
Contrast these to each of the Covenant leader powers, which let you toggle on a powerful attack, guide it like a scalpel through enemy armies, and then switch it off when you're done. None of these is very elegant or precise, and they all have a resource cost and a cooldown time. Depending on their choice of leader, they get a MAC bombardment, an air strike, or a freeze ray. Humans can call down attacks from the Spirit of Fire, an offsite spaceship. Cheerier purples and pinks are a welcome change of scenery. No muss, no fuss, no long waits for transit time! However, if you're playing the aliens, all your bases have a Gravity Lift that can instantly teleport new units directly to your leader. But your reinforcements can get tangled up passing enemy units, the Flood, or maybe even a hostile rebel bases. You can manage this easily enough by double-clicking the left analog stick to set a global rally point. When you're fighting a battle, you have to get your new units from your base to whatever you're attacking, which is liable to be way across the map. Engineers are floating units that automatically repair damage, giving you one less thing to worry about.īases in Halo Wars are set at predetermined places on each map. They simply build an engineer or two to tag along with their armies. Bu the aliens are much more hands-off when it comes to repairs. At that point, repairs are inactive until the cooldown timer expires. The humans have to pay resources and manually activate an area-of-effect ability. The aliens, on the other hand, get cloaked elite honor guards with flashing plasma swords, powerful growling brutes with jump packs, or - my own personal favorite - swarms of suicide grunts with methane tanks strapped to their backs.Įach side has its own repairs (to simplify matters, there's no distinction between healing an infantry unit and repairing a building or vehicle).

I nearly fell asleep while typing that list of unique units. The humans get a ponderous deployable barracks, a ponderous exoskeleton for smashing bases, or a frail EMP tank that can disable vehicles.

Your choice of leader gives you a unique unit. You're guaranteed a steady stream of amusing grunt quips when you play the Covenant.Īlthough Halo Wars only has two sides, each side has three leaders.

Instead, you have to rely on the stubby waddling Covenant grunts for comic relief. Remember David Cross complimenting you in Halo 2? "Seriously, sir, that was awesome". Following are ten reasons the Covenant are better. Halo Wars includes two races: the humans of the UNSC and the aliens of the Covenant.

Read the answer - even though it's spoiled in the headline - after the jump. You'll face an important choice this week when you try your first skirmish or online game of Halo Wars.
