I am quite new to Halo Wars 2 and really enjoying it so far. The only thing I find frustrating is the mini-bases. It seems whoever is simply faster at getting their scouts to the mini bases at the start and buying them has an advantage (I find that an un-fun mechanic). If the enemy gets the mini base in the middle, I am finding it takes me far too many resources and time to destroy it. One of two things seems to happen (when I play Banished vs UNSC).
- They build a barracks and pump out flame thrower units, I can normally destroy the base with my hero and grunts but while that is going on they are capturing resources and other objectives and I’m spending resources trying to kill the mini base. The end result seems to be they win the trade off and come back with a bigger army and just re-capture the mini base after I claim it. - They build a supply pad on it. Again I will try and kill the base but with some pressure from a hero or other units I need to split damage on their units and the base. By the time their units are dead and the base is dead the mini base supply pad has paid itself off and I’ve wasted time and resources. - I ignore it, but if there is a supply pad on it they are getting more resources as time goes on. If they have a barracks they can get troops to my side of the map faster and capture my power nodes or pressure my base.I personally feel there needs to be a bigger punishment/risk for getting mini bases early and losing them.
If anyone has some tips on how to deal with mini bases that would be appreciated.
I wholeheartedly agree that grabbing minibases is a low risk VERY high reward and I wish there were ways to change it to add sentinels or something to block them, but sadly I don’t think that’s possible atm.
As for countering early mini grabs, it really depends on the map. If it’s a map like Mirage or Fissures it might be best to wait till T2 to destroy it and claim it for yourself. For other maps I’d just focus on getting your own minibases and then taking them out with a few JPBs or waiting till T2 to snag them.
Even though I don’t like it, the game can sometimes be just a race to the mini base, and from then on whoever has it gets a huge advantage. If you get caught without a mini base, expect a rush. Build your hero and suicide grunts. It will do you well if you can hit large infantry balls with those
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> I wholeheartedly agree that grabbing minibases is a low risk VERY high reward and I wish there were ways to change it to add sentinels or something to block them, but sadly I don’t think that’s possible atm.
>
> As for countering early mini grabs, it really depends on the map. If it’s a map like Mirage or Fissures it might be best to wait till T2 to destroy it and claim it for yourself. For other maps I’d just focus on getting your own minibases and then taking them out with a few JPBs or waiting till T2 to snag them.
At least grabbing minis also means you have much less supplies and in turn if someone who is snatching lots of minis will have less power due to high supply demand at the start; but I agree nonetheless, Mini bases perform a very vital role in map control. You can spam core infantry faster or you can build additional barracks for unit production while not limiting your production and income because you have to build on your base.
If the minibase is close to you then grab what you can first then go straight into t1 infantry. Try to not only get your own mini back but also send units to harass your oponents minis. Most players I run into just all unit move everywhere and even if they can split its not like you have to send many building killers to a mini so its not a big loss. Basically just attack everywhere and something will usually give out. If nothing budges then hogs and ship master raid mauraders can give you good map control back
Decimus vortex lightning will kill a minibase while it’s being built if you also have units on it
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> Decimus vortex lightning will kill a minibase while it’s being built if you also have units on it
Yea well a few grunts with vortex will kill a gen so that is no surprise. I rather waste Vortex on something a little less stupid than a mini just being built.
Ive actually gotten rekt quite a few times when i grabbed all the minibases.
While i spent around 700 supply on minis, the enemy knew that im grabbing bases and simply went with
2 supply, 1 power…map resources, raid camp → build flamers
While i was busy grabbing minis, he grabbed map resources.
While i was busy building supply pads/energy/etc on mini base slots, he built flamers.
He hit me with good timing when i hadn’t yet built any anti infantry( because i was constantly out of supply ).
Controling all the minis on the map also gave me false confidence. I assumed i was playing against noobs and didn’t rush.
Another strategy ive seent that works is to build core infantry and just go after enemy infantry. Building minibases puts you behind on infantry( for very short period of time though ).
If you use it wisely, you can use your 4 squads, to take out his 2.
2 squads against 1 will always win and you will still have 2 squads.
You can then heal the squads and attack other infantry units.
Go to his base and kill squads as soon as they exit the base.
While he rebuilds his 2 lost squads, and you build another 2 squads…then you will have 6 squads vs his 2 and again
he can lose both squads without you taking losses. At that point, he needs to build 6+ squads to catch up( he probably has eco advantage but it still takes time to build the units )
He can keep the base at lockdown and build up his force and attack on even grounds but then you will have time to take out his power or some other buildings.
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> I am quite new to Halo Wars 2 and really enjoying it so far. The only thing I find frustrating is the mini-bases. It seems whoever is simply faster at getting their scouts to the mini bases at the start and buying them has an advantage (I find that an un-fun mechanic). If the enemy gets the mini base in the middle, I am finding it takes me far too many resources and time to destroy it. One of two things seems to happen (when I play Banished vs UNSC).
> - They build a barracks and pump out flame thrower units, I can normally destroy the base with my hero and grunts but while that is going on they are capturing resources and other objectives and I’m spending resources trying to kill the mini base. The end result seems to be they win the trade off and come back with a bigger army and just re-capture the mini base after I claim it. - They build a supply pad on it. Again I will try and kill the base but with some pressure from a hero or other units I need to split damage on their units and the base. By the time their units are dead and the base is dead the mini base supply pad has paid itself off and I’ve wasted time and resources. - I ignore it, but if there is a supply pad on it they are getting more resources as time goes on. If they have a barracks they can get troops to my side of the map faster and capture my power nodes or pressure my base.I personally feel there needs to be a bigger punishment/risk for getting mini bases early and losing them.
>
> If anyone has some tips on how to deal with mini bases that would be appreciated.
This is very map dependent, most of the time the simple answer is to ensure that you have line of sight on it quickly enough to grab it. However, on some maps you have other options, IE on Mirage if they rush the center mini, steal at least one of the singles on their side, if not both then clear out the middle. Badlands and Sentry have center minis that you can get LoS on with one of your initial units from your side of the map, utilize that. Bottom line is, keep in mind that they’re dumping 200 + 150 for a rax or SP, that creates a short amount of time where you will have a unit advantage, and you can use that in your favor if they overextend.