Sergeant Johnson (leader): Difference between revisions
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{{Status|Gameplay}} | |||
{{disambig header|the ''Halo: Wars 2'' leader|other uses|Johnson (disambiguation)}} | |||
==''Halo Wars 2''== | ==''Halo Wars 2''== | ||
{{Quote|Sergeant Major Avery Johnson, a hero of the Covenant War, geared up for battle. He's a dangerous adversary due to his powerful mechs and solid command.|In-Game description of Sergeant Johnson.<ref name="HW2">'''[[Halo Wars 2]]'''</ref>}} | {{Quote|Sergeant Major Avery Johnson, a hero of the Covenant War, geared up for battle. He's a dangerous adversary due to his powerful mechs and solid command.|In-Game description of Sergeant Johnson.<ref name="HW2">'''[[Halo Wars 2]]'''</ref>}} | ||
*'''Unique Units:''' [[Avery Johnson]] {{C|Hero unit}}, [[Colossus]] {{C|Replaces [[M808S Scorpion]]}}, | *'''Unique Units:''' [[Avery Johnson]] {{C|Hero unit}}, [[HRUNTING/YGGDRASIL Mark II (J) Colossus]] {{C|Replaces [[M808S Scorpion]]}}, [[HRUNTING/YGGDRASIL Mark IX Mantis]] {{C|Replaces [[M12 Warthog]]}}, [[Bunker Drop]] {{C|Leader Power Structure}} | ||
*'''Privileges''': Allows Marines to garrison anywhere on the battlefield (With Bunker Drop) and increased Mech's capabilities. | |||
*'''Tier 1 Leader Powers''' | *'''Tier 1 Leader Powers''' | ||
**''' | **'''Digging In I''': Turrets can siphon health from units they attack and bunker and turret drops now cost less. | ||
**'''Digging In II''': Improves siphon, further reduces the cost of bunker and turret drops, and lowers the cost of base turrets. | |||
**'''[[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 | ||
Line 22: | Line 24: | ||
***Cooldown: 160 seconds | ***Cooldown: 160 seconds | ||
*'''Tier 2 Leader Powers''' | *'''Tier 2 Leader Powers''' | ||
**''' | **'''Pelican Transport I''': Transports own units anywhere in range. | ||
**''' | ***Population Cost: N/A | ||
**'''Bunker Drop I''': Activate to drop a garrisonable bunker. Costs population. Can hold up to 3 infantry squads. | ***Supply Cost: N/A | ||
***Power Cost: 100 | |||
***Cooldown: 100 Seconds | |||
**'''Pelican Transport II''': Transports more units anywhere in range. | |||
***Population Cost: N/A | |||
***Supply Cost: N/A | |||
***Power Cost: 300 | |||
***Cooldown: 100 Seconds | |||
**'''[[Bunker Drop]] I''': Activate to drop a garrisonable bunker. Costs population. Can hold up to 3 infantry squads. | |||
***Population Cost: N/A | ***Population Cost: N/A | ||
***Supply Cost: 400 | ***Supply Cost: 400 | ||
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***Cooldown: 90 seconds | ***Cooldown: 90 seconds | ||
*'''Tier 3 Leader Powers''' | *'''Tier 3 Leader Powers''' | ||
**'''EMP MAC Blast I''': Fires a [[MAC]] round which damages and disables enemy air and vehicle units and boosts damage of friendly air and vehicles. | **'''EMP MAC Blast I''': Fires a [[Magnetic Accelerator Cannon|MAC]] round which damages and disables enemy air and vehicle units and boosts damage of friendly air and vehicles. | ||
***Population Cost: N/A | ***Population Cost: N/A | ||
***Supply Cost: 300 | ***Supply Cost: 300 | ||
***Power Cost: 200 | ***Power Cost: 200 | ||
***Cooldown: | ***Cooldown: 190 seconds | ||
**'''EMP MAC Blast II''': Improves the blast and all effects. | **'''EMP MAC Blast II''': Improves the blast and all effects. | ||
***Population Cost: N/A | ***Population Cost: N/A | ||
***Supply Cost: 400 | ***Supply Cost: 400 | ||
***Power Cost: 300 | ***Power Cost: 300 | ||
***Cooldown: | ***Cooldown: 190 seconds | ||
**''' | **'''Remote Sensors''': Structures and captured points have increased line of sight. | ||
*'''Tier 4 Leader Powers''' | *'''Tier 4 Leader Powers''' | ||
**'''Siege Turret Drop I''': Deploys a temporary [[ | **'''Siege Turret Drop I''': Deploys a temporary [[siege turret]] into battle. | ||
***Population Cost: N/A | ***Population Cost: N/A | ||
***Supply Cost: 900 | ***Supply Cost: 900 | ||
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**'''Cost:''' Supplies 0, Power 600 | **'''Cost:''' Supplies 0, Power 600 | ||
Sergeant Johnson can be purchased at the [[UNSC Armory]] as a hero unit. Johnson is able to heal friendly units within an area with his Y ability, Repair Beacon. Un-upgraded Johnson performs well against vehicles, but only okay against infantry, aircraft, and structures. | Sergeant Johnson can be purchased at the [[UNSC Armory]] as a hero unit. Johnson is able to heal friendly units within an area with his Y ability, Repair Beacon. Un-upgraded Johnson performs well against vehicles, but only okay against infantry, aircraft, and structures. | ||
===Strategy=== | |||
====General==== | |||
*Johnson's primary firepower lies at Mechs, use it wisely. ''Mech Overcharge'' can make all of your Mechs invulnerable for any attacks including leader power attacks for several seconds. | |||
**The con side is you may need to build more supplies than generators. That is to keep your mech supplied. | |||
**You may also need to bring more Nightingales than other leaders to keep themselves healed albeit you can utilize '''Combat Salvage''' leader power for your advantage. | |||
*Johnson's Leader Power '''Digging in Deep''' is the best UNSC Leader Power as you can divert all of your resources to the unit production and upgrades. | |||
**Generators that normally can siphon your supplies due to the increased price of 300 supplies for each construction will also become free to build. | |||
*Bunker is suitable for early defensive games or when you are still building up your forces. | |||
====Allies==== | |||
*Drop bunkers around your allies for additional defenses if they have infantry available. That will help them in holding their ground for a while. | |||
*Players can "Invest" their resources on Johnson, as he will be one of the most earning leaders after acquiring '''Digging in Deep''' which allows him to return the "Investment" back to the players that lend their supplies and power to you. | |||
====Enemies==== | |||
*Some players may be creative as they can use Bunker Drop to lay siege on your base. It's best to make a quick interception or deploy any anti-building units to destroy it. | |||
*Be wary of '''EMP MAC''' as it can immobilize your mechanical unit and allow them to be exposed to any attack. | |||
*Don't use any offensive leader power if the enemy's main force is a Mech and using '''Mech Overcharge''' Leader Power, as the entire mech will be invulnerable during the duration. | |||
*Isabel's '''Ghost In The Machine''' is practically your best friend. Hijack it as soon as the enemy were clustered for damage advantage. | |||
==Sources== | ==Sources== | ||
{{Ref/Sources}} | |||
[[Category:Gameplay guides]] | [[Category:Gameplay guides]] |
Latest revision as of 05:45, September 21, 2023
This article is about the Halo: Wars 2 leader. For other uses, see Johnson (disambiguation).
Halo Wars 2[edit]
- "Sergeant Major Avery Johnson, a hero of the Covenant War, geared up for battle. He's a dangerous adversary due to his powerful mechs and solid command."
- — In-Game description of Sergeant Johnson.[1]
- Unique Units: Avery Johnson (Hero unit), HRUNTING/YGGDRASIL Mark II (J) Colossus (Replaces M808S Scorpion), HRUNTING/YGGDRASIL Mark IX Mantis (Replaces M12 Warthog), Bunker Drop (Leader Power Structure)
- Privileges: Allows Marines to garrison anywhere on the battlefield (With Bunker Drop) and increased Mech's capabilities.
- Tier 1 Leader Powers
- Digging In I: Turrets can siphon health from units they attack and bunker and turret drops now cost less.
- Digging In II: Improves siphon, further reduces the cost of bunker and turret drops, and lowers the cost of base turrets.
- Restoration Drones I: Units and buildings within area are healed.
- Population Cost: N/A
- Supply Cost: 200
- Power Cost: 50
- Cooldown: 160 seconds
- Restoration Drones II: Increases power of Restoration drones
- Population Cost: N/A
- Supply Cost: 350
- Power Cost: 125
- Cooldown: 160 seconds
- Restoration Drones III: Increases power of Restoration drones
- Population Cost: N/A
- Supply Cost: 400
- Power Cost: 150
- Cooldown: 160 seconds
- Tier 2 Leader Powers
- Pelican Transport I: Transports own units anywhere in range.
- Population Cost: N/A
- Supply Cost: N/A
- Power Cost: 100
- Cooldown: 100 Seconds
- Pelican Transport II: Transports more units anywhere in range.
- Population Cost: N/A
- Supply Cost: N/A
- Power Cost: 300
- Cooldown: 100 Seconds
- Bunker Drop I: Activate to drop a garrisonable bunker. Costs population. Can hold up to 3 infantry squads.
- Population Cost: N/A
- Supply Cost: 400
- Power Cost: N/A
- Cooldown: 90 seconds
- Bunker Drop II: Increases garrison capacity by 1 and adds an energy shield.
- Population Cost: N/A
- Supply Cost: 500
- Power Cost: N/A
- Cooldown: 90 seconds
- Pelican Transport I: Transports own units anywhere in range.
- Tier 3 Leader Powers
- EMP MAC Blast I: Fires a MAC round which damages and disables enemy air and vehicle units and boosts damage of friendly air and vehicles.
- Population Cost: N/A
- Supply Cost: 300
- Power Cost: 200
- Cooldown: 190 seconds
- EMP MAC Blast II: Improves the blast and all effects.
- Population Cost: N/A
- Supply Cost: 400
- Power Cost: 300
- Cooldown: 190 seconds
- Remote Sensors: Structures and captured points have increased line of sight.
- EMP MAC Blast I: Fires a MAC round which damages and disables enemy air and vehicle units and boosts damage of friendly air and vehicles.
- Tier 4 Leader Powers
- Siege Turret Drop I: Deploys a temporary siege turret into battle.
- Population Cost: N/A
- Supply Cost: 900
- Power Cost: N/A
- Cooldown: 203 seconds
- Siege Turret Drop II: Increases turret damage and duration and adds an energy shield to the turret.
- Population Cost: N/A
- Supply Cost: 1100
- Power Cost: N/A
- Cooldown: 203 seconds
- Mech Overcharge I: For a short time, all mechs the player control become invulnerable and receive a speed boost.
- Population Cost: N/A
- Supply Cost: 500
- Power Cost: 200
- Cooldown: 180 seconds
- Mech Overcharge II: Increases the duration of the power and speed boost.
- Population Cost: N/A
- Supply Cost: 700
- Power Cost: 300
- Cooldown: 180 seconds
- Siege Turret Drop I: Deploys a temporary siege turret into battle.
- Tier 5 Leader Powers
- Combat Salvage: Causes next eight non-infantry units to respawn at home base after being destroyed.
- Population Cost: N/A
- Supply Cost: 1,000
- Power Cost: 500
- Cooldown: 330 seconds
- Digging in Deep: Makes all standard building slots free.
- Combat Salvage: Causes next eight non-infantry units to respawn at home base after being destroyed.
Sergeant Johnson[edit]
- Info: Ranged hero, Powerful rapid-fire Minigun, Rapidly-recharging shield, Deploys Repair Beacon.
- Tier: 1
- Cost: Population 0, Supplies 300, Power 275
- Sergeant Johnson upgrade: Smart Missile
- Info: Adds a Smart Missile, Periodically fires a long range missile
- Tier: 1
- Cost: Supplies 0, Power 300
- Sergeant Johnson upgrade: Beacon Shield
- Info: Units inside the shield take less damage, Repair Beacon lasts longer and heals faster
- Tier: 2
- Cost: Supplies 0, Power 450
- Sergeant Johnson upgrade: Gauss Chaingun
- Info: Replaces the Minigun with a Gauss Chaingun
- Tier: 3
- Cost: Supplies 0, Power 600
Sergeant Johnson can be purchased at the UNSC Armory as a hero unit. Johnson is able to heal friendly units within an area with his Y ability, Repair Beacon. Un-upgraded Johnson performs well against vehicles, but only okay against infantry, aircraft, and structures.
Strategy[edit]
General[edit]
- Johnson's primary firepower lies at Mechs, use it wisely. Mech Overcharge can make all of your Mechs invulnerable for any attacks including leader power attacks for several seconds.
- The con side is you may need to build more supplies than generators. That is to keep your mech supplied.
- You may also need to bring more Nightingales than other leaders to keep themselves healed albeit you can utilize Combat Salvage leader power for your advantage.
- Johnson's Leader Power Digging in Deep is the best UNSC Leader Power as you can divert all of your resources to the unit production and upgrades.
- Generators that normally can siphon your supplies due to the increased price of 300 supplies for each construction will also become free to build.
- Bunker is suitable for early defensive games or when you are still building up your forces.
Allies[edit]
- Drop bunkers around your allies for additional defenses if they have infantry available. That will help them in holding their ground for a while.
- Players can "Invest" their resources on Johnson, as he will be one of the most earning leaders after acquiring Digging in Deep which allows him to return the "Investment" back to the players that lend their supplies and power to you.
Enemies[edit]
- Some players may be creative as they can use Bunker Drop to lay siege on your base. It's best to make a quick interception or deploy any anti-building units to destroy it.
- Be wary of EMP MAC as it can immobilize your mechanical unit and allow them to be exposed to any attack.
- Don't use any offensive leader power if the enemy's main force is a Mech and using Mech Overcharge Leader Power, as the entire mech will be invulnerable during the duration.
- Isabel's Ghost In The Machine is practically your best friend. Hijack it as soon as the enemy were clustered for damage advantage.