Terminus Firefight

Terminus Firefight is a cooperative gametype introduced in Halo Wars 2. In Terminus Firefight, players build both bases and armies to defend and survive against an onslaught of enemy forces. This new mode is included with the digital expansion Awakening the Nightmare, released on September 26, 2017.

Gameplay
Up to three players amass armies to defend both their bases, and their Forerunner Terminus node against an ever-increasing and intensifying hoard of attacking enemies.

Players have to battle against UNSC, Banished, and voracious Flood forces while fighting for survival. With the ability to construct new defense measurements such as spike floors and barricades alongside classic Halo Wars gameplay features like base-building, tech trees, and Leader power usage, this modes adds an entirely new tower defense-style twist to the classic wave-based Firefight mode. The enemy firepower and health are adjusted based on how many players are participating. The more players, the more of a challenge it will be. The longer you survive the wave, the tougher the enemies you will face. If the player manages to defeat an enemy wave before next wave starts, they will be awarded bonus points; the more quickly you defeat them, the more bonus points you will earn; however, each wave appears randomly. The wave's compositions are completely random; however, every 5 waves, heavy units (mainly Grizzlies), Leader Army (Such as Flood Spawner) or Super Units will appear. The bonuses will not be rewarded if the player does not clear 5 multiplier waves (5, 10, 15, etc.) in time. The Healing Drones bonus heals all damaged units, Veterancy Bonus will increase all unit's veterancy rank by 1, and Unit Reinforcements will deploy 1 random unit with each dropship without consuming population.

Bonus items will be often dropped after a few waves. The possibilities are Power, Supply or Veterancy bonuses, and they will dropped on a random area of the map. A score multiplier will be added with every minibase you construct; however, your minibases will be extremely vulnerable to the enemy since they will attack them on sight, forcing the player to mostly concentrate their defenses around the Terminus. The more minibases you construct, the more score multipliers you will earn, but it will also put your base on more risk from enemy attacks. The score multiplier does not affect all players in a game if one succeeds in constructing a minibase; rather, it only affects those who constructed it. If you construct a minibase and complete it, you can build more turret defenses surrounding the minibase outside the Terminus to delay the enemy more, allowing you to intercept them with more organized forces, in addition to adding barricade defenses, without risking losing troops. Note that turret defenses surrounding minibases can only be constructed if a minibase's construction is complete.

The player should get close to terminus since it provides a permanent healing effect, suitable for units that defend the last line.

Always expect of every type of attack. The Huragok in this mode are modified with a glassing beam, and can self-destruct above your structures. Note that the enemy will be constantly focusing on attacking the terminus, except for air units, such as modified Huragok that can use a glassing beam if self-destructed above your base and air units who steer off from their original attack course. In a wave of ODST drops, they will always make a drop around the Terminus and main base.

As a starting base, the player will be provided with a basic squad unit (2 Marines or 3 Grunt Infantry Squad), a Tier 2 base (Combat Station or Stronghold) with five slots available and 600 supplies and 400 power. You will be given 30 seconds to prepare before the first wave starts. Terminus firefight generally provides 3 variable minibase slots to each player scattered around the map, with a total of 9 minibase slots available if played by three players; these can be seen while the game is loading. A 1-slot minibase is available near Terminus, a 2-slot minibase is available in the chokepoint area leading to the terminus, and a 3-slot minibase is available near the enemy's spawn points.

Some routes can be blocked using Fence, forcing the enemy to re-route, allowing the player to establish a Stronghold undisturbed. Take note, however, that the player can only limit their movements to a blockade that was near their spawn point. If the player blocks both entrances, the enemy will force its way through. This can be utilized if the player wishes to make a chokepoint in order to maximize the kill zones and to hold out much longer.

Strategies
The player is usually focused on placing units inside healing area around Terminus during early wave to prevent losses. Focusing on upgrading the base to full capabilities (Full Upgrade and Research) is very reccomended to prepare for the later wave and it's better to finish all the upgrades before Wave 20 so player can focus on spending resources on defenses to delay and prevent them from reaching Terminus such as making traps, upgrading it and using leader powers.

UNSC mainly favors Kodiak and Siege Turret for ground defenses and Wolverines for Air Defenses on late wave. Nightingale plays a very pivotal role in order for player to divert the resources to leader power and defenses, using Healing Drones as last healing resort.
 * UNSC

Captain Cutter

 * Jerome-092 is highly recommended to hijack any vehicle so it can be effective at Vet 6.
 * Jackrabbit is very useful in scout to expand the base quicker and also helping teamates to build bases and plots.
 * Also, try to the "UNSC Raid" to help infantry move faster to get resources.
 * His 'Close Air Support' is helpful to defend the Terminus in "Direct Air" Waves.

Isabel

 * Alice-130's minigun is very effective at frontlines.
 * it's highly recommended to hijack any vehicle so it can be effective at Vet 6.
 * Her Ghost in the Machine would help her and the team to turn the enemy against themselves and it's very useful at wave "Heavy Air", " Scorpions", and "Heavy Vehicles".
 * This doesn't effect flood vehicles nor aircraft.

Professor Anders

 * Douglas-042's Rocket Launcher has great AOE and effective against a group of small air units.
 * it's highly recommended to hijack any vehicle so it can be effective at Vet 6.
 * Protector Sentinels plays a critical role on early-mid game, with upgrades the Sentinels is one of the lethalest defenders.
 * Build a decent amount of Kodiaks in order to mass spawn Sentinels at the enemy, this would not be effective to air waves.
 * R&D also serves as one of the best Leader power, stacking up with Logistics research player can reinforce the defenses quicker than other leaders.

Sergeant Forge

 * His 'Rolling Economy' would help him save resources and upgrade his base to get 2 & 3 tier faster.
 * His Warthog's aura helps his units to be more tougher & faster, including his team.
 * The Defense aura also effects the Terminus.
 * Grizzlies are recommended for head-on defenses, using as a tank for defending Kodiaks. Use Nightingale to assist Grizzly.

Morgan Kinsano

 * Her damage boost can help her units to fight better and stand a chance against heavy units.
 * Kinsano is great to take out infantry and is a great unit to put in Garrisons.

Sergeant Johnson

 * Since bunkers can be dropped anywhere on the battlefield through Leader Powers, utilize it to the fullest for defense advantage.
 * If the player unlocks 'Remote Sensors' he will provide the team with great Line of Sight.

Jerome-092

 * "Recon Trains" helps all is units to shoot further and to see further.
 * Omega Team is highly efficient in late waves and his a huge recommend to let all 3 of them hijack late wave heavy units, such as Vultures and Blisterbacks since they can get to Vet 6 and receive damaged boost.
 * Mastodon garrisoned with proper infantries should be able to deal with the hordes of enemies with ease.
 * It is recommended to set up defenses on the last line or close enough to Terminus, especially on late wave due to maximizing the efficiency of Mastodon and defenses.

Serina

 * Chill effect makes the enemy more slower to reach Terminus. Added with Kodiak's firepower, it was a devastating ground defense combination.

Banished mainly favors Blisterback for ground defenses and Reavers for Air Defenses on late wave. Enginners plays a very pivotal role in order for player to divert the resources to leader power and defenses, using Atriox's Bulwark as last healing resort.
 * Banished

Atriox

 * The Chosen has great range and aoe.
 * His economy leader powers will help fortify bases, turrets, and plots.

Decimus

 * Boundless Fury & Siphon will help his units to be more effective.

Let 'Volir

 * His advanced cloaking abilities & units' long range can be helpful to deal with mass units with no "detect" units.

Colony

 * Vehicle Symbiote can help his base and turrets to have more line of sign and also a slight armor boost.

Ripa 'Moramee

 * His leader powers can be spammed for his units to deal more damage.

Yapyap The Destroyer

 * Due to Yapyap's Cannon Fodder that does not consume resources, player can divert the resources to research and preparing defenses more faster.

Pavium

 * Mega Turret serves as a best form of defense. Players usually places Mega Turret at minibase at early wave and co-op with other players, it gives a lot of benefits for defenses on the last line.
 * Creating Blisterback is optional since the Mega Turrets are a unique siege building that don't cost any population.
 * Having 9 Mega Turrets at your base can be very effective. (Note: send resources to Pavium as he will hardly have resource genarators)
 * Just like "Close Air Support" the "Lich Vanguard" is helpful on Direct Air waves.

Voridus

 * Always use incendiary gel whenever the cooldown is completed. Although not much handy at later wave, it will at least give the enemy some damage to slow their progress.

Maps
This mode is only playable on the map The Last Bastion.