Gameplay

Tug of War: Difference between revisions

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{{Era|HW}}
{{Status|Gameplay}}
{{Disambig header|the gametype|the short story|Tug o' War}}
[[File:HWDE PirthOutskirts TugOfWar.jpg|thumb|300px|A Tug of War match on [[Pirth Outskirts]].]]
'''Tug of War''' is a game mode in ''[[Halo Wars]]'', obtained by purchasing the [[Strategic Options Pack]]. It was later included in the ''[[Halo Wars: Definitive Edition]]'' re-release.


This mode is all about having a stronger army than your opponent. Defeating enemies is essential, but success is determined by a combination of the army, buildings, and resources left standing in the end.
==Gametype==
Tug of War is a unique gametype, as the mode is won by having a stronger army than your opponent. Defeating enemies is essential, but success is determined by a combination of the army, buildings, and resources left standing in the end. Each unit, resource and building is assigned a numerical value represented by a bar at the top of the screen - the numerical total of a team determines how far in which direction a marker is pulled - the team with the stronger army pulls the marker further toward their side. When one side of the bar hits zero, the match ends.


==references==
==Gallery==
<references/>
<gallery>
File:HWDE PirthOutskirts TugOfWar Battle.jpg|A battle on Pirth Outskirts; the score meter on the top-left shows a large difference in power between the two players.
</gallery>
 
{{Gametype}}
 
[[Category:Skirmish gametypes]]
[[Category:Halo Wars gametypes]]
[[Category:Strategic Opions Pack]]

Latest revision as of 11:39, April 12, 2023

This article is about the gametype. For the short story, see Tug o' War.
A Tug of War match on Pirth Outskirts.

Tug of War is a game mode in Halo Wars, obtained by purchasing the Strategic Options Pack. It was later included in the Halo Wars: Definitive Edition re-release.

Gametype[edit]

Tug of War is a unique gametype, as the mode is won by having a stronger army than your opponent. Defeating enemies is essential, but success is determined by a combination of the army, buildings, and resources left standing in the end. Each unit, resource and building is assigned a numerical value represented by a bar at the top of the screen - the numerical total of a team determines how far in which direction a marker is pulled - the team with the stronger army pulls the marker further toward their side. When one side of the bar hits zero, the match ends.

Gallery[edit]