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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: Tundra

A frozen pond and several craters channel troop movements into killing zones in this battle-scarred region. Use the structures to your advantage; tactical knowledge of the Sniper Towers and central Mega-Turret can turn the tide in your favor as long as you don’t overextend your army gaining these locations. Central Sniper Towers also have barriers that stop vehicles but not infantry.

Areas of Interest

Starting Bases: 2

Neutral Bases: 4

Sniper Towers: 8

Mega-Turret: 1

The neutral base adjacent to your starting base should be taken early, as it allows you to build up your economy quickly and effectively. The easiest way to quickly claim this base is to build a Barracks, an Elephant (UNSC), or a Hall (Covenant) and send in the infantry to tackle the base dwellers. Losing a few troops for this cause is a reasonable sacrifice, as the enemy is so far away.

Victory in the Tundra can come quickly, and it is easier to achieve if you control the central Mega-Turret, which is powerful enough to really impede your foes, even if they trundle in with heavier vehicles. Camp a group of your own vehicles here, and ready yourself for the fireworks! Conversely, if you let the Mega-Turret slip from your control, call in a MAC Blast or Disruption Bomb to soften up the target.

TIP

Sending in a large army of Flamethrowers to wrench control of the Mega-Turret gives you a huge initial advantage. Attempt this as quickly as you can.

The Sniper Towers in the middle of the map allow you to activate a barrier and can seriously impede your foe’s progress. They are especially annoying if you plan a Scout strategy, sending in quick vehicles to the three Sniper Towers nearest the enemy’s starting base. Have them guard the Sniper Towers until your infantry arrive. Cut off all ground travel at these locations, reinforce them (and the gaps to the northeast or southwest), and then tackle the Mega-Turret. When the enemy finally breaks through, they’re in for a world of hurt!

TIP

Due to the high number of infantry needed to man and defend the Sniper Towers and Mega-Turret, you can optionally maneuver an Elephant or Covenant leader to keep the supply of trained foot soldiers coming.

CAUTION

It can be difficult to attack the enemy’s main base when playing as the UNSC, because reinforcements tend to take much longer to travel across the map (they cannot teleport, unlike the Covenant). However, the plan below can negate this issue!

If the enemy tries to stop you from reaching their base or the Mega-Turret by employing the Sniper Tower Barrier, simply build airborne units. These are usually faster than land units, and they can head over the lava holes and other topographical anomalies and can easily capture a neutral base or launch an all-out attack on your foe.

The other neutral base in the map’s north or south corner is sometimes forgotten about in the race to secure the Mega-Turret. Although it isn’t recommended to conquer this corner base until later into your match, it can provide a tactical advantage, because it’s a straight shot to your opponent’s starting base. In addition, the very fact that it isn’t used much means your foe usually ignores it. Make sure you don’t; quickly build up forces there and pounce!

TIP

If you’re attacking the foe’s starting base, and he’s already commandeered the adjacent neutral base, be mindful of your unit placement: Attack so you’re heading toward the side of his main base; that way you’re only caught by two of his turrets. Don’t park your forces in between both bases or you’ll be savaged by both of them!

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