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Halo Wars eGuide
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Contents

  • Multiplayer
    • Introduction
    • 1v1: Blood Gulch
    • 1v1: Chasm
    • 1v1: Pirth Outskirts
    • 1v1: Release
    • 1v1: Tundra
    • 2v2: Beasely’s Plateau
    • 2v2: Crevice
    • 2v2: The Docks
    • 2v2: Labyrinth
    • 2v2: Repository
    • 2v2: Terminal Moraine
    • 3v3: Exile
    • 3v3: Fort Deen
    • 3v3: Frozen Valley
  • Campaign Act 1
    • Introduction
    • 01: Alpha Base
    • 02: Relic Approach
    • 03: Relic Interior
  • Campaign Act 4
    • Introduction
    • 12: Repairs
    • 13: Beachhead
    • 14: Reactor
    • 15: Escape
  • Campaign Act 3
    • Introduction
    • 08: Anders’s Signal
    • 09: The Flood
    • 10: Shield World
    • 11: Cleansing
  • Appendices
    • Introduction
    • Appendix I: Achievements
    • Appendix II: Skull locations
    • Appendix III: Black Box Locations
    • Appendix IV: Complete Halo Wars Timeline and Unlock Condition
  • Art Gallery
    • Art Gallery
  • Factions
    • Introduction
    • UNSC Leaders
    • Spirit of Fire
    • The Command Base
    • Firebase Buildings
    • Firebase Units
    • Barracks Units
    • Vehicle Depot Units
    • Air Pad Units
    • Covenant Leaders
    • The Citadel
    • Citadel Buildings
    • Citadel Units
    • Hall Units
    • Factory Units
    • Summit Units
  • Campaign Act 2
    • Introduction
    • 04: Arcadia City
    • 05: Arcadia Outskirts
    • 06: Dome of Light
    • 07: Scarab
  • Basics
    • Introduction
    • Welcome to Halo Wars Advanced Training
    • Rock, Paper, Scissors: RPS in the RTS
    • Veterancy on the Battlefield
    • Upgrades on the Battlefield
    • Skills and Skulls
    • Base Construction Tactics
    • Main Methods of Play
    • Leader Powers
    • Dealing with an Artificial Intelligent Enemy
    • Tactical Tips

Halo Wars Guide › Factions

Citadel Buildings

Gravity Lift

Actually part of the Citadel, this flat teleporter in front of the Citadel allows you to Hot Drop (also known as teleporting) any Covenant troop to your leader’s location, anywhere on the battlefield. Simply select the units you wish to Hot Drop, select the Gravity Lift, and press . This is a key advantage of the Covenant and lets you use Rushing tactics from the first moments of battle, allowing you to sweep through an unsuspecting enemy immediately!

Tip

You must utilize this feature of the Citadel almost every time in battle to bolster the support of your leader. Here are just some of the ways Hot Dropped units can help your cause:

1. You can provide reinforcements to a leader without having to send them with the leader.

2. You can adjust your troop types easily and quickly, based on what your opponent does to try and defend against your leader. If you send your leader and Hunters in, and your foe starts constructing Hornets, quickly change to build Vampires and Hot Drop them in.

3. You can cover your escape if your leader needs to leave a theater of battle. Drop in Wraiths to block the enemy while your leader flees to safety.

4. Drop in Engineers to heal your leader quickly and effectively.

5. When attacking a base with Turrets, drop in quickly trained, expendable units to soak up the Turret damage while your leader tackles the buildings you want demolished.

Covenant Turrets

The Covenant Citadel comes with four Turret slots. These slots have room for light, medium, and heavy Turrets (upgrades the Temple provides) and can be further upgraded with specific antivehicle, antiair, and anti–infantry Turrets. The Plasma Mortar, Fuel Rod, and Needler upgrades can prove devastating against their opposing units. Approaching enemy units would be wise to take out Turrets quickly or risk their forces being decimated. Turrets are expensive, and while they provide a very effective defense, they cannot hold out forever and will need military support in order to ensure victory. Turrets are very effective against leader units and aircraft.

Turret (Basic)

Weapon Type: Plasma Turrets

Building Class: Base Defense

Turrets are good at defending bases against all enemy targets. You can have up to four Turrets for each base (one on each corner), which allows a slightly farther line of sight. It is usually wise to build the two Turrets at the front of the base first, but this depends on where the enemy usually attacks from. Simply build the Turret and leave it to fire at enemy forces; you cannot control the Turret’s aiming.

Note

Turrets can be upgraded two times if you have the supplies; the upgrades are located in the Temple. Information on these upgrades, which essentially add armor and a better weapon, are detailed in the “Temple” section.

Turret: Plasma Mortar

Weapon Type: Plasma Mortar

Adds bonus anti-infantry attack to the Turret.

Turret: Fuel Rod

Weapon Type: Fuel Rod

Adds bonus antivehicle attack to the Turret.

Turret: Needler

Weapon Type: Needler

Adds bonus antiair attack to the Turret.

Turrets have three unique augmentations that allow you to swap out different armament types for a battle’s duration. You can add only one add-on at a time, but each can be changed at any time, and every Turret can have one of the three options. These are well worth the minor Supply Points it takes to fit them. Use them once you see what type of troops an enemy is building or sending your way. If you can correctly predict (usually via Ghost reconnaissance) the troops, it is easier to defend your base.

Supply Warehouse

The Covenant Warehouse utilizes gravity lifts to bring down supplies to Covenant bases. From here, workers move the supplies to the proper area for further use by the Covenant commander. The Warehouse can be upgraded to increase the rate of incoming supplies.

Warehouse

Building Class: Produces Resources

The Covenant Warehouse produces the resources needed to train units, build buildings, and buy Technology upgrades. Bases that have great economic production might have six Warehouses.

Blessed Warehouse

Upgrade the production capacity of this Warehouse to produce more supplies.

Refer to the “Advanced Training” chapter for specific tactics on how many Warehouses to make and how the different Warehouses work. In general, try building between five and seven Warehouses (or three Blessed Warehouses and two Basic Warehouses) for the best return on your investment. The number of Warehouses you build is limited only by your Base Pads.

Note

The UNSC version of the Warehouse is the Supply Pad.

Many maps have Forerunner structures that act as Warehouses and Supply Pads. Train infantry units to capture and hold these structures; these are much more advantageous to keep, as they free up Base Pads and cost less to bring online.

Temple (Reactor)

The Temple is the main cultural and scientific building of the Covenant. This is where Prophets go to meditate on Forerunner artifacts and on how to best eradicate humanity. The upgrades that the Covenant research here are very expensive; however, they are also very effective and powerful.

Tip

Protect your Temple. It is a prime target for enemy raids. When it is destroyed, you will no longer be able to field your more impressive vehicles, such as Vampires and Scarabs.

Temple

Building Class: Special Upgrades

Temples allow the Covenant to access advanced buildings, units, and technology upgrades. Think of the Temple as a single building structure that has the same abilities as a UNSC Reactor and Field Armory, allowing you to increase your Tech level and upgrade your troops and Leader Powers.

Note

You can have only one Temple no matter how many bases you own. The Temple is the only way to increase your Tech level. The maximum Tech level needed to produce all units and upgrades is three (the Age of Reclamation).

Age of Doubt

Improves all Covenant technology.

Age of Reclamation

Improves all Covenant technology.

Note

Unlike the UNSC’s Reactors, you cannot continue to build Temples. Simply upgrade your one and only Temple to the Age of Reclamation to access all available units. With this in mind, the Temple is an excellent target for the enemy to destroy. For this reason, be sure you defend it and perhaps place it at the back of the base, between two Turrets.

Many maps have Forerunner structures that act as Temples (referred to as “Reactors” later in this guide). Train infantry to capture and hold these structures; these are much more advantageous to keep, as they free up Base Pads and cost less to bring online.

Temple Units and Upgrades

Although the Temple increases the Tech level of your army when created and upgraded, it is also much more than a simple Reactor. This location, much in the same way as the Hall, Factory, and Summit, has a variety of units and upgrades you can select, which are listed below.

Leader Upgrades

Arbiter (Arbiter Only)

Leader of the Covenant forces, the Arbiter is equipped with dual plasma swords for uber melee death.

Fiendish Return (Arbiter Only)

The Arbiter reflects some incoming damage back to his attacker.

Vicious Blades (Arbiter Only)

The Arbiter reflects even more damage and has stronger attacks.

Ghastly Vision (Arbiter Only)

The Arbiter becomes permanently cloaked and increases reflected damage even more.

Defiant Rage (Arbiter Only)

Health is restored every time the Arbiter causes a fatality in Rage mode.

Spiteful Rage (Arbiter Only)

Rage mode costs less to maintain.

Blinding Rage (Arbiter Only)

Rage mode increases Arbiter combo damage and the attack power of nearby allies.

Brute Chieftain (Brute Chieftain Only)

Leader of the Brute forces, the Brute Chieftain carries a Gravity Hammer capable of stunning and destroying heavy vehicles.

Inheritance (Brute Chieftain Only)

Adds a stun to the Gravity Hammer.

Birthright (Brute Chieftain Only)

When the Chieftain’s hammer is charged up, he will pull his enemies to him.

Destiny (Brute Chieftain Only)

Adds an area-of-effect stun to the Gravity Hammer and causes fatalities on stunned enemy infantry.

Tsunami (Brute Chieftain Only)

Additional enemies may be drawn into the vortex and potential damage increased.

Hurricane (Brute Chieftain Only)

Additional enemies may be drawn into the vortex and potential damage increased.

Singularity (Brute Chieftain Only)

Additional enemies may be drawn into the vortex and potential damage increased.

Prophet of Regret (Prophet of Regret Only)

Leader of the Covenant forces, the Prophet of Regret also brings unique combat abilities to the battlefield. In addition to his combat strength, he can call down the Cleansing power to incinerate his enemies.

Blessed Immolation (Prophet of Regret Only)

Upgrades the Prophet’s Plasma Cannons to Fuel Rod Cannons, increasing damage.

Ancestral Perversion (Prophet of Regret Only)

Two protectors hover near the Prophet and protect him.

Divine Absolution (Prophet of Regret Only)

Upgrades to the Prophet’s chair grant him full flight capabilities.

Regret’s Sentence (Prophet of Regret Only)

The Cleansing Beam ability is larger and does more damage.

Regret’s Doom (Prophet of Regret Only)

The Cleansing Beam ability is larger and does more damage.

Regret’s Condemnation (Prophet of Regret Only)

The Cleansing Beam ability burns even brighter, doing area damage.

Note

For expanded Arbiter, Brute Chieftain, and Prophet of Regret information, consult the “Leaders” section earlier in this chapter.

Other Upgrades

Medium Turret

Upgrades all Turrets to Medium, increasing their Hit Points and damage.

Large Turret

Upgrades all Turrets to Large, increasing their Hit Points and damage.

These two upgrades instantly bulk up every Turret you’ve already built or intend to build, granting one extra weapon and adding around a third more armor (Medium) or two weapons and one-and-a-half as much armor (Large). If you’re being constantly hassled by foes at your base, this makes enemy incursions more difficult. It also sends a visual signal to your foe that your base is now much stronger and well defended. Naturally, the more Turrets you already have, the more useful these two upgrades are.

Tip

You can see the differences in the size and number of guns at the top of each upgraded Turret. This is useful when scanning your enemy’s base; if there are enhanced Turrets, you know your job will be that much more difficult, and you can prepare accordingly (with more reinforcements or Leader Powers focused on the Turrets). Also note that it costs one less Tech Level to upgrade Covenant Turrets compared to UNSC ones.

Forerunner Shield

Augmented with even more repurposed Forerunner technology, all Covenant shields now recharge much faster. This Covenant-only upgrade affects every unit and structure that uses shielding (such as the Shield Generator you use to help protect the Citadel, and the Wraith’s shields), allowing them to withstand enemy gunfire. Effectively doubling the speed of the recharge after combat, this is a great upgrade if you’re using Wraiths in hit-and-run tactics.

Reinforcements

Adds +10 to the population cap of your army. Aside from the 2v2 Beaseley’s Plateau map, which features a Life Support Pod, this is the only way you can increase the total population of your army from 40 to 50. This means, for example, three extra Wraiths and Hunters to protect them, or five more Ghosts. Additional units are always useful, and this is a thoroughly recommended upgrade as long as you’re already nearing your 40 Population limits; if you’re scrabbling around at 10 to 15 Population and under constant enemy attacks, gain a tactically stronger position and more troops first.

Note

Covenant forces are generally slightly weaker than UNSC equivalents but have a higher Population cap. Take advantage of this!

Other Buildings

Shield Generator

Building Class: Base Protection

Generates a large bubble shield to protect the base. Multiple Shield Generators can be built in a base to increase the Shield’s strength. This is a unique building that the Covenant can rely on (the UNSC cannot construct shield protection buildings). Usually built toward the front of the structure, as the enemy can attack these without much economic or technology losses, it is wise to invest in at least one of these Generators per base. Essentially adding a layer of shielded protection, this adds valuable time to an enemy’s attack, allowing you to retaliate or add Turrets. Add a second Shield Generator to toughen up the base again. Once a foe has been fought off, the Generators automatically recharge, much like a Spartan’s armor.

Tip

You may wish to invest in the Forerunner Shield upgrade (accessed via the Temple), with faster recharge rates that apply to Shield Generators too.

Hall

The Covenant Barracks is home to the well-trained and numerous infantry of the Covenant Forces. Grunts led by Elites, Jackals, and Hunters are trained here. The different races are housed separately according to their status in the caste system. Grunts, the lowest of the caste system, perform many of the more demeaning tasks. The lone Jackals tend to socialize only among themselves, while the solitary Hunters communicate with each other via their collective consciousness. The powerful Covenant upgrades are researched here as well, augmenting the Covenant infantry with better energy weapons and armor.

Hall (Building)

Building Class: Trains Infantry

Units Trained: Grunt Squad (and upgrades), Jackal (and upgrades), Hunter (and upgrades)

The Covenant Hall rallies infantry units to the cause. Upgrades for infantry units are also housed here.

Halls are usually built early rather than later into a battle, as infantry are less and less useful as more powerful troops become available. The Hall has several advantages: It can provide quick and cheap units to instantly nullify early Rushes from the enemy. It also doesn’t need a Tech Level to be built, enabling you to set up a Hall as soon as you wish. However, Covenant Factories and Summits don’t need Tech levels, so you are free to build any type of unit as early as possible. The Hall trains three types of units (detailed later in this chapter), and all have their uses and hindrances in the combat zone. Consider recycling this when ground and air vehicles become more prevalent.

Note

The specialized units particular to a leader are not trained in the Hall; they are trained in the Citadel.

Factory

The Factory is the manufacturing facility for Ghost Scouts, Wraith Tanks, and Locust Walkers. This building serves as a sophisticated warehouse for all the land-based vehicles in the Covenant’s arsenal, and the powerful upgrades for all the units are researched here. The Covenant can build the Factory from the get-go without having to upgrade the Citadel, giving them early land-based firepower.

Factory (Building)

Building Class: Trains Vehicles

Units Trained: Ghost (and upgrades), Wraith (and upgrades), Locust (and upgrades)

Most Covenant vehicles are pieced together and upgraded at the Factory.

Usually a player opts for either a land- or air-based contingent during the middle stages of battle, but a Covenant player has more flexibility in the early stages of battle, because this structure doesn’t require a Tech level, unlike the UNSC’s Vehicle Depot, which requires a Tech level of two. Once you build a Factory, you have access to three very impressive vehicles (Ghost, Wraith, and Locust, which are detailed later into this chapter). A Factory is usually placed in a base, but judge your opponent’s actions to deem whether one is necessary. Naturally, many other factors should be considered, too, such as if you’re playing as the Arbiter and want to concentrate on Suicide Grunts trained in the Citadel, or whether your foe is Turtling and you have time to spend upgrading vehicles.

Note

There are no specialized units specific to a leader that are trained or built inside this structure.

Summit

The Summit is the roost for all the Covenant’s powerful air force. The quick Banshees, the deadly Vampires, and the versatile Engineers are all built here. The upgrades that make the Covenant air force even more fierce are available at this location.

Summit (Building)

Building Class: Trains Aircraft

Units Trained: Engineer (and upgrades), Banshee (and upgrades), Vampire (and upgrades)

Covenant aircraft are constructed at the Summit. Aircraft upgrades are also in this structure. Opting for air superiority depends on the topography of the map and the actions of your foe, such as whether they have weaponry designed to take down aircraft (such as Anders’s Cryo Bombs) and whether you wish to use Banshees or Vampires. Engineers are the only way to heal troops easily in the battlefield if you’re playing as the Covenant, so building a Summit is essential if you want extra longevity for your troops.

Note

There are no specialized units specific to a leader that are trained or built inside this structure.

The difference between UNSC infantry, vehicle, and aircraft structures is that UNSC buildings require a Tech level of 2, whereas the Covenant ones can be built and troops accessed from the very beginning. This is important, as it allows the Covenant to Rush or Hot Drop near a leader incredibly early during a battle.

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