First off i’d like to say I am disappointed with the unit composition and roles of infantry and halo wars 2. Most notably is the absence of the jackals and the presence of elites working along side brutes post schism. I know that the banished are a non-covenant faction but it still bothers me to see them working together especially under a brute leader. I do like the Idea of basic infantry being trained at the main base.
I also really dislike the limited nature of the cover system and would like to see it revised. Instead of simple garrisons that must be selected to eject units, each piece of cover can simply be move in and out of with move commands. both races should have deploy-able cover positions as abilities. The Banished could drop cover positions with shade turrets that must be garrisoned to fire (encouraging use of cheap grunts to hold territory). An expanded but more intuitive cover system also opens up more variety of counters like using grenades or close quarters combat (CQC) specialists against units in cover to disrupt their cover bonus. Or having sniper units able to ignore cover protection.
I have a revised infantry list for the banished that I would much prefer to see.
Main Base:
-Grunt Squad: cheap, rapidly trained, relatively low range unit. when the unit is reduced to 50% health, the grunts stop attacking and flee. later upgrades cause the grunts to become suicide grunts instead of fleeing. This makes them a strong counter CQC squad in the late game. still led by a brute minor with a spiker
Raid Camp:
-Jackal Team: A squad of 3 jackals with gauntlets and plasma pistols and 1 sniper jackal with a Plasma Carbine. more range and durability to small arms fire than grunt squads, jackals specialize in anti infantry and can be upgraded with needlers and beam rifle. Jackal teams are not so good in CQC as the sniper jackal has a minimum range. Gauntlet Jackals are considered ‘in cover’.
-Brute Predators: A squad of 3 jump-pack brutes 2 minors with spikers and 1 major with a brute shot. Engages in CQC to disrupt enemy infantry in cover. Can be upgraded with Maulers for increased damage and deploy flares to stun enemy infantry. Used as shock troops to assault dug in enemy positions
-Brute Pack: A squad of 5 brutes. 2 spiker brute minors, 2 major brutes with brute shot and led by a brute captain with a fuel rod cannon. Can be upgraded with a deploy-able shield and power drain. Tough, expensive, high durability squad that can engage enemy heavy armor. requires tier 2 tech.
Temple:
-Hunter Team: Hunters are now special infantry built at tier 1 of the temple. High durability, expensive, slow to train but proficient against all ground targets and CQC.
-Chieftain: Faction Champion requires tier 2, stronger stun effect and durability. can be upgraded with brute stalker escorts with regeneration fields in increase durability.
as you can see, I have combined the function of the grunt squad and suicide grunts into one unit. Jackals replace the functionality of elite rangers but have a bit more specialized anti infantry durability, jetpack brutes no longer have gravity hammers (it is silly) and instead smack enemy units around with brute shots, maulers and flares. The Hunter slot in the raid camp is replaced with the classic Halo 3 brute captain pack. They are your main line late game elite infantry and can deploy heavy cover (the bubble shield) and use power drain to stun enemy vehicles. Hunters are moved to the temple and can be built at tier 1 to stop enemy vehicle rushes. They are more expensive and slower to build however but are also more effective units overall. I would consider a unit cap on hunters to prevent spam (maybe 5 squads max?). The Chieftain is now a tier 2 unit but much stronger (more in line with the halo wars 1 chieftain minus vortex) and is now escorted by stealth brute guards with regeneration fields to increase his raw durability. The chieftain should be your primary damage soaking disruption unit in the late game.
For an Elite faction, you can replace all the brute units with Elite rangers / Elite Honor Guards / Zealot spec ops.
I really hope that Creative Assembly expands of the Infantry side of the game and brings it more in line with the classic Halo experience.
