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**Halo Wars 2 — A New Enemy: build the base, collect the logs and fight Decimus**

· Games / Halo Wars 2

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**Halo Wars 2 — A New Enemy: build the base, collect the logs and fight Decimus** **Main campaign, mission 2. Mission spoilers.** A New Enemy gives you the base-building and army management that the opening mission held back. The temptation is to select everything, send it toward the next marker and hope the reinforcements carry you. That works a lot less comfortably once your troops are standing in an orbital strike. The useful habits here are simple: let the right units do the right jobs, keep enough resources for replacements, and move when the ground starts warning you to move. **Clear the first camps** Use Jerome to take the leading position while your Marines support him. When the Hellbringers arrive, send them against infantry and occupied garrisons rather than leave them behind your other units. Their short range means they need to reach the target, so do not order them straight through everything else to get there. Capture the first Power Node with infantry, activate the lightbridge and continue into the next camp. Destroy supply silos along the way and collect the resources they drop. Start using Restoration Drones once the ability becomes available instead of allowing damaged squads to limp into every following fight. The first Phoenix Log is near the **waterfall behind the opening enemy camp**. Take it while the area is clear. [Opening sequence](https://t.co/ewX4TUGnpe) **Establish a base without parking the army on it** Clear the salvage base and call in your own HQ. The second Phoenix Log is **behind the cleared enemy base site**, in the area where you establish your first base. Search it before marching farther across the map. [Both collectible locations](https://t.co/0Ym2jgGCG2) Build the requested Supply Pad, Generator and Barracks. Keep the army away from the base's immediate footprint while this phase progresses: Decimus introduces his bombardment here. Move troops out of targeting markers rather than wait to see how much damage they take. Once production is running, make reinforcements and add defensive turrets. You need to be able to leave home without an enemy attack forcing the entire army to retreat. I would keep a small reserve near the base until its defenses are established, then send replacement units to join the main force in groups rather than one vulnerable squad at a time. **Sweep the side objectives before the boss** The optional tasks are: - Destroy **eleven Banished supply silos**. - Capture **all four Power Nodes**. - Establish a second base. All four nodes also unlock **Grunt Birthday Party**. This is an objective reward in Halo Wars 2, not a physical skull you must locate afterward. Use infantry to capture the nodes and verify the counter. Do not confuse destroying a Banished generator with capturing a Forerunner Power Node. [Mission requirements and skull](https://t.co/k3gRRN35DN) Use the sweep to strengthen your economy and clear the route toward the enemy installation. Do not turn it into four unsupported squads wandering in four directions. Clear a section with the army, take the node, collect nearby supplies and move to the next section. A second base can help production, but it also needs to be defended if you expect to keep using it. Where the energy barrier stops your vehicles, send infantry through to destroy its generator. Then bring the vehicles through the opened route. There is no reason to leave useful reinforcements permanently sitting outside the barrier. [Barrier and final approach](https://t.co/tBgT75KBMB) **Let Hellbringers earn their own objectives** The bonus list includes Hellbringer infantry kills, **twenty structures destroyed by Hellbringers**, **five uses of Restoration Drones**, and the Marine grenade task. Follow the infantry-kill target shown in your objective panel. For the grenade task, use the ability against targets and confirm that the counter advances; wasting grenades into empty ground is not a reliable method. If you want the Hellbringer structure objective, let those squads finish the buildings. Having them nearby while another unit gets every destruction does not make this a Hellbringer run. Supply structures along the route provide opportunities without requiring you to leave the main enemy base untouched forever. I would not delay healing simply to spread five activations out perfectly. Use the drones when they will preserve troops, keep track of the cooldown and avoid discovering at the end that you never purchased or used the power enough times. **Defeat Decimus** Destroy the main enemy base to bring Decimus into the fight. Concentrate damage on him when he is vulnerable, but deal with his supporting troops before they overwhelm your weaker units. When he becomes temporarily invulnerable and marks an orbital strike, stop attacking and move out. Continuing to issue attack orders can keep units committed to the very spot you need them to leave. Once the strike has passed and he can be damaged again, resume the attack. Leave yourself space to retreat. If your entire force is packed tightly against him, selecting and moving the endangered units becomes harder. Keep the short-range infantry supported, heal survivors and continue through the attack cycle rather than trying to win by refusing to move. On Heroic or Legendary, preserving a useful army matters more than finishing one building a few seconds earlier. If the force is already badly damaged before entering the final area, reinforce and heal first. Use your mission panel for a timed attempt; this route prioritizes the objectives and a controlled finish.

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