Part 02: UNSC Faction Facts, with Captain James Gregory Cutter

Anders and Cutter talk tactics with Serina aboard the Spirit of Fire, while Sergeant Forge is planetside, doing the dirty work.

While the Covenant are preoccupied elsewhere, the Cobras show their secondary ability and clamp down before devastating a Turret.

Anders gains air superiority with her Hawks; an incredibly destructive unit. Note the veterancy star; one pilot has already survived a fight!
With the overview of the main game facets out of the way in the Training chapter, the first, 28-page part of the Factions chapter lays out in mind-boggling detail the full compliment of UNSC forces that can be commanded on the battlefield. With suitable gravitas, this section begins with a look at the three UNSC leaders, starting with Captain Cutter. For those seeking additional Halo canon, Ensemble Studios kindly supplied official background details for the good captain, along with a short story you’ll find nowhere else. Well, until we’re allowed to reprint it somewhere else. Cutter’s story is particularly amusing, as it features a slightly strained series of communications with AI Construct Serina. Then we find out Cutter’s advantages: He begins with a unique unit (a mobile Barracks called the Elephant), can rely on a MAC Blast (a devastating orbital cannon shot from the Spirit of Fire), has a “Super Unit” of ODST (Orbital Drop Shock Troopers; the cream of the non-Spartan crop), and begins with a bigger base.
Sergeant John Forge meanwhile, aside from a penchant for English swearing, and a rough and ready past, uses his own unique unit; an exo-skeletal engineer called a Cyclops to mend bases and heal troops. Or, when he’s wanted to unleash molten death, he can call in a Shortsword to rake the battlefield with a Carpet Bomb. His real advantage takes the form of a staggeringly powerful tank known as the Grizzly. Plus, he begins with Heavy Supply Pads, offering extra and immediate income.
Professor Ellen Anders is the third UNSC leader, and gets a crash course on military terminology on her way to the Spirit of Fire. She opts for a light vehicle called the Gremlin, and fires EMP waves and bolts that can shut down rival vehicles in seconds. Her Cryo Bomb strikes fear into even the most level-headed of Banshee pilots, as they’re more concerned with her Super Unit; the Hawk. More devastating than a Hornet, and juist as agile, Hawks rule the skies. Well, until you accidentally hit them with your own Cryo Bomb. He technological know-how means her units research and upgrade in half the time and cost.
As you might expect, each of these leaders plays considerably differently from each other, so you’d be hoping for highly-detailed tactics specifically tailored to each one. And you’d be right; we’ve done just that, from the strengths and weaknesses of each asset, when to use it, what it effects, and what units can successfully counter it. Then, after detailing AI Construct Serina’s rather saucy simulations, we move on to figuring out exactly what and when to use the Spirit of Fire’s rather potent attacks and repair functions. And that’s before we even meet the rank-and-file of the UNSC army.
After lengthy revelations on how exactly to utilize all the building types for your Fortress, we check out the units your base can employ, including the classic Warthog. Next are units emerging from Barracks; the Marines, Flamethrowers, and Spartans. All upgrades are shown (along with their cost), and a complete series of tactical advantages (and drawbacks) are shown for each. Need to instantly know how much it costs to upgrade a Spartan to carry a devastating M6 Laser? You’ve come to the right chapter. As all of the tactics were gleamed from multiple Ensemble Studios testers and months of play, they are guaranteed functional and helpful. You’ll learn, for example, that Spartans can not only Jack enemy vehicles, but can command UNSC vehicles too, and add significant combat enhancements in the process. In fact, the only problems Spartans have is their weakness during a vehicle Jack (which can be lessened with a Neutral Implant Upgrade), and sustained enemy fire. Trying to kill a Spartan? Launch everything you’ve got at him! Or her….
The UNSC forces continue with a thorough inspection of the Scorpion, Cobra, and Wolverine. By now, you may have figured out that each unit caters to different general battlefield occurrences. The Cobra, for example, excels in blasting both vehicles and buildings, but can’t fire skyward. Not a problem if you partner it with a Wolverine, as it is specifically designed to destroy aircraft. Finally, the UNSC air units are detailed, from the Hornet with its spectacular agility and low armor, to the Vulture with its less-than-spectacular agility, and even armor to withstand a MAC Blast. Half the battle is knowing what unit to use and when, and how each unit affects all the others. This chapter clues you in on all of this.
Come back next time, when I detail some of the fearsome displays of the Covenant, from cloaked Elites to the Brute Chopper.
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