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Factions and Leaders

Halo Wars features two playable factions in multiplayer and skirmish modes. You play as the UNSC or the Covenant. Each faction has distinct base building mechanics, unit types, and Leader Powers. Choosing a Leader defines your early game strategy and your late game potential.

The UNSC Faction

The UNSC relies on a structured, rigid base building system. You drop buildings from orbit onto specific base pads. Upgrades are linear. You build Reactors to increase your tech level. Two Reactors give you Tech Level 2. Three give you Tech Level 3.

UNSC units are durable and versatile. The Warthog provides early map control. Marines are cheap and can be upgraded with rockets. The Scorpion tank is the backbone of any late game UNSC ground force.

UNSC Leaders

Each UNSC Leader provides a unique Leader Power and a special unit.

  • Captain Cutter: Cutter is the best choice for beginners. His Leader Power is the MAC Blast. This calls down an orbital strike that deals massive damage to a small area. His special unit is the Elephant, a mobile infantry spawner. Cutter also gets passive bonuses to infantry movement speed.
  • Professor Anders: Anders focuses on research and air superiority. Her upgrades cost less and research faster. Her Leader Power is the Cryo Bomb. This freezes enemy units in place and makes them take extra damage. Her special unit is the Gremlin, a support vehicle that disables enemy vehicles with an EMP. Hawks (upgraded Hornets) are her late game win condition.
  • Sergeant Forge: Forge is an economy powerhouse. His Supply Pads come pre-upgraded as Heavy Supply Pads. This gives him a massive early game resource advantage. His Leader Power is Carpet Bomb. This drops a line of explosives across the battlefield. His special unit is the Cyclops, a fast anti-building mech. Forge players often rush tanks using their early economy lead.

The Covenant Faction

The Covenant plays completely differently. Their bases are circular and connected by energy fields. Instead of building Reactors, the Covenant upgrades their main citadel to increase their tech level. This costs supplies and time.

The Covenant Commander unit is on the battlefield. Your Leader is a physical unit you control. If your Leader dies, you must pay to revive them at your base. The Covenant Leader Powers are tied directly to the Commander unit.

Covenant Leaders

  • The Prophet of Regret: The Prophet floats in a gravity chair and deals high damage. His Leader Power is the Cleansing Beam. You manually control a beam of plasma from the sky. It drains your supplies while active. His special unit is the Honor Guard. Elite infantry with energy swords.
  • The Arbiter: The Arbiter is an aggressive melee fighter. His Leader Power is Rage. Activating Rage makes him sprint at enemies and deal massive melee damage, draining supplies per attack. His special unit is the Suicide Grunt. These units run at the enemy and explode.
  • The Brute Chieftain: The Chieftain is a tanky brawler. His Leader Power is the Vortex. This creates a black hole that sucks in nearby units and deals damage over time. His special unit is the Brute Chopper, an early game scouting and anti-infantry vehicle.

Choose a Leader that fits your playstyle. If you want a strong economy and tanks, pick Forge. If you want to micro-manage a powerful hero unit, pick the Arbiter.