

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.
