Post all of your strategies here please. rush, boom or any others sort of strats are welcome.
brute rush. temple first, build brutes, rush. simple.
3v3 frozen valley. your covenant. rush to the enemy reactor hook and steal it, attack the enemy base and build locusts. if they get infantry out build some wraiths and keep your leader moving so that he can’t be trapped by flamers. if all goes well, the enemy should resign, or be defeated in about 5 minutes.
Basic
Ghost rush: sp, factory, sp sp, sp
Tank rush as forge: sp, sp, reactor, reactor, vehicle depo
Warthog rush: sp, sp, reactor, gunner, sp, sp, ect. (build hogs throughout build)
Grenadier warthog rush with anders: sp, sp, sp, reactor, gunner, reactor, grenadier, sell 500 reactor, sp
Infantry rush as cutter: elephant, sp, sp, sp, sp, ect.
Suicide grunt rush: sp, temple, build grunts, sp, sp, sp, target covy keep
Advanced
Sentinel glitch: boring
Chieftain vortex glitch: fun
Arbiter rage glitch: funner
Canny glitch: funnest
I will not bother explaining what these glitches are, but if you know what they are then you know what I’m talking about 
i canny glitch ftw!!!
> Mission 04 - Arcadia | Legendary
>
> Only defend evac bird #2 and when you are asked to build a base, build on BOTH sites.
> Go hornets, heal the plane every chance u get, never let your units move away from the plane; 3 banshees are enough to kill it.
> Mission 05 - Arcadia outskirts | Legendary
>
> -Move your units away from the starting location, whilst moving place a spartan in the tank.
> -Build a base at the crater, make only supply pads, move your 3 Spartans (+ tank if you still have it) to the location of the mega turret.
> -Place the Spartans in the sniper towers/crashed pelicans around it and let them slowly take down the turret.
> -Build a base at the new location, watch the old base get over run like crazy.
> -???
> -Build up a new army of whatever, air units work well against the hunters, tanks work well for everything else.
> -Destroy covie base at the start of the level
> Mission 06 - Dome of light | Legendary
>
> - Always keep your Spartans at the base or in between the base and the first rhino.
> - tanks + cobras and hornets, keep a couple of wolverines near the spartans to take down spirits before they drop off troops.
> - Kill or hijack locusts really fast.
> - most importantly: take your time! you only get one base on this level, build supply pads and research everything you need before you even place the first rhino.
> Mission 07 - Scarab head | Legendary
>
> Build tanks with canny and move them to the right side of the map, follow the outer path and destroy anything in your path but stay out of the scarab its sight.
> At the top is a little hidding spot with supply crates, put your pwitty tanks there and move them to the scarab whenever he is turning the other way, spam canny and move them into cover on time.
> Use hogs + mac blast to search the map for other generators and blow them up to get more killing time, use turrets and a few tanks to defend the base.
> Mission 08 - Ander’s signal | Legendary
> Easy peasy.
> Spam flame throwers at the start and keep them near the elephant till the Spartans arrive.
> Heal the elephant in time, spam marines + flame throwers.
> Once u get a base, hornets.
> Keep the elephants near the base so that turrets may defend it.
> Mission 09 - The flood | Legendary
>
> Fairly easy once again.
> Build up some defenses, move the elephants to the front and have them deploy; they are fully upgraded so they make for good defense turrets.
> And…build hornets
> Thats its, build hornets, get to the Spartans, kill a few of the smaller hives if you can, then hit the large one.
> Mission 10 - Shield world | Legendary
>
> A bit trickier.
> Forget about the group with the grizzly, they die.
> Go for wolverines and scorps on this one and move along the top part of the map (your base) to the group with the Spartans.
> place a gremlin at the first pylon to get more time.
> Once you kill the furthest flood base, push all your units to the Spartans, let them get in the tanks/wolves.
> Quickly rebuild your lost units and kill the middle base.
> You’ll be forced to walk the last group out to the base, so make sure you have enough time.
> Otherwise you can try placing a second gremlin near the Spartans location.
> hornets are useless on this map and you cant pelican drop, so make sure you defend that gremlin well if you’re moving it across the map.
> Mission 11 - Cleansing | Legendary
>
> move your troops to the back of the ship and protect the vehicle airlock.
> Build hornets all he time, they’re the only ones that can reach the sides of the ship.
> Put your Spartans inside the airlocks and leave them there.
> Fly your hornets through the field as it passes to minimize damage.
> Clear the ship part by part, all the floods must be dead ‘inactive’ to be removed.
> Do the back of the ship first, then the middle, then the front.
> Try building some turrets in between once an area is cleared.
>
> Rinse and repeat
> Mission 12 - Repairs | Legendary
>
> Tricky!
> Build 3-4 hawks, keep your Spartans in the middle and the wolverines near the core.
> Spam cyclopses like you’re playing death match without any other units. (im not kidding, 20-25 cyclopses)
> Use the 4 hawks to keep hunters off of the core, Spartans and turrets to keep the buildings alive.
> Put the rally points at the core.
> At 9-10 minutes, the covies launch a major attack on the ship.
> If the core isn’t repaired by then, forget it, restart
> Mission 13 - Beachhead | Legendary
>
> After you get Anders out of there, move to the…side with the base without crossing the bridge, yea that side!
> Hijack the locust and if possible the wraith thats near the flood thingy.
> Build a base and get turrets out quickly.
> All around the map are single summit buildings that will keep sending banshees your way.
> Go for scorps with wolverines, try to keep the locust alive and let it shoot banshees whilst you build and upgrade.
> You dont get any major attacks anyway and that locust can kill the next base easily.
> Once ready, take the base across the bridge and set up the same as the first, alot of turrets to defend against banshees.
>
> Get the scarabs and scout the next base, build whatever counter you need and move through it.
> keep the scarab alive!
> The last base you’ll need to go through a teleporter, use air units or pelican up there.
> I suggest using air units to clear the teleporter, then send the scarab and tanks through (vultures might help here).
> You’ll encounter a scarab up there, so its scarab VS scarab + whole army, kill it quickly and capture the last base.
> Dont forget to keep an eye on your other bases and rebuild turrets as they get destroyed.
> Mission 14 - Reactor | Legendary
>
> Build a elephant and move the core to the back of the base, place defense a bit while you research some tanks and hornets, make sure to get wolverines later on to take out the air units.
> Slowly work yourself uphill, base per base.
> Pretty easy.
> Mission 15 - Escape | Legendary
>
> Coming soon!
As forge, upgrade Hornets to max, and make a small army of them
then max upgrade marines, Spartans, and cyclopes (max upgrade flamers in your enemy is cutter)
make some troops, and rally them near your base,
then, send your hornets to attack an enemy base,
then, peli-drop your infantry near your hornets, and watch the lol as your enemy will be too surprised to know how to counter
Covie 1v1
Brute/Locust, very simple, sp/temple/sp/sp/sp/sp/factory/shield generator.
create a small hit and run army with a chopper (with guns) 3 brutes and the chief, conquer a second base, 2 shields and SP only, now raid his base, consider a counter tactic, again, a 10 headed brute armmy, including chieftain, raid his base on one side, use the locust on the other, than start building a second army, continue until he surrenders
Anyone have a good counter for cutter?
Last few games i’ve been struggling with cutter players over running me with marines/ODST’s and cobra’s.
I’m playing as Forge, i know as covie i should go hunter/jackals for this.
But flame thrower/cobra’s don’t seem a great idea.
> Anyone have a good counter for cutter?
> Last few i’ve been struggling with cutter players over running me with marines/ODST’s and cobra’s.
> I’m playing as Forge, i know as covie i should go hunter/jackals for this.
> But flame thrower/cobra’s don’t seem a great idea.
flamers and cyclops with 3 spartan tanks. flamers kill ODST, cyclops kill cobras and heal the spartanks.
> > Anyone have a good counter for cutter?
> > Last few i’ve been struggling with cutter players over running me with marines/ODST’s and cobra’s.
> > I’m playing as Forge, i know as covie i should go hunter/jackals for this.
> > But flame thrower/cobra’s don’t seem a great idea.
>
> flamers and cyclops with 3 spartan tanks. flamers kill ODST, cyclops kill cobras and heal the spartanks.
Don’t cyclops get marked as vehicle and get owned by the cobras?
> > > Anyone have a good counter for cutter?
> > > Last few i’ve been struggling with cutter players over running me with marines/ODST’s and cobra’s.
> > > I’m playing as Forge, i know as covie i should go hunter/jackals for this.
> > > But flame thrower/cobra’s don’t seem a great idea.
> >
> > flamers and cyclops with 3 spartan tanks. flamers kill ODST, cyclops kill cobras and heal the spartanks.
>
> Don’t cyclops get marked as vehicle and get owned by the cobras?
Im fairly certain their armor type is similar to infantry, so jackals/flamers eat them.
> > > > Anyone have a good counter for cutter?
> > > > Last few i’ve been struggling with cutter players over running me with marines/ODST’s and cobra’s.
> > > > I’m playing as Forge, i know as covie i should go hunter/jackals for this.
> > > > But flame thrower/cobra’s don’t seem a great idea.
> > >
> > > flamers and cyclops with 3 spartan tanks. flamers kill ODST, cyclops kill cobras and heal the spartanks.
> >
> > Don’t cyclops get marked as vehicle and get owned by the cobras?
>
> Im fairly certain their armor type is similar to infantry, so jackals/flamers eat them.
Yeah, they are infantry, so cobras wont treat them like vehicles.
This link will take you to a page where you can download a very informative excel spreadsheet with a lot of unit stats.
http://www.halowars.com/news/devblog/archive/2009/11/04/Halo-Wars-Unit-Stats.aspx
DISCLAIMER: Not all of the information in the spreadsheet is accurate. It does not reflect all the title updates, and is contradictory to alot of in game happenings, most notably PowerTurretTanks vs. Grizzlies. This spreadsheet suggests that grizzlies have over twice the stats of PT, yet they lose to them more often than not.
Use this spreadsheet with a grain of salt. Understand the armor/damage types and how they interact with eachother (though a few of those have changed as well. I know that choppers/ghosts recieved a buff to make them a better counter to air, like warthogs. Grunts with needler upgrade also do anti-air damage, not sure of any others.)
> Anyone have a good counter for cutter?
> Last few games i’ve been struggling with cutter players over running me with marines/ODST’s and cobra’s.
> I’m playing as Forge, i know as covie i should go hunter/jackals for this.
> But flame thrower/cobra’s don’t seem a great idea.
I’ll tell you from cutter’s perspective: I love to play as cutter, and usually I’m able to set up an awesome defense with this combo (although mine has a twist). The only times this defense is ever defeated is with A LOT of flamers mid game when my population isn’t full or my cobras are unupgraded, or when there is just an overwhelming force of super units like grizzlies, for example. But in 3v3s, which I mostly play, my friends usually help me out if i’m in trouble. The worst experiences by far have been by hunters and grizzlies.
What about air?
> What about air?
resign.
> > What about air?
>
> resign.
rofl
Vulture “Rush” w/forge ftw.
sp,sp,sp,sp,sp,ub,rea,barracks Make flamers and Marines - clear hooks take hooks.
Second base sp,sp,sp,air pad, air pad.
Pop barrracks Reactor.
Build and tech vultures.
Don’t remember the timing - but at like 8-10 minutes full pop vultures come raining down from the heavens and poop on your scarab good sir.
forge w/air.
Sp,sp,reactor,reactor,air pad. Build - rush - win.
Unless they build vamps/wolves… then /palm_face.exe
I found that this strategy worked back then when I was barely a 20 in 3v3’s. So who knows if this still might work.
- Supply Pad
- Supply Pad
- Supply Pad
- Supply Pad
- Reactor
- Upgrade Reactor
- Expand base
- Double Air Building
- Lock Base
- Double Pump
- Once you get a full pop., destroy one and build another reactor and upgrade.
- Attack.
If they attack you early in game, you’re pretty much screwed, so scout and build turrets up if you need to/change it up if you need to counter.
> > > What about air?
> >
> > resign.
>
> rofl
>
>
> Vulture “Rush” w/forge ftw.
>
> sp,sp,sp,sp,sp,ub,rea,barracks Make flamers and Marines - clear hooks take hooks.
> Second base sp,sp,sp,air pad, air pad.
> Pop barrracks Reactor.
>
> Build and tech vultures.
>
> Don’t remember the timing - but at like 8-10 minutes full pop vultures come raining down from the heavens and poop on your scarab good sir.
Sp, Sp, R, Sp, Sp, base upgrade, R, Sp, upgrade reactors, recycle SP for air pad
build 1 turret, make about 4-5 hogs and get gunner in between, start harrasing the other enemy very early by scouting.
Should get 2 vultures out around 8-10 min, mega barrage around 12.
I can’t remember the last time I made a vulture!