Halo Wars 2 - Operation Spearbreaker Walkthrough
by Team Respawn· ~12 min read· Updated
Operation Spearbreaker is a two-mission Halo Wars 2 DLC campaign starring Sergeant Johnson and an ODST fireteam. This walkthrough covers a Heroic co-op run with strategies for Gatecrashers and Not on My Watch — beam dodging, economy on power nodes, and the timed finale push. If you have not cleared the main campaign yet, start with our full campaign walkthrough for shared beam-dodge fundamentals.
General Observations
- Leaders: You play as Johnson with ODST-focused leader powers rather than a standard UNSC hero roster.
- Map familiarity: Mission 1 layout closely resembles the multiplayer map Mirage — useful if you already know lane control there (see our map tier list).
- Beam spam returns: Like the main HW2 campaign, random beams can delete units with little warning. Split groups and do not AFK during cutscenes — the game does not pause.
- Co-op: Leader powers are per-player; population is shared. Coordinate who holds defense while the other expands.
- Difficulty: Heroic is punishing; Legendary adds more beam frequency. Normal is a fair first clear if Heroic becomes frustrating.
Mission 1 — Gatecrashers
Defend UNSC positions while capturing and holding control towers across the map. Banished waves hit from multiple directions while you secure power nodes for sustained income.
Objectives
- Capture and hold control towers to progress the mission.
- Defend your main base and any mini-bases you claim.
- Secure power nodes — they provide continuous power income and are worth fighting for early.
Key Units and Leader Powers
- ODST Squad: Signature Spearbreaker unit with a support drone (laser + EMP-style utility similar to Johnson's kit in multiplayer).
- Hellbringer Squads: Available early — strong vs infantry clusters and Hunters.
- Wolverines: Essential once Banished air appears; keep a mixed group near your base.
- Leader powers: Holographic Decoy, Scatterbomb, and Bunker Drops — each player has their own cooldowns.
Strategy Tips
- Drop bunkers on chokepoints before pushing the next tower — beams will punish exposed armies.
- Upgrade supply pads when power allows; generators on mini-bases are high value if you can hold them.
- Keep Restoration Drones or Nightingale support near your main push — Marines self-heal under drone coverage.
- Mini-bases can be destroyed quickly; do not over-invest in a forward base you cannot defend.
- Split units before crossing open ground — one beam should not wipe your entire army. See advanced movement and splitting for multiplayer-ready micro.
Mission 2 — Not on My Watch
A 15-minute timed finale: a Forerunner ship will launch unless you destroy Banished strongholds and clear the map fast enough. Economy snowballs if you stall early.
Objectives
- Beat the countdown — treat every minute as lost production time.
- Destroy enemy production buildings and clear fortified positions.
- Protect high-value units (especially Grizzlies) from beams and air raids.
Key Units
- Grizzly Tanks: Core damage dealers — never let them wander alone.
- Colossus: Johnson leader drop — treat it like a temporary super-unit and protect the landing zone.
- Nightingale: Rescue and keep mobile; healing under beam pressure is critical.
- Combat Tech Marines + Hornets: Answer Banished air before it deletes your armor ball.
Strategy Tips
- Save Grizzly Battalion for a fortified choke or Retriever encounter — do not drop it into open beams.
- Build redundant bases when possible; losing one production line with 8 minutes left is brutal.
- Prioritize Tech 3 and vehicle depot upgrades — infantry alone will not clock the timer.
- Scatterbombs on clumped Banished units; holograms to draw turret fire while Grizzlies advance.
- Retriever Sentinels are priority targets — focus fire with Wolverines and air before they melt your armor.
- Supply crates scattered on the map are free tempo; path troops near them when rotating objectives.
General Tips
Unit Management
- Units gain veterancy in combat, not while moving — pause pushes briefly to let frontline units rank up when safe.
- Micro beams: pull wounded units back, split squads, and use decoys to absorb random beam RNG.
- Transfer units between co-op partners if one player is defending and the other is attacking.
Compared to Main Campaign
- Only two missions, but density is high — less map variety than the full Ark campaign, more focused on UNSC fireteam fantasy.
- Beam frequency remains the main frustration on Heroic/Legendary; Halo Wars 1 campaign difficulty is generally considered more consistent.
- Worth playing if you enjoy Johnson/ODST flavor or want a shorter co-op challenge before Awakening the Nightmare.
More on Halo Wars 2
Related by topic — chronological neighbors are below.

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