How to Break the Super Turtle - Halo Wars 2
by Team Respawn
This guide covers strategies for breaking through an opponent who has set up a super turtle defense. Common turtling maps include Sentry and Badlands.
Prevention is Best
The easiest solution: Don't let them turtle in the first place. This can be achieved by applying early pressure, not allowing them to reach Tech 3, build turrets, or assemble a decent army with tanks and siege units.
A proper turtle setup requires:
- At least Tech 3
- Turrets built
- Decent army (tanks and siege units)
- Approximately 15-25 minutes to establish
If you can pressure early, you can prevent the turtle from forming.
When They're Already Turtled
What to Expect
When opponents are turtled:
- They likely won't attack you (would invalidate their setup)
- They'll have heavy anti-air and vehicles (tanks + Wolverines or Wraiths + Reavers)
- They can't turtle on just turrets and siege - they need units too
Breaking the Turtle: Two Main Options
Option 1: Gradual Map Control
Strategy: Take over the map one base and one power node at a time.
Why it works:
- Turtlers can't defend outer bases without breaking their formation
- If they move units to stop you, their main becomes vulnerable
- Eventually they're confined to 1-2 bases
Best on: Sentry and Badlands
- Corner bases are hard to defend while turtling
- Outer power nodes are vulnerable
- Top mini bases are usually unprotected
Execution:
- Capture undefended nodes
- Take mini bases on the outskirts
- Convert captured bases to supply buildings
- Build economic advantage over time
Option 2: All-Out Assault (Never Stop)
Strategy: Continuous assault that bankrupts your opponent.
Why it works:
- You'll have more bases = more economy
- If you destroy more units than you lose, you win the resource war
- Turtlers have limited production capacity
Prerequisites:
- Build up reserves (5,000+ supplies, several thousand power)
- Have multiple production buildings (3-4 air pads, multiple foundries)
- Coordinate with teammates for wave attacks
Execution:
- Save up a substantial resource buffer
- Launch assault with full army + leader power drops
- When units die, partner attacks while you rebuild
- Keep the assault continuous - never let them recover
- Eventually they go bankrupt and can't replace losses
Example: In a 3.5-hour turtle game, we had 75,000 supplies saved. Our assault never stopped for 30-45 minutes - Scarabs training constantly on three War Councils. When one died, another appeared. Opponents eventually went bankrupt.
The Vulture Shortcut (vs UNSC)
Against UNSC turtles specifically:
- Build mass Vultures (especially as Forge with Combat Salvage)
- Fly over and use Phoenix Missiles (Y ability)
- If they bring Wolverines, drop offensive powers on them (Scatterbomb, Eradication, Beam)
- They'll destroy your Vultures, but Combat Salvage brings them back
- Second wave usually breaks through
Note: UNSC is generally weak at turtling compared to Banished due to this vulnerability.
Unit Recommendations
What to Build
Heavy units:
- Tanks
- Grizzlies
- Wraiths
- Super Units (Scarab is excellent for this)
Air (for forcing anti-air investment):
- Hornets (can mass produce with multiple air pads)
- Vultures with Combat Salvage
Leader power drops:
- ODST Assault Group (Cutter)
- ODST Drop
- Cyclops Drop
- Devastating Host (Colony)
What to Avoid
- Marines (unless Combat Tech for anti-air)
- Jackrabbits
- Warthogs
- Most Tech 2 units (except air)
Go heavy - low-tier units won't break a turtle.
Production Building Strategy
Build MORE production buildings than normal:
- 3-4 Air Pads for rapid Hornet production
- Multiple Garages/Foundries for tanks
- Multiple War Councils for Scarab production
Why: When you attack and lose units, you need to rebuild FAST.
With 4 air pads, you can train 4-5 Hornets at a time. Your army rebuilds almost instantly.
Coordination Tips (Team Games)
Wave Attacks
- You attack with full army
- When your army dies, ally attacks with their army
- While ally fights, you rebuild
- Cycle continues
This puts constant pressure with no breaks.
Splitting Attacks
- Sometimes attack different bases simultaneously
- Forces turtle to split defense
- Can create openings
Super Units for Breaking Turtles
Scarabs are excellent:
- If you're floating 10,000 supplies, 2k each is cheap
- By the time it dies and you send a new one, you've built another
- Continuous Scarab pressure is devastating
With good economy, super units become affordable.
Key Takeaways
- Prevention is best - Don't let them set up
- Option 1: Gradual control - Take map piece by piece
- Option 2: Continuous assault - Bankrupt them through attrition
- Build heavy units - Low-tier won't break turtles
- Multiple production buildings - Rebuild fast
- Save resources before assault - 5,000+ supplies minimum
- Coordinate with teammates - Wave attacks, splitting
- Vultures + Combat Salvage - Effective shortcut vs UNSC
- Scarabs are affordable with good economy
- Don't panic - Breaking a turtle takes multiple attacks
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