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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

Hall Units

Grunt Squad

Hit Points:

Damage Caused:

Movement:

The Covenant’s mainline troops, Grunts are slow and fire short-ranged weapons, yet still have the best returns per cost in combat.

Base Unit

Upgrade #1: Peons

Grunt squads have one additional Grunt.

Upgrade #2: Needler

Weapon Type: Needler

Grunt squads are now equipped with Needlers.

Upgrade #3: Deacon

Inspires the Grunt squad, improving their combat abilities.

Grunt Squad Overview

Unit Class: Main Infantry

Strengths: Strong against light vehicles, Sniper Towers, holding Hooks, grenading buildings, and Rushing.

Weaknesses: Flamethrowers, heavier vehicles.

Accessed via: Hall

The Grunts, or Unggoy, are the foot soldiers of Covenant ground forces. Used in large numbers to overwhelm enemy positions, Grunts are weak as individuals but are a force to be reckoned with in groups. Almost always led by a higher-caste Covenant infantry unit, such as a Brute or an Elite, they can wield most Covenant weapons. The methane tanks they breathe from sometimes explode, often with hilariously violent results.

Tactics

Grunts are the most versatile of the Covenant’s main units. Their role, strengths, and weaknesses are very similar to the UNSC Marines. Consult the Marines tactics; those strategies apply to both units.

Grunts are very useful if you’re planning a Rush strategy, as their Plasma Grenades are effective. Grunts can also swarm enemy units.

Grunts differ from UNSC Marines in that they are a little more viable during a Rush, simply because they can be Hot Dropped to the Covenant leader’s position. This eliminates their greatest weakness: slow speed.

Note

The Brute Chieftain’s Grunts come with a Brute Infantryman leading the squad rather than an Elite. This makes the Chieftain’s grunts more effective against enemy vehicles and air when compared to the standard Grunt squad.

Jackal

Hit Points:

Damage Caused:

Movement:

Counter-infantry unit, often armed with sniper rifles, Jackals can make quick work of enemy infantry.

Base Unit

Upgrade #1: Defense Gauntlet

Adds extra shielding to deflect incoming projectiles.

Upgrade #2: Beam Rifle

Weapon Type: Particle Beam Rifle

Jackals are now equipped with Particle Beam Rifles.

Upgrade #3: Supreme Gauntlet

Jackal shields do not collapse when taking damage.

Jackal Overview

Unit Class: Anti-infantry

Strengths: Strong against any enemy infantry type.

Weaknesses: Vehicles and air units.

Accessed via: Hall

The Kig-Yar, or Jackal, is an Avian species often seen with shields and longer-range weapons. They make up the bulk of the Covenant ground forces (after the Grunts). The Jackals are often used in scouting or sniping roles, using their superior senses to their advantage.

Tactics

When you require a long-rang, anti-infantry sniper unit, Jackals are the choice. The Jackal has lengthy and superior range, and inflicts high damage on targets it strikes.

Jackals have a major drawback: They are physically weak with low Hit Points and are therefore unable to stand against units that aren’t infantry; vehicles and air units shrug off the Jackal’s attack and easily dispatch them. Therefore, it is wise to employ Jackals when your opponent is creating a mostly infantry-based army. They are most useful executing hit-and-runs against enemy foot soldiers.

Jackals are very adept at defeating the neutral forces that guard Hooks. They are worth positioning on any Sniper Towers that surround these hooks or that are dotted around the landscape. They are unmatched in this capacity.

Jackals share the same advantages and disadvantages of Flamethrowers and fill the same role, except Jackals are a little more adept at fighting off air units.

To be most effective against enemy infantry, Jackals must use their long range to maximum advantage, whittling down foes as they close so only a weakened force is present when close combat occurs.

Hunter

Hit Points:

Damage Caused:

Movement:

Counter-vehicle unit, powerful Fuel Rod Cannons are a credible threat even against tanks.

Base Unit

Upgrade #1: Bonded Shield

Weapon Type: Special Hunter Shield

Equips each Hunter with a huge shield that can deflect many projectiles.

Upgrade #2: Spirit Bond

Hunters get a big damage boost while both bond brothers are alive.

Upgrade #3: Assault Beam

Weapon Type: Fuel Rod Cannon (Override Capacity)

Equips Hunters with a devastating beam-based weapon.

Hunter Overview

Unit Class: Antivehicle

Strengths: Incredibly effective against vehicles, particularly Warthogs and Scorpions.

Weaknesses: Slow, ineffective against infantry and air units. Cannot attack air units at all.

Accessed via: Hall

The Hunters, or Mgalekgolo, are massive colonies of small worklike creatures known as Lekgolo. These colonies of many smaller creatures take the form of huge, heavily armored bipedal infantry. Carrying a massive shield and a Fuel Rod Gun, Hunters occupy a strong antivehicle role. Always appearing in pairs, they are more than a match for most UNSC vehicles.

Tactics

The Hunter moves at a slow, lumbering pace, which becomes more of a hindrance as the battle progresses. However, during the early stages of a fight, Hunters absolutely decimate UNSC Warthogs and Scorpions. If you spot your opponent manufacturing these units, counteract with Hunters.

Hunters are also excellent when utilized alongside Jackals, allowing your Covenant forces to effectively deal with several vehicle and infantry combinations. If your foe doesn’t immediately start constructing a number of Hornets or Banshees quickly, you can overrun his base and claim an early victory.

Hunters cannot attack enemy air units; this is a major issue if you’re facing a foe flying in Hornets or Ghosts. Hunters perform poorly against any other troop type except perhaps buildings. They are reasonable at attacking buildings but are not recommended for this task.

Hunters are a highly specialized force; train them only if your opponent is building ground vehicles, or create a few Hunters as an insurance against them. For example, if your foe is Sergeant Forge (who has the Grizzly Tanks as a special vehicle), he is likely to build vehicles, so you know you’re more likely to counteract them with Hunters.

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