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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: Fort Deen

Named for a famous UNSC colonel who broke a Covenant siege, this divided map features highly defendable lanes, but strategically placed teleporters offer clever attackers alternatives.

Areas of Interest

Starting Bases: 6

Neutral Bases: 8

Teleporters: 2 (2 entrance/exits each)

Sniper Towers: 10

Chatting to your two allies is extremely important from the moment you begin battle. As your three starting bases are placed in a triangle and on raised ground to the northeast and southwest, you are afforded a little additional time to Turtle and Boom. The biggest consideration is the forward-center base. The player on this base can concentrate on building forces or sending additional supplies to the two outer bases. One player should move to man the three Sniper Towers directly below the forward base to avoid the enemy using the Teleporter. This pushes enemy attacks to the ramps on either side. The forward-center base needs no Turrets early in the game, as the two outer bases should catch incoming foes.

There are eight neutral bases. None of them are empty, meaning you must expend as many unit losses as your foes when tackling the neutral troops guarding them, a tactic you must try if you’re attempting to Boom. Bring additional fire support from your ally to shorten the time it takes to tackle a neutral base; then take the neutral bases on the outer corner of the map’s rear, as they are farther from your foe and less troublesome to defend.

As the conflict intensifies, your forces should gingerly advance toward the map’s center. Have your preferred troop builder pour out vehicles and infantry to easily tackle one of the two neutral bases on either side of the central “barrier” zone. This allows you to maintain and hold the area before advancing across to take the other two neutral bases in the map’s middle. Controlling all four of these central neutral bases ultimately decides the winning team during a protracted conflict, so make plans to head here and keep these bases.

TIP

Naturally, one way to do this is to venture as far into enemy territory as possible (for example, the neutral bases in the map’s middle but on the enemy’s side) and as early as possible. Claim and hold both neutral bases if you can, and then “backfill” the barriers and bases on your side of the map, taking them over afterward. This cuts off the enemy’s movements and allows your third player to quickly build and attack neutral bases on your side of the map without enemy attack.

Rushing is extremely difficult on this map, due to the huge distance between opposing sides and the potential energy wall barriers across the map’s middle. However, Rushing is perhaps the last plan your foe may be expecting, so use this to your advantage. It succeeds only if all three allies are working in tandem: Build a Warthog army as soon as possible. Have one ally Rush the left ramp or grassy bank and another rush the right. The third ally should Rush the Teleporters, appearing behind the middle base. After that, pick at least one base and hope for the best!

TIP

Later into a hard-fought conflict, air units are the troop type of choice, due to the long distances involved.

Controlling the Sniper Towers with the energy barriers that stretch across the map’s middle can stop (or at least waylay) any enemy infantry units from crossing onto your side of the map. This is a great plan early on. You might want to order your two allies to each man two of the Sniper Towers with wall barriers. Once the walls are up, you can backfill your side of the map and take the neutral bases with some added protection.

Until your foes build air units, the only way infantry can be transported across the barriers is via a Pelican Transport. The Covenant can’t afford this luxury and must rely on blasting the defenders from the Sniper Towers the barriers are attached to.

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Previous3v3: Exile Next3v3: Frozen Valley