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Archive for 2014

Modelling: Making new bases

By : LeonDelgado

From the beginning I had in mind the Halo Actionclix miniatures to use in my Halo Tactics games, wherever there is a problem with the Actionclix minis: the base.

Wizkids miniatures (both Actionclix and Heroclix) use 40 mm bases for ALL their minis. You can work with this in your games (in my first test games I play with the minis like that without problem), but having different sizes for the bases will improve the game in many ways, the first is that the miniatures will reflect more their size and control area, helping to improve the tactical aspects of the game.
  
Now that I have my Halo Actionclix miniatures to use in my Halo Tactics games is time for convert the minis to a proper base, for this I want to use a technique that I saw in the Bell of the lost souls. Using cork I give texture to the bases to make them interesting and looking like concrete (for a urban conflict in my halo games).

Step 1) Materials and first steps


For this I use 2 mm cork sheets


Step 2) Preparing the bases


After cutting a square from the cork sheet I glue it to the base 

Step 3) Given texture


Each square was then cut and given a proper appearance, to look like broken concrete. 

Step 4) Painting


After a layer of base black paint (in this case I use chaos black spray from citadel), I paint each base with dark grey, follow of a dry brush of grey and final lights with a little of white paint. 


The result!

As you can see now the Spartan stand in a more acurate base for him, I did this for all my miniatures following this idea:

20 mm bases: Marines, ODST, Spartan, Drones, Grounts, Jackals.

40 mm Bases: Elite, Brutes.

60 mm Bases: Hunters.


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Modelling: How to get your minis

By : LeonDelgado


Ok, we have the rules and character cards, now we need the models to play Halo Tactics. In this article I will discuss the options to make your own halo miniatures so you can play your Halo games in your game group.

"Oficial" Halo Miniatures
The first option is just to pick one of the two options for halo miniatures in the market: Halo Heroclix (or ActionClix) or Halo Micro Ops.

Halo Heroclix: This are the main miniatures that I use with this rules intended. The reason is that this miniatures are relative cheap and they have a vast array of character options to play. With some minor modifications you can create your own special characters and vehicles.












Halo Micro Ops: McFarlane is one of the best in the toy industry and his approach to the Halo Miniatures was amazing. Sadly halo Micro Ops had a short run and you have only a few options to play. With some miniatures from other 15 mm sci fy range you can expand this game. I'm planning to make a sed of rules and cards with the 15 mm in mind.






Make your own
You can build your own Halo Miniatures. This is the most gratification option in the sense that you make this game your own and will bring you many hours of modelling. You can find in the web many examples of people that make their own models and vehicles.


Examples: 

From Commander Vyper (http://www.lead-adventure.de/index.php?topic=6732.210) he made his own models and game using models from different ranges and sculpting his own Covenant.










And from Todeswind (http://warhammer.org.uk/phpBB/viewtopic.php?f=4&t=35605) he made his own UNSC with warhammer parts and papercraft.








I hope this would inspire to make Halo Tactics your game and start making your own force. 





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Updated rules: Hail to the hammer!

By : LeonDelgado
Some minor fixes to the Halo rulebook and some gear:

Rulebook

- Knockback rules is more clear now.
- Aim to the ground rule is now in the book
- Gravity hammers now do +1D3 damage (instead of 1D6) but now have Knock back (and the user is NOT affected by this knock back).
- Minor fixes.

Character Cards

- Gravity hammers fixed.
- Elite rangers now have the infiltration special rule and shields.
-Master chief weapons names fixed.

All this rules and updates are part of the rules and cards, you can download the new version on the "Rules and cards" tap of the blog.


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Rules Update: Missions

By : LeonDelgado

After another season of play testing was clear that missions had to be worked and tuned a little, so I made some minor changes in the missions.

Hardpoint
Each team must fight over the control of three tactical objectives on the map, those represent data cores, injured teammates, lost weapons caches, etc. Take and hold these "hardpoints" to earn VP. 

Number of Players: Two.

Squats: Build a squat with 200- (quick), 400- (standard), or 600-point cost limits (epic) using the standard squat construction rules (see “Building a squat”, p. X).

Setup: Hardpoint uses the standard set-up procedure for terrain (see “Preparing the battlefield”, p. 42). After placing and defining the terrain, you must place an objective in the middle of the board (Alpha target), then each player must place 2 tactical objectives in thier own deployment zone at 12" (or more) from the table edge and all must be 12" apart of each other.

Deployment: After positioning the objectives, you deploy your squat. Hardpoint uses the standard Deployment procedure (see “Deployment”, p. 44).

Scoring Victory Points: There are two ways to score victory points.

Killing the Team Leader: Each player must select one non-vehicle character from their squat, that is the squat leader. If you manage to kill the squat leader from the enemy squat you score 20 victory points (in a quick match), or 40 victory points (for standard matches), or 60 victory points (for epic games).

Controlling objectives: At the end of a round, for each objective that you control you score 15 victory points (in a quick match), or 30 victory points (for standard matches), or 45 victory points (for epic games). You control an objective if there is at least one of your characters, and no enemy characters, within 3" of it.

As different objectives vary in shape and size, it is important to agree at the beginning of the game exactly where this distance will be measured from. You can use counters or designed a terrain piece in the battlefield as objective, in that case the control area is measured from the base or hull of the terrain.

Ending the game: This mission last a random number of game turns. At the end of game turn 5, a player must roll a dice. On a 1-3 the game ends immediately, on a 4+ a new game turn is played. If this is the case, a player will roll another dice at the end of each turn after the 5th, until 1, 2 or 3 is rolled, in that moment  the game ends automatically.

Victory Conditions: When the game ends (see ending the game, above) the player with the higher number of victory points wins the battle.

In a Hardpoint game, at the end of any phase victory goes to the 1rst player to score victory points equal to point cost limit used in squats construction; for example, 400 points in a 400-point battle.
  

Assault
This scenario, the standard, rewards combat effectiveness and clever manoeuvring.

Number of Players: Two.

Squats: Build a squat with 200- (quick), 400- (standard), or 600-point cost limits (epic) using the standard squat construction rules (see “Building a squat”, p. X).

Setup: Assault uses the standard set-up procedure for terrain (see “Preparing the battlefield”, p. 42). After placing and defining the terrain, you must place 3 tactical objectives. Each player setup one objective in their own deployment zone at 12" from the table edge and the final objective are placed in the middle of the board (alpha objective).

Deployment: After positioning the objectives, you deploy your squat. Assault uses the standard Deployment procedure (see “Deployment”, p. 44).

Scoring Victory Points: There are two ways to score victory points.

Destroying enemy Characters: You score victory points equal to the cost of each destroyed enemy characters. If the character has any items assigned to it when it is destroyed, you score victory points equal to the cost of those items as well.

Controlling objectives: At the end of each round, if any of your characters control the objective set in your deployment zone, you score 10 (quick), or 15 (standard), or 20 (epic) victory points. If Any of your characters control the objective in the middle of the board you score 20 (quick), or 40 (standard), or 60 (epic) additional victory points.  And finally if you control the objective set in your opponent deployment zone you score 30 (quick), or 60 (standard), or 90 (epic) additional victory points.

You control an objective if there is at least one of your characters, and no enemy characters, within 3" of it. As different objectives vary in shape and size, it is important to agree at the beginning of the game exactly where this distance will be measured from. The number of victory points granted by this objective depend of the size of the game (quick/ standard/ epic).

Victory Conditions: Victory goes to the 1rst player to score victory points equal to point cost limit used in squats construction; for example, 400 points in a 400-point battle.



Slayer
This scenario represents a quick clash between small groups of skirmishers.

Number of Players: Two.

Squats: Build a squat with 200- (quick), 400- (standard), or 600-point cost limits (epic) using the standard squat construction rules (see “Building a squat”, p. X).

Setup: Slayer uses the standard set-up procedure for terrain (see “Preparing the battlefield”, p. 42). After placing and defining the terrain, you must place 1 tactical objective in the middle of the board.

Deployment: After positioning the objectives, you deploy your squat. Slayer uses the standard Deployment procedure (see “Deployment”, p. 44).

Scoring Victory Points: There are two ways to score victory points.

Destroying enemy Characters: You score victory points equal to the cost of each destroyed enemy characters. If the character has any items assigned to it when it is destroyed, you score victory points equal to the cost of those items as well.

Priority target: At the beginning of the game, each player must select one enemy character between the 3 enemy character with higher point cost in the enemy squat. From now on that is the priority target and destroying it will reward you with his point cost in VP plus 25 VP in a 200-point battle, 50 VP in a 400-point battle, and 80 VP in a 600-point battle.

Controlling objectives: At the end of each round, if any of your characters control the objective set in the middle of the board you score 20 (quick), or 40 (standard), or 60 (epic) additional victory points. 

You control an objective if there is at least one of your characters, and no enemy characters, within 3" of it. As different objectives vary in shape and size, it is important to agree at the beginning of the game exactly where this distance will be measured from. The number of victory points granted by this objective depend of the size of the game (quick/ standard/ epic).

Victory Conditions: Victory goes to the 1rst player to score victory points equal to point cost limit used in squats construction; for example, 400 points in a 400-point battle.

Factions on Halo Tactics: The Covenant

By : LeonDelgado
The Covenant Empire, also referred to as the Covenant, was a theocratic hegemony made up of multiple alien species that maintain control over a large portion of the Orion Arm in the Milky Way galaxy.

The Covenant waged a genocidal campaign against humanity, declaring that humans are n affront to their gods. The Covenant was a political, military, and religious affiliation, originally a mutual alliance between the San 'Shyuum and Sangheili following a brutal conflict between the two warring races. Its expansion to include at least six other races united in the worship of the Forerunners and the Halo Array soon began after the original formation.

Covenant Empire: Characters with the Covenant Empire team ability may replace their attack value with the unmodified attack value of an adjacent friendly character with the Covenant Empire team ability

Characters in a Covenant Squat

San 'Shyuum (Prophets)
The highest caste, the San 'Shyuum, or "Prophets," as Humans call them, lead the Covenant and exert complete control over all religious and political affairs. Though physically weak, Prophets wield power through absolute command of the Covenant and through scavenged Forerunner technology, leaving the task of conquest to the Elites and the other races. Their higher understanding of the Forerunners gives them great ego and religious influence over the Covenant. The High Prophets are addressed as "Hierarchs", "Noble Hierarchs", "Holy Ones", or "Exalted" by the other races of the Covenant.

In your Squat: In halo Tactics exist in this moment 1 character from the San 'Shyuum species, and that is the Prophet of regret. This is a good buster for you team and can be used smartly to nerf some UNSC heroes or characters. His cannon is good for destroying powerfull characters but is weak in close combat, so is good to protect him with some Elite honor guards or Brute honor guards.







Sangheili (Elites)
The second highest caste; Sangheili, or Elites as Humans call them, served as the military leaders of the Covenant before the Great Schism in 2552. While Prophets often had the final say, it was the Elites who organized military campaigns and naval engagements. They maintain the military structure of the Covenant and ensured the Prophets' orders are followed, as well as their own. Sangheili consider the other client races to be below them in all ways. The Sangheili are the only known race permitted to build and operate starships within the Covenant, though the crews are almost always composed of a mix of races. Sangheili are separated into ranks based on skill and experience. To advance in rank, Sangheili must honorably earn such advancements on the battlefield. They were a major component of the Covenant and were the only caste able to maintain the military hierarchy as well as having a voice within the High Council before the Great Schism. An "ee" at the end of an Elite name, such as "'Zamamee or 'Vadumee", signifies that that Elite is a part or was part of the Covenant military, although, after the Great Schism most, if not all, Elites removed the "ee" from their names to show that they had left the Covenant.

Name: Elite
Speed: 8/7
Defence: 15/14
Attack: +9/8
Damage: 3/3
Health: 8/4
Special Abilities: Covenant Empire Team ability. Ambidexterity.
Concentrated Fire: When Elite makes an attack, if the attack roll is doubles and hits, after the attack resolves he may immediately make an attack against the same target as a free action.
Shields (Def 1): Damage dealt to this character is reduced by 1.
In your Squat: Elite are one of the best options for your squats, they can improve the combat effectiveness of your grunts and jackals (with the use of the Covenant team ability) and be very effective in stopping Spartans. Elite has two common shapes (Elite mayor and Minor) and access to good weapons (Plasma rifles, Covenant carbine and energy sword).

A good Elite character is the Arbiter, he can hunt down important characters in the enemy squat and give support to your team.

Jiralhanae (Brutes)
Jiralhanae, known to Humans as Brutes,[20] They are one of the newer species to the Covenant and are the only race that has obtained very close to equal status to that of one of the founding "clients" of the Covenant pact, the Sangheili. They have an incredible natural resilience to damage due to their tough hides, which easily make up for their lack of energy shields, and use a number of weapons and vehicles based upon their pre-Covenant technology. This technology, though primitive compared to other Covenant weapons, is nonetheless extremely lethal, with most Brute-developed weapons having blades attached to them. In addition to their standard form of combat, Brutes will sometimes go "berserk" and try to kill anyone or anything in their path. This shows the aggressive nature of the Brute, and the little tolerance they have when they are cornered. Brutes have their own ranks going up to War Chieftains who usually wield plasma cannons, fuel rod guns, or Chieftains who usually wield gravity hammers. The Jiralhanae always work in packs of 3-8 when possible. They took over the role as personal bodyguards of the Prophets and also now make up most of the Covenant military.

Name: Brute
Faction: Covenant Empire
Cost: 35 (+13 stats+2 Dual weapon)
Speed: 6/8
Defence: 14/14
Attack: +8/+7
Damage: 3/3
Health: 7/3
Special Abilities: Covenant Empire Team ability. Inhuman Strength, Ambidexterity.
Fury: Give this character a close combat action. After the close combat attack resolves, it may make a second close combat attack as a free action.

In your Squat: Brutes are powerful melee fighters, if they reach a target they can destroyed easy with their attacks, but they have low defence. Brutes also have access to nasty range weapons, like the brute shot and even plasma cannons (thanks to their Inhuman Strength), and to the mighty gravity hammer.

Mgalekgolo (Hunters)
Mgalekgolo, or Hunters as they are known by Humans, are thought to be giant monsters, but they are actually an assemblage of worm-like entities called "Lekgolo" that creates a communal, armor plated form. In this form, they are known as "Mgalekgolo". They always fight and travel in pairs known as "Bond Brothers" which technically means that not all of the colonies of worms were able to fit within one set of armor, and are the strongest of the Covenant fighting units. They wield powerful assault cannons and a massive shield resistant to any small arms fire which may also be used as a melee weapon due to its sharp sides and the Hunters' great strength. They are usually used as weapons platforms, and are only deployed on the battlefield when in need of a heavy force - they are used more like heavy duty equipment than soldiers. Their political and religious motivations are completely unknown.

Name: Hunter
Speed: 7/6
Defence: 14/13
Attack: +8/7
Damage: 3/3
Health: 10/5
Special Abilities: Covenant Empire Team ability.
Weapon Lock (Fuel Rod Cannon).
Combat Shield: Modify this character’s defense value by +3 against ranged combat attacks.
Smash: A character hit by a close combat attack from this character takes +1d3 additional damage.
Massive: This character cannot be push back.

In your Squat: Hunters can decimate the battlefield with some shots of theur fuel rod cannon. This are the living artillery of any Covenant squat and they are hard to kill. The nemesis of any hunter are the Spartans.

Yanme'e (Drones)
These flying insect-like creatures, also known as Drones or Buggers by Humans, served almost exclusively as engineers, but were then replaced by the Huragok. This created a hatred towards the new, peaceful engineers by the Yanme'e that sometimes resulted in violence. Afterwards, the Yanme'e were used as aerial combatants against the UNSC, who were inexperienced at fighting airborne infantry. In combat, their weapons of choice were the Needler, which creates a super-combine explosion if enough projectiles are fired into the same target, and the Plasma Pistol. Their ability to fight on the wing, and their usual deployment in large groups, made them an excellent strategic weapon against ground-based opponents.

Name: Drone
Speed: 12/8
Defence: 15/ 14
Attack: +8/7
Damage: 3/2
Health: 6/3
Special Abilities: Covenant Empire Team ability. Infiltration. Jump infantry.

In your Squat: Drones are the perfect scouts and infiltrators, they can go to capture victory areas behind enemy lines and try to outflank the enemy. Fragile but elective.

Kig-Yar (Jackals)
Due to their superior senses, the Kig-Yar, or Jackals/Skirmishers as they are known by Humans, are the scouts and marksmen of the Covenant military, they are the second lowest Covenant caste and are about 5'6" tall. Due to their lack of physical durability, they carry a portable energy shield generator during combat. Jackals are employed mainly as sharpshooters with their excellent vision and dexterity, and are also deployed to defend strategic areas. When a Jackal is under fire, it will cover its head with its hands and trot away to another position from which to fire. The first Human contact with the Covenant was between Staff Sergeants Johnson and Byrne on a Human freighter as Jackal pirates tried to board the ship. They have very strong dislike of the Unggoy because they are always trying to assert their superiority over them in the caste system of the Covenant. Once they poisoned a recreational narcotic that the Unggoy use which nearly caused them to become infertile. This caused the Grunt Rebellion.  

Name: Jackal
Speed: 7/6
Defence: 14/ 13
Attack: +8/7
Damage: 3/2
Health: 5/2
Special Abilities: Covenant Empire Team ability.
Take Cover: If this character has cover, his Defence improves in +2 instead of +1.

In your Squat: Good support characters, Jackals are integral part of any covenant squat. With access to sniper weapons and shields that allow them to advance the battlefield this are excellent skirmishers.

Unggoy (Grunts)
Hailing from Balaho, Unggoy, known as Grunts among Humans, are the most common and lowest-placed caste of the Covenant. The Unggoy were barely into their own Iron Age when the San'Shyuum discovered them. Classified as a "Tier 6" civilization by the Forerunner charts, the Unggoy were at a primitive point in their cultural development, the Unggoy had little choice but to accept entry into the Covenant hegemony, or otherwise risk extinction. After their incorporation into the Covenant their entire history was erased and they essentially became a slave race. Despite their notable cowardice and ineptitude, they are quite dangerous in large numbers, which was why an Arbiter was needed to quell the Grunt Rebellion. They breathe methane and thus must wear a large tank on their back full of the methane to survive on other planets. Relations between the Unggoy and the Kig-Yar are strained in the best of times.

Name: Grunt
Speed: 6/7
Defence: 13/ 14
Attack: +7/6
Damage: 3/2
Health: 5/2
Special Abilities: Covenant Empire Team ability.
Stand Together: Modify Grunt's attack value by +1 when he is adjacent to at least one other friendly character named Grunt.
Quickfire: When Grunt misses with a ranged combat attack, roll a d6 after actions resolve. On a result of 6 he may make a ranged combat attack as a free action.

In your Squat: Grunts are the must cheap character in the Covenant faction, and they are good (for their price). Grunts are good in large numbers, able to capture objective or go as meat shields to rain fire to the enemy, is common to see this little guys in a Covenant Squat.



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Factions on Halo Tactics: UNSC

By : LeonDelgado
The United Nations Space Command, more commonly known as UNSC, is the military, exploratory, and scientific agency of the Unified Earth Government. The UNSC formed halfway through the 22nd century as remnants of old cultural ideologies clashed for supremacy in the Sol System and mainly oversaw United Nations military operations in space. The UN massively militarizing its off-world colonies via propaganda and then defeated communist and fascist forces in the "Interplanetary War" which consisted of several side-battles that took place on Mars, the Jovian Moons, and the South American rainforests. Although the Interplanetary War brought great suffering and death unto Earth and its colonies, it united humanity's militaries into a common, armed force by the end of the 22nd century.

Humanity was in chaos before the Covenant attack on Harvest in 2525. The UN was waging a bloody struggle against groups of terrorists (or freedom fighters) called the Insurrectionists, who wanted independence from the Unified Earth Government. The UNSCDF, a branch of the UNSC, constantly battled the Insurrectionists. In an attempt to help end the long-running war against the rebels, the UEG commissioned the ORION Project (also known as the SPARTAN-I project) and later the SPARTAN-II Program, which created a group of elite super-soldiers to combat the separatists and the insurrections that they spawned. When the Human-Covenant war began, and the technologically superior aliens began decimating the Outer colonies, these Spartans became humanity's best hope for survival. Faced with genocide on an unprecedented scale, the UNSC mobilized for total war.

The dire circumstances of the Covenant conflict allowed the UNSC to override civilian rule and establish itself as humanity's primary government. Although the Unified Earth Government was more open to step down, the Colonial Administration, the arm of the UEG ruling over the colonies, resisted the UNSC's rise to power, and was thus stripped of its power.

By the time the war began, humanity had reached Tier 3 of the Forerunner civilization ranking system. Technological improvements continued to rise due to the capture of advanced Covenant equipment, which was studied and adapted for human needs. The very best and cutting edge of UNSC war assets were supplied to the SPARTAN-II Program. Other enhancements geared towards mass production were distributed to the SPARTAN-IIIs and -IVs. One such example of war time innovation was the energy shielding adapted and improved for use on the MJOLNIR armor. 

As a player, you jump just in the middle of the dark days of the conflict, right before the fall of Reach, the humans are losing the war and desperate times require desperate measures. The UNSC is in war for decades with two deadly enemies, the Covenant and the Insurrectionist, but a new threat emerge from the vaults of an lost civilization: the flood.

Team ability: UNITED NATIONS SPACE COMMAND (UNSC)
When this character is adjacent to a friendly UNSC characters modify his range values by +2". Give this character a power action and choose an adjacent UNSC friendly character. The chosen character modifies its damage value by +1 while adjacent to this character and making ranged combat attacks this turn. Uncopyable.

Characters in the UNSC squats

You have 3 common character to select in a UNSC squat: Marines, OSDT and Spartans. You can make a group of just one type, but a good general know that a balance squat with a good mix of specialist, is the key to success.


Marine
Speed: 6/5
Defence: 14/15
Attack: +8/+7
Damage: 3/2
Health: 5/2
Special rules
UNSC Team ability.
Combat reflexes: modify this character’s defense value by +2 against close combat attacks. When this character takes damage from an attack, it may choose to be knocked back. This character ignores knock back damage.

Equipment: Marines has access to a vast arsenal of weapons in the USNC, only surpassed by Spartans.

The good: Marines are Cheap and reliable troops. This are great for having a large team of character that can capture objectives and deal damage to the enemy. With the UNSC team ability you can increase the range of their weapons and even increase the damage that they can deliver. Good vs. Grunts, Jackals.

The bad: Marines are fragile. With only 5 heath points two shot of an elite character or one heavy weapon can destroy your marines.


ODST
Speed: 6/7
Defence: 15/ 14
Attack: +8/+9
Damage: 3/2
Health: 7/3
Special Abilities
UNSC Team ability. Infiltration.
DEFLECTION (Def 1): Modify this character’s defense value by +2 against ranged combat attacks.
COMBAT REFLEXES (Def 2): Modify this character’s defense value by +2 against close combat attacks. When this character takes damage from an attack, it may choose to be knocked back. This character ignores knock back damage.
Equipment: ODST has access to Pistols, SMG and Sniper rifles.

The good: Hard to hit, elite unit capable of being deployed anywhere in the battlefield (with a minimum distance of 14" of an enemy). This can be useful to capture objective of kill priority targets.  Better life and stats than marines, make them really powerful characters in any squat.

The bad: High price. A squat of only ODST is a small squat. They can deliver pain to the enemy but you can be outnumbered if your are not careful.  

 
Spartan
Speed: 8/7
Defence: 16/ 15
Attack: +9/9
Damage: 3/2
Health: 8/4
Special Abilities
UNSC Team ability. Inhuman Strength, Ambidexterity.
Shields (Def 1): Damage dealt to this character is reduced by 1.
Dodge (Def 2):  When this character is hit by an attack, you may roll a d6 before damage is dealt. On a result of 5-6, this character evades the attack.

Equipment: Spartan has unlimited access to all military equipment from the UNSC, including decomisioned Covenant weapons and even heavy weapons.


The good: Super elite unit. Basically all Spartans are like living tanks protected with shields, fast on the battlefield (with Speed 8 they move faster on the board) and with a good selection of gear.

The bad: High price. Just like ODST , an all Spartan squat is quite small.


Examples of an UNSC squats


Mix squat
Spartan with Battle rifle              75
ODST with Sniper rifle               60
ODST with SMG                        60
Marine with Missile Launcher      50
Marine with Sniper rifle               50
Marine with Battle Rifle             25
Marine with Battle Rifle             25
Marine with Battle SMG             25
Marine with Shockgun                15
Marine with Pistol                      15
Total                                         400

This squat has a god range power, and a good selection of decent cheap fighters and elite troopers. The Spartan and the ODST has the mission of destroying the most powerful character in the opposite squat while the marines give support and capture victory areas or hard points.


Elite squat
Spartan with Battle rifle              75
Spartan with Missile Launcher    95
ODST with Sniper rifle               60
ODST with SMG                        60
ODST with Battle Rifle               60
Marine with Sniper rifle               50
Total                                         400

With great power but few in numbers, this is a hard to kill squat, but will have trouble to capture hard points and victory areas. This type of squat play to destroy or cripple the enemy before they can do the same.




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