2533274793719143;15:
> > > 2533274823479169;14:
> > > > 2533274830489835;12:
> > > > > 2533274793719143;11:
> > > > >
> > >
> > >
> > >
> > > > 2533274793719143;11:
> > > >
> > >
> > > A good player will just place their units where your turrets can not shoot. A single turret would not effect my rush at all. With two turrets I just micro to where the turrets can’t shoot at. If they have 3 turrets them I know that player is not building anything worthwhile for a little bit.
> >
> > i have never said that the warthog is directly at your base.
> > but as you have said… “A good player will just place their units where your turrets can not shoot.”
> > no turrets = no reason to stand “far away” = more visible… a little bit multitasking and your unit will survive for a long time.
> >
> > and think about it, that you need even for a rush some units and ress for their. your enemy has the same time for his units and base.
> > i had talked only about the start… because it was the question.
>
> Turrets cannot pick up crates hogs can.
>
> You need to collect lots of crates early more the better, one hog scouts enemy base, if they lock base as covy with early temple counter attack their base with hogs or expo and build a turret only if covy is locked base always scout, queue up a barracks in this case.
>
> Scout first, not scouting is asking for trouble.

one hog is enough to collct these few thing. use waypoints and you don’t need to check it the whole time.
free ress are nearly gone until your next 2 hogs are ready

> 2533274793719143;17:
> > 2535442321098012;16:
> > > 2533274793719143;15:
> > > > 2533274823479169;14:
> > > > > 2533274830489835;12:
> > > > > > 2533274793719143;11:
> > > > > >
> > > >
> > > >
> > > >
> > > > > 2533274793719143;11:
> > > > >
> > > >
> > > > A good player will just place their units where your turrets can not shoot. A single turret would not effect my rush at all. With two turrets I just micro to where the turrets can’t shoot at. If they have 3 turrets them I know that player is not building anything worthwhile for a little bit.
> >
> > Turrets cannot pick up crates hogs can.
> >
> > You need to collect lots of crates early more the better, one hog scouts enemy base, if they lock base as covy with early temple counter attack their base with hogs or expo and build a turret only if covy is locked base always scout, queue up a barracks in this case.
> >
> > Scout first, not scouting is asking for trouble.
>
> one hog is enough to collct these few thing. use waypoints and you don’t need to check it the whole time.
> free ress are nearly gone until your next 2 hogs are ready

I’m not suggesting just building 2 Hogs. 4 Hogs is best if you go reactor 2nd, 5 Hogs is best if you go reactor 3rd. Get gunner by 2 minutes and be at the enemy base by 2:30. Take down a pad or force them to build a turret and there you go. You’re ahead. Not only do you dominate the supplies scattered across the map and deprive your enemy of that, you cripple their economy. If you think otherwise, you can play me.

> 2533274793719143;17:
> > 2535442321098012;16:
> > > 2533274793719143;15:
> > > > 2533274823479169;14:
> > > > > 2533274830489835;12:
> > > > > > 2533274793719143;11:
> > > > > >
> > > >
> > > >
> > > >
> > > > > 2533274793719143;11:
> > > > >
> > > >
> > > > A good player will just place their units where your turrets can not shoot. A single turret would not effect my rush at all. With two turrets I just micro to where the turrets can’t shoot at. If they have 3 turrets them I know that player is not building anything worthwhile for a little bit.
> > >
> > > i have never said that the warthog is directly at your base.
> > > but as you have said… “A good player will just place their units where your turrets can not shoot.”
> > > no turrets = no reason to stand “far away” = more visible… a little bit multitasking and your unit will survive for a long time.
> > >
> > > and think about it, that you need even for a rush some units and ress for their. your enemy has the same time for his units and base.
> > > i had talked only about the start… because it was the question.
> >
> > Turrets cannot pick up crates hogs can.
> >
> > You need to collect lots of crates early more the better, one hog scouts enemy base, if they lock base as covy with early temple counter attack their base with hogs or expo and build a turret only if covy is locked base always scout, queue up a barracks in this case.
> >
> > Scout first, not scouting is asking for trouble.
>
> one hog is enough to collct these few thing. use waypoints and you don’t need to check it the whole time.
> free ress are nearly gone until your next 2 hogs are ready

This will never work in a high level game sorry

> 2535442321098012;19:
> > 2533274793719143;17:
> > > 2535442321098012;16:
> > > > 2533274793719143;15:
> > > > > 2533274823479169;14:
> > > > > > 2533274830489835;12:
> > > > > > > 2533274793719143;11:
> > > > > > >
> > > > >
> > > > >
> > > > >
> > > > > > 2533274793719143;11:
> > > > > >
> > > > >
> > > > > A good player will just place their units where your turrets can not shoot. A single turret would not effect my rush at all. With two turrets I just micro to where the turrets can’t shoot at. If they have 3 turrets them I know that player is not building anything worthwhile for a little bit.
> > > >
> > > > i have never said that the warthog is directly at your base.
> > > > but as you have said… “A good player will just place their units where your turrets can not shoot.”
> > > > no turrets = no reason to stand “far away” = more visible… a little bit multitasking and your unit will survive for a long time.
> > > >
> > > > and think about it, that you need even for a rush some units and ress for their. your enemy has the same time for his units and base.
> > > > i had talked only about the start… because it was the question.
> > >
> > > Turrets cannot pick up crates hogs can.
> > >
> > > You need to collect lots of crates early more the better, one hog scouts enemy base, if they lock base as covy with early temple counter attack their base with hogs or expo and build a turret only if covy is locked base always scout, queue up a barracks in this case.
> > >
> > > Scout first, not scouting is asking for trouble.
> >
> > one hog is enough to collct these few thing. use waypoints and you don’t need to check it the whole time.
> > free ress are nearly gone until your next 2 hogs are ready
>
> This will never work in a high level game sorry

dude i was 1 rank away from general… with old xp requirement… :smiley:
maybe it doesn’t work for you, but that’s not my problem.

btt would be cool, hm?