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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: Frozen Valley

A wide-open map, this cold wasteland features two bonus Reactors and a Forerunner Spire of Healing. The battlefield features large expanses of flat tundra with dotted rocky outcrops to trundle around or fly over, so expect your foes to encroach on the neutral bases that wreak havoc with early Rushes. If your enemies are relentless, they may be healing at the Spire and returning for more punishment!

Areas of Interest

Starting Bases: 6

Neutral Bases: 10

Reactor Hooks: 2

Spire of Healing: 1

Sniper Towers: 4

You begin along one edge of the map with each ally in a base along this edge. All three are very close to a neutral base. It is usually a good idea to each take a neutral base as early as possible. Consider Rushing, as the map has large flat areas for your Warthogs or Ghosts to dash through, but the lengthy journey means you’ll likely be spotted and face retaliation. Alternatively, it is wise to Tech and Boom, with the ally adjacent to the Reactor Hook doing most of the building. The Sniper Towers aren’t particularly useful, because they are too far from a location you’ll end up defending; therefore, use them only as an early warning system.

As with other 3v3 maps, you should use a sling strategy to win a protracted battle. This involves funneling your supply resources to one ally, who spends his time creating a huge army with a high Tech level. Naturally, the receiver of the supplies should be the ally who has already Commandeered the Reactor Hook (so the Teching takes less time and supplies). Slinging works superbly, because your foes are far away and apart, and there are usually neutral bases between you and them, giving you more time to Tech up and less chance to face a Rush.

TIP

The troops of choice for a sling strategy? For the UNSC, the Teching player should be Anders, as her upgrades are half-price. Work on building an unstoppable army of Hawks! For the Covenant, a squadron of Banshees can really whale on your foes!

The initial stages of battle should involve one of your allies almost instantaneously taking a Reactor Hook. This is easy to take down, and it offers a simple way to Tech up. However, before you bring infantry to man the Reactor, destroy the neutral base’s Turret that is nearest to the Reactor so it doesn’t fire on you. You don’t have to destroy the neutral base yet, just the Turret. Then lightly defend the Reactor with one infantry unit; the enemy won’t reach you for a while. Now Tech up!

Controlling the Spire of Healing is a straightforward and incredibly cunning plan, as your troops are constantly bathed in healing energy and can pick off damaged or wounded enemies as they try to reach this location. Keep a contingent here and reinforce it; the central location and large open areas mean reaching this location is easy.

TIP

The other use of the Spire of Healing is obvious: engage the enemy and then retreat to heal before attacking again. This is much more proficient and quick than building additional troops to replace those defeated by your foes.

Scorpions and, to a lesser extent, Wraiths or any other vehicle or troop with a large number of Hit Points are much more useful on this map simply because they can be pulled from combat and healed at the Spire of Healing.

TIP

If you aren’t about to wage a land war, take to the skies. Air units are effective at attacking the enemy’s bases, located in mountainous terrain. Ground vehicles have difficulty reaching some of these locations, and the direct paths allow for easy and efficient escape routes that ground units cannot travel over.

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