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Halo Wars startegy thread - 03-13-2009 , 08:51 PM


ill update this with more strats as people post them
please post with this format

Name: put name of strategy here
Created by: dont have to fill this one out if you dont want
leader: which leader you preferably/need to use for the strategy (ill edit out when i copy)
Game type: 1v1, 2v2, 3v3 and standard or deathmatch
Buid order: put the order of buildings you use (i know some strats change base on enemy)
steps: put what units you make, upgrades, when you attack, etc
tips: any other tips you have about the strat

*note some strategys ive copied from halowars.com aren't in any format*

also please no flaming of any strats people have but CONSTRUCTIVE criticism im sure would be appreciated by most

also general tips for gameplay allowed
UNSC

Cutter:

(Posted by OCDeity)
ELEPHANT RUSH (1v1) - Immediately queue an Elephant at your fortress. Set a rally point directly in front of the enemy's base. Then queue at least 3 supply pads. Scout w/ hog. When your Elephant finishes, lock it down directly outside your enemy's base. Should be about 45 seconds into the game. When it locks, start pumping out units from it; preferably a few flamethrowers to start, especially if he's Covenant (take care of his leader). Then build marines non-stop; grenade his base as often as possible. If you're lucky and catch your foe off-guard, this can result in victory in 5-8 minutes.

ELEPHANT DRUSH (2v2)
~Player 1 - Same opening as the standard elephant rush. However, this time when your elephant builds, don't lock it directly next to your opponent's base. Instead, lock it just outside their field of vision, so they don't know you're there. Jump back to your base and queue a reactor, then a barracks. Continuously pump out marines from your elephant (start with a few flamers if he's a covie leader), and after your reactor & barracks builds, research new blood. If you've scouted, and time permits, make some Spartans as well. After all, vehicles are one of the few counters to this strat. You should get at least 20 marines/flamers, then rush suddenly out of your hiding spot. Your sudden, overwhelming force will wreak havoc on what may be an undefended base, depending on what player 2 does.
~Player 2 - I suggest the partner of this strat user picks either a covie leader or Cutter. Either way you should rush hard - be it elephant or covie blitz. Do a traditional rush, so you'll be attacking before your ally. The goal is to aggro all enemy units to you. If P1 patiently drushes enemy A, and P2 quickly rushes enemy B, then enemy A will likely send any military they have to help defend B. This is where the delayed rush kicks in; P1 attacks A's base, which is totally undefended. When this strat is used effectively it leaves the enemy in total disarray; the best they can hope for is to thwart player 2's rush, which is futile because enemy A will have been eliminated at that point.
Last night me and my partner won on Terminal Moraine in 4 minutes and 40 seconds with this.



Forge:


(2v2)Advent Eclipse
A good strategy that worked in 2v2 last night was a fast tech to grizzlies along with 3-4 cyclops to heal them. It sounds plain and what not, but if your partner masses infantry (ie. Cutter's marines -> ODST's) youre good to go for a while, your grizzly's can quickly take out any vehicles they have and take out any towers you need to worry about while your partner's swarm of ODST's are good to go for rolling through whatever they see. Obivously time is of essence as a straight tech is very prone to rush, but i felt with my partner pumping out marines at the rate he was i was secure even still. I built a reactor then supply pads, upgraded warthog gunner to secure a second base, and made a barracks to secure a reactor on the map, (free $$!) anything to speed up the process helps loads.



Rush tactic i guess

Forge: One man team
Created by: no idea. me i guess. Gorillaz
3v3.
approx. 3-5 min strategy

1st person: build one supply pad and transfer all funds over to 3rd person and then scout for resources (keep transfering funds)

2nd person: build one supple pad and transfer all funds over to 3rd person and then scout for resources (keep transferring funds)

3rd person: 2 reactors > vehicle depot > 2 supply pads and then scout for resources. get 2 tanks and rush a base.


Anders:


Name: Gauss hog rush
Created by: Lots of people
Game type: 1v1 standard
Buid order: Reactor>4 supply pads>fortress upgrade (once 5 or 6 hogs are made see steps later)>2 reactors
steps: Start off with queing the reactors and 4 supply pads. Then start having your hog start gathering supplies. Once reactor is done by machine gun as quickly as possible, if you keep your hog gathering supplies going you should be able to cue up a hog before the first supply pad is finished. keep your hog gathering until youve gathered all the supply crates on your side of the map at LEAST. keep making hogs till you have 5 or 6 then get the fortress upgrade (the 5 or 6 before fortress is so you have some units to defend with if they do an early rush). While your saving up supplies for fortress and upgradeing to fortress (make sure you keep on top of your upgrades speed is very important) it would be a good idea to scout your enemy so send one of your hogs over to get an idea of what they're doing. (ill go over some of the different situations later but lets assume they're doing something besides makeing anti-vehicle units) once your fortress upgrade is done q up a reactor once thats finished upgrade to grenadier then q another reactor (this would be good times to scout more) once that reactors done q up gauss. once this is done keep creating hogs till you have 10 then go attack other base and move rally point to their base.
tips: remember to MICRO
If you scout their base and see anti-vehicle (at this point the most likely anti-vehicles are hunters or gremlin unless your really slow) don't panic when you upgrade to fortress make 1 reactor and 1 airpad and start makeing hornets as fast as possible and pray.


(Posted by OCDeity)
TECH 1 HOG RUSH (1v1) - Immediately build a reactor, then queue some supply pads. Scout w/ hog. As soon as the reactor's done, upgrade hogs to turret. Build as many as possible before the 4-5 minute mark (at least 4 hogs). Now, set a rally point outside your foe's base. Send your initial hog army to start the attack, then continuously queue up hogs at your main base. I recommend microing the hogs while at the enemy base. Again, if you catch your foe off-guard, you can very quickly overwhelm him and win in around 10 minutes.


Name: UNSC Air Show
Created by: Probably a few people
Leader: Preferably Anders
Game type: Could possibly work in 1v1 Deathmatch, otherwise you probably need to do 2v2 or 3v3 Skirmish, though this can even work on Arcadia Outskirts or Beachhead
Steps:
This is somewhat complicated. First, start out with 4 Supply Pads, then upgrade to Fortress/Spawn a Reactor, and then spawn the opposite depending on what you do. Once you have supplies coming in, Queue all 4 of your Supply Pads to become Heavy Supply Pads (If you're Anders), spawn an additional Supply Pad and upgrade it and then spawn all 4 of your Base Turrets. Then spawn a Field Armory, getting the basics (Keep in mind Adrenaline is not needed), just upgrade Cryobomb and your turrets for now, but at the most just bring them up to stage three. Upon running out of 1-Tech Level Upgrades, begin upgrading your reactor to an Advanced Reactor and upgrade all of your turrets to either Railguns (Depending on the enemy) or Missile Turrets. By this time, you should have a Level 2 Tech Level and whatnot. Get all of the level 2 upgrades, and when all of that is done, destroy one Supply Pad for a second Reactor and then upgrade your Cryobomb and the Reserves upgrade and whatnot, and don't forget to upgrade Turrets. When you literally run out of upgrades (Excluding Reserves and Super Cryo/Carpet Bomb), destroy your field armory for an Air Pad and upgrade your second Reactor. When all of that's done, start out upgrading your Vultures and queue the Hornet Upgrade. Cryobomb enemies as needed. Note: Keep your base locked for this and have at least two Hornets queued and one Vulture. When your aircraft is fully upgraded, start spawning one Vulture for every two Hornets (Which should be Hawks by the end of this) and you'll have about 10 Hornets and about 5 Vultures, make sure you have a decent amount of Hawks queued before the two Vultures. After your first Vulture is complete, unlock your base long enough for it and however many hornets to exit the base. Then, re-lock it until the next Vulture is spawned, etc etc, just in case you need to defend your base. After you just have two Hawks queued, lock your base and you should have a MASSIVE amount of Aircraft ready. Cryobomb infantry. Send them over to ally bases as needed, as this is more of a "Support" strategy than anything. However, with this amount of aircraft, you can pretty much Cryobomb any amount of Grizzlies, Elephants, etc you want and then proceed to annihilate them with the Missile Barrage/Laser attacks. If your base is under attack, heal it and let the missile turrets/railguns fight off things for a bit, and then get all of your units back there quickly as the Hawks can do so, and unlock for those two extra Hawks. If your aircraft begins to die due to Wolverines or something, keep your Airpad defended and keep spawning hawks. For an Uber Unit, they spawn fairly quickly.

Tips: If you can, keep your Airpad at the side of the base completely surrounded by walls if possible. Keep all 4 Supply Pads up front, both Reactors on the back corners, and the Airpad between them. That way, you still have a chance of spawning your units.



Name: Warthog Rush (1vs1)
Created By: IGN Strategize
Leader: Any UNSC leader. (I guess you might like Anders but in the demo I always reserved a mac shot for any individual tanks that came out early.)

Steps:

Make some building in this order: (You might want to make a few hogs while doing this)

Reactor, 3 supply pads. While doing this have your scouting unit gather supplies.

Research the warthog turret upgrade.

Start upgrading your supply pads while making hogs.

When you feel that you have enough hogs (Around 6), attack the neutral base nearest the enemy. Take it.

When you have 15 warthogs, attack the enemy base. Attack what's most important first then just keep swarming the base with warthogs.

You could build another reactor if you have extra resources and keep researching the warthog's upgrades.


COVENANT

BLITZ (1v1) [Applies to all Covenant leaders] - Immediately build a temple, then queue 3-4 warehouses. Set a rally point outside your foe's base. After your leader appears and starts heading that way, move the rally point to the transport pad outside your base. Start churning out your leader's special unit (brute, elite, or suicide grunts). You should be attacking his base in less than a minute. Never stop building those special units - the goal is to overwhelm. Periodically switch to your leader, and use his special attack on any turrets he may try to build.
In the event of an emergency, where you need quick supplies for a leader's special attack, you can delete your temple for a quick 500 resources. It had better be for the sake of victory, though, because after that you're screwed.


Prophet of Regret:


BO: Temple, Supply, Supply,
First build Temple then set your ghost out searching for $.
Set the rally point somewhere near the enemies base.
Once prophet is out reset rally to the grav lift in front of your base.
Send both ghost and prophet looking for minerals around the opponents base.
Keep spawning honor guards and they'll go straight to the proph via the lift.
If the opponent is UNSC 3 to 4 Honors is enough to begin the assault
If Covie (especially arbiter) wait till you have 6 and beam him with the prophet before he takes out all your troops.
As resources come in get 2 honors in line then build a summit.
Add another Supply pad to your base and spawn banshees and honor guards alernatively.
They should take out pretty much any infantry that your opponent can spawn and uprising turrets. Remember to group target the largest threat and remove the most important buildings first from your enemies base. (Temple, Barracks). To prevent from anti infantry troops and especially another arbiter being sent in.

Name: Prophet rush V2
Created by: a few people supposedly
Game type: 1v1 standard
Buid order: temple,factory (hall if against cov), warehouse, recycle temple (yes recycle it), fill rest with warehouse (no citadel)
steps: (im gonna assume your playing against unsc but if covenant just substitute jackals for ghosts) So follow the build order destroying the temple AS SOON AS ITS BUILT, you'll then get your 500 rescouces back which is what this startegy works with, make sure your starting ghost and prophet are gathering as many crates as possible and once your factory is built start pumping out ghosts, you should have an early unit advantage due to you recycling your temple this is what lets you win after you have 8-10 start your attack and the rest is pretty simple keep pumping out and just use normal fighting rules
tips: make sure not to use beam to much or you cant make ghosts

Arbiter:

  • Build orders-Temple -> Warehouse(x4) -> Summit(x2).
  • Goal-Beats the enemy from the first 10 minutes of the game(if use quickly,maybe the first 5 MINUTES).
  • At start,have your Ghost gathers supplies,then after the warhouses are complete,make your arby go to a second base while the ghost gathers supplies,when finished with the second base(all of the building are warehouses) build up to 4 Banshees and upgrade them with Boost,then build up to 8 Banshees and upgrade the Temple to Age of Doubt,then build Banshees until the population cap is complete and upgrade them with Repeating Cannon,then attack your enemy with the 25 Banshees and Arby,make Arby uses his Rage ability at the base.
~Reason of building 2 summit, cause its faster ex.when building 4 banshee click on ne of the summit and select the Banshee 2 times and do that on the other Summit,s you can get 2 BANSHEES POPING OUT IN THE SAME TIME INSTEAD OF 1.
~As for the ghost,donte forget to scout with him when your banshees are up to 8,so yu can see whats your enemy built and get rid of the ghost.
~Dont forget to upgrade the arbiter too if you want.



Arbiter - suicide grunt rush
Time to win: 5-15 minutes depending on how efficient you are.
Build order: Warehouse(x3-x4) -> temple -> summit
The summit is just for backup: From there you can build engineers to heal arbiter and banshees to boost your rush. It is up to you whether you make it or make 4 warhouses rather than 3.
When you have Arbiter collect resources with him too if you find any. Now upgrade some or all of your warehouses if you feel like it, you can do this at this point or later. Now build 5+ suicide grunts. Just before you attack, send the ghost to see where the supply pads are, are there turrets to attack to, what kind of troops your enemy has etc. Then send your suicide grunts and use the Y ability to destroy enemy turrets and some buildings (Try to destroy supply pads/warehouses if possible) / damage the base or infantry. And this is really important: If the enemy has a leader unit blow him up first! Then instantly after that come with arbiter and kill the enemy infantry/warthogs if there is some. It is unlikely at this point the enemy would have vehicles. Now set all your units to attack the base and if your enemy tries to build new buildings or turrets destroy them. If you still have suicide grunts, it is more efficient to make them shoot the base and then blow them up.It is extremely essential that arbiter survives to this point. If he is really weak you can build a summit and an engineer to heal him or protect him really well. Meanwhile you can:
1. build more suicide grunts
2. research upgrades for arbiter

3: Upgrade the warehouses or upgrade the base and build more warehouses
And when you have enough resources destroy the base using rage. This will work only if you are really fast; speed is critical here. This will work especially well if the enemy is human, since the leader power at the beginning is not nearly as dangerous as the covenant leader unit.




Brute:


Brute chieftain - Brute rush
time to win: 5+ minutes depending on efficiency and amount of bases
Build order: warehouse(x4) -> temple
After you have started building the buildings, go search for resources with the chopper. When the temple is ready, you should have about 300+ resources, and now you can research the tsunami and upgrade so many warehouses you can afford. (for what i tell you later). Now start building brutes. When you have 5, attack the enemy base. Now set your rally point to the enemys base. Use the brute chieftain and brutes to detroy the turrets first. Now kill enemy units if there is any. In this rush you can win even if the chieftain dies, because brutes are so strong. Now just destroy the base and the other bases if there is more.


Teams Of Both:

Marsian Evasion
Created by me and a friend.
2v2 Deathmatch
Steps:

Get a friend and play 2v2 Deathmatch both using Cutter. Get the bases as fast as possible making only a vulture and another for each base you get.
Spam ODSTs and vultures.




Masterchief, Arbiter and Friends
Created by me and a few friends.
2v2
Steps:

Have someone go Arbiter and someone go Cutter/Arbiter/Brute

Arbiter(s)/Brute:

You will do all the attacking. Make a temple, a few warehouses, 1 factory and 1 airpad.
IMPORTANT: Have atleast 2 shield generators for each base.
Take a lot of bases and give them all warehouses and 2 or 3 shield generators. The base closest to the enemy should only have shield generators.
Meanwhile build a lot of wraiths and engineers. A few banshees if your enemy is making grizzlies/wraiths.
Attack when Cutter/Other arbiter is ready.

Cutter:

Make atleast 2 bases and make a lot of supply pads and just 1-3 scorpions (For defense or when you have enough food supply.).
You will be dropping a lot of ODSTs. Use them well for either supporting the arbiter or defending your own base.
Use mac shots a lot. Use them against enemy bases when their shields are down or against groups of grizzlies/wraiths/vultures.
If the arbiter needs more help, send a vulture or two or ODSTs.
Give resources to the arbiter if he needs some.


General Tips:

in general this is the order of most important to attack to least important
Leader>turret>other units (varys on which is most important)>reactors>unit producing buildings>supply pads>base>field armory (lol) the buildings are more important than the actual base in most cases because 1. it makes the base stronger the more buildings there are on it 2. a base with no buildings cant fight back and stop you...

MICRO MICRO MICRO once you get in the higher levels of playing microing your units can be the difference between winning and losing

if you get attacked and all your units are destroyed DON'T PANIC! first and most important thing to do is lock down your base so your enemy doesn't continually anhilate whatever units your sending out. continually build up as much as an army as you can get before your base is in red. sacrafice any buildings (besides base obviously) that hes attacking once they get in red so you can get a little more supplies, and USE YOUR LEADER POWERS. cutter can even use his mac blast as a mind game to scare the enemy away then use it later, forge can take out or at least damage many weaker units, and anders can freeze the enemy stopping them from attacking and destroying most of there air vehicles. (covenant obviously need to have their leader out to use their powers)

NEWLY FOUND INFO: units health and damage increase with every upgrade regardless of affect, health generally increases about 10% per upgrade Full thread with more details here

also it has been tested and there is a theory that you do more damage the closer you are to the enemy

Last edited by Lastspartan; 04-03-2009 at 07:44 PM. .

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03-13-2009 , 09:26 PM


Name: UNSC Air Show
Created by: Probably a few people
Leader: Preferably Anders
Game type: Could possibly work in 1v1 Deathmatch, otherwise you probably need to do 2v2 or 3v3 Skirmish, though this can even work on Arcadia Outskirts or Beachhead
Steps:
This is somewhat complicated. First, start out with 4 Supply Pads, then upgrade to Fortress/Spawn a Reactor, and then spawn the opposite depending on what you do. Once you have supplies coming in, Queue all 4 of your Supply Pads to become Heavy Supply Pads (If you're Anders), spawn an additional Supply Pad and upgrade it and then spawn all 4 of your Base Turrets. Then spawn a Field Armory, getting the basics (Keep in mind Adrenaline is not needed), just upgrade Cryobomb and your turrets for now, but at the most just bring them up to stage three. Upon running out of 1-Tech Level Upgrades, begin upgrading your reactor to an Advanced Reactor and upgrade all of your turrets to either Railguns (Depending on the enemy) or Missile Turrets. By this time, you should have a Level 2 Tech Level and whatnot. Get all of the level 2 upgrades, and when all of that is done, destroy one Supply Pad for a second Reactor and then upgrade your Cryobomb and the Reserves upgrade and whatnot, and don't forget to upgrade Turrets. When you literally run out of upgrades (Excluding Reserves and Super Cryo/Carpet Bomb), destroy your field armory for an Air Pad and upgrade your second Reactor. When all of that's done, start out upgrading your Vultures and queue the Hornet Upgrade. Cryobomb enemies as needed. Note: Keep your base locked for this and have at least two Hornets queued and one Vulture. When your aircraft is fully upgraded, start spawning one Vulture for every two Hornets (Which should be Hawks by the end of this) and you'll have about 10 Hornets and about 5 Vultures, make sure you have a decent amount of Hawks queued before the two Vultures. After your first Vulture is complete, unlock your base long enough for it and however many hornets to exit the base. Then, re-lock it until the next Vulture is spawned, etc etc, just in case you need to defend your base. After you just have two Hawks queued, lock your base and you should have a MASSIVE amount of Aircraft ready. Cryobomb infantry. Send them over to ally bases as needed, as this is more of a "Support" strategy than anything. However, with this amount of aircraft, you can pretty much Cryobomb any amount of Grizzlies, Elephants, etc you want and then proceed to annihilate them with the Missile Barrage/Laser attacks. If your base is under attack, heal it and let the missile turrets/railguns fight off things for a bit, and then get all of your units back there quickly as the Hawks can do so, and unlock for those two extra Hawks. If your aircraft begins to die due to Wolverines or something, keep your Airpad defended and keep spawning hawks. For an Uber Unit, they spawn fairly quickly.

Tips: If you can, keep your Airpad at the side of the base completely surrounded by walls if possible. Keep all 4 Supply Pads up front, both Reactors on the back corners, and the Airpad between them. That way, you still have a chance of spawning your units.

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03-13-2009 , 10:03 PM


Name: Too many to handle
Created by: Probably many others, but I found it on my own
leader: Prophet of Regret
Game type: 2v2 and 3v3 works best. Haven't tested in deathmatch
Buid order: Temple, Supply Pad, Supply Pad, Supply Pad, Supply Pad, Upgrade Base, Supply Pad, Shield Generator, Capture another base, Supply Pad, Supply Pad, Supply Pad, Upgrade base, Supply Pad, Supply Pad, Upgrade Base, Supply Pad, Shield Generator, Capture another base, Supply Pad, Supply Pad, Supply Pad, Upgrade Base, Supply Pad, Supply Pad, Upgrade Base, Supply Pad, Shield Generator. While doing all of this, be sure to bless your supply pads and upgrade tech levels and prophet.
steps: First fully upgrade the Prophet, then use a base to make a scarab. Use your second base to upgrade your honor guards, and another base to make honor guards. Pretty much, one scarab, fully upgraded prophet, and 30 elite honor guards.
tips: Make sure to upgrade everything you can in the temple, with turrets being the least priority, and prophet/tech levels being the first priority. Place all your BASE rally points (Global rally points will make the honor guards run all the way to the other base) inside of the grav lift in front of the base. Try placing your prophet at a choke point to your base, with your teamate cutting off the other choke point, that way your base is moderatly protected against a rush, and all of your elites should be there too. This really only works if you have a teamate, as it takes a while to do this, and protection is vital. Once you have 30 honor guards, a scarab, and the prophet, send all of your units in a sweep across the level. When units die, make sure you spread out the amount of honor guards you churn out at each base. If you just lost 10 honor guards, use one base to make 3, another base to make 3, and another base to make 4, which effectively cuts down production time to 1/3. And since your rally points are in your grav lift, they'll automatically teleport to the fight and help out with anything.

Last edited by Shoe; 03-14-2009 at 02:00 PM. .

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03-13-2009 , 10:05 PM


put on main post thanks for posting

would work really well once it is ready but it prob takes a long time
(thats about the only thing i see wrong with it... that and focousing on air without as much of a backup)
keep posting guys

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03-14-2009 , 02:09 PM


Quote:
Originally Posted by Lastspartan View Post
put on main post thanks for posting

would work really well once it is ready but it prob takes a long time
(thats about the only thing i see wrong with it... that and focousing on air without as much of a backup)
keep posting guys
Im going to assume your talking about my strat and respond accordingly:

It does take a long time. You NEED to have a teamate, or else your screwed if they rush. Captain Cutter and Forge are ideal teamates.

The biggest weakness in this strategy is Anders, or aircraft, as you said. The only units able to attack aircraft is the scarab, and the prophet, both of which will be destroyed quickly.

If one of your enemy's is Anders, it is crucial to co-operate with your teamate[s]. You will have to rush together at all times. They must make Wolverines (or Cobra's. I forgot which one is Anti-Air) and have them stay spread out between your units. They can make quick work of any air craft, whils't scarab, prophet, and Honor Guards can focus on Building, Infantry, and vehicles respectively.

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03-14-2009 , 05:37 PM


I'll sticky this thread. Lastspartan, if you're not able to keep it updated, I'll transfer it to someone that would like to do so. PM, or one of the moderators, too, when you want one of us to clean it up for you.


Always available via private message, let me know what's up.

Contacting The Ogre will contact all staff members, use that to get all of our attention quickly.

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03-14-2009 , 05:45 PM


Rush tactic i guess

Forge: One man team
Created by: no idea. me i guess.
3v3.
approx. 3-5 min strategy

1st person: build one supply pad and transfer all funds over to 3rd person and then scout for resources (keep transfering funds)

2nd person: build one supple pad and transfer all funds over to 3rd person and then scout for resources (keep transferring funds)

3rd person: 2 reactors > vehicle depot > 2 supply pads and then scout for resources. get 2 tanks and rush a base.

works pretty good so far.

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03-14-2009 , 05:49 PM


Thanks wicked i just plan on trying to make this the thread to go to if you want a new strat or to just talk about starts. Oh and gorilaz ill put yours on whenever i get on comp (no copy/paste on ipod)

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03-17-2009 , 02:46 AM


Name: Suprise Attack
Created by me and/or other people
Any leader
1v1-3v3 Private Deathmatch games
Temple then a few warehouses, shield generator, then the rest warehouses or anything else you want if Covies.
Any thing if UNSC along with supply pads.
Don't forget turrets.

It's not really a strategy, but lock down your base and make anything you want and get the other base(s) with your scout and/or leader and take other bases and repete. Once you opponent attacks, unlock your base(s) and hear their reaction as they see what you lock up appear all at once, like several vultures, grizzlies, scarabs, etc.
It's mainly as a joke rather then a strategy.


Name: A Good Defense
Created by me and/or other people
Any leader
Any gametype
Temple/Reactors then warehouses/supply pads and field armory if UNSC

Upgrade turrets to Large Turrets and have two differnt types, and have the same types be on opposite sides of the base. So two may be anti-air and the other two may be anti-vehicle. Some what useful if you know what your opponent(s) are mainly useing.

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03-17-2009 , 05:19 AM


Name: Warthog Rush (1vs1)
Created By: IGN
Strategize
Leader: Any UNSC leader. (I guess you might like Anders but in the demo I always reserved a mac shot for any individual tanks that came out early.)

Steps:


Make some building in this order: (You might want to make a few hogs while doing this)

Reactor, 3 supply pads. While doing this have your scouting unit gather supplies.

Research the warthog turret upgrade.

Start upgrading your supply pads while making hogs.

When you feel that you have enough hogs (Around 6), attack the neutral base nearest the enemy. Take it.

When you have 15 warthogs, attack the enemy base. Attack what's most important first then just keep swarming the base with warthogs.

You could build another reactor if you have extra resources and keep researching the warthog's upgrades.

----------------------- I have only played the demo.

Last edited by synthysteel; 03-19-2009 at 03:52 AM. .

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03-17-2009 , 05:44 PM


Quote:
Originally Posted by synthysteel View Post
Warthog Rush (1vs1)

From IGN

Reactor,SP,SP,SP,Heavy SP,Heavy SP,Heavy SP,upgrade warthog turret,build 6 hogs.


Attack the nearest neutral base near the enemy. Take it.

When you have 15 warthogs, attack the enemy base. Attack what's most important first then just keep swarming the base with warthogs.

(I've only played the demo lololol.) You could build another reactor if you have extra resources and keep upgrading the warthog.
Ill add to post but might replwce it if someone makes a better guide.
Oh and just a tip u dont need heavy supply pads and you can attack with around 6 so that way he either has as many hogs as u (usnc) or he has a turret and 1 or 2 hogs less. (yes i know low tech 6 hog rushes dont always work but they can give you an advantage)

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03-18-2009 , 09:20 AM


Edited. I posted it at night so I was rushing my post about a rush tactic.
I see you included my lololol comment in the first post. >__>

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03-18-2009 , 10:40 PM


lol i was in a hurry my bad

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03-19-2009 , 03:50 AM


I cleaned up my post if you haven't noticed.

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03-19-2009 , 11:01 PM


Ill fix later if i get a chance to get on my comp

Also updating main post general tips with information about health of units

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03-20-2009 , 01:25 AM


What is micro-manage? Is that the one wherein you press the right trigger to select individual units in your selected group?

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03-20-2009 , 01:42 AM


Micro managing is when you manage your units instead of just hitting x on a target (basically).
For example in a hog rush/prophet attack moving your warthogs constantly works a lot better than sitting there and letting them cleanse you ive seen prophets lose to 3 warthogs because they were well microed

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03-21-2009 , 01:00 AM


I don't have a strategy; just a tip:

If someone is attacking your base and you have Professor Anders, Cryo Bomb them while you attack them, and start healing your base. It works out well for me. :3

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03-23-2009 , 04:31 AM


It apparantly takes 1 suicide grunt squad to take a neutral base. Awesome.
Does anyone know how many suicide grunts it takes to take a fortified player base?
If it only takes a few, I will rush people with grunts.

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03-23-2009 , 08:32 AM


Quote:
Originally Posted by synthysteel View Post
It apparantly takes 1 suicide grunt squad to take a neutral base. Awesome.
Does anyone know how many suicide grunts it takes to take a fortified player base?
If it only takes a few, I will rush people with grunts.
I think it took like 8 to kill an unshielded Covenant base iirc, though I could be wrong. Best thing ever to try: have two people play as the Arbiter on Deathmatch, both people take over a rebel base, and spawn all the suicide Grunts you can.

 

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