How do you break this defence?

> You and your opponent are both UNSC
> He’s set up a Cobra line surrounded by Wolverines
> Everything you send at it is getting creamed
> What do?

The enemy Cobras obviously annihilate any vehicle offensive of yours with embarrassing ease, including you sending in full Cobras, as you can’t get them locked down. Attacking with Hornets/Vultures can have some initial success until he splits his Wolverines between his base and his Cobras, then you go swiftly downhill. I thought of spamming ODSTs, but I wasn’t Cutter, and Medic Marines were no match for the vehicles. He flat-out refused to attack. At the end I set up out-of-range Cobras/Wolverines of my own around his base and we agreed to draw via messaging, neither of us having the capability to attack the other.

Oh pro players, how would you win this?

I would attack him before he has any of that built. Gauss/gren, or banshees, covy leaders, anything you can build to attack him before he is t3.

Also, you got superturtled, gg.

It sounds dumb but when getting super turtled you have to build mass air like vultures and mega barrage his base and try to get him out of the game

> I would attack him before he has any of that built. Gauss/gren, or banshees, covy leaders, anything you can build to attack him before he is t3.
>
> Also, you got superturtled, gg.

Yeah, I realise that in retrospect.

Plus I wouldn’t say it’s that great a tactic when the best you can hope for is a draw.

<Double Post>

Marines + Cobras…

> Marines + Cobras…

If you find yourself in this situation he ^that, If your n terminal moraine however and your opponent is sat on one of the islands your best bet is to make sure that is his only base then Spam air Vultures to down his base then triple or quad pump hornets/H.A.W.X to keep it down.

I had a 3h game on terminal moraine in 2v2 teams, must be what over a year ago now, it was me and my partner “Ashleighpascale”, it was 11pm and about half hour in to the game my ally quit out giving me all her resources, anyway I had control over 1 of the side islands already and decided to super turtle myself in there, being cutter I used wolves + cobra’s lined up against the bridge and kept 5 or 6 ODST on the other side of the bridge to provide line of sight for cobra’s and block the bridge from ground units. I figured it being a 2v1 that i wasn’t going to win but at the very least I, I wouldn’t make it an easy win for them…After 2 hours of assaulting my position with wave after wave my opponents gave up and resigned. They did manage to down my base once, they sent 2 scarab’s over the mountains behind the base which i wasn’t expecting so i had to hastily re-position my cobra’s and quad mac + volley one scarab. and the other opponent sent 6 vultures. however they only killed my base, pretty much all my units survived and they left me for about 10 mins after that i which time i rebuilt the base.

In essence, their mistake was not simply overwhelming me with numbers, ad they spammed me with air Banshee’s & vultures + Hornets I would have slowly ran out of resources to rebuild units or they wold have been able to keep my base down for the timer.

> > Marines + Cobras…
>
> If you find yourself in this situation he ^that, If your n terminal moraine however and your opponent is sat on one of the islands your best bet is to make sure that is his only base then Spam air Vultures to down his base then triple or quad pump hornets/H.A.W.X to keep it down.
>
> I had a 3h game on terminal moraine in 2v2 teams, must be what over a year ago now, it was me and my partner “Ashleighpascale”, it was 11pm and about half hour in to the game my ally quit out giving me all her resources, anyway I had control over 1 of the side islands already and decided to super turtle myself in there, being cutter I used wolves + cobra’s lined up against the bridge and kept 5 or 6 ODST on the other side of the bridge to provide line of sight for cobra’s and block the bridge from ground units. I figured it being a 2v1 that i wasn’t going to win but at the very least I, I wouldn’t make it an easy win for them…After 2 hours of assaulting my position with wave after wave my opponents gave up and resigned. They did manage to down my base once, they sent 2 scarab’s over the mountains behind the base which i wasn’t expecting so i had to hastily re-position my cobra’s and quad mac + volley one scarab. and the other opponent sent 6 vultures. however they only killed my base, pretty much all my units survived and they left me for about 10 mins after that i which time i rebuilt the base.
>
> In essence, their mistake was not simply overwhelming me with numbers, ad they spammed me with air Banshee’s & vultures + Hornets I would have slowly ran out of resources to rebuild units or they wold have been able to keep my base down for the timer.

Well if i were the super turtel i would keep my defence in line. Tell my buddy to go get the vulturus, while he keeps a portion of the wolverines at the defence for hornet attacks.

Anyhow, you also have leader powers no? If the turtels are anders and cutter youre in a whole lot of trouble. (even more air defence and even more ground defence.)

Not saying i could beat it but, i figure that at somepint they want to win. So you have to outplay them with patience and stamina, and outplayed them, let them regret every flaw they make.

because he said unsc vs unsc i assume he means 1s, for 2s/3s simple: 6 summits-banchees or 6 halls-hunters-or sui grunts-or brutes-or locusts,have unsc dbomb covy army,slaughter cobras/wolves in your way, bring in the vultures…played a turtle against 35s the other day…got bored because they chose not to attack(we were the turtlers supposedly being 2x cutter arbi vs 2x anders forge on dean…
despite 40 wolverines and 2 cryos when i got bored, using 6 summit banchees i managed to take a player out of the game, just dodge the wolves, if they sit to defend kill something else,cryos only come back every minute and you have 6 summits plus whatever your team does

really depends on the map but…i will just give a guide for unsc in general:
16 marines, 6 cobras(3 spartans in cobras) 3 vultures…
use marines/vultures/leader powers to kill their front cobras, use your non spartan cobras to test their range and move spartan cobras just outside of their range, rinse and repeat until you start hitting their base…forge is worst in this situation because of his leader power…macs can easily soften up for a small move up as well as having odst and a cryo can give you time to move up, lock down and kill before freeze ends

keep in mind there are some maps that work better then others…
chasms is okay because of all the different approaches but if he gets reinforcements up its going to be extrememly difficult to advance

gulch has a wide area to advance on so you can find the weakest spot to attack with a scout

pirth…this map is a NIGHTMARE with only two ways to their base, both being choke points and both being right next to each other its easy to block air and vehicles…if you arent cutter on this one expect the game to take at least 25-30 minutes using the above method to break through…if it is even possible

release: easy stuff: get both flood hooks, release flood on your units consistantly, go for 3 13 star tanks, 5 3 star vultulres, make a bunch of air pads… charge base, cani+leader power+barrage=insta base kill…spam hornets/hawks/odst to keep base from building for 1 minute, gg

tundra: not as easy as release but still not very difficult, use mega turret/ above advancing method to inch up on their base

barrens: there is flood EVERYWHERE on this map, kill them, get stars on a spartan cobra, should get 12 stars at least(counting flood stalks)
advance with above method, yes there is only one way in for vehicles but with the extra veterancy you should be able to inch up at a decent pace

blood river:6 vultures,2 hornets, find wolverine weak point, charge air through it…cobras cant shoot up so if you cant kill the base like this…your probably f’d,
only suggestion: 6 air pads in close base, barrage his base, move in 4 marines to his base as last vulture dies, dbomb heal while queing up 6 vultures giving you 2 shots to kill the base, this doesn’t work you’ve got no chance,cobras cant shoot up and so cant be used

> because he said unsc vs unsc i assume he means 1s, for 2s/3s simple: 6 summits-banchees or 6 halls-hunters-or sui grunts-or brutes-or locusts,have unsc dbomb covy army,slaughter cobras/wolves in your way, bring in the vultures…played a turtle against 35s the other day…got bored because they chose not to attack(we were the turtlers supposedly being 2x cutter arbi vs 2x anders forge on dean…
> despite 40 wolverines and 2 cryos when i got bored, using 6 summit banchees i managed to take a player out of the game, just dodge the wolves, if they sit to defend kill something else,cryos only come back every minute and you have 6 summits plus whatever your team does
>
> really depends on the map but…i will just give a guide for unsc in general:
> 16 marines, 6 cobras(3 spartans in cobras) 3 vultures…
> use marines/vultures/leader powers to kill their front cobras, use your non spartan cobras to test their range and move spartan cobras just outside of their range, rinse and repeat until you start hitting their base…forge is worst in this situation because of his leader power…macs can easily soften up for a small move up as well as having odst and a cryo can give you time to move up, lock down and kill before freeze ends
>
> keep in mind there are some maps that work better then others…
> chasms is okay because of all the different approaches but if he gets reinforcements up its going to be extrememly difficult to advance
>
> gulch has a wide area to advance on so you can find the weakest spot to attack with a scout
>
> pirth…this map is a NIGHTMARE with only two ways to their base, both being choke points and both being right next to each other its easy to block air and vehicles…if you arent cutter on this one expect the game to take at least 25-30 minutes using the above method to break through…if it is even possible
>
> release: easy stuff: get both flood hooks, release flood on your units consistantly, go for 3 13 star tanks, 5 3 star vultulres, make a bunch of air pads… charge base, cani+leader power+barrage=insta base kill…spam hornets/hawks/odst to keep base from building for 1 minute, gg
>
> tundra: not as easy as release but still not very difficult, use mega turret/ above advancing method to inch up on their base
>
> barrens: there is flood EVERYWHERE on this map, kill them, get stars on a spartan cobra, should get 12 stars at least(counting flood stalks)
> advance with above method, yes there is only one way in for vehicles but with the extra veterancy you should be able to inch up at a decent pace
>
> blood river:6 vultures,2 hornets, find wolverine weak point, charge air through it…cobras cant shoot up so if you cant kill the base like this…your probably f’d,
> only suggestion: 6 air pads in close base, barrage his base, move in 4 marines to his base as last vulture dies, dbomb heal while queing up 6 vultures giving you 2 shots to kill the base, this doesn’t work you’ve got no chance,cobras cant shoot up and so cant be used

what are the locust for? (you suggested using the in paragraph one) Locust have no hope of beating lockdown coba’s

On a side note, there are many ways to break a super turtle, most involve simple unit spam. There was one time on fort deen that the enemy were hold up at their starting bases as 3 UNSC with cobra’s and wolves. I took the base in the left corner near them, build 5 veh depos and 2 air pads and spammed Scorps and vultures until their defense broke. Since I had 5 bases at that point resources weren’t a problem.

Remember, turtles have little or no mobility so take you time , take map control and advance though sheer numbers if you have too.

If your cutter then 3 spartan elephants + spam ODST’s from them and pod drop is a decent way to break most turtles. I even 5 barrack pumped medic marines at a cutter to break his turtle once on Beasley plateau

You could flank the base with air units and attempt to cut off his resource lines. Banshees, Hornets and Hawks are really the key. It would take the Wolverines a while to get into action and Cobras can only hit ground units. If you are UNSC, you can also jack some Cobras and destroy his defence from the inside and then send in Marines or Scorpions to finish cleaning up.

It really depends on what your opponent and you do. Try to find his norm tactic and exploit it until his base remains in ruin.

make vultures and pelican cobras and lock them behind his base

> > because he said unsc vs unsc i assume he means 1s, for 2s/3s simple: 6 summits-banchees or 6 halls-hunters-or sui grunts-or brutes-or locusts,have unsc dbomb covy army,slaughter cobras/wolves in your way, bring in the vultures…played a turtle against 35s the other day…got bored because they chose not to attack(we were the turtlers supposedly being 2x cutter arbi vs 2x anders forge on dean…
> > despite 40 wolverines and 2 cryos when i got bored, using 6 summit banchees i managed to take a player out of the game, just dodge the wolves, if they sit to defend kill something else,cryos only come back every minute and you have 6 summits plus whatever your team does
> >
> > really depends on the map but…i will just give a guide for unsc in general:
> > 16 marines, 6 cobras(3 spartans in cobras) 3 vultures…
> > use marines/vultures/leader powers to kill their front cobras, use your non spartan cobras to test their range and move spartan cobras just outside of their range, rinse and repeat until you start hitting their base…forge is worst in this situation because of his leader power…macs can easily soften up for a small move up as well as having odst and a cryo can give you time to move up, lock down and kill before freeze ends
> >
> > keep in mind there are some maps that work better then others…
> > chasms is okay because of all the different approaches but if he gets reinforcements up its going to be extrememly difficult to advance
> >
> > gulch has a wide area to advance on so you can find the weakest spot to attack with a scout
> >
> > pirth…this map is a NIGHTMARE with only two ways to their base, both being choke points and both being right next to each other its easy to block air and vehicles…if you arent cutter on this one expect the game to take at least 25-30 minutes using the above method to break through…if it is even possible
> >
> > release: easy stuff: get both flood hooks, release flood on your units consistantly, go for 3 13 star tanks, 5 3 star vultulres, make a bunch of air pads… charge base, cani+leader power+barrage=insta base kill…spam hornets/hawks/odst to keep base from building for 1 minute, gg
> >
> > tundra: not as easy as release but still not very difficult, use mega turret/ above advancing method to inch up on their base
> >
> > barrens: there is flood EVERYWHERE on this map, kill them, get stars on a spartan cobra, should get 12 stars at least(counting flood stalks)
> > advance with above method, yes there is only one way in for vehicles but with the extra veterancy you should be able to inch up at a decent pace
> >
> > blood river:6 vultures,2 hornets, find wolverine weak point, charge air through it…cobras cant shoot up so if you cant kill the base like this…your probably f’d,
> > only suggestion: 6 air pads in close base, barrage his base, move in 4 marines to his base as last vulture dies, dbomb heal while queing up 6 vultures giving you 2 shots to kill the base, this doesn’t work you’ve got no chance,cobras cant shoot up and so cant be used
>
> what are the locust for? (you suggested using the in paragraph one) Locust have no hope of beating lockdown coba’s
>
> On a side note, there are many ways to break a super turtle, most involve simple unit spam. There was one time on fort deen that the enemy were hold up at their starting bases as 3 UNSC with cobra’s and wolves. I took the base in the left corner near them, build 5 veh depos and 2 air pads and spammed Scorps and vultures until their defense broke. Since I had 5 bases at that point resources weren’t a problem.
>
> Remember, turtles have little or no mobility so take you time , take map control and advance though sheer numbers if you have too.
>
> If your cutter then 3 spartan elephants + spam ODST’s from them and pod drop is a decent way to break most turtles. I even 5 barrack pumped medic marines at a cutter to break his turtle once on Beasley plateau

locusts: sneak leader past enemy defense(GL with chieftain), drop locusts out of cobra range, kill base, spam banchees to keep base down for minute timer/ build the base yourself and repeatedly cancel/rebuild

that being said what i didnt mention…if you’re covy and getting turtled by unsc they will probably have tanks with spartans, which will get veterancy,as covy 1v1 if you run into 10 star tanks its over, 10 star tanks + full pop wolves>>>>>ALL COVY ARMIES–>air…lots of wolves,hunters-cani glitch, scarabx2 insta loss of one of them to volley/cani--------->>>lesson: find what they have the first or 2nd time around and hard counter it with multiple war factories up to replenish quickly(4 halls/summits) and go in at full 50 pop,find their unit layout as best you can ahead of time…kill spartan tanks first or the alternative kill all of one type of unit they have(say wolverines) and spam air, basically as tempist said…it comes down to unit spam

It really depends what character you are playing as. If I were Sergeant Forge, I would have carpet bombed as many cobras as I can, then brought Grizzlies and Vultures in to finish off the rest. If I were the other two UNSC characters I would have sent Vultures with infantry.

If you are covie, sacrifice banshee spam, if you’re the chieftan build a full pop of electric shock brutes, when he goes to mac/carpet bomb use ur jump pack, if you’re forge marines and cobras should do it, if you’re cutter just get odst, and if anders just spam hawks, if they want to have enough cobras to stop a full pop of pt, then they cant have enough wolves to stop hawks ( he would need atleast 8 dual launcher)

I’ve regularly beaten a full pop cap of HAWX with just 6 dual launcher wolves it just take good micro and spacing them out so they don’t all target the same HAWX each time

you should be crapping all over the enemy with gauss long before they get their defence set up.

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*Original post. Click at your own discretion.

> you should be crapping all over the enemy with gauss long before they get their defence set up.

The first start to having a good DEFENSE is learning how to spell defense.

Ancient Chinese Proverb

I’ve had an enemy do that to me once, I broke his defense by sending in Air and Ground Units from 2 diffrent directions.

But, I hardly play Halo Wars anymore, and the other suggestions are better than mine.

>

http://dictionary.reference.com/browse/defence