Editing James Cutter/Gameplay

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{{Status|Gameplay}}
===''Halo Wars''===
==''Halo Wars''==
In the [[skirmish]] and [[multiplayer]] modes Cutter acts as a [[leader]] with a unique set of units, abilities, and upgrades.
In the [[skirmish]] and [[multiplayer]] modes Cutter acts as a [[leader]] with a unique set of units, abilities, and upgrades.


[[File:HWguide Cutter.png|300px|right|Overview of Cutter's abilities in ''Halo Wars''.]]
[[File:HWguide Cutter.png|300px|right|Overview of Cutter's abilities in ''Halo Wars''.]]
;Abilities
;Abilities
*Leader Power - [[MAC Blast]] (600 resources and a tech level of 1)
*Leader Power - [[MAC Blast]] (600 resources per use)
*Unique Unit - [[M312 Elephant]] (400 resources)  
*Unique Unit - [[M312 Elephant]] (400 resources)  


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;Strategic tips
;Strategic tips
*The cost for his Super Unit upgrade is 1800 resources. This upgrade allows the player to use the Hot Drop Ability, which deploys up to ten ODST squads to the selected area before recharging one squad at a time.
*The cost for his Super Unit upgrade is 1800 resources. This upgrade allows the player to use the Hot Drop Ability, which deploys up to ten ODST squads to the selected area before recharging one squad at a time.
*Cutter's leader power is the slowest and most noticeable of the three (Cutter's MAC Blast, Sgt. Forge's Carpet Bomb, and Anders Cryo Bomb). It is smart to use Cutter's leader power against a {{Pattern|Deutoros|Scarab}}, or an enemy base.
*Cutter's leader power is the slowest and most noticeable of the three (Cutter's MAC Blast, Sgt. Forge's Carpet Bomb, and Anders Cryo Bomb). It is smart to use Cutter's leader power against a [[Type-47B Scarab]], or an enemy base.
*Cutter's main advantage is that he can gain an early foothold in any Skirmish since his starting base is a [[Fortress]], which makes him very good at rushing the enemy.
*Cutter's main advantage is that he can gain an early foothold in any Skirmish since his starting base is a [[Fortress]], which makes him very good at rushing the enemy.
*It is preferred to send a scout Warthog to see what the opponent foe is doing at the early stages of a Skirmish. However, since Cutter can produce Elephants, it is common to send an Elephant to an enemy base and continuously harass the foe with infantry while a larger force is assembled at the player's base.
*It is preferred to send a scout Warthog to see what the opponent foe is doing at the early stages of a Skirmish. However, since Cutter can produce Elephants, it is common to send an Elephant to an enemy base and continuously harass the foe with infantry while a larger force is assembled at the player's base.
{{clear}}
{{clear}}


==''Halo Wars 2''==
===''Halo Wars 2''===
{{Quote|As Captain of the [[Spirit of Fire]], Cutter can send in powerful orbital support, drop in specialized UNSC units, and enhance currently deployed units.|In-game description of Captain Cutter.<ref name="HW2">'''[[Halo Wars 2]]'''</ref>}}
{{Quote|As Captain of the [[Spirit of Fire]], Cutter can send in powerful orbital support, drop in specialized UNSC units, and enhance currently deployed units.|In-game description of Captain Cutter.<ref name="HW2">'''[[Halo Wars 2]]'''</ref>}}
*'''Unique Units''': [[Jerome-092]] {{C|Hero unit}} and ODSTs
*'''Unique Units''': [[Jerome-092]] and ODSTs
*'''Privileges''': Infantry can move faster, and can use Archer Missile Bombardment for infantry support.
*'''Tier 1 Leader Powers'''
*'''Tier 1 Leader Powers'''
**'''UNSC Raid I''': Units capture at a faster rate, while infantry units move faster.
**'''UNSC Raid I''': Units capture at a faster rate, while infantry units move faster.
**'''UNSC Raid II''': [[M121 Jackrabbit]]s can capture points, while infantry units gain another movement-speed bonus.
**'''UNSC Raid II''': Jackrabbits can capture points, while infantry units gain another movement-speed bonus.
**'''Battle Hardened I''': Units gain veterancy at a faster rate.
**'''Battle Hardened II''': Units gain veterancy at an even faster rate.
*'''Tier 2 Leader Powers'''
**'''[[Lotus Mine]] I''': Cloaked mines dropped.
**'''[[Lotus Mine]] I''': Cloaked mines dropped.
***Population Cost: N/A
***Population Cost: N/A
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***Power Cost: 100
***Power Cost: 100
***Cooldown: 105 seconds
***Cooldown: 105 seconds
*'''Tier 2 Leader Powers'''
**'''Battle Hardened I''': Units gain veterancy at a faster rate.
**'''Battle Hardened II''': Units gain veterancy at an even faster rate.
**'''[[Restoration Drone]]s I''': Units and buildings within area are healed.
**'''[[Restoration Drone]]s I''': Units and buildings within area are healed.
***Population Cost: N/A
***Population Cost: N/A
***Supply Cost: 200
***Supply Cost: 200
***Power Cost: 50
***Power Cost: 50
***Cooldown: 160 seconds
***Cooldown: 210 seconds
**'''Restoration Drones II''': Increases power of Restoration drones
**'''Restoration Drones II''': Increases power of Restoration drones
***Population Cost: N/A
***Population Cost: N/A
***Supply Cost: 350
***Supply Cost: 300
***Power Cost: 125
***Power Cost: 70
***Cooldown: 160 seconds
***Cooldown: 210 seconds
**'''Restoration Drones III''': Increases power of Restoration drones
**'''Restoration Drones III''': Increases power of Restoration drones
***Population Cost: N/A
***Population Cost: N/A
***Supply Cost: 400
***Supply Cost: 400
***Power Cost: 150
***Power Cost: 100
***Cooldown: 160 seconds
***Cooldown: 210 seconds
*'''Tier 3 Leader Powers'''
*'''Tier 3 Leader Powers'''
**'''[[Archer Missile]]s I''': Fires staggered pairs of missiles in a lane. Damages all unit types and buildings.
**'''[[Archer Missile]]s I''': Fires staggered pairs of missiles in a lane. Damages all unit types and buildings.
***Population Cost: N/A
***Population Cost: N/A
***Supply Cost: 300
***Supply Cost: 175
***Power Cost: 200
***Power Cost: 175
***Cooldown: 228 seconds
***Cooldown: 195 seconds
**'''Archer Missiles II''': Increases damage and lane length of Archer Missiles.
**'''Archer Missiles II''': Increases damage and lane length of Archer Missiles.
***Population Cost: N/A
***Population Cost: N/A
***Supply Cost: 400
***Supply Cost: 300
***Power Cost: 300
***Power Cost: 300
***Cooldown: 228 seconds
***Cooldown: 195 seconds
**'''Archer Missiles III''': Further increases damage and lane length of Archer Missiles, and ignites drop area.
**'''Archer Missiles III''': Further increases damage and lane length of Archer Missiles, and ignites drop area.
***Population Cost: N/A
***Population Cost: N/A
***Supply Cost: 500
***Supply Cost: 450
***Power Cost: 400
***Power Cost: 450
***Cooldown: 228 seconds
***Cooldown: 195 seconds
**'''ODST Drop''': Drops three ODST squads into battle.
**'''ODST Drop''': Drops three ODST squads into battle.
***Population Cost: 12
***Population Cost: 12
***Supply Cost: 800
***Supply Cost: 600
***Power Cost: N/A
***Power Cost: N/A
***Cooldown: 180 seconds
***Cooldown: 180 seconds
*'''Tier 4 Leader Powers'''
*'''Tier 4 Leader Powers'''
**'''Turret Drop I''': Drops a temporary [[M5 Talos]] base turret into battle.
**'''Turret Drop I''': Drops a temporary [[Base turret]] into battle.
***Population Cost: N/A
***Population Cost: N/A
***Supply Cost: 400
***Supply Cost: 250
***Power Cost: 25
***Power Cost: N/A
***Cooldown: 203 Seconds
***Cooldown: 180 Seconds
**'''Turret Drop II''': Increases Turret damage and duration of Turret Drop
**'''Turret Drop II''': Increases Turret damage and duration of Turret Drop
***Population Cost: N/A
***Population Cost: N/A
***Supply Cost: 550
***Supply Cost: 400
***Power Cost: 50
***Power Cost: N/A
***Cooldown: 203 seconds
***Cooldown: 180 seconds
**'''Cyclops Drop''': Drops a veteran [[Cyclops]] into battle.
**'''Cyclops Drop''': Drops a veteran [[Cyclops]] into battle.
***Population Cost: 4
***Population Cost: 4
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***Cooldown: 135 seconds
***Cooldown: 135 seconds
*'''Tier 5 Leader Powers'''
*'''Tier 5 Leader Powers'''
**'''ODST Assault Group''': Drops multiple veteran units including ODSTS, Cyclops, an [[M9 Wolverine]], and an [[M808S Scorpion]]
**'''ODST Assault Group''': Drops multiple veteran units including ODSTS, Cyclops, a [[M9 Wolverine]], and a [[M808S Scorpion]]
***Population Cost: 27
***Population Cost: 27
***Supply Cost: 1650
***Supply Cost: 1650
***Power Cost: 625
***Power Cost: 625
***Cooldown: 360 seconds
***Cooldown: 330 seconds
**'''Close Air Support''': Calls in four [[G77S Pelican]] gunships in a certain area for 30 seconds.
**'''Close Air Support''': Calls in four [[G77S Pelican]] gunships in a certain area for 30 seconds.
***Population Cost: N/A
***Population Cost: N/A
***Supply Cost: 1500
***Supply Cost: 1500
***Power Cost: N/A
***Power Cost: N/A
***Cooldown: 360 seconds
***Cooldown: 330 seconds
 
===Strategy===
*'''UNSC Raid''' allows players to seize Power Node faster and often ''unintentionally'' hire the local[[Aggressor Sentinel]] to guard the Power Node.
*It's best to have several armored units, such as Scorpion, Wolverines, and Kodiak to support the infantries. This was practically due to Captain Cutter's specialty relies on infantry movements.
*For the elements of surprise, '''ODST Assault Group''', '''Cyclops Drop''', and '''ODST Drop''' can be dropped simultaneously to give the opponents a brief time of stun and chance of surprise attack.
*Conserve your units as much as you could since '''Battle Hardened''' allows all units except Nightingale to earn veterancy faster, making them more efficient at late game.


==Sources==
==Sources==
{{Ref/Sources}}
<references/>
 
[[Category:Gameplay guides]]
[[Category:Gameplay guides]]

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