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:

  1. Capture undefended nodes
  2. Take mini bases on the outskirts
  3. Convert captured bases to supply buildings
  4. 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:

  1. Save up a substantial resource buffer
  2. Launch assault with full army + leader power drops
  3. When units die, partner attacks while you rebuild
  4. Keep the assault continuous - never let them recover
  5. 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:

  1. Build mass Vultures (especially as Forge with Combat Salvage)
  2. Fly over and use Phoenix Missiles (Y ability)
  3. If they bring Wolverines, drop offensive powers on them (Scatterbomb, Eradication, Beam)
  4. They'll destroy your Vultures, but Combat Salvage brings them back
  5. 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

  1. You attack with full army
  2. When your army dies, ally attacks with their army
  3. While ally fights, you rebuild
  4. 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

  1. Prevention is best - Don't let them set up
  2. Option 1: Gradual control - Take map piece by piece
  3. Option 2: Continuous assault - Bankrupt them through attrition
  4. Build heavy units - Low-tier won't break turtles
  5. Multiple production buildings - Rebuild fast
  6. Save resources before assault - 5,000+ supplies minimum
  7. Coordinate with teammates - Wave attacks, splitting
  8. Vultures + Combat Salvage - Effective shortcut vs UNSC
  9. Scarabs are affordable with good economy
  10. Don't panic - Breaking a turtle takes multiple attacks

Master Halo Wars 2 with AI

Level up your Halo Wars 2 gameplay with our AI-powered strategy advisor Storehaus! Get instant answers to your tactical questions, leader guides, and advanced strategies.

AI Strategy Advisor

RAG-powered tactical tips and build orders

Leader Guides

Detailed strategies for all UNSC & Banished leaders

Tactical Questions

Instant answers to your gameplay questions

About the Author

Team Respawn
Team Respawn
Team Respawn creates guides, walkthroughs, and strategy content for RTS games like Halo Wars 2, Age of Empires, and Age of Mythology.