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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

The Command Base

Firebase

The UNSC Firebase combines the needs of a tactical communication command center and expansion into both a barracks and a production facility capable of assembling combat vehicles. The Firebase is a variant of the old colony starter units constructed out of polycrete and powered by a small hydrogen reactor. Because gaining a foothold quickly was key to fighting insurrection throughout the colonies, Spirit of Fire can directly deploy a Firebase’s entire assembly unit, making it immediately useful. This ability has also proven invaluable in the ongoing war with the Covenant and is often considered a key advantage of the UNSC on the ground.

Firebase (Forge and Anders Only)

Building Class: Firebase

Units Trained: Warthog (and upgrades), Elephant (and upgrades; Cutter only), Cyclops (and upgrades; Forge only), Gremlin (and upgrades; Anders only)

You can request to have a small base dropped in from orbit. Eventually, you can expand that into a full base. When you destroy a neutral or enemy base, or you locate an empty base pad, you can build a Firebase if you have the supplies. It has three building pads and doesn’t feature any Turret base slots. Whether this is a good idea depends on the map (as some base locations are better than others), how strong the enemy is, and what position your forces are holding. Refer to the Campaign, Skirmish, and Multiplayer tactics for all the available base locations.

Note

You must wait 25 seconds once a neutral or enemy base is destroyed before you can build a UNSC base at the same position.

Caution

Firebases are extremely prone to attacks as the two large sections are being flown down from orbit. Make sure no enemies are in the area before you start to build, or your base will be destroyed before it’s even been constructed!

Station

Building Class: Station

Upgrades to a Station, which adds two more building sites. Each building adds to the strength of the central structure. If you pick Forge or Anders, this is the initial base that you begin every battle with. It is automatically constructed if you’ve taken over a “new” base and you’re playing as Captain Cutter. It has five expansion pads and four Turret base slots. If you fear enemy attacks, it is better to upgrade from a Firebase to a Station and augment it with Turrets. It is wise to time the upgrade of this base to a Fortress so that a Fortress is built just as the last building rises up from a Station.

Fortress

Building Class: Fortress

Upgrades base to a Fortress, which adds two more building sites. Each building adds to the strength of the central structure. If you pick Cutter, this is the initial base that you begin every battle with. It has a total of seven expansion pads and four Turret base slots (although these aren’t additional; it simply adds two more building pads to a Station). Judge whether the two additional pads are needed immediately; they certainly are on your initial base. It is almost always wise to upgrade to a Fortress, as the buildings allow the central command structure to absorb more damage.

Tip

The strength of the central command structure is shown as a series of white bars (from zero to seven) above your base’s green damage bar; the more buildings you have attached to a base, the bigger the bar and the more damage it takes to destroy a base.

Other Base Functions

Base Rally Point

New units from this base will move to this location when training is complete. Use the Global Rally Point to override this behavior. Utilizing this flag option is extremely important, as it allows you to point to an area of your map and have any troop type head there after building or training; this effectively takes the manual labor out of this function.

Remember where your Rally Point is, in case it falls to the enemy—you don’t want to send your troops straight into danger! Every base has its own Rally Point, allowing you to mass separate armies if, for example, you want to tackle a base from two directions.

Self-Destruct

Instantly destroy this entire base to free it up for an ally. This is really the only advantageous method of using this function; otherwise, employ this if your base is under attack so your foe doesn’t have the satisfaction of destroying your base with his forces. Note that you do gain Supply Points if you blow up your own base; however, do this only if you have troops outside or elsewhere on the map that can quickly locate and build a new base. You are still at a serious disadvantage.

Tip

If you’re planning to destroy a base you own, send one of your troops to an empty base elsewhere on the map so you can quickly command it without having to frantically search the map.

Caution

If you destroy a base and have no other bases, you have one minute to build a new one or lose the fight.

Lock

Units train as normal but are garrisoned inside the base instead of exiting into the world. Unlock will release all the garrisoned units at once. Locking and Unlocking your base allows you to surprise a foe who is checking out your location and to keep troops that you are massing safely inside your base’s protective walls. When you Unlock or Lock your base, the ramped doors clamp open or shut, respectively; also use this to determine whether an enemy’s base is open or not. Usually, this means you or your foe are massing troops. However, if you get into the habit of always Locking your base, you can fool your foe into thinking you’re massing troops, whether you are or not! Use this secrecy to your tactical advantage.

Note

All buildings can also be recycled, which destroys them and empties the base pad they stood on. Expect Supply Points (around half the building’s value) to be added to your total. This happens more frequently as you remove structures for more important ones. A few examples:

If you build Reactors, upgrade units, and the units require a lower Tech level to build; this means you’re overly technologically advanced now and have the luxury of demolishing a Reactor.

If you build a Barracks but no longer have any use for the troops inside (if Marines and Flamethrowers are less effective compared to your enemy’s forces, and your Spartans are upgraded, alive, and on the battlefield).

If you build a Field Armory and complete all the upgrades you want. This building is now useless and can be removed for a more important structure if necessary.

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