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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

2v2: Repository

With many supplies up for grabs in the middle and dangerous enemies lurking everywhere, the fight for control of this region will be nasty, brutal, and short. The enemies in question are Forerunner Sentinels, which are adept at killing and guarding several bases and the central Sentinel Hook. Timing becomes paramount as you try to control the supplies and therefore the destiny of this battle!

Areas of Interest

Starting Bases: 4

Forerunner Bases: 4

Empty Bases: 2

Sentinel Hook: 1

The line of four Forerunner bases running north to south across this map are the toughest of the neutral bases to overrun and claim for yourself. With this in mind, it is always a good idea to watch what your opponents are up to: If they try attacking one of these bases, you should either sandwich them in and blast them; let them finish and then charge in to finish them off to claim the base for yourself; or head to a Forerunner base with enough overwhelming firepower to deal with the Sentinels, the Super Sentinel, and any sneak attacks from your foe. Try to get your friend to back you up, and aim for the outer bases first, because they have less traffic to worry about.

TIP

Before you head off to tackle a Forerunner base, choose a player whose job it is to provide supplies, and have them take over the empty base between your starting bases. Keep this as a supply or Reactor stronghold before you focus on the Forerunner bases or central platform. Or, you can grab the undefended base and execute a Boom strategy.

An odd central platform with a Sentinel Hook dominates the central part of the map. It’s advisable to send your finest Scouting forces (Warthogs, Ghosts, and infantry) in to defeat the Sentinels guarding it before massing some forces there yourself. Remember to either Scout and attack early (ideally with your friend backing you up), or wait for a foe to attack and then mop up afterward. The supply crates left here and the Supply Hook are a huge advantage. Take them!

There are also neutral troops in the eastern and western sections of this area; they release supply crates when defeated.

The Sentinel Hook, which is unique to this map, allows you to construct two new units that are devastating and feature weaponry similar to that of a UNSC Hawk’s. The Sentinel (which takes 15 seconds to build) and the Super Sentinel (which takes 30) are both excellent flying weapons; the Super Sentinel in particular is an outstanding asset to your offensive line. The Super Sentinel fires a powerful laser that slows down enemy vehicles; it is best utilized to back up troops when fighting enemy vehicles. Don’t forget that Sentinels use up your Population like your other troops!

Sentinel

A flying Forerunner unit, the Sentinels inflict corrosive damage with a dangerous beam weapon.

Super Sentinel

The Forerunner Super Sentinel has the unique ability to slow down enemy units while also preempting their attacks.

As you might have guessed by our recommendation of utilizing Super Sentinels, air units are the troop type of choice for this map. If you’re attacking foes from the ground, the ridges and ramps are dangerous, and there are only three road entrances to each starting base. Instead, fly in and harass your foe into submission!

TIP

If you want to annoy your foes and therefore shake their confidence, try sneaking in a Ghost or Warthog to the map’s opposite corner, behind both enemy starting bases. This is an even better idea if you’re playing as the Covenant, because once you create a base behind (but in between) your foes, you can build a couple of Shield Generators and then crank out offensive troops or turrets to really hamper your enemies’ expansion plans!

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