Halo Wars: Difference between revisions

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===UNSC Units===
===UNSC Units===
'''Marine''': the standard infantry unit. A good strategy with this unit is to produce an overwhelming amount of fully upgraded marines. Cost: 100. Tech level: 0. Population cost: 1
'''Marine''': the standard infantry unit. A good strategy with this unit is to produce an overwhelming amount of fully upgraded marines. Cost: 100. Tech level: 0. Population cost: 1
New blood: an upgrade that costs 200 supplies and an energy level of 1 adds another marine to your squad which also adds more health to the marine squad
New blood: an upgrade that costs 200 supplies and a tech level of 1 adds another marine to your squad which also adds more health to the marine squad
RPG: an upgrade that costs 400 supplies and an energy level of 2 allows the marine to use rockets instead of grenades making them able to hit air units with ease, the rockets also do more damage than the standard grenade.
RPG: an upgrade that costs 400 supplies and a tech level of 2 allows the marine to use rockets instead of grenades making them able to hit air units with ease, the rockets also do more damage than the standard grenade.
Medic: an upgrade with a cost of 700 and an energy level of 3 adds another marine to the squad but these marines can heal their squad after combat
Medic: an upgrade with a cost of 700 and a tech level of 3 adds another marine to the squad but these marines can heal their squad after combat
ODST (Captain Cutter exclusive): an upgrade with a cost of 1800 supplies and an energy level of 4 turns the standard marines into ODST making them more combat effective. This upgrade also unlocks Captain Cutters ODST drop.
ODST (Captain Cutter exclusive): an upgrade with a cost of 1800 supplies and a tech level of 4 turns the standard marines into ODST making them more combat effective. This upgrade also unlocks Captain Cutters ODST drop.


'''Flamethrower''': the UNSC’s anti infantry. A good strategy with this unit is to always have at least 2 in your army in case you run into enemy infantry. Cost 100. Tech level: 0. Population cost: 1
'''Flamethrower''': the UNSC’s anti infantry. A good strategy with this unit is to always have at least 2 in your army in case you run into enemy infantry. Cost 100. Tech level: 0. Population cost: 1
Flash grenade: an upgrade with a cost of 200 and an energy level of 2 allows the flamethrowers to throw flash grenades in order to temporarily stun enemy infantry making them easier to kill.
Flash grenade: an upgrade with a cost of 200 and a tech level of 2 allows the flamethrowers to throw flash grenades in order to temporarily stun enemy infantry making them easier to kill.
Napalm adherent: an upgrade with a cost of 400 and an energy level of 2 allows the flames to do damage overtime even when the flamethrower isn’t attacking a unit anymore.
Napalm adherent: an upgrade with a cost of 400 and a tech level of 2 allows the flames to do damage overtime even when the flamethrower isn’t attacking a unit anymore.
Oxide tank: an upgrade with a cost of 700 and an energy level of 3 upgrades the flamethrowers damage against infantry units.
Oxide tank: an upgrade with a cost of 700 and a tech level of 3 upgrades the flamethrowers damage against infantry units.


'''Spartan''': will add information soon
'''Spartan''': the UNSC’s hero unit. Since Spartans don’t require population make all 3 before engaging in battle. Cost: 300. Tech level: 1. Population cost: 0 (maximum of 3).
Chain gun: an upgrade with a cost of 300 and a tech level of 2 gives the spartan a chain gun instead of the two standard SMG’s increasing the rate of fire and damage.
Neural implant: an upgrade with a cost of 600 and a tech level of 3 allows the spartan to hijack vehicles much faster.
Spartan laser: an upgrade with a cost of 1000 and a tech level of 4 gives the spartan a spartan laser capable of doing more damage to enemies but with a significant decrease in firing rate.