Terminal Moraine: Difference between revisions

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{{Multiplayer Map Infobox
{{Multiplayer Map Infobox
|name=Terminal Moraine
|name=Terminal Moraine
[[Image:Terminal_moraine_lg.jpg]]
[[Image:Terminal_moraine_lg.jpg|340px]]
|image=
|image=
|game=[[Halo Wars]]
|game=[[Halo Wars]]
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<ref>http://www.halowars.com/stats/StatsGame.aspx?Id=15838580-9063-5042-1494-000000000000</ref>
<ref>http://www.halowars.com/stats/StatsGame.aspx?Id=15838580-9063-5042-1494-000000000000</ref>


Terminal Moraine is another snow-covered map in Halo Wars (similar to Chasms). It is a 2v2, with the two teamed players staring right next to each other. There are rebel bases situated to the right and the left of the starting bases, and the most prominent feature of this map is the middle. The middle left and right sections are cut off from the rest of the map by forerunner bridges. Inside these alcoves, there is a building site (defended by rebels), a forerunner reactor and multiple hooks (the small building spaces). The picture to the right shows one of these alcoves (it is the area to the right). The light bridges switch between off and on automatically every ~20 seconds, and units caught on the bridge when it deactivates will fall to their deaths. A good tactic is to pin down enemies on the bridge by placing infantry in the sniper towers on either side to either defend the base there or trap the enemy's ground units. Don't expect to retreat once you cross the bridge. For the UNSC, it is useful to have at least one unit in the sniper towers on the outside (not the ones in the alcoves), as then your units can be pelican airlifted onto the other side without waiting or the risk of the bridge deactivating. Alternatively, you can also wait for the opponent to come to the bridge, then quickly airlift units (preferably scorpion tanks or other heavy vehicles) to the mainland, and encage the opponent until the bridge deactivates.  
==Description==
 
Terminal Moraine is another snow-covered map in Halo Wars (similar to Chasms). It is a 2v2, with the two teamed players staring right next to each other. There are rebel bases situated to the right and the left of the starting bases, and the most prominent feature of this map is the middle. The middle left and right sections are cut off from the rest of the map by forerunner bridges. Inside these alcoves, there is a building site (defended by rebels), a Forerunner reactor and multiple hooks (the small building spaces). The picture to the right shows one of these alcoves (it is the area to the right). The light bridges switch between off and on automatically every ~20 seconds, and units caught on the bridge when it deactivates will fall to their deaths. A good tactic is to pin down enemies on the bridge by placing infantry in the sniper towers on either side to either defend the base there or trap the enemy's ground units. Don't expect to retreat once you cross the bridge. For the UNSC, it is useful to have at least one unit in the sniper towers on the outside (not the ones in the alcoves), as then your units can be pelican airlifted onto the other side without waiting or the risk of the bridge deactivating. Alternatively, you can also wait for the opponent to come to the bridge, then quickly airlift units (preferably scorpion tanks or other heavy vehicles) to the mainland, and encage the opponent until the bridge deactivates.  


==Sources==
==Sources==

Revision as of 11:45, March 15, 2009

Template:Ratings

Template:Multiplayer Map Infobox

Terminal Moraine is a Halo Wars multiplayer map.[1] [2]

Description

Terminal Moraine is another snow-covered map in Halo Wars (similar to Chasms). It is a 2v2, with the two teamed players staring right next to each other. There are rebel bases situated to the right and the left of the starting bases, and the most prominent feature of this map is the middle. The middle left and right sections are cut off from the rest of the map by forerunner bridges. Inside these alcoves, there is a building site (defended by rebels), a Forerunner reactor and multiple hooks (the small building spaces). The picture to the right shows one of these alcoves (it is the area to the right). The light bridges switch between off and on automatically every ~20 seconds, and units caught on the bridge when it deactivates will fall to their deaths. A good tactic is to pin down enemies on the bridge by placing infantry in the sniper towers on either side to either defend the base there or trap the enemy's ground units. Don't expect to retreat once you cross the bridge. For the UNSC, it is useful to have at least one unit in the sniper towers on the outside (not the ones in the alcoves), as then your units can be pelican airlifted onto the other side without waiting or the risk of the bridge deactivating. Alternatively, you can also wait for the opponent to come to the bridge, then quickly airlift units (preferably scorpion tanks or other heavy vehicles) to the mainland, and encage the opponent until the bridge deactivates.

Sources