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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 Units

Scarab

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The Covenant super unit. These massive assault vehicles have a devastating beam that can tear apart virtually anything.

Base Unit

Scarab Overview

Unit Class: Uber Unit

Strengths: Incredible firepower. Excellent armor. Almost invincible when paired with Engineers.

Weaknesses: Slow. Vicious swarms of many enemies attacking simultaneously.

Accessed via: Citadel

The Scarab is the most frightening weapon in the Covenant arsenal. Repurposed heavy mining equipment, the Scarab’s mining laser can inflict massive damage across the battlefield. It also has antiair turrets on top and a colossal laser, and it can climb over any terrain. Although it is slow, it is often the center of any battle it finds. Incredibly expensive and slow to build, the Scarab is often seen late in battles and is often a deciding factor. A Lekgolo colony directs the Scarab from within. Something as big and expensive as the Scarab is already functioning at maximum offensive capacity, so there are no upgrades available.

Tactics

The Scarab is an immense titan of a ground unit but is relatively slow-moving. Due to the Population and Supply costs, only two of these behemoths can be active at once.

This is the Covenant’s powerful end-game unit and is even more powerful than the UNSC’s Vulture. It is unmatched in its strength and power. It can devastate armies and bases with equal effectiveness.

Accessing the Tech level and supplies to build a Scarab is difficult and expensive, but once on the field, it is almost impossible to stop before it destroys your foe’s bases.

With everything you invested in creating a Scarab, keep it going for as long as possible; use Engineers to accompany the Scarab when you send it off to enemy bases.

The Scarab tears through enemy strongholds so quickly that your foe usually can’t react fast enough to stop you, and it is even more difficult if Engineers are keeping the Scarab healthy.

Scarabs are also useful on maps where there are several Reactor Hooks: Keep your opponent under a constant struggle by sending your leader to fight while you control the Reactors yourself; claim two Reactors and suddenly you’ll find it much easier (and cheaper) to produce one, as the supplies you needed to upgrade your Temple aren’t necessary. Pull off this cunning tactic, and you’re almost impossible to stop, especially if you attempt this strategy as early as possible.

Suicide Grunts

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Suicide Grunts are a perverted variant of the already dangerous Grunts. They can sacrifice themselves on enemy targets using the Suicide ability.

Base Unit

Upgrade #1: Zeal

Suicide Grunts are faster in Suicide mode.

Upgrade #2: Defile

The Suicide Grunt’s explosion splashes enemies with burning chemicals.

Suicide Grunt Overview

Unit Class: Special Forces

Strong Against: Taking down buildings in a mass assault.

Weak Against: Flamethrowers, heavier vehicles. More expensive than regular Grunts if you aren’t interested in the Suicide ability.

Accessed via: Citadel (Arbiter only)

Certain numbers of Unggoy troops are cultivated to provide the ultimate sacrifice for the Arbiter’s cause and are trained in the art of suicide. Strapping volatile chemicals to their backs, they waddle off to their doom, ready to burst for the greater good of the hive.

Tactics

Unique to the Arbiter and available only through the Citadel, these Grunts are additional to regular Grunt infantry. They are slow-moving units designed to destroy buildings.

The Suicide Grunt squad has a main mission: to engage in Suicide mode and throw all squad members into enemy units and explode. The resulting explosion is very effective against both enemy vehicles and buildings.

A useful technique to master is running your Arbiter around to the rear of an enemy base, and then teleport in a large group of Suicide Grunts. With a large army of these maniacs, you can inflict crippling damage to an enemy installation before your foe is aware of what happened.

Other than this daring death plan, Suicide Grunts aren’t the best for regular fighting. The only reason to train them is to send them into an enemy base to explode, removing a particular building, such as an upgraded Temple or Warehouse.

Suicide Grunts cost a lot to produce compared to the specific role you need them for. If you have the economic advantage over your foe, using them to destroy enemy structures is a useful delaying tactic.

Brute Infantry

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Specialized, heavy infantry with powerful Brute guns, these squads dish out lots of damage.

Base Unit

Upgrade #1: Jump Pack Ability

Enables the Jump Pack ability, allowing Brutes to quickly cross the battlefield.

Upgrade #2: Electric Shot

Weapon: Brute Gun (Electrified)

The Brute Shot causes electrical stun damage when it hits.

Brute Infantry Overview

Unit Class: Special Forces

Strong Against: Fleeing or slow-moving foes. Able to leap to Map Hooks and hold them with ease, once upgraded.

Weak Against: Flamethrowers, heavier vehicles.

Accessed via: Citadel (Brute Chieftain only).

Known colloquially as the Jiralhanae, Brutes are part of the Covenant’s main forces and have a justified reputation for bloodshed, savagery, and incredible strength. With thick, sinewy gray hides and sharp fangs, they are the blunt instrument that the Brute Chieftain uses to great effect while in the service of the Prophet.

Tactics

A special operations unit designed as a ranged special-operations force of infantry units, Brutes don’t amaze their leaders with any stand-out abilities, but they are reasonable at all forms of combat.

Initially, Brutes are slower than most troops in the Covenant army but are a recommended supplement to your mix of units. The reason to choose them becomes clear once you upgrade to their Jump Pack ability.

The Jump Pack ability increases the Brutes’ mobility both horizontally and vertically, making them extremely useful if you want to tactically head behind enemy lines or move in front of escaping enemy armies to “round them up” or launch a surprise attack.

Better yet, you can utilize the Brutes’ Jump Pack to leap up and over scenery. This isn’t anywhere as proficient as a flying unit, but there’s no other unit that can easily reach a Map Hook and then guard it as well. This alone is incredibly useful.

Another upgrade is the Electric Shot, which can actually stun enemies if an attack hits. If you’re mopping up forces, upgrade to this.

A recommended tactic when utilizing the Brutes is to construct a Temple as early as possible, and train your Covenant leader quickly, moving him to the enemy’s base and then Hot Dropping Brutes to the front lines. Your opponent will have a very hard time dealing with this force in his base at such an early point during the battle.

Elite Honor Guard

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Damage Caused:

Movement:

Speciality troops that guard the Prophet. These stealthy infantry wield powerful plasma swords capable of shredding any target.

Base Unit

Upgrade #1: Cloak Ability

Enables Cloak ability.

Upgrade #2: Personal Shield

Adds a personal shield that decreases incoming damage.

Elite Honor Guard Overview

Unit Class: Special Forces

Strong Against: Infantry, most foes at extremely close range, cloaked ambush attacks.

Weak Against: Air units (useless), any enemy at range.

Accessed via: Citadel (Prophet of Regret only)

The finest Sangheili troops seek to protect High Prophets, and these veteran melee combat specialists are the finest, most vicious, and calculating foes instilled with a great degree of honor. Currently duty-bound to protect the Prophet of Regret, there is currently a murmuring among the Elites that some were chosen not for their undying loyalty, but as a way to silence those who dared to disagree with some of the Prophet’s edicts. A battle or two should see who remains fervently supporting the Prophet....

Tactics

A special-operations unit armed to tackle other infantry units in melee combat. Note that they cost 25 fewer Supply Points than the other unique units.

Elites are very useful when they gain their Cloaking ability, as this is their main use. Naturally, your opponent cannot see the ghostly form that you can just make out. Watch out when you decloak and cloak near enemy turrets, though; they can easily cut you down even when you return to a cloaked form.

The Elite Honor Guard isn’t particular weak or strong against any enemy, although they are useless at fighting air units (they cannot strike them, as they carry only Plasma Swords).

While cloaked, the Elite Honor Guards gain a defensive bonus against enemy fire, but this cloak can also be used to sneak in behind enemy troops to tackle the weaker enemies that may be hiding at the back of an enemy army. Normally these would be tough to reach, but not anymore!

Elite Honor Guards are also great for pincer maneuvers, with a visible force luring a foe to fight them (perhaps playing the role of a weak collection of troops). As the enemy closes, attack en masse with your Guards and your visible troops and crush your foes in a sandwich of seething plasma weaponry!

A recommended tactic involves constructing a Temple as early as possible so your Prophet appears quickly. Then move him to the enemy’s base while you’re training Elite Honor Guards. Hot Drop the Guards to the front lines to fight alongside the Prophet, and watch your foe mill around, unable to withstand this early and vicious battering!

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