← Post History

**Halo Wars 2: Not on My Watch — stop the launch without losing the Colossus**

· Games / Halo Wars 2

Read the original post on X

**Halo Wars 2: Not on My Watch — stop the launch without losing the Colossus** **Operation: SPEARBREAKER finale. Mission spoilers.** The timer makes this mission look like a straight rush. It is really a circuit around the launch site: disable a charging column, break its foundation with the Colossus, use the extra time to prepare the next push, and eventually open the way to the ship. The important distinction is between damaging a column and actually finishing it. Shooting it is only the first step. **Get the first column down** Follow Sunray to the first charging column and attack it. Once it retracts, establish the base and bring in the Colossus. Use its **Stomp on the column's baseplate**. That completes the destruction and adds time. Each of the four destroyed columns buys another ten minutes, so progress on the objective is also what keeps the mission alive. Build an economy that can replace combat losses while keeping the Colossus alive. Put Nightingales with it and keep healing available. Use an escort that can remove enemy infantry and aircraft without asking the walker to handle everything itself. **Move around the outer route** From the opening base area, push toward the next column, then continue around the outside of the central launch site. Clear the Banished positions that block that circuit and use captured base space to shorten reinforcement travel. At every column, follow the same order: 1. Clear the immediate defenders. 2. Shoot the column until it retracts. 3. Bring the Colossus onto the baseplate and Stomp. 4. Confirm the objective and timer update. 5. Heal and regroup before moving on. Keep the Colossus in its own selection group if possible. That makes it easier to pull the walker away from Hunters while the rest of the army continues fighting. An all-units attack command is convenient until it sends your protected objective unit into the worst part of the battle. An air force is useful for crossing the terrain and responding to attacks at home. Support it with enough healing and upgrades, rather than producing a long stream of isolated aircraft that arrive one at a time. **Controller shields are a separate job** There are four shield-disabling objectives. Follow the Controller's visible energy tether to its associated tower and capture that tower with infantry. Once the shield is disabled, use the rear attack and distraction tactics from Gatecrashers. Avoid spending the whole army's damage on an invulnerable target while the capture unit waits outside the circle. Check the shield counter after each capture. The charging columns and Controller towers are separate interactions; completing one does not automatically give credit for the other. **Build the Stomp counter along the way** You need fifteen enemy units or buildings destroyed with the Colossus Stomp for the bonus objective. Leave suitable small structures for the walker and use clusters of weaker enemies when it is safe. Watch its cooldown and health. The objective is not worth trading away the Colossus, especially when you are also working on the no-loss requirement. Heal between attempts and let the escort remove dangerous anti-vehicle attackers first. For a clean challenge attempt, check this counter before entering the final battle. That is a poor place to discover you still need several Stomp kills. **Clear the launch area** After all four columns are down, the central approach opens. The countdown still matters: move into the launch area, remove its defenders and interact with the terminal. Destroy the Banished ship supplies around this area as well. Attack the explosive containers from range, and move friendly ground units away before detonating anything beside them. Once the required Stomp work is finished, park the Colossus somewhere safe for the boss fight. You can keep an escort with it while the attack force advances. Protecting it is easier than trying to pull it out after the Hunter Captain has already focused on it. **Hunter Captain** The Captain is not a target you can simply focus from beginning to end. When Goliaths support and protect him, kill those supporting enemies first, then return your fire to the Captain. Move out of marked orbital attacks. Keep the army firing while repositioning individual endangered groups rather than abandoning every attack order at once. The bonus requires the Captain defeated in three minutes. Enter with the force rebuilt, upgrades finished and useful powers available. If you still need the ten-Goliath objective, the boss's reinforcements supply additional targets; the pre-boss route alone does not necessarily finish that counter. **Logs and completion checklist** Two Phoenix Logs are available: - **Floats Low but Steady:** to the right of the starting area. - **A Tensed Bolt:** beyond the destroyed Banished base at the top of the map. Before finishing, check: - No Colossus lost. - Ship supplies destroyed. - Four Controller shields disabled. - Fifteen Stomp kills against enemy units/buildings. - Ten Goliaths killed. - Hunter Captain beaten within the three-minute objective. **Vidmaster Challenge: No fly zone** also requires Gold on Legendary alongside every objective. Treat it as one complete run, not a medal attempt that borrows objective credit from an earlier playthrough.

Browse more posts · Find me on other socials