Halo Wars/Multiplayer

Listed below are various strategies for multiplayer (or skirmish) games. Note that this is an incomplete page, but there will always be people adding on to this page.

Rush (UNSC)
The Rush strategy is very basic, but can also be very crippling. This strategy involves building units very quickly, and attacking before the enemy has a chance to react. However, if you fail, this will leave you wide open to a counterattack, which will be far more crippling to you. Since there are three UNSC factions, there are different units that are open to them at the beginning. Captain Cutter uses Elephants, Forge with Cyclops, and Anders with Gremlins. We will start with Captain Cutter.

Captain Cutter has a distinct advantage over the others. He is able to establish mobile barracks anywhere on he map with Elephants. This vehicle, if used properly, can be an excellent seige weapon. Or for this strategy, a rush tool.

First, build an Elephant. You only need one, and making another takes away resources that will be used to train units.

Next, send it right outside an enemy position. If you judged your distance correctly, the enemy will not know you are there.

Then, start training Marines. Other units aren't an option because (A) Only Marines have an ability that does damage, and (B) There are more soldiers per squad, whereas Flamethrowers come in two's and Spartans are singular.

Now your starting unit (Warthog) comes into play. Use it to distract the enemy warthog (or ghost/chopper) by ramming it. It is a significant threat to your infantry with its "Ram" ability (or ghost cannons).

Finally, Begin your attack. Skip any structures he's built and go straight for the main structure. Open with grenades, then fire. If the enemy has trained units, then send your Elephant in to destroy them. DO NOT let the marines stop attacking the structure. Any time wasted is time the enemy has to counter your assault.

If the enemy has built a Temple (has a hero on the battlefield) then I recommend stopping him with your Elephant. If he is too strong, then the Elephant will have at least drawn the attack away from your marines. By now you should have done significant damage to the enemy, if not destroyed his base. If this rush fails, there is a very high chance he will strike back immediately.

With Forge, things are different. He has no Elephants, so he can't deploy troops close to the enemy. However, he can build Heavy Supply Pads right away, which can fuel a rush much better than with Captain Cutter.

First, build one Heavy Supply Pad and one Barracks.

Next, start training Marines. Marines are the preferred unit for reasons described above. It is also optional to build a Cyclops. They are excellent building killers, but costly.

Then you begin your assault. Try and attack from different directions if possible. Also, use your warthog to scout ahead. Or collecting supply crates is also acceptable. Using the credits from your Supply Pad and crates can expand your army to a much greater mass than with Cutter.

You can use the warthog to scout, then use a Pelican to drop your assault team at their base. Have the warthog distract the enemy scout unit (Warthog/Ghost/Chopper)from your infantry. Once your infantry have touched down, immediately assault with grenades. Then, go back and train more Marines, and drop them off with Pelicans at the enemy base.

If the enemy has a hero, and you have a Cyclops, let some Marines distract him. The Cyclops should compensate. Remember to check all unit abilities for their recharge time. Immediately throw more grenades when you can.

This strategy has a higher success rate, though takes a bit longer to accomplish, giving the enemy time to react.