How to Super Turtle - Halo Wars 2
by Team Respawn
This guide covers the method for turtling in Halo Wars 2. Super turtling is a defensive playstyle where you build up your defenses and economy while waiting for opponents to make moves against you.
Best Map for Turtling: Sentry
Sentry is one of the best maps in the game for turtling. In 2v2, you have an excellent chance to turtle on your side of the map because of how it creates choke points - something rare in Halo Wars 2 maps.
Best Leaders for Super Turtling
Pavium (Best Overall)
Everything about Pavium is perfect for turtling:
- Mega Turrets: Set them up right and you can stop almost any ground force
- Pavium's Stand: All buildings become invincible for a short period
- Lich Vanguard: Essentially a flying Scarab with a portal you can train units from
- Pavium's healing drone: Heals buildings
Serina (Second Best)
Excellent complement to Pavium:
- Upgrades make power nodes, siege turrets, and Kodiaks have chill effects
- Great at physically stopping units with freezing
- Ice Cream Truck (Bison) can freeze approaching units
Sergeant Johnson
Strong turtling capabilities:
- Combat Salvage for vehicle respawns
- Mech Overcharge for invulnerability
- Johnson's Y ability heals units
- Bunker drops for additional defense
- Digging In Deep: Ultimate ability makes all buildings free (except turrets)
Colony
Excellent defensive leader:
- Combat Repair heals everything (buildings AND units) over time, even in combat
- Hunter Captain is phenomenal with Skitterers attached
- Strong unit variety
Honorable Mentions
- Decimus: Good due to passive abilities
- Kinsano: Excellent with Inferno and flame powers
Pavium Turtling Build Order
Early Game Setup
- Start with Power Extractor first (personal preference - others do Harvesters)
- Double Harvester
- Make one extra Grunt squad for power nodes
- First Leader Point: Burnout (helps reach Tech 2 faster)
- Upgrade Power Extractor as soon as it's done (when you have 300 power)
- Second point: Mega Turret
Power Node Strategy
- Send Grunts to capture power nodes while gathering crates
- In 2v2, coordinate with teammate - one person gets power node, other gets crates
- Once you hit 200 power, start upgrading Harvesters
- Use Burnout on Harvesters to speed up reaching 500 resources for second Power Extractor
Base Development
- Get War Council and start making Pavium
- Capture power nodes on your side, push for opponent's side if possible
- Get mini base slot - put another Harvester on it for economy
Mega Turret Placement
- Don't put Mega Turrets on your back/main base - put Harvesters there for economy
- Focus Mega Turrets on your forward base (the expansion closest to enemy)
- Two to three Mega Turrets on the forward base
- Still keep production buildings for pumping out units
Sentry Map Defense Strategy
Key Defensive Points
Main Choke Point (center area):
- This is where opponents will attack most often
- Place mines here
- Ensure Mega Turrets and artillery can hit this area
- This is the MOST important section to defend
Watchtower:
- Put Elite Rangers or Snipers in the tower for additional defense
Bridge Area:
- Most people don't cross this bridge
- Fight for the power node here for line of sight
- Or place mines for vision of air attacks coming from this side
Turret Configuration
- Make turrets anti-air first - air attacks are the fastest way opponents can hurt you
- If Banished: Get all three turret upgrades
- If UNSC: Either 3 turrets + 1 watchtower, or all 4 turrets (anti-air)
- Get base upgrades for anti-air damage (4-5 upgrades)
Army Composition for Turtling
Anti-Air Priority
- 6-10 Reavers or Wolverines
- Anti-air is crucial because it's the fastest attack vector against turtles
Countering Offensive Units
When turtling, opponents will bring heavy offensive units:
- Vultures, Scorpion Tanks, Grizzlies
- Locusts, Cyclopes
- NOT Wolverines, Reavers, infantry, or Snipers
Your Counter Units:
- Hunters (don't overdo it in case they go air)
- A few Elite Rangers
- Some Grunts (cannon fodder or anti-air)
- Jump Pack Brutes (optional)
Air Units
- Shrouds: Block incoming projectiles
- Banshees: For anti-air purposes, not base defense
- Engineers: Essential for healing
- Blisterbacks: Two is fine, place inside shield generators
Base Protection
Forward Base (Most Important)
- 2-3 Mega Turrets
- Shield generators (2 recommended)
- Sensor tower for turret targeting range
- Cloaking generator (optional - depends on enemy composition)
Main Base
- Focus on economy (Harvesters)
- If UNSC: Two siege turrets in back, regular turret up front, one watchtower facing away for line of sight
Pavium Leader Powers for Turtling
Essential picks:
- Mega Turret
- Burnout (economy boost)
- Ultra Mines (excellent for defense)
- Full Salvage (building heal + full refund on recycle)
- Pavium's Stand (building invincibility)
- Lich Vanguard (ultimate)
- Enduring Will (healing)
You really can't go wrong with Pavium's wheel for turtling.
Key Tips
- Turtling is reactive, not proactive - Wait for opponents to make moves
- Economy advantage - Not pumping units constantly means your economy skyrockets
- Don't fight for distant bases - If they take a far mini, don't overextend
- Use leader powers aggressively - You have time while they rebuild
- Predict enemy movement - Drop powers where they're going, not where they are
- Don't be afraid to lose units - You have the advantage; they're coming to you
- The Lich - Don't hesitate to use it; by the time it's back, enemies need time to rebuild
What Breaks a Turtle
Watch out for:
- Mass Air compositions
- Super Units (Scarabs, Condors)
Counter these by maintaining strong anti-air and having Reavers/Wolverines ready.
UNSC Turtling Notes
Similar principles apply:
- Emphasis on mines
- Two siege turrets on back of forward base
- Watchtower for line of sight
- Focus on damage-dealing leader powers (Inferno, Napalm Missiles, Archer Missiles, etc.)