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Firebase Units

Warthog (M12 LRV)

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Warthogs are the UNSC’s fast scout units. They start with an active Ram ability but can be upgraded to get various guns for extra firepower.

Base Unit & Variant

Upgrade #1: Gunner

Weapon Type: M41 Light Antiaircraft Gun

Adds Machine Gun attack to the Warthogs, giving them combat capability.

Upgrade #2: Grenadier

Weapon Type: XM510 Multishot Grenade Launcher

Adds a Marine armed with a Grenade Launcher to improve attack strength.

Upgrade #3: Gauss Cannon

Weapon Type: M68 Gauss Cannon

Upgrades Warthog Machine Gun to a Gauss Cannon. Improves damage and defense.

Warthog Overview

Unit Class: Scout

Strengths: Strong against small numbers of infantry and light vehicles.

Weaknesses: Weak against Turrets, most ground vehicles, and large concentrations of troops.

Accessed via: Firebase

Even the most minimal of Firebases can produce the Warthog, and for good reason: These versatile vehicles are incredibly valuable for reconnaissance and can be refitted to fill numerous supporting roles for UNSC forces. The most basic of these variants doesn’t have the standard M41 Light Antiaircraft Gun equipped, sacrificing this firepower for the speed necessary for reconnaissance patrols. Firebases can add the M41 and the M68 Gauss Cannon to seriously boost this unit’s firepower against armored vehicles.

Tactics

This vehicle is built and upgraded inside the UNSC Firebase, Station, or Fortress—not at the Vehicle Depot. This gives you a huge advantage early in a battle: you don’t need to spend time (and a base socket) building a Vehicle Depot—simply crank out Warthogs immediately!

You always begin a skirmish or multiplayer game with a single Warthog already built.

The initial Ram ability is extremely effective in knocking down and killing enemy infantry units.

Warthogs are adept at hit-and-run tactics against enemy troops or when quickly raiding enemy buildings.

Warthogs are effective at countering some infantry units in small numbers, particularly Flamethrowers, Jackals, and air units.

It is recommended that you construct a few Warthogs during the initial stages of your confrontation, and use them to locate and grab more scattered crates; this nets you more supplies, while denying your foe those same supplies. They are the fastest unit that can grab supplies, so rely on them heavily early on. Once a Warthog grabs a group of crates, it has effectively “paid” for itself.

If a UNSC enemy if not electing to build more scout units, or if you face the Covenant with only one scout—the Ghost—on your map, then quickly attempt a Rush strategy and build multiple Warthogs; stalk the lone scout and destroy it, ideally using Ram (build Warthogs first before upgrading them). Now you have a huge tactical advantage, as you can drive to all the supplies on the map, and your foe isn’t able to spy on you.

Gain an early economic advantage by using Warthogs to gather crates. In addition, use them in specific reconnaissance planning: Periodically send a Warthog to inspect an opponent’s base and other operations. This allows you to gain knowledge on his strategy and enables you to quickly adapt and counter any proposed strikes or other plans. Send a single Warthog, as they are expendable and won’t show your foe the full extent of your forces.

Later into the battle, the Warthog can be adept at hitting and running an enemy base once you’ve upgraded to the Gunner (or other ranged weaponry). Continue the upgrades if you’re continuing this plan.

A common strategy with Warthogs is to build as many as you can from the moment the battle starts. At the same time, construct one or two Supply Pads, and then a Reactor to obtain the Gunner upgrade as quickly as possible. Unless your foe decides to mass a large group of infantry early on, you can pick off small groups of enemy Marines, Flamethrowers, Jackals, or Grunts by Ramming and shooting them. This leads to early battlefield domination. Even if your foe is infantry-focused, your Warthogs are much more mobile, allowing you to run if the fight is turning against you.

The only problem Warthogs face early on are Turrets; they cannot fight them effectively. If you run into them (as part of a neutral or enemy base), drive away quickly.

The Warthog becomes increasingly ineffectual as a battle progresses. Once out of the early phase, expect to encounter units that are tougher and more specialized and to encounter base defenses that are incredibly effective at taking out Warthogs. In a prolonged firefight, expect infantry and ground vehicles to pummel Warthogs.

Warthogs are reasonably effective against air units later in battle, but you must use the vehicle’s mobility and speed to survive.

Elephant

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The UNSC Elephant is a unique unit available only to Captain Cutter. It can move around the battlefield and use the active Deploy ability. Infantry can be trained out of a Deployed Elephant.

Base Unit

Upgrade #1: Twin Engine

Weapon Type: N/A

Elephant speed is greatly improved by the addition of a second engine. Speed increased +30 percent.

Upgrade #2: Defense Turrets

Weapon Type: N247 GPMGT

Adds a light auto-cannon to all Elephants. This turret is only operable when the Elephant is Deployed (locked down).

Upgrade #3: Ceramic Armor

Weapon Type: N/A

An additional set of composite alloy plates boost the Elephant’s damage mediation. Damage reduction is -40 percent.

Elephant Overview

Unit Class: Mobile Mini-Base

Strong Against: Enemy bases, enemies that UNSC infantry are strong against

Weak Against: Vehicles, Covenant leaders

Accessed via: Firebase (Cutter only)

A Behemoth-class troop transport, the Elephant is a mobile minibase designed for use as a passenger vessel and sometimes as a cargo vehicle. However, it is usually used to transport UNSC infantry into the combat zone. Currently, the Elephant is utilized as an armored personnel carrier, and UNSC infantry can be trained from the rear of the machine once it is Deployed. It has the added bonus of thick armor and additional turret firepower when stationary, or “locked” into position. A more mobile field Barracks, the Elephant may be ponderous, but it can wreak havoc on an unsuspecting foe.

Tactics

Think of the Elephant as two different types of unit. The the first is a mobile Barracks, allowing you to train infantry troops from a remote location on the battlefield; the second is an offensive or defensive turret.

For an Elephant to actively Deploy and train troops, it must be selected and Locked. This is also how to utilize the turret, which fires automatically. If you wish to move a Locked Elephant, Unlock it first by selecting it and choosing the appropriate icon; otherwise an Elephant remains stationary and won’t move with your more mobile troops.

The Elephant’s biggest shortfall is its slow and ponderous movement. It is also extremely susceptible to vehicles.

The Elephant’s biggest asset is its effectiveness at quickly reinforcing an army along the front line, then supporting this force with its turrets.

The Elephant is only available to Captain Cutter and is only constructed from the Firebase command center. You can construct as many Elephants as your Population allows.

A key tactic is to construct an Elephant immediately, and move it to map Hooks (such as remote Supply or Reactor Hooks) or to a second base. Ideally, position the Elephant defensively like a Turret and quickly produce troops as needed, without having to rely on a Barracks that takes up an important base socket.

Elephants are also useful as additional “Turrets” to further complement your own base’s defenses, although an Elephant doesn’t feature the same add-ons as a base Turret.

Employ a Rush strategy and bring your Elephants to the front lines, maneuvering them to your opponent’s base. Plant them nearby and constantly train infantry (or Spartans to Commandeer your foe’s vehicles); this can really annoy a foe to the point of despair!

This unit is unfortunately very slow, expensive, and vulnerable when it isn’t Locked. It doesn’t fare well against vehicles or Covenant leaders.

One important point to remember is that unlike a Barracks, you cannot research infantry upgrades from an Elephant: Therefore, if you’re building infantry, it is important to construct a Barracks in your base so upgrades can be accessed. Fortunately, upgrades apply to all infantry troops; even those trained in the Elephant.

Cyclops

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The UNSC Cyclops is a unique, special infantry unit. Experimental exoskeleton suits provide incredible strength, making the Cyclops ideal for destroying buildings or other large things.

Base Unit

Upgrade #1: Repair Kit

Weapon Type: N/A

Equips each Cyclops with tools to heal mechanized units and buildings. This can occur when tasked by the user or if the Cyclops is standing idly by it.

Upgrade #2: High Torque Joints

Weapon Type: N/A

Massively improved mobility systems increase the movement speed of each Cyclops. It also increases the throwing damage of the special attack.

Cyclops Overview

Unit Class: Building Killer

Strong Against: Infantry, buildings

Weak Against: Vehicles, most other units

Accessed via: Firebase (Forge only)

A special operations Marine, clad in a prototype bipedal exoskeleton, may not seem the natural choice to send into a large-scale battlefield, but tests have proved so successful that this special infantry unit has become available in limited numbers. Ostensibly an armored mechanic, its primary use is to rebuild damaged buildings and vehicles, but the armor’s considerable strength also makes it a vicious attacking machine, capable of ripping portions off an enemy and using them to rudimentary, blunt, and retaliatory effect.

Tactics

This infantry unit is available only when playing as Sergeant Forge. Cyclops troops are constructed only from the Firebase command center.

The Cyclops is excellent at destroying enemy buildings and should be utilized in that manner if employed in an offensive capacity. Use one or more Cyclopes as support units, wading into enemy structures to demolish them or backing up friendly troops by repairing them.

Look closely at your Cyclops when it fights enemy troops; it has a variety of impressive fatality attacks when finishing off an enemy squad!

The Cyclops special attack allows it to use enemy units or portions of enemy buildings to strike foes with.

The Cyclops is most dangerous when it is maneuvered (by sneaking around or by employing the Pelican troop transport) to the rear of an enemy base, and then unleashed on the structure before the enemy can react.

It is also useful to build a couple of Cyclops, upgrade them so they can repair, and then have them “shadow” your key units. For example, send in a Scorpion tank with a veteran Spartan controlling it, and have a Cyclops follow to heal during the battle or after it returns from a fight.

This is the only other way to heal troops, aside from the Spirit of Fire’s Heal & Repair ability.

Although they have impressive exoskeletons, Cyclops units are only fairly reasonable at combat. In addition, because of their speed and methodical attack style, they are ineffective if you build a large number of them, as they can be easily overcome by enemy forces.

Use them in a support capacity to heal hardier vehicles such as tanks, or employ them during the early part of a siege.

Gremlin

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The Gremlin is a lightly armored vehicle that fires an EMP Direct Fire Cannon. It is good against enemy ground vehicles but less effective against infantry.

Base Unit

Upgrade #1: Focusing Lens

Weapon Type: N/A

Better components dramatically improve (+50 percent) laser attack damage and range for all Gremlins.

Upgrade #2: Chain Amplifier

Weapon Type: N/A

EMP ability can chain to hit multiple targets (3).

Gremlin Overview

Unit Class: Combat Support

Strong Against: All ground vehicles

Weak Against: Aircraft, infantry, buildings, and turrets

Accessed via: Firebase (Anders only)

The X23 NNEMP weaponry—essentially a large Electro Magnetic Pulse Cannon—was originally designed to knock down Covenant power generators and other important relaying stations during protracted battles. However, after it was discovered that vehicles were particularly sensitive to this particular EMP pulse, the Gremlin was created. Living up to its ancient original name, this weapon on wheels wreaks havoc with all kinds of ground vehicles, and its upgrades further strike fear into those relying on land machinery.

Tactics

The low Population count needed to man this machine (one) makes this an extremely effective choice; the Gremlin is arguably the most “population-effective” unit available.

This vehicle is unique to Professor Anders. Gremlins are only constructed from the Firebase command center.

Although only lightly armored, this antivehicle unit can use the EMP ability to stun enemy vehicles, and once the upgrades have been made, it can stun multiple enemy vehicles.

This isn’t the only antivehicle unit available to the UNSC. However, because Anders has access to the Gremlin earlier than to other antivehicle units, and because the Gremlin does its job exceptionally well, this is an excellent choice for countering a mechanized foe.

Unfortunately, the Gremlin’s antivehicle prowess doesn��t extend to air units, and it is very inadequate against enemy infantry. Therefore, the Gremlin’s main role is to support an army against enemy vehicles.

Although the Gremlin’s effectiveness against vehicles can’t be overstated, neither can its ineffectiveness against air and infantry. However, being able to counter vehicles immediately (at Reactor Level 1 instead of 3 for Forge and Cutter) means you can react to armed Warthogs or a tank rush very adeptly by manufacturing a couple Gremlins to defend against these attacks.

The Gremlins’ EMP special attack is another great trick to play on your foe, as it freezes them in place for a few seconds. If you also have Spartans, use them during this time to Jack or kill the enemy.

Think of Gremlins as the ultimate insurance or reaction against enemy vehicles. If your foe builds anything else, Gremlins become much less impressive, because they falter against all other troop types and aren’t adept at destroying buildings.