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Dear readers,
As you will see the site hasn’t been updated for a long time, this is down to my new work commitments resulting in me not being able to write much on this site anymore.
I therefore am looking for someone to take over posting on the site completely. If this is something your interested in please use the contact form and get in touch.
Thanks!
halowarsguide.com
Getting Veteran Stars on units
I’ve already written about what Veteran stars do to units in terms of their ability, but haven’t said much about how to get them.
There are a few key ways of getting stars on a few important units. If your playing Covenant you’ll be wanting to get stars on your leader, and if your playing UNSC you’ll be wanting to get stars on your valued units or Spartans. Here’s a quick guide to give the basics… Read more »
Chieftain Build Order
In this guide I am going to cover the build orders I use, why I use them and what not to use!
One vs One:
Now regardless of what opponent I face I will always build
Temple > Shield > Warehouse > Warehouse > Production Read more »
Unit Veteran Stars & Spartans
If your not aware of the ‘Veteran’ system on Halo Wars, this is a quick guide to introduce you to what it’s all about. In the campaign you’ll see some 5 star units, notably ODST units. In multi-player the maximum is three stars.
You’ve no doubt gone through a game and started to see a star or 2 above the units which are doing well in your battles. This is a Veteran star, and each of them increases the defense and attack performance of the unit.
A complete guide to the Halo Wars units
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…
Introduction to ‘Turtle’ strategy
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.
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 »
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.
Locking down the Cobra, micro time
I play against, and with (on random) too many players who don’t pay attention to their Cobras enough. This is a short guide to how to lock yours down correctly.
The Cobra is a great defensive unit, and a hard counter to all vehicles. Locking it down means you can’t move, and doing so takes a while. So it’s worth taking your time to do it right to ensure their survivability, it could save the day!

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…









