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Vortigaunt Beam Swep. Uploaded from gmod 10 is this really old swep that I'm surprised hasn't had it's lua broken yet. VJ Base. Created by DrVrej. Vape SWEP. Please note that my vapes are NOT narcotics. They are devices that emit healthy, organic vapor. Vape List: Classic vape Mega vape - it's big, and it's cloud is bigger Juicy vape - press right click to change flav Created by Owain. Created by Aaron. Restriction system for ULX. Uptown v4 - Night. Created by ReZoz - Workshop.

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These props have an emphasis on civilian applications. There are no ragdolls or weap Mass Effect Props. Full troop requirements are shown in the Unit Training appendix. Not all units are immediately available in the campaign. This varies by mission and is listed at the start of the walkthrough for each mission. Generally, special units are not freely available until later in the campaign.

The only mission where absolutely every unit from every civilization is available is the final mission, Just One Fight see below. Honour Points or "Honor Points" for Americans are required in order to recruit certain units types, notably cavalry 1 point per unit and special units 2 points per unit.

Honour points are gained from battle. They accumulate slowly as your troops gain experience from fighting. The precise relationship between combat experience and honour points is unknown. Gaius Julius notes: "The number of HPs you accumulate varies by troop type. Gaius Julius continues: "You'll see an icon of a star with a wreath around it, next to it you'll see a number.

This number is the number of HP's you have. To the right of this you'll see a bar, when it fills up completely, you've earned another HP. The Appendices contain data covering unit strengths, abilities and use of terrain. Health reflects the overall life and damage of the unit. Single-man units will survive until their health reaches zero. For multi-man units, health is an average across the unit. Health can be recovered using a healer such as a Physician.

Stamina is used when running or in certain cases when using special abilities. Stamina declines at different rates. For example, Legionaries' stamina will decline fast when running because all that armor is heavy - try it ;-. Stamina recovers over time once the unit stops trying to use it. Certain abilities such as Extra Energy Regeneration and Prayer can be used to recover stamina more quickly.

Steal Energy Effect drains stamina from enemy. Poison is only used by Nubian Archers. It can be treated using the Physician's Cure Disease ability. The later ability also cures blindness. Commanders Centurions, Chieftains or Barbarians are required to recruit at villages. They also have advantages in the field. Troops within their area of influence gain bonuses to attack and defense. Bonuses do not stack, however it is thought that where two commanders of different civilizations are present, the highest bonus available applies.

This is only relevant to a few campaign missions, since in most only one civilization is available. The area of influence is shown by a faint blue circle around the commander. RogueImpaler adds: "You can tell if your troops are affected by their leader when they have a little extra eagle in their flag.

Higher ranking commanders can make a significant difference to the outcome of a battle, so ensuring they gain experience is useful. There is no command to do this, however there are tricks to destroy your own units. Then send a battering ram in to destroy the tower, and it will not only destroy the tower, but also the units inside. Assign them 'Hold Position' orders press H. Stationary formations may also be used, although these generally have a more specific purpose than simply telling your troops to remain still.

Troops will still react to the enemy when holding. This reaction can be modified by setting them to 'Aggressive' or 'Defensive' mode. In 'Defensive' mode units will wait until they come under attack or the enemy comes very close before responding. Troops cannot be retreated once they have been engaged in melee. This is considered realistic.

Troops can retreat from ranged attacks, however they may sustain heavy casualties doing so. By default patrols are set between the starting point of the unit and the location you set the patrol. By holding Shift down while setting the patrol route, multiple patrol points can be set. Similarly, if CTRL is held down while setting a patrol point, the unit will run that part of the route.

Weather is essentially there to look pretty. It does not affect how troops fight, their stamina, or anything else. Andrex Aurelius writes: "Place your Hunters in a forest and wait until their Stamina regenerates to full. When it has, the Hunters will automatically go into Ambush mode and will attack enemies that walk over their position.

When in Ambush mode Hunters become invisible to the enemy except to Wolves and deal much higher damage. War machines are generally the least likely to respond to an approaching enemy. This partly reflects the time taken to load and fire them. To make them more responsive set them to 'Aggressive' mode.

The main danger with auto- firing siege engines is the risk your troops will get caught by them. This is particularly true of Ballistas, which fire straight at the target, rather than over the heads of your own troops. Alternatively, assign attack targets yourself.

Retire the machine or siege engine from the front line and assign Auxiliary Infantry or similar to repair the machine.

Use the right unit and it is often possible to do the reverse. Athos writes: "There is actually a good amount of strategy in this game. Primarily in the match-up of units and how you move around the map. If you just move your troops toward an objective they will get murdered; have a scout and know everything about where they are about to move They matter - I've seen enemy archers cut to pieces in melee combat without a loss to friendly Legionaries and ballistas decimate an advancing legion company - but they pale in significance to the same old Real Time Strategy 'recruit troops quicker than the enemy' tactic.

This is obviously less true for the campaigns you have to employ tactics , but very true for the skirmish battles you have to capture villages quicker. In skirmish mode this is not true. This section covers specific tactics applicable regardless of civilization. Different civilizations are discussed in subsequent sections. This applies to extending the effective range of units such as archers, but most importantly it prevents your troops walking into an ambush.

From Athos: "You should always know what stands between you and the place where you want your troops, and what is there waiting for you. Do these through proper scouting and planning, and you'll be able to take out the ambushes before they ambush you. Scout as much as possible and know what you're facing, and plan how to get around it before bull rushing into anything and everything.

Here's why: you should always know where you are going, that's what scouts are for. One can march a 'perfect' formation into a pitch battle, but once the battle has started almost all hope of control has been lost when additional enemy troops are drawn in. By planning battles, you opt to control the battle by the terms on which you fight it, not by a 'click-fest' of orders to units that often cannot respond because they are busy fighting off an enemy that happens to have engaged them already.

Latbat writes: "The basics are to put your infantry ahead and archers behind, but this tactic isn't enough to win against a good player. You have to have your hand on the pulse of battle, and do what's the best for current situation, not to just blindly attack if the forces are equal. In most missions I just hotkey my important units - special unit, healers, centurion, and scouts. Make sure you make these units auto-stay [hold] or your healers will go into the melee attacks and die.

Tell your chief units and priests to 'protect' the infantry too, so they'll give you the good benefits while not exposing themselves. Keep your groups under easy control by assigning group numbers, so if you tell your archers to attack something else, it's easy to make them 'protect' the infantry again after the battle.

Any attacks from the front the Legionaries will skirmish. Once other enemy units are engaged in skirmish cavalry will be able to ride through their lines. Finally, remember that your troops can run assign orders while holding down the CTRL key.

They cannot run forever, since their stamina decreases. Also consider that if their stamina declines, they may not be able to use a special ability. They are named characters. They always have the abilities of other single units - typically Centurions, but sometimes healers or scouts. Their main advantage is a higher than average hit point total. Unfortunately they are almost always mission critical - should they die the mission will be failed.

Mark OHearn writes: "In certain missions I was able to leave a hero at or near the starting position in the woods. In other missions, you need them to recruit troops, so just always keep them back from the action with a troop to protect. Hotkey them is the best way to move them around. But avoid baiting Hunters with them - if unlucky, it's an instant 'game over' moment.

Commanders gain considerable bonuses at higher levels. If the commander survives long enough, these bonuses can make a significant difference to the performance of troops, both offensively and defensively. Commanders also have special abilities. From RogueImpaler: "Your troops are much more capable with their leader in the vicinity. Image your Legionaries have just thrown their pilums - now they are exhausted. With their Centurion close by they regenerate much faster. From bond0bhave: "Using this way I killed 2 squads of Praetorians and one Gladiator in the campaign.

Use the Barbarian Chieftain to sap the stamina, and then use the Nubians to poison the gladiators. Retreat them when the enemy gets close and then attack with more poison, using the Centurion to refill stamina.

Troops can't get out of a rumble once they've been attacked or have attacked themselves. You can send in your Centurion at this time. He will give the troops the opportunity to break loose and run for it. This occurs quite frequently during the campaign. Healers will attempt to heal wounded soldiers automatically. Mark OHearn writes: "It is not unusual for them to go to the frontlines, and if your fighting troops are killed, so goes the medic.

Therefore, consider putting him on hold you can auto-hold to keep him from doing this. After the battle, un-select the hold so he can go heal the remaining troops. Protecting troops helps a lot when managing a large group in battle. This ability appears to extend to every unit except the healer himself, so occasionally intervene and 'manually' heal your healer.

Stationary spearmen are particularly effective against charging cavalry. Athos adds: "Spearmen are perfect for stopping those charges, only problem is you have to protect them from archers or they get torn apart. This entices the cavalry to try and attack the archers, but in doing so generally forces them onto the stationary line of Spearmen see Luring below.

RogueImpaler writes: "Use spearmen at the last moment to counter mass attack - they can be very, very deadly indeed. ShadowFiend writes: "A nasty strategy is to place pikemen in stationary form in front of the village entrance of the enemy if you don't have enough forces to swiftly destroy the village.

Everything comes out dying quickly. One unit is sent close to an enemy unit, then once the enemy unit gives chase, the friendly unit retreats back to where other friendly units are waiting to pounce. Luring only partly works in Praetorians - enemy units cannot be dragged far, and should the initial lure fail subsequent lures are progressively less likely to succeed. From Athos: "I have the archers right behind the spearmen in stationary to lure enemies onto my troops, and the Legionaries to sweep onto the attacking forces though they don't necessarily need to, the spearmen should handle them and to protect the flank should it be threatened As you are about as fast as them, you can retreat behind your pikemen and let the enemy cavalry crash into your impaling polearms.

If cavalry are not available Centurions may be used effectively. They can also generally sustain more damage before suffering loses, although sustained luring is still likely to require a healer to be available. Avoid luring with low-hit point troops, since they tend to die in the attempt.

They provide your weak archers with a 10,point defence bonus, making it almost impossible for a small group of melee troops to successfully overcome. If you put weak troops like Auxiliary Infantry in then you have a cheap rock dropping defence, which is useless against archers and siege weapons, but good against other units attacking the base of the tower. Also, if you have Auxiliary Infantry in towers they are very useful for putting out fires during an attack but they have to be covered by other units.

Towers can be repaired conventionally by assigning infantry to repair them, much like damaged fortress gates and seige engines. From plastikman: "The best units to put in the towers are the Nubian Archers, if you can spare the unit cost.

They have the longest range of all the archers in the game and the height of the tower can provide a little boost too. If you want to be really evil, set them to poison arrows before you place them in the tower. There's nothing quite like watching your opponent build a tower next to his village and then sneaking your own archers into it and start attacking. Depending on the map, a forest nearby might make the tower an easy attack by archers unless you also occupy the said forest with melee units.

I usually use two rams, because they destroy a tower quicker and with all archers in it. But it can take some time before you can get to those towers if facing strong opposition on ground, so I'm considering using catapults more, set on flaming stones of course. Rams have the advantage of eliminating the defending units along with the tower.

Significant tower building comes with its own problems. Mark OHearn again: "Firstly, it will limit how many troops you can send into battle. Secondly, if you do need to empty troops from their towers, the enemy will have the opportunity to sneak into your village and take over these towers.

War machines require careful use because there is a high risk of damaging your own troops. The combination of slow reload-time and apparent unwillingness to fire until enemy units come close can be in part off-set by setting them to 'Aggressive' mode.

As mentioned above, rams are effective against Towers. Chronoshift notes that they are also effective at destroying village garrisons. Of course their main purpose is destroying the gates to fortresses see below. Athos writes: "Ballistas are incredible useful when it comes to defense. You know those annoying turtles, and how arrows can't really pick them apart?

Ballistas slice right through them. Perfect for disrupting those advancing troops as it can kill troops at once. Or more. Positioning of the Ballista is clearly important, with many favouring higher ground or a position on the flank of an army. Ballistas are generally better than Catapults when used against close formations of troops, however they need much closer supervision or better tactical placement than Catapults if friendly fire is to be avoided.

From loki: "While catapults are not very effective, they can be devastating when used to defend an elevated position. Four catapults on barrage can wipe marching troops when combined with archers. Although Catapults have a numerical range advantage, they need to be able to use that range by setting them to 'Aggressive' mode and having some form of scout or nearby tower coverage. AI players very rarely use scouts. Consequently, AI units often cannot see any further than their normal units are capable of seeing.

AI controlled infantry have a tendency to retreat slightly once they have come under heavy barrage attack from enemies they cannot see. This can result in the AI units making several false advances, each one of which damages them. You may need to send a hawk in for your catapults to fire. Consequently, the majority of strategies for dealing with sieges can be found in the walkthrough.

Consider the following when defending a fortress: - Move fast. This is one aspect of the game you cannot take at your own pace. Repair them whenever possible using infantry.

Generally once the gates have been destroyed, long term defense of a fortress becomes impossible unless the enemy is very weak. Switch these troops to 'Aggressive' mode so they fire at enemies sooner. Use special ranged troops if available Slingers are great against siege engines. Ideally the enemy should not get this close. When attacking a fortress, many more options are available. First lure out any enemy cavalry, conventionally done by starting to attack wall defenders with a Catapult.

Cavalry are normally lured into a stationary Spearman ambush. The next threat are defenders on the walls. For Roman players, Dramaticus writes: "Use turtle formation to divert defenders while you roll up your siege items. Since Legionaries are almost immune to arrow fire, they make excellent decoys. With a healer behind them they can survive several minutes of attack.

Dramaticus continues: "You can load up to a couple of troops into siege towers before you roll them up to walls. The risk is that the tower may burn down before the offload, but the advantage is immediate deployment, rather than having your troops catch up with the tower and then attacking.

BadGuysAlwaysWin writes: "To eliminate archers on walls, use catapults for maximum result. Set 2 to 'spread' and 1 to 'normal' neither fireball nor spread. Now, march forward with legions in turtle formation.

Bring up your catapults and get rid of the archers one group at a time. However, walls give a range advantage to archers manning those walls, so it is not possible to completely eliminate the chance of enemy archers setting your Catapults on fire.

If they do so Catapults can always be retreated and infantry set to work repairing them immediately. Rams are the most effective way to break down gates, but Catapults can also be used. With no archers on the walls, it's very simple. Set pikemen in stationary in front, Legionaries on flanks, destroy the door, then advance. Instead of doing so and attacking the enemy on the other side, I now build a tower or two, and more importantly, some siege weapons and lure my enemies towards the bridge.

You need scouts and a way to start the battle - usually siege with hawk can do this. Since the bridge is not built there is no melee combat, and usually they cannot engage in range attack or at least not effectively.

Entity comments: "Romans have strong defence so, with a healer, your men survive a bunch more battles. In many campaign scenarios there is no particular need to rush, which allows short sharp battles to be followed by a period of healing. The same time can also be used for scouting. From nitroace "I think the Legionaries are the best standard fighting unit in the game - their turtle formation looks so good.

From xtend "The Romans are the most balanced, and the square formations are easy to control. And don't forget the 30 troops to a unit either - makes their spearmen the best in my eyes. In the case of Spearmen this is clearly an advantage, since the more Spearmen one has, the easier it is to hold a line with them.

Having more men per unit should logically make the unit more combat effective. This is in part true - Romans are certainly better than most Egyptians man for man. However, the same logic does not always follow when compared to Barbarians - in offensive combat a smaller total number of Barbarian warriors can be quite effective, as discussed further below.

They are best used to attack archers when your infantry are fighting enemy infantry. The Roman commander must use native cavalry very carefully. From nitroace "Sure, the Romans ain't got the best cavalry, but what they lack in mounted units they make up for in infantry.

Often formations need to be adapted for particular terrain or circumstances. Galen's suggested Roman formation: "- a Skirmishers in the front of the pack, expendables who can absorb the first hit and reduce the ranks, for this Auxiliary Infantry.

Send sets of archers in that cube and line them up nicely. Have your Centurion and medics in the middle and line them up. Spearmen can form in the cube too. Now give all of these troops a CTRL key assignment It's awesome to see what happens if you get rushed with this mega formation and you go to turtle formation.

Then I have at the back another Legionaire unit to be thrown into the fight as reinforcements. Protecting the rear of the archers I have Auxillary Infantry. Three spearmen troops up front, with 2 ballistas on each flank. Then legionaries behind in standard formation, with archers in front of the Legionaries and behind the spearmen in stationary position. Then catapults behind all that with medics and leader. Cavalry to the right or left to sweep behind the enemy assault for archers or artillery so they don't take out your stationary spearmen.

If you suspect an archer ambush in the woods along the roads, send your legions in turtle mode - they can't harm you much. When you encounter the enemy, use your legions to block enemy pikemen, then send your cavalry which you had previously hot- keyed to slaughter enemy archers who stand behind the pikemen. If the enemy archers are in the forest, your best bet is to send a turtled legion to attack them or 'deturtle' a legion and RUN to attack them.

Of course, the same tactics apply to you when you are attacked - put your archers in forests, but ALWAYS leave a legion with them to protect them. When in turtle formation advance towards the archers. When near, come out of the turtle formation and charge. In turtle formation Legionaries' fighting capacity is severely lessened than in standard formation, so if an enemy is coming at you stay in standard formation.

It's also a good idea to have a medic to accompany them, in case there is much missile fire. The healer is gerenally not fired upon, so long as he remains behind the Legionaries. From Random: "I use turtle formation whenever possible. Use standard formation when walking across the map or it will take forever, but in combat it's best to use turtle formation. Especially if the enemy has archers, since the turtle is almost invincible against arrows.

Using the scouts, you send a turtled legion because you KNOW there is an archer ambush. Move your archers to water or attack the turtle with melee warriors.

Use them to aid Legionaries against melee warriors. The only thing they are afraid of are archers using hit and run attacks. I use Praetorians to burst through stationary spearmen lines followed with Legionaries and my own spearmen. German Calvary are great but won't kill the troop, even with a charge.

And the Bersekers simply don't have enough defence to last. Ranged attacks are great while melee troops engage. A troop of Praetorians with a medic is very difficult to stop. While I still love the fast-pace and aggressive nature of the Barbarians, and can certainly appreciate War Chariots and Nubian Archers, there is a good reason why the game was named after the Praetorian unit - they are the best single unit. Centurion writes: "They are the strongest fighters in the game, man for man they will always win, unfortunately they are the slowest to build 72 seconds for 16 warriors and are usually swamped by enemy forces that out-number them.

While their special units are excellent, some are very hard to use effectively, notably Hunters. Beserkers and Warriors throw rocks. As catapults and other siege engines use the same number of infantry to man them, this actually means that siege machines are more expensive for the Barbarians. In large numbers they are the masters of the open battle due their speed and power.

Throwing stones can be a treat when pursuing a fleeing enemy. Berserkers excel when fighting large masses of foot enemies. They are 'mob' killers, and will dispatch, with ease, up to 2 Legionaire troops or 4 Soldier troops. Bad choice when fighting cavalry, Gladiators, Praetorians and ranged troops. They are great fighters. These clear rewards can only be obtained once per account. After careful consideration it was concluded that the previous iteration of Orc Citadel was too costly in terms of Shoe Consumption vs.

Compensation - so it's been reworked. In addition to completion rewards, you can also acquire Rune Fragments and Skill Card Fragments from random drops throughout each challenge. Challenger Dungeon has been overall received well, but it had a slightly high barrier to entry due to the harsh difficulty curve.

Because of this, the difficulty curve has been lowered and it should be a bit easier to get into higher levels than before. Also, the number of battles per floor has been lowered from 4, to 3. The difficulty of mobs has also been lowered. Lastly, SS Ally Drops have been added to the loot table. Essence, and Allies. World Bosses and Guild Adventure has been buffed to match the strength of the new Majestic-tier allies.

Ranking Rewards have been changed from a percentage based system to a more absolute based ranking. Ranking rewards have also increased.

Also, looking ahead, there are plans to make Rune Fragments easily acquired by various other methods. Because of this, Rune Level Limits have been removed. The process of opening Gem Slots on Gear with rubies is gone! Each class has all 6 slots open, by default, for free.

Users are now given 6 skill cards by default, and can link specific allies to each one like the previous Gear Link system. Each ally can only be linked to one card at a time, and each skill card has 1 row of 5 ally slots unlocked by default. This can be expanded by spending rubies per row of 5 ally slots.

Skill Cards can be upgraded using Skill Card fragments, that will further increase their abilities. In an effort to access Transcendental weapons more easily, the enhancement system for Trans. Firstly, you no longer have to merge each individual piece onto gear. It now has its own segment Think of Weapon Runes.

For each class, there is only 1 Unique Equipment. It should be noted that Weapon Attack power modifier was significantly buffed to compensate for some damage value changes across the Growth System. You can now Auto Enhance all your Trans. Equipment with a single button Very similar to current Rune system. Equipment can also be found in the new Raids now, as well as in the Daily Dungeon.

Because of this, there is no level limit on Trans. Because of the Transcendental Equipment being reworked all previous fragments will be returned to you. No further compensation Gold, Ruby, etc will be given.

With the introduction of Season 6, you'll notice that Shoes, Gloves, and Helmet equipment has been removed. The goal of this was to reduce the hassle of gearing. Also, you'll notice Gear Link has been removed in favor of a simpler system where every ally of a class can benefit from shared class gear. Because the high-scaling values of gear isn't as prominent now, the Diminishing Returns of certain stats have been adjusted accordingly. This wiki. This wiki All wikis.

Sign In Don't have an account? Start a Wiki. Remember that this update has a lot of New Content and Updated Content. Please give the Editors time to fully update information after this update. As always, all Names, Values, Descriptions are tentative until after Maintenance. The name of the mysterious woman who is not even known is called "The Ethereal". Ripa Moramee's leader power is "Rage Mode," which can empower nearby friendly units, but at the cost of draining resources for every second this mode is active.

He can also upgrade to infinitely cloak himself. Thrallslayer can use his Gravity Hammer to create a vortex which sucks in infantry, then the player can press the A button to create a massive explosion. Thrallslayer's unique units are a pair of Jiralhanae wielding Brute shots which can be upgraded to have jet packs and the Chopper. Although Covenant leaders are limited to one unit at a time, they are some of the strongest units in the entire game and are immune to stun effects.

Black boxes are a new feature in the game. Black Boxes are collectibles in the Halo Wars campaign that when collected, they add new events in the Halo Wars Timeline. They look like black boxes with yellow stripes on them and can be picked up by any unit.

When you collect one you can just resign straight away and you will still have it. The timeline covers many of the important events from the games and the novels.

There is only one black box on each level in the game. The developers later announced that these units been cut, as they had decided to focus on more recognizable Halo units and simpler gameplay.

Before Ensemble conceived the idea for The Apex , the storyline was supposed to feature a Covenant mining asteroid that was located at a Forerunner ore refining mechanism. This concept tries to show the scale of the large Forerunner machinery in place with machines that are still operational, although now controlled by the Covenant.

In the end the mining aspect of the story was removed from the game. Ambient life forms were planned to be encountered during gameplay. Covenant forces engage humans on the level Chasms. Halo Wars supports voice communication, online leaderboards, and up to six players. Vehicle and unit armor will change to the color of the player. Each multiplayer map takes place on a different "world," each with its own musical theme and playlist. Halo Wars features a " Skirmish Mode ," where the player can battle on multiplayer maps against an AI opponent in 1vs1, 2vs2 and 3vs3 match.

There are 14 skirmish and multiplayer maps. In Standard mode, you start off with 0 tech level and resources. All units must be upgraded including turrets and leader abilities. In Deathmatch , you start with 15, resources and a tech level of 4 for the UNSC, and 3 for the Covenant Building a Temple increases your tech level to six, but more importantly gives you a leader.

All your units, buildings and leader abilities are already fully upgraded. Your population starts at 15 and you gain 10 population for taking over a base, up to When you lose a base, the population limit goes down by It contains 3 new gametypes. Ensemble Studios began recording the music for the game in March , with Ensemble's Music and Sound Director, Stephen Rippy, flying to Prague for the orchestral and choral parts and to Seattle for the piano and mixing.

The game was featured at the E3 event, held in July. An Alpha test was done for Halo Wars , [47] concluding during May The test was open only to several thousand Microsoft employees, including Bungie Studios , in order to locate any bugs or glitches, and to test its performance over Xbox Live.

It consisted of a brief "tutorial" and multiplayer, and was " limited to a specific set of units. During the Alpha test, anti-air units were glitching so that their effectiveness was lessened, and Scorpion tanks and aircraft were extremely powerful. Aircraft strength was lessened to prevent players from sending in air-strikes against the enemy Command Center and crippling them too easily, ruining many a protocol player's chances of victory.

The demo was made available to non-Gold subscribers on February The demo also set a record for the most downloaded demo in one day. Five Long Years is a Halo Wars cinematic preview released on the July 14th of depicting the five year long struggle to reclaim Harvest from the Covenant, as well as being the first cutscene for the game.

The trailer can be downloaded from the Halo Wars official website or here.


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