Ok, out of pure desperation for a topic on halo wars that is actually alive I decided to post a topic were you can discuss any tips or tricks you have discovered during your time playing halo wars. So here goes nothing.
EDIT
You can Also post any strategies you have under you belt.
build warthogs in 90% of your games
Micro, micro, micro…
Always micro your units.
> Micro, micro, micro…
> Always micro your units.
Agreed.
One tip I will give is try not attacking in at first. Wait and set up defenses. Once your enemie(s) attack counter and expand at the same time. Hopefully you will cripple them enough and it will give you enough to to amass an army.
And when you do attack go for the reactors or the temple. And if you can’t locate a base with any reactors, then go for their unit producing buildings
This is not anything fancy just simple tips.
Actually it’s better to hurt their eco. You should first go after unit producing buildings and then supply pads. (you can’t do anything with reactors if you don’t have supply pads)
> Actually it’s better to hurt their eco. You should first go after unit producing buildings and then supply pads. (you can’t do anything with reactors if you don’t have supply pads)
Unless they have a lot of supplies already. If you have already taken out their army then they will have to make a new one. So there for if you destroy their reactors or unit producing buildings then they will be defenseless. Due to the fact that they can no longer make them. And the reason that reactors are a more valuable target is the fact that they are more costly.
EDIT
Oh I reread what you said and I see what you mean.
But in my opinion go for reactors, then unit producing buildings, then supply pads.
It would be logical to first go for production buildings, supply pads, then reactors. You should never even bother with reactors if they’re already up. They take too long to kill and it buys your enemy more time to push you off. Tech/supplies is useless if they can’t make any units.
> It would be logical to first go for production buildings, supply pads, then reactors. You should never even bother with reactors if they’re already up. They take too long to kill and it buys your enemy more time to push you off. Tech/supplies is useless if they can’t make any units.
I’m teams, you actually want to go after economy, not production buildings. It’s simply too hard to force a win that way, in a game with tradable resources and arbiters. The only thing that is always an exception is a unsc researching canister or power turret on a VD.
> > It would be logical to first go for production buildings, supply pads, then reactors. You should never even bother with reactors if they’re already up. They take too long to kill and it buys your enemy more time to push you off. Tech/supplies is useless if they can’t make any units.
>
> I’m teams, you actually want to go after economy, not production buildings. It’s simply too hard to force a win that way, in a game with tradable resources and arbiters. The only thing that is always an exception is a unsc researching canister or power turret on a VD.
> > It would be logical to first go for production buildings, supply pads, then reactors. You should never even bother with reactors if they’re already up. They take too long to kill and it buys your enemy more time to push you off. Tech/supplies is useless if they can’t make any units.
>
> I’m teams, you actually want to go after economy, not production buildings. It’s simply too hard to force a win that way, in a game with tradable resources and arbiters. The only thing that is always an exception is a unsc researching canister or power turret on a VD.
Well teams is different depending on the situation. If I walked up to a double summit covi base, I’d go for the blessed warehouses, but if I were to walk up to a tank-producing UNSC base, I’d go for the depot no matter what.
It totally depends about the situation. In the beginning attacking supply pads may be good strategy since opponent has low supply production. In UNSC vs UNSC scorpion battle the vehicle depot is good place to attack. It is easier to take down than a reactor. Also the opponent may have tech 3 already + canister so destroying single reactor may do next to nothing.
ALso if they’ve qued the Canny upgrade prior to loseing the 3rd tech it won’t stop canny from being researched. My typical build is
As Anders,
2x Supply pad, 3 Hogs, 2x supply pad, More hogs (Number depends on how many resources i’ve gathered from the map), Reactor, Gunner, Upgrade base for +2 extra build slots, 2 supply pads on those new slots, Send hogs to kill a NPC base then to harras enemy expansion with primary target being the leader (this is usually at 4:30 or there abouts)
Second base (Usually aquired before going to harras my opponent, if not shortly after), Supply pad , Reactor, Veh depo or Air pad (STart producing Hornets or Scorp’s), Upgrade base, Additional Veh depo or Air pad (Veh depo or Air pad is dependent on map/opponents) ,Upgrade first reactor, Canny/Wingman.
of course, Upgrading supply pads as i go.
Everything after this is completly dependent on what my opponent(/s) do but this is my typical set up. I also occasionaly go for gauss after getting my second base up. And i usually try to combo Hawx and Scorps rather than rely soley on one or the other but i get the second up after getting at least the first upgrade for the first.
Any thoughts?
*Edit: Must stress this is a build i use in 3v3 and 2v2 not 1v1s
I completely understand that this doesn’t work in 1v1’s
> ALso if they’ve qued the Canny upgrade prior to loseing the 3rd tech it won’t stop canny from being researched. My typical build is
>
> As Anders,
>
> 2x Supply pad, 3 Hogs, 2x supply pad, More hogs (Number depends on how many resources i’ve gathered from the map), Reactor, Gunner, Upgrade base for +2 extra build slots, 2 supply pads on those new slots, Send hogs to kill a NPC base then to harras enemy expansion with primary target being the leader (this is usually at 4:30 or there abouts)
>
> Second base (Usually aquired before going to harras my opponent, if not shortly after), Supply pad , Reactor, Veh depo or Air pad (STart producing Hornets or Scorp’s), Upgrade base, Additional Veh depo or Air pad (Veh depo or Air pad is dependent on map/opponents) ,Upgrade first reactor, Canny/Wingman.
>
> of course, Upgrading supply pads as i go.
>
> Everything after this is completly dependent on what my opponent(/s) do but this is my typical set up. I also occasionaly go for gauss after getting my second base up. And i usually try to combo Hawx and Scorps rather than rely soley on one or the other but i get the second up after getting at least the first upgrade for the first.
>
> Any thoughts?
>
> *Edit: Must stress this is a build i use in 3v3 and 2v2 not 1v1s
I completely understand that this doesn’t work in 1v1’s
Not a great build. First, you should go reactor 3rd if you’re gonna clear a rebel base. you will get your expo quick and can upgrade your pads quicker.
Somewhat unrelated, but here’s a link to a ton of good guides.
http://lazyfrog.us/forums/showthread.php/200-Halo-Wars-Strategy-Guide-Collection-LOOK-HERE-IF-YOU-RE-A-NEWBIE!
> I’m teams, you actually want to go after economy, not production buildings. It’s simply too hard to force a win that way, in a game with tradable resources and arbiters. The only thing that is always an exception is a unsc researching canister or power turret on a VD.
I have found that the longer someone has a production structure up/the more units they have made, the smarter it is to kill their eco before their production. However, if you stumble across an early Summit or a VD that’s just built, I would always aim for those to get a numbers advantage in units.
> > ALso if they’ve qued the Canny upgrade prior to loseing the 3rd tech it won’t stop canny from being researched. My typical build is
> >
> > As Anders,
> >
> > 2x Supply pad, 3 Hogs, 2x supply pad, More hogs (Number depends on how many resources i’ve gathered from the map), Reactor, Gunner, Upgrade base for +2 extra build slots, 2 supply pads on those new slots, Send hogs to kill a NPC base then to harras enemy expansion with primary target being the leader (this is usually at 4:30 or there abouts)
> >
> > Second base (Usually aquired before going to harras my opponent, if not shortly after), Supply pad , Reactor, Veh depo or Air pad (STart producing Hornets or Scorp’s), Upgrade base, Additional Veh depo or Air pad (Veh depo or Air pad is dependent on map/opponents) ,Upgrade first reactor, Canny/Wingman.
> >
> > of course, Upgrading supply pads as i go.
> >
> > Everything after this is completly dependent on what my opponent(/s) do but this is my typical set up. I also occasionaly go for gauss after getting my second base up. And i usually try to combo Hawx and Scorps rather than rely soley on one or the other but i get the second up after getting at least the first upgrade for the first.
> >
> > Any thoughts?
> >
> > *Edit: Must stress this is a build i use in 3v3 and 2v2 not 1v1s
I completely understand that this doesn’t work in 1v1’s
>
> Not a great build. First, you should go reactor 3rd if you’re gonna clear a rebel base. you will get your expo quick and can upgrade your pads quicker.
>
> Somewhat unrelated, but here’s a link to a ton of good guides.
>
> http://lazyfrog.us/forums/showthread.php/200-Halo-Wars-Strategy-Guide-Collection-LOOK-HERE-IF-YOU-RE-A-NEWBIE!
I will try that, I think i’ve done it in the past but i figured i could get better eco by going reactor 5th. I will give it a go and see how it works out.
> > I’m teams, you actually want to go after economy, not production buildings. It’s simply too hard to force a win that way, in a game with tradable resources and arbiters. The only thing that is always an exception is a unsc researching canister or power turret on a VD.
>
> I have found that the longer someone has a production structure up/the more units they have made, the smarter it is to kill their eco before their production. However, if you stumble across an early Summit or a VD that’s just built, I would always aim for those to get a numbers advantage in units.
There’s a lot of exceptions of course.
> I will try that, I think i’ve done it in the past but i figured i could get better eco by going reactor 5th. I will give it a go and see how it works out.
Guess what? You can also get an even better eco by going Reactor 7th!
…
The idea here is that you do something with your Reactor before you get stuck on a single-base for the rest of the game or have your opponent get too far ahead of you when they harass and you don’t. Not getting units early enough will also lose you hook control as well. If you don’t get your units up in time, your opponent will win because they used the map and you were too late. In the end, very early-game eco doesn’t matter as much with the UNSC in Party Teams because their primary concern almost always needs to be the mid-game.
> There’s a lot of exceptions of course.
And that’s what makes this so hard…
before you attack with your army, take your 2nd or 3rd base before moving out and turn it into a supply pad only base.
many battles are decided simply by who has more income.
> before you attack with your army, take your 2nd or 3rd base before moving out and turn it into a supply pad only base.
>
> many battles are decided simply by who has more income.
In Party Teams, this is not always true. A lot of times, it can be better to rush the other team before expanding. It’s really all on a case-by-case basis. Sometimes time/combo will permit an early expo, sometimes it won’t.