Halo Wars 2 Full Campaign Walkthrough
by Team Respawn
Andy and Gus play through the Halo Wars 2 campaign on Legendary difficulty in co-op. The overall verdict: HW2's multiplayer surpasses HW1's, but the campaign falls short — the mission design is less varied, the maps blend together, and the AI overuses beam attacks to an exhausting degree. Andy rates the campaign 6.5/10 (vs. HW1's 8/10).
General Observations
- Platform: PC (MNK) for Gus, controller for Andy — co-op with unit sharing enabled
- Technical issues: HW2 accumulates new bugs over time (foliage glitch, controller drops from cutscenes); HW1 on Steam runs more cleanly by comparison
- Beam spam: The single biggest campaign complaint — AI fires beams on a roughly 45-second cycle throughout the entire campaign, with no line-of-sight requirement on higher difficulties
- Mission design critique: Many missions feel similar and blend together; HW1 visited distinct locations (Harvest, Arcadia, Shield World) while HW2 stays on the Ark throughout
Key Mechanics & Tips
Unit Control
- Splitting vs. beams: The critical skill — move units in small separated groups to dodge beam attacks. Units bunched together get wiped.
- Units do NOT gain veterancy while moving — a significant HW2 quirk; rarely do you see high-vet units in campaign because there's little time to stand still
- All units select: Q on MNK; right bumper on controller
- Control groups: Hold Right Trigger + a face button on controller to assign a group
- Attack-move: Hold X (controller) — creates a red targeting symbol and units hold ground while firing
- Leader powers: F key on MNK to pull up the radial menu
- Hijacking: Spartans can hijack enemy vehicles; press Y ability to exit the vehicle afterward
- Height advantage: Positioning units on elevated ground provides a damage or damage-reduction buff
Economy & Building
- Supply pads are the primary income source; bases have locked building slots
- Generators on minis provide power income from mini-bases — worth prioritizing
- Campaign pricing ≠ multiplayer pricing: Hornets cost 375 resources in campaign vs. 250 in multiplayer. This makes air feel "OP" in campaign but is not representative of multiplayer balance
- Veterancy retention: Heroes (Spartans) keep their vet stars when they go down and get back up
Unit Notes
- Air units are very effective in campaign against Wraiths and most ground targets
- Nightingales (healing aircraft) are extremely valuable in late campaign missions — keep them mobile
- Siege units (Kodiaks): Do not always obey orders in campaign; will sometimes move independently
- ODSTs: Drop from orbit via leader power; recommended to drop as frequently as cooldown allows
- Hellbringers: Effective counter to Hunters and infantry clusters
Lore Context
- HW2 takes place after Halo 5, set on the Ark — the same location as the end of Halo 3
- Atriox is introduced as the primary villain; he continues into Halo Infinite
- Decimus is the Banished warlord encountered in early missions (boss fights in Missions 2 and 6)
- Engineers (Huragok): They were enslaved by the Covenant against their will. Their appearance in HW2 is their last in the franchise before the DLC
- Jerome-092 (Spartan) is the controllable hero for the UNSC side
Mission-by-Mission Notes
Mission 1 — The Signal
The Atriox introduction cutscene is praised as "absolutely insane" — an immediately compelling villain reveal. The game takes place after Halo 5 and references the aftermath of Halo 3's Ark battle.
Mission 2 — A New Enemy
First playable mission. Both players start with highly unequal unit distributions.
- Decimus mini-boss appears — get out of the circle during his area attack
- Hellbringers are effective here; use them on Hunters
- Counter-attacks on your base occur mid-mission — keep garrison units active
- Beams begin appearing immediately and never stop
Mission 3 — Ascension
Objective: reach the Cartographer.
- Bridge activation mechanic: Kill the enemies blocking the bridge to trigger it
- Hunters appear mid-mission; a unit with two Gens on a mini is noted as a major threat
- Wraith tanks are in the area — counter with air units
Mission 4 — The Cartographer (Vault Map)
The in-game multiplayer map Vault is clearly the same layout as this mission.
- Air spam is effective; Wraith tanks counter by going air themselves
- Vortex ability used by enemy — stuns and debuffs armor; combo with a beam on top is devastating
Mission 5 — Lights Out
Involves navigating around permanent beam emitters using teleporters.
- Teleport pads move your units around the map to avoid the fixed beams
- Reavers (anti-air) are present and can be hijacked
- Decimus boss fight: Uses a shield juggle — he destroys his own shield before it expires and rebuilds a fresh one because rebuilding is faster than recharging. Kill him quickly when the shield drops
Mission 6 — From the Deep
Beach invasion with units emerging from water — one of the better-looking mission designs.
- Garrison covers provide significant armor buffs — place units in them
- Lotus mines placed at choke points are highly effective
- Warlord boss: Alice (Spartan) solo-kills the warlord near mission end with a well-timed activation
Mission 7 — Hold the Line (Beach Defense)
Defending a beachhead.
- Garrisons are the key defensive structure; spread Spartans across available covers
- Units emerge from multiple directions including the ocean
- The design is noted as the likely inspiration for the Terminus Firefight DLC mode
- Wolverines (anti-air vehicles) are important for the air pushes in later waves
- Lotus mines at chokepoints clear entire waves efficiently
Mission 8 — Hold the Line (Tower Defense)
A ~30-minute tower defense mission. Both hosts call it one of the best mission designs in the campaign.
- Five lanes of enemy approach with turret slots along each path
- Turrets can be upgraded (anti-infantry, anti-vehicle, anti-air) — prioritize based on incoming wave composition
- Jump pack Brutes appear mid-mission and bypass the forward turret lines — keep units in reserve
- ODSTs via leader drop are recommended as continuous reinforcement
- Lotus mines are critical — place them in lanes and redeploy on cooldown
- Air waves appear in later rounds — switch turrets to anti-air accordingly
Mission 9 — Under the Dark
Fog of war / stealth mission with detection mechanics. Considered the hardest mission of the run.
- Detection drones (small floating units) reveal cloaked/hidden enemies — essential to keep alive
- Three Spartans are provided (Alice, Jerome, Douglas) — distribute across lanes
- Enemy hero uses vortex + beam combos — vortex stuns your units in place, beam immediately follows
- The warlord "panic beams" when low on health — pull back when he triggers fury mode
- The "shroud" (a shield projector) can block leader powers; destroy it before dropping targeted abilities
Mission 10 — The Foundry
Scarab mission — a large Banished excavation Scarab is the centerpiece.
- The Scarab can be used offensively to stomp through enemy structures; its walking stomps deal AoE damage
- Scarab cannot attack air units — keep Hornets/air to handle Banshees
- Engineers appear in this mission — their last appearance in mainline Halo before the DLC
- Nightingales keep the Scarab alive through sustained pushes
- The Scarab retreats for repairs when health drops critically — it is not permanently lost
Final Mission — The Halo
Last tower defense mission with Anders working to activate the Halo ring.
- Unlimited resources provided — spam ODSTs and unit production freely
- No population cap — build and produce without limit
- Five lanes of Banished attack; turrets upgradeable along all paths
- Late units available: Condor (super unit), Grizzly tanks, Vulture bombers
- Final boss: three Scarabs rush simultaneously; hold the line until Anders completes the activation sequence
Final Thoughts
| HW1 | HW2 | |
|---|---|---|
| Campaign | ★★★★ (8/10) | ★★★☆ (6.5/10) |
| Multiplayer | Good | Better (faster, more micro-intensive) |
| Maps | S-tier variety | Low B-tier (only Sentry is truly great) |
| Music/atmosphere | Superior | More colorful, less gritty |
- HW2 is considered a better pure RTS mechanically but the campaign lacks the mission variety and atmosphere of HW1
- The beam frequency in campaign is the single biggest design flaw
- Hosts plan to cover the Spearbreaker and Awakening the Nightmare DLC campaigns in future recordings
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