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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: Release

The Flood threatens to overrun this dangerous but crucially important region. Send units to activate the console near the enemy’s base to unleash a nasty surprise. Note that the console is housed inside a Forerunner Relic, and each Relic controls one of two Containment Units. Also beware of three possible base locations, currently homes to a Flood Colony.

Areas of Interest

Starting Bases: 2

Flood Bases: 3

Forerunner Relics: 2

Although initially complex, this map is shaped like a giant horseshoe, with three troublesome Flood bases dotted from northeast to southwest. You begin your battle on either side of an ancient Forerunner Flood Containment building, which is covered in Flood Tentacles; you don’t have to attack these. Because you’re starting so far away from your foe, Rushing isn’t a good idea; instead, begin a Scouting plan.

TIP

Because you are relatively far away from your foe, building up Scouting forces (e.g., Warthogs or Ghosts) and setting them off to claim the dotted supply crates is a great plan.

Scouting is only partly about securing as many supply crates as possible; there are two important Forerunner Relics in the map’s north and western corners. These must be manned by infantry and are guarded by a Flood Tentacle. Once you Commandeer one of the Relics, you can opt to release the north or south containment unit. The north Relic opens the north unit, and the west Relic opens the south unit. Once opened, the following units spew out.

Containment Unit: First Release

Infected Marines are spewed forth and stagger to their doom.

Containment Unit: Second Release

Infected Marines and Thrasher Forms tear through friend or foe alike.

Containment Unit: Third Release

Marines, Thrasher Forms, and Flood Swarms rampage about the infected hellscape.

TIP

Using the Flood to aid you is an excellent idea; try reaching a Forerunner Relic and defending it (taking infantry with you to man the Relic) while you also execute a Boom strategy. Send waves of Flood at your opponent’s base to occupy him while you Tech up.

CAUTION

As the Relics open Flood Containment Units on their side of the map, it is important not to release Flood that immediately attack your own base! Combat this by Scouting to the farther Relic or by employing fast-moving vehicles to coax the Flood toward your enemy.

This map favors a slow buildup, with you pushing your forces toward the middle of the map at a measured pace. Therefore, when you attempt to tackle one of the three Flood bases, employ almost overwhelming force—the enemy is almost always nearby and is probably waiting for you to clear the Flood defenses before sweeping in and easily taking the base you worked so hard to conquer. Naturally, this “sweep-in” plan is a tactic you should try yourself!

More advanced tacticians have seen the topographical challenges of this map and have planned accordingly. Or to put it another way: try creating troops that fly! Jumping Brutes or aerial assaults are an excellent way to avoid the Flood, quickly arrive at your enemy’s base, and slaughter them while your foe’s tanks are still stuck in a world of swamps and tentacles! The good news is that you should have time to build these units too.

Another possible winning scenario is mixing your Scouting plans with some hard-hitting base assaults. Take a Warthog or Ghost squadron to the Forerunner Relic farthest from you, then attack the nearby Flood base before your foe realizes how close you are. Then pump out infantry to man the Relic, release the Flood hordes, and send in waves of Flood, your forces, more Flood, and more of your forces, and crush the opposition!

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