Early Game

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12 Jul 2009

Chieftain Brute Rush

In this guide i will go over the how to and what to do aspects of this strategy!

Build Order: The build order i use for a straight out brute rush is as follows:

Temple > Warehouse > Warehouse Read more »

9 Jul 2009

The Anders Warthog rush (Part 2: Gauss)

Argh, isn’t it annoying? Well, depends what kind of player you are i guess; there are some who worship and never get tired of this tactic, they tend to dwell at the top of the leader boards where their win-after-win rush has rewarded them with a high TruSkill. Then there are some who just loathe and despise it, then there’s some in the middle who don’t really care. Read more »

8 Jul 2009

Hornet Rushing with Forge

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.

Read more »

6 Jul 2009

The Anders Warthog rush (Part 1: Gunner)

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 »

5 Jul 2009

Tank rushing with Forge

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.

Read more »

4 Jul 2009

Getting through Cutter’s first 10 minutes

A common opinion about Captain Cutter is that the leader is underpowered. The arguement is that he falls behind the other leaders in the early game. In terms of other UNSC leaders, Anders can tech up on research faster and cheaper, Forge has instant heavy supply pads giving him more economy; where as Cutter’s just stuck with the basics and 2 more base slots.

I’m a pretty regular Cutter player now, I used to play a lot of Anders and Forge but the old guy has won me over. If I can get past the first 10 minutes of the game untouched then I feel confident about the mid and late game, and that’s where Cutter comes in to his own.

In this post, i’m going to write about how to best prepare Cutter in the early game…

Read more »

4 Jul 2009

The life of a Flamethrower

I’m writing today about those trusty Hellraisers. I used to think these guys were a bit of a pointless unit, but I’m slowly taking a liking to what I call ‘gaypods’ (there’s 2 of them running around together, looking like they’re holding hands. It’s kinda cute).

Anyway as you should know, these guys are ‘anti anything that lives’. This means don’t bother trying to take out a scarab with them. Read more »

3 Jul 2009

Boom and Gloom

Getting your economy going is an important factor. No cash means no…well …anything! There are a few different ways to do get your income flowing, but like each aspect of the game, it’s up to you how to roll.

“Booming” means to go full economy based for the first few minutes, concentrating solely on getting supply pads/warehouses going and usually getting a second base asap. This does mean you’re relatively unprotected against a rush attack, but with rushes becoming less frequent it’s becoming a more popular tactic.

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18 Jun 2009

Gather the goods

A lot of people i play with never do this, or do it wrong. This is my first post, and an introduction to correct supply gathering on Halo Wars maps.

First off, there are supplies on the map for a reason; and you’re given a scout vehicle (Warthog/Ghost/Chopper) to start with for a reason; one of which is to scout, and the other to collect supplies.

In most games, i gather anything from 500 up to 1,500 supplies worth from crates in the first 5 minutes of the game. For anyone who doesn’t bother with collecting, they are missing out on a great way to boost their early game development. Think about it, if you gather 1,200 supplies, that’s a reactor or temple upgrade for free, using just crates found on the map.

So what’s your excuse for not doing it?

Read more »