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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: Chasm

This area is dominated by large mountains and chasms, but there are still many possible approaches to traverse the rugged landscape. Scattered Sniper Towers are positioned perfectly to defend key tactical locations. Aside from a central path, there are snaking roads on each side, all undulating and deceptively labyrinthine.

Areas of Interest

Starting Bases: 2

Neutral Bases: 2

Supply Hooks: 2

Sniper Towers: 8

Of all the maps, this one places the opposing starting bases closest to each other, separated by the short central chasm road with the two Sniper Towers in the middle. For this reason, expect to be attacked earlier than normal, and plan your base-building and troop-training accordingly.

With such an easily reached target, your foe will usually attack with Rush tactics; if they don’t, you should. Quickly send in a handful of infantry troops to the enemy’s base early. This nasty surprise will keep your foe occupied while you concentrate on other key positions throughout the map.

TIP

While you’re annoying your adversary with a few infantry troops, make sure you garrison the next wave of four units in the central Sniper Towers (or at least, the two nearest your base). Not only does this give you control of the main (and most direct) route to your enemy, but the infantry are better protected from this vantage point and act as an early warning of an enemy attack.

For such a small area, this map is dotted with dozens of supply crates. Grab the ones in the central main route before your foe can find them, then weave along the side paths to secure more. Split your fast-moving vehicles to claim these supplies as early as possible, and plan on attempting (or defending) a Rush or mass Scout strategy; both are very viable on this map.

The neutral bases are relatively safe to rake and destroy, then build up as your own, and they allow a much more flexible and fast-building army if you’re attempting to draw out your battle. Another often-overlooked tactic is to rush to the neutral base near your opponent’s starting base and take that over, harassing your hapless opponent from two directions! However, don’t get caught by a foe attempting this on you!

Out of the way and easily overlooked in the map’s corners are two Supply Hooks that provide additional unit-building materials once you defeat the neutral forces. Taking these is also extremely important, and after a fast-moving forward reconnaissance force has done the bulk of the fighting, station a group of Marines, Grunts, or Jackals in the Sniper Towers to better defend them (or to keep your foe at bay until you can bring in reinforcements).

TIP

Despite the map’s small size, it is aptly named. The holes in the ground and narrow pathways make it somewhat cumbersome to maneuver large armies around. Counteract this problem by focusing on building air units, then close the gap without worrying about problematic topography!

TIP

Study the roadways of this map carefully, as there are numerous paths to your foe’s main base that can cause panic and confusion in your enemy: Consider rounding a squadron of Hornets around and attacking from the rear, or utilize flanking attacks, with two sets of agile forces attacking from the sides. This often-overlooked plan works especially well if your foe is reinforcing the front of his base.

Previous1v1: Blood Gulch Next1v1: Pirth Outskirts