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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

3v3: Exile

Impassable terrain creates a nested trio of rings that defines this large battlefield. More base sites are found on the outermost ring, but controlling the center is tactically superior. With an empty base for each player and a quartet of Reactors ready to be hooked to your bases, you have many choices when deciding what to take over. Boom, Tech, or Rush? Make sure your team knows your preferred plan!

Areas of Interest

Starting Bases: 6

Empty Bases: 6

Flood Bases: 4

Reactor Hooks: 4

Each of your teammates and your enemies begins at a base, and the closer it is to the map’s center, the more dangerous the base. The farther out you are to the map’s edge, the more you should consider providing fire support and supplies to the innermost colleague, who is separated from the enemy only by the central plateau with the indestructible “Flood Island” colony.

TIP

Your first plan as a team is to instinctively know which supply crates each of you are going for, and then snag them without everyone heading to the same crate cluster.

When you begin, grab the undefended base sites. Increase the chances of obtaining them by quickly sending two players’ worth of forces during the initial stages of the battle to secure the empty bases closest to your foes, before snagging the empty outer bases. From this point on, the preferred tactics involve Booming and Teching; this map is designed primarily for this purpose.

TIP

Try sending in units before your foe gets the empty center base established, then waylay the build here while your allies Boom and Tech. Stopping your foes from increasing their forces in a streamlined manner is a good idea here.

Also try the “sling strategy.” Let the two allies on the middle and outer rings feed the central player supplies while he builds forces to overrun the enemy. This plan can really be effective if your central player can upgrade, build from depots and the Firebase, and send in troops to fight.

There are four secondary Reactor Hooks with a light neutral troop contingent guarding them. They are on either side of the outer ring path to the east and west and are easy to miss if you aren’t Scouting the map properly. These should be immediately secured with Warthogs, Ghosts, and infantry. Try moving to the Reactor closer to your foes’ side of the map and hold it; group forces here to dissuade them from attempting to take a Reactor. If you can claim all four Reactors for your team, you can seriously Boom and Tech.

TIP

Your foes aren’t going to sit back and let you keep the Reactors you commandeer, so work closely with your allies about defending these structures properly. Pelican Transports (for the UNSC) or a Covenant Leader teleporting troops to these general Reactor Hook locations help to secure them. You may wish to give one of your team (either the player on the outer or middle ring path) the job of keeping these Reactors.

NOTE

The four Flood Colony bases are usually ignored, and although it is recommended you attack them later into battle, you can try establishing a base there early and launching a surprise attack from the map’s east or west corner. However, the casualties make this plan viable only if your foes are in a weakened state or aren’t being aggressive.

Aside from the Boom and Tech methods, this map is also excellent for Rushing tactics. If you can quickly call upon an ally (perhaps while your third teammate claims Reactors or empty bases or interferes with your foes’ movements) to join you in the central plateau, you can Rush around the stagnant Flood Colony and batter the two opposite bases, taking care to learn and understand the areas where your foes’ other allies are likely to head in from. A concentrated Rush early on can really be advantageous and allow you to capture the four central bases.

Air units and other troops that are highly mobile are extremely effective on this map, due to its large size and numerous rocky outcrops that segment the paths into rings. Air units can quickly and efficiently control the Reactor Hooks, backing up the infantry on the ground by laying down supporting fire on those seeking to reclaim the Reactors.

TIP

If you’re utilizing the Covenant, cultivate a force of Locusts and place them at long range (but within range of striking a foe’s base), such as on upper pathways above a base. Be sure to back them up so your foe has to wade through other troop types, by which time your foe’s base is likely to be in pieces. Locusts can inflict sizable damage this way, as long as they are supported.

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