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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: The Docks

This densely built-up urban region of Arcadia features several Sniper Towers protecting key areas. Each team begins in adjacent grassy areas, separated by a large and impressive conurbation, inaccessible via the ground and running from the southwest to northeast of the area. The four Sniper Towers are the only gap between the two halves of the map; expect combat to peak in this locale.

Areas of Interest

Starting Bases: 4

Empty Bases: 2

Neutral Bases: 4

Sniper Towers: 4

In terms of ground access roads, this is a U-shaped map with the cluster of Sniper Towers at the choke point (which is the only way to head into your opponent’s half of the map if you’re not flying in), so plan your tactics accordingly. As you’re relatively safe from early Rushes at your bases, you can attempt to gain control of at least your “half” of the map. Attempt this by taking and holding the four Sniper Towers by quick and forceful maneuvering. Try to halt your foe inside their half of the map.

Attempt to take the Sniper Towers by training groups of infantry as early as possible, and garrison them in all four of the Sniper Towers. The importance of this cannot be understated; use them to keep enemy troops from moving into your half, which also stops them from Scouting your base early into the battle.

The empty base on your half of the map is easy to take and bolster. It can also provide exceptional help to the troops you have mulling around the Sniper Tower area. Simply send your troops from this newly acquired base, perhaps keeping your starting base as a stronghold for supplies and Reactors.

TIP

A more cunning trick is to immediately Scout around the Sniper Towers, and claim the empty base that is on your opponent’s side of the map. This is a highly effective Rush strategy—as you start pumping out the troops to really hamper your foes’ efforts and put them into a defensive posture—and it leaves your colleague time to build up more impressive forces to launch a separate attack.

TIP

If you’re utilizing the Covenant, another possibility is an early Rush using both Covenant heroes. The fact that both your opponents’ starting bases are next to each other allows each hero to cover a base while you teleport in more troops to aid in this devious trickery. Extremely annoying to the foes!

As the power struggle intensifies, you’ll need to expand your bases. Although there are neutral infantry at the two neutral bases on either side of the map, these are usually easier to defeat than your foe, unless you’re planning a Rush. While one of your team concentrates on maintaining enemy incursions from the Sniper Towers or building Turrets on the starting base nearest the middle of the southwest wall, you should pounce on both neutral bases. Then bulk up your forces and send them streaming into your foe’s side of the map.

One tactic you should always watch out for are foes utilizing airborne troops. As air units effectively ignore all barriers, including the tall wall of buildings between both sides, they are exceptional for base raiding. They can effectively “guard” areas (especially inside your opponents’ half of the map) until reinforcements arrive and generally cause a good deal of problems. Try building up a huge squadron of Vampires or Hornets and going for enemy base annihilation!

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Previous2v2: Crevice Next2v2: Labyrinth