Archive for July, 2009
You are currently browsing the Halo Wars Guide blog archives for July, 2009.
You are currently browsing the Halo Wars Guide blog archives for July, 2009.
It seems a lot of people are looking for the fastest way to Hornet Rush with Forge, and after trying different tactics, here it is!
Knowingly to most, Forge builds upgraded Supply Pads straight away. Although they cost more to build, you’re saving time, supplies not having to upgrade them, and more importantly not needing a Reactor to do so. He’s really the only leader who can do this efficiently, as to get full population of Hornets this fast, you need a big supply count early game.
This guide is so far the quickest way to getting 15 hornets out, without using ‘hooks’ taking roughly 6:30 minutes.
If you know about this site and it’s goals, you’ll know that we write for every level of player, no matter if they picked the game up yesterday, or got it when it was first released. I wanted to write this guide for the newer players to help them get their head around the range of units, what they are, what they’re useful for and how they can be used.
The first thing to note in Halo Wars is that every single unit has a purpose, some stronger, more expensive and valuable than others; but generally they all do their bit…
The ‘Turtle’ strategy is a purely defensive operation, where all your production and units are focused on ‘entrenching’ yourself near or around your base and holding your ground; creating a high density of strong units to protect against attacks from your opposition.
If you know your units, you’ll be aware that some are ‘soft’ counters and some are ‘hard’ ones. This means certain units will deliver more damage to another type of unit, and are build for a specific task. For example, Wolverine is an anti air unit, and a hard counter to anything that flies, but a soft counter to anything else.
In this guide I’m going to cover the basics of the chieftain
Chieftain Basics:
The biggest flaw with the chieftain compared to the other covenant is early on as he is pretty much a go-to-guy. His combat effectiveness isn’t that great, hes just someone to warp units around with, until you hit his first hammer upgrade when he becomes useful. I’m going to briefly list and explain what upgrades i go for using my chieftain and why and against who:
So title update 3 is almost here, and one of the main and arguably most anticipated features is the attack on Gauss hogs and spamming them. With their build times increased and Ander’s research time extended we may just see the end of that (mostly) unstoppable Gauss rush.
What i’ve learnt through my 600+ games on Halo Wars though, is that there’s a huge difference between ‘winning’ and ‘playing’…
This is a quick guide for any new people to the game who want to learn how to do a basic Warthog rush, read part 2 after this for tips on continuing to getting Gauss hogs fast, this one’s aimed for just a Gunner hog rush only.
There’s only 2 things you need to get gunner hogs out of your base, the first is supplies to afford it, and the second is a reactor to research ‘Gunner’ upgrade. Anders is the popular leader to do this, as her upgrades are 50% of the price, and take 50% of normal time. You can achieve just as good results with Sargent Forge however, as he will get a good flow of supply instantly with his heavy supply pads. Read more »
When people think of the various different races in the Halo story, The Flood no doubt springs to mind, and when expansions to the Halo Wars game is considered, people seem to suggest implementing The Flood as a third set of Leaders.
For every person who suggests this there’s a person rejecting it, so I thought i’d write about why I don’t think it would work.
For a start, The Flood were more of a ‘by-species’ in the Halo storyline, the war was between the humans and the Covenant essentially, The Flood were just this inconvenient force which threatened both sides of the war. There’s no personality with The Flood, they’re just parasites and the game would have no character if you could play as them.
Forge is a great leader to initiate a Scorpian rush. Although the strategy can be done with any of the leaders, this rush lends its hand to the Seargeat as if the game develops far enough, your going to want to continue up to Grizzly level. The advantage with using another leader over Forge is the element of suprise. People don’t expect early tanks to roll out of Cutter or Ander’s base; many players make an uneducated guess that each leader will go straight for their strength unit. Anders can be a handy leader to use instead of Forge, as it’s so fast to switch and research with her.
The Basic ‘tank rush’ with Forge…
The build order you go for depends entirely on how early you want your first tank out and how strong you want your economy. There’s a ‘catch 22′ with this, if you want to get tanks out as soon as possible, you’ll lose out on a fast ticking supply count but hit the enemy sooner. If you don’t mind getting tanks out later, your opponent may be a bit more prepared for you, but your more developed so you can survive further in the game on the front foot.