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Halo Wars 2 eGuide
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Contents

  • Foreword
    • Making Halo Wars 2
  • Getting Started
    • How to Use This Guide
    • Controls
    • An RTS Primer
    • Deploying Your Army
    • Notes on Damage and Healing
    • Game Phases
    • Other Tips and Tactics
  • Campaign Walkthrough
    • Overview
    • Difficulty Levels
    • Act I
      • Mission: The Signal
      • Mission: A New Enemy
      • Mission: Ascension
      • Mission: One Three Zero
      • Mission: The Cartographer
    • Act II
      • Mission: Lights Out
      • Mission: From the Deep
      • Mission: Hold the Line
      • Mission: Under the Dark
    • Act III
      • Mission: The Foundry
      • Mission: The Halo
      • Mission: Last Stand
  • Multiplayer
    • The HUD
    • Game Modes
    • The Factions
    • Choosing a Leader
    • Combat
    • Choosing Your Strategy
    • Multiplayer Atlas
      • Map Features
      • Badlands
      • Sentry
      • Bedrock
      • Ashes
      • Highway
      • Rift
      • Vault
      • Frontier
  • Interactive MP Maps
    • Badlands
      • Domination: 1v1
      • Domination: 2v2
      • Deathmatch: 1v1
      • Deathmatch: 2v2
      • Strongholds: 1v1
      • Strongholds: 2v2
    • Sentry
      • Domination: 1v1
      • Domination: 2v2
      • Deathmatch: 1v1
      • Deathmatch: 2v2
      • Strongholds: 1v1
      • Strongholds: 2v2
    • Bedrock
      • Domination: 1v1
      • Domination: 2v2
      • Domination: 3v3
      • Deathmatch: 1v1
      • Deathmatch: 2v2
      • Deathmatch: 3v3
      • Strongholds: 1v1
      • Strongholds: 2v2
      • Strongholds: 3v3
    • Ashes
      • Domination: 1v1
      • Domination: 2v2
      • Domination: 3v3
      • Deathmatch: 1v1
      • Deathmatch: 2v2
      • Deathmatch: 3v3
      • Strongholds: 1v1
      • Strongholds: 2v2
      • Strongholds: 3v3
    • Highway
      • Domination: 1v1
      • Domination: 2v2
      • Domination: 3v3
      • Deathmatch: 1v1
      • Deathmatch: 2v2
      • Deathmatch: 3v3
      • Strongholds: 1v1
      • Strongholds: 2v2
      • Strongholds: 3v3
    • Rift
      • Domination: 1v1
      • Domination: 2v2
      • Domination: 3v3
      • Deathmatch: 1v1
      • Deathmatch: 2v2
      • Deathmatch: 3v3
      • Strongholds: 1v1
      • Strongholds: 2v2
      • Strongholds: 3v3
    • Vault
      • Domination: 1v1
      • Domination: 2v2
      • Domination: 3v3
      • Deathmatch: 1v1
      • Deathmatch: 2v2
      • Deathmatch: 3v3
      • Strongholds: 1v1
      • Strongholds: 2v2
      • Strongholds: 3v3
    • Frontier
      • Domination: 1v1
      • Domination: 2v2
      • Domination: 3v3
      • Deathmatch: 1v1
      • Deathmatch: 2v2
      • Deathmatch: 3v3
      • Strongholds: 1v1
      • Strongholds: 2v2
      • Strongholds: 3v3
  • Blitz
    • Core Concepts
    • The Proving Grounds
    • Blitz Basics
    • Firefight Basics
    • Card Basics
    • Deck Basics
    • Recommended Decks
    • UNSC Card Tables
    • Banished Card Tables
    • Blitz Card Gallery
      • Blitz Cards: A-D
      • Blitz Cards: E-K
      • Blitz Cards: L-S
      • Blitz Cards: T-Z
  • Leaders
    • Overview
    • UNSC Leaders
    • Banished Leaders
  • Structures
    • Overview
    • Bases
      • About Bases
      • UNSC Bases
      • Banished Bases
    • Minibases
      • About Minibases
      • UNSC Minibases
      • Banished Minibases
    • Economy Structures
      • About Economy Structures
      • UNSC Economy Structures
      • Banished Economy Structures
    • Advanced Unit Structures
      • About Advanced Unit Structures
      • UNSC Advanced Unit Structures
      • Banished Advanced Unit Structures
    • Defensive Structures
      • About Defensive Structures
      • UNSC Defensive Structures
      • Banished Defensive Structures
  • Units
    • Overview
    • Infantry Units
      • About Infantry Units
      • UNSC Infantry Units
      • Banished Infantry Units
    • Vehicles
      • About Vehicles
      • UNSC Vehicles
      • Banished Vehicles
    • Air Units
      • About Air Units
      • UNSC Air Units
      • Banished Air Units
    • Hero Units
      • About Hero Units
      • UNSC Hero Units
      • Banished Hero Units
    • Super Units
      • About Super Units
      • UNSC Super Unit
      • Banished Super Unit
    • Ultimate Units
      • About Ultimate Units
      • UNSC Ultimate Unit
      • Banished Ultimate Unit
  • Extras
    • Achievements
    • Skulls
    • Phoenix Logs
  • Concept Art Gallery
    • Atriox
    • Grav Mace
    • Spirit of Fire
    • Jerome Helmet
    • Environments

Halo Wars 2 Guide › Structures

Overview

Statistical Breakdown

Need to know which Leader Powers best match your play style? Looking for a better understanding of counter-units, economy, or control groups? Or maybe you want to compare costs and build times for all available vehicle upgrades. This section provides a statistical breakdown of the leaders, units, and structures that make up Halo Wars 2, plus tips and tactics to give you a head start with each!

Keep in mind that, while the data provided for Captain Cutter and UNSC units matches what you experience during Campaign missions, the bulk of this chapter deals with the leaders and units available in Multiplayer modes.

Building a structure is a fairly simple process—as long as you have a suitable construction site and the required resources, your new structure can be up and running in short order. Of course, determining which structures best support your chosen strategy is considerably more complicated. The structures you build (and the order in which you build them) play an enormous role in determining the size, strength, and nature of your army.

Whether you’re establishing a new base or expanding an existing one, it’s important to understand the purpose (and strategic advantages) of each structure you can build. Some structures generate essential resources; others help keep hostile forces at bay. Many structures offer specialized units or research that can greatly improve your army’s performance.

Structures you own can also be recycled. Recycling allows you to salvage resources as you clear space for new construction. A structure at full health can be recycled for half of its value; as a structure takes damage, it decreases in value. Recycling a structure still under construction yields a full refund of invested resources.

Recycle Commands

Icon Name Description
Recycle Building Recycle this building to free up a slot and gain back some resources (non-base structures).
Recycle HQ Recycle HQ to gain resources (base/minibase structures only).

Basic Structure Management

Managing a structure is as easy as opening its menu and selecting the desired option. That being said, there are a few points worth keeping in mind:

Some structures offer units, research, or special commands that only appear during certain game modes, or while you’re playing as a specific leader.

Although you can queue up construction orders, a single base can only build one structure at a time.

A single structure can’t train units and conduct research at the same time. Consider your immediate needs before you commit to a time-consuming process.

Apart from any time you might have invested, there’s no penalty for canceling active research or unit production. As long as you cancel the process before it’s complete, you receive a full refund.

Structures operate independently of one another. Queuing up production in one structure doesn’t prevent production in another.

Units like Engineers, Nightingales, and fully upgraded Marines can repair damaged structures. Use them to keep your bases in working order.

A Matter of Time

The tables in this chapter contain estimated build times (in seconds) for available structures, units, and research. Remember that, like all listed values, build times are subject to change as the game is updated or rebalanced.

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