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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 › Multiplayer

1v1: Blood Gulch

A fast and brutal fight awaits in Blood Gulch. Teleporters allow for surprise attacks, while bonus Reactors offer opportunities for the aggressive strategies. This is essentially a flat central area stretching from east to west, with rocky upper areas to the north and south that house the Hooks and Sniper Towers.

Areas of Interest

Starting Bases: 2

Neutral Bases: 2

Teleporters: 2 (1 at entrance, 1 at exit)

Reactor Hooks: 2

Supply Hooks: 2

Sniper Towers: 6

There are two Teleporters on this map. Enter Teleporter 1 behind the UNSC base and exit it to the west, just below the northern Supply Hook. Enter Teleporter 2 behind the Covenant base and exit it to the east, adjacent but below the southern Reactor Hook. If you’re splitting forces, try sending some through the Teleporter to claim supply crates and the Reactor or Supply Hooks you’re far away from. Teleporters are also a good way to transport forces (especially slow-moving ones) near to a foe’s base. For this reason, keep a lookout for enemy troops at the Teleporter exits.

Tip

Another topographical feature to utilize is the dirt roads that crisscross the landscape. Until you learn the layout of this map, they provide reasonable routes, and you can easily learn the perimeter of the map by following them.

A key to commanding this map are the four Hooks, two on each side of the gulch. Notice there are two types: one adding to your Reactor total and the other giving you continuous supplies from an in-ground elevator. Depending on your play style, you may wish to secure one or both types (for example, Covenant forces have to spend many more supplies to raise Tech levels, but capturing a Reactor solves this issue quickly). Simply put, if you control the majority of these Hooks, you’re likely to be victorious. Train infantry early on to inhabit these locales and the nearby Sniper Towers.

Tip

If you want upgraded, hi-tech units without the Heavy Reactor or Temple upgrade costs, then grab those Reactor Hooks as soon as you can! Better yet, you can upgrade your preferred forces, then leave or ignore the Reactors as the combat situation demands; only stay in a Reactor you need to defend (if a unit requires a High Tech to create, or you don’t want the enemy taking it). Spartans make good Reactor and Supply Hook guards (before being replaced by Marines if you require Spartans elsewhere on the battlefield).

This map has a bounteous harvest of supply crates, and collecting these (perhaps starting with crates farther away by using a Teleporter) is of great importance while you build your base. Because of the wealth of supplies, this leads you to quickly build light, fast-moving forces (e.g., Warthogs or Ghosts). This, coupled with the proximity of the enemy, makes Rushing or Scouting on a large scale two very viable plans.

Tip

Another way to quickly take control of this map is to utilize the Pelican Transport or Covenant hot-drop abilities. Send your units immediately to reinforce Hooks on the map’s opposite side; this also keeps your opponent fearful of your plans, as they see your forces dropping in and massing!

Nestled toward the map’s center are two neutral bases; expect minimal resistance from either of them. These secondary bases can be advantageous but are risky to obtain because they are very close to your enemy. Instead, consider concentrating on the Supply and Reactor Hooks.

Tip

Alternatively, you can attempt to swarm one of the neutral bases (closest to your original base) as early as possible, and pour all your resources into defending it. If you’re simultaneously capturing the Hooks to the north and south, you can effectively control an entire third of the map, reinforcing your original base later.

Although a wide variety of unit types work well in this gulch, of particular interest to Covenant players are the Brute Infantry with the Jump Pack upgrade. Their ability to quickly leap up to the Supply and Reactor Hooks and man them (instead of plodding there on foot) allows you to easily control these strategically important areas and keep your opponent worried.

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