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Overview
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Loadout Enemies Weapons Vehicles

Loadout

The ideal loadout in Halo 4 is a headshot weapon and a plasma pistol. The “headshot weapon” category includes the DMR, magnum, battle rifle, light rifle, bolt pistol, and carbine. These weapons are unique because they inflict infinite headshot damage on unshielded enemies. Therefore, no matter how hard of a difficulty you play on, headshot weapons will always kill in a single shot. Most of the headshot weapons are highly accurate and have scopes, allowing you to light infantry like the grunts, jackals, and crawlers from a safe distance. Even though watchers do not have any heads, headshot weapons are still highly effective against them because of their accuracy and high bullet velocity.

The plasma pistol makes a great secondary weapon because it creates an EMP blast when it is overcharged. This EMP instantly removes the shields of both elites and knights, allowing you to finish them with a single headshot. It can also stun vehicles like the Ghost and Wraith, allowing you to jack them more easily. To overcharge a plasma pistol, hold down the right trigger, and let go after roughly a second. If your reticle is red when you fire the EMP blast, it will home in on your target.

Because there are so many headshot weapons in Halo 4, you will always have access to at least one of them at all times. When fighting covenant, you will also have easy access to plasma pistols, which you can take from crates, grunts, and jackals. However, when you fight the Prometheans, you often will not have access to plasma pistols, so you instead must use high damaging weapons to fight the knights. Obviously, rocket launchers (such as the fuel rod gun, incinerator cannon, and the UNSC rocket launcher) deal high amounts of damage, so they can kill Protheans in only 1 or 2 shots. You can also use the binary rifle, which can kill any rank of knight with only two headshots. The railgun packs enough punch to remove a knight’s shields, allowing you to finish it with a headshot. Needlers are also highly effective because they create super combine explosions, allowing you to kill a Promethean with less than a magazine of ammo. In most cases, however, you will need to use the suppressor to fight knights, which you will always have access to. It is impossible to kill a full health knight on legendary with a single magazine of suppressor ammo, and the time you take to reload can often result in your death. Therefore, I suggest using a grenade, a melee attack, or an autosentry in addition to your suppressor in order to increase your chances of success. Another option is to empty a full magazine of suppressor into a knight, and then switch to your headshot weapon in order to finish them off with a headshot.

Enemies

Grunts

The Grunts are the weakest, least intelligent, and least accurate enemies in Halo 4. All grunts can be killed with a single headshot from a headshot weapon, so they pose very little threat. Whenever possible, pick off grunts from a distance so that they cannot return fire with their inaccurate guns. Grunts always stay in packs of 3 to 5 and they usually follow elites or packs of jackals. Because grunts are very common and often wield plasma pistols, they provide a reliable supply of fresh plasma pistol energy in covenant areas. Grunts commonly operate turrets and Ghosts.

Grunts often throw plasma grenades when they see you in cover or near them. Before throwing a grenade, they swing their arm back dramatically, giving you plenty of warning. Avoid their grenades by walking under them, side stepping them, or stepping into cover. In some cases, grunts will commit suicide with their plasma grenades by lighting a grenade in each hand and charging you. If they reach you, they will detonate the two plasma grenades, killing themselves and you. Kill all suiciders with headshots before they can reach you and back away from the grenades before they detonate.

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Grunt Minor: Grunt minors are common, weak grunts. They stay in packs with other grunt minors and majors and usually follow jackals or elites. These grunts only wield needlers and plasma pistols.
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Grunt Major: Grunt majors are the most common type of grunt. They stay in packs with other grunt minors and majors and usually follow jackals or elites. These grunts only wield needlers and plasma pistols.
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Grunt Heavy: Grunt heavies often wield fuel rod guns, so they pose a larger threat than the other grunts. They can kill you with a direct hit with a fuel rod, so it is vital that you kill them carefully. I suggest that you engage them from very far away so that you have more time to dodge their shots. Fuel rods travel very slowly, so you can avoid them by jumping over them or stepping to them. Use an accurate headshot weapon to kill grunt heavies from a distance with a single headshot.
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Grunt Ranger: Grunt rangers are specially equipped to fight in space. They have jetpacks and full face breathing apparatuses, though they wield the same weapons as grunts minors. Simply kill grunt rangers with a single headshot from a distance.

Jackals

Jackals use plasma pistols and needlers like grunts, but they are harder to eliminate because they also wield an energy shield. When jackals see an enemy, they hunker behind their shield to protect their head. To overcome this, shoot them once in the hand with your headshot weapon to cause them to flinch and expose their head. This provides you with an opportunity to follow up with a lethal headshot. Jackals are more intelligent and accurate than grunts, and they stay in packs of 3 to 5. Whenever possible, engage jackals from a distance with a headshot weapon so that they cannot hit you with their inaccurate weapons.

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Jackal Minor: Jackal minors are the most common jackal infantry. They usually wield plasma pistols, so they pose little threat, especially from a distance. If you see a jackal minor begin to charge its plasma pistol, kill it immediately or take cover before it can shoot. Jackal minors occasionally wield needler as well. Kill all jackal minors with a hand shot and a headshot.
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Jackal Major: Jackal majors stay in packs with other jackal minors and majors. Jackal majors have yellow shields and helmets, while minors have blue shields and no helmets. Other than their appearance, the only noticeable difference between the two is that jackal majors mostly wield needlers. Therefore, they pose a larger threat because 7 – 10 needles can kill you with a super combine explosion. Therefore, engage them from a distance whenever possible and take cover if you see multiple needles heading your way. Kill jackal majors with a hand shot and a headshot.
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Jackal Sniper: Jackal snipers do not have energy shields, but they instead wield powerful, accurate weapons. They usually wield beam rifles, allowing them to kill you with only two body shots. Therefore, they pose a very large threat and you should kill them as quickly as possible. If they hit you with one shot, immediately take cover before they can kill you with a second shot. Some jackal snipers wield carbines, and they pose much less of a threat. You should kill all jackal snipers with a single headshot as soon as you see them.
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Jackal Ranger: Jackal rangers are specially trained to fight in space. They are equipped with breathing apparatuses and gravity boots to help them in zero-gravity environments. Other than their appearance, jackal rangers are the same as jackal majors or minors. Kill them with a hand shot and a headshot.
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Jackal Ranger Sniper: Jackal ranger snipers are jackal snipers trained to fight in space. Like jackal rangers, they have breathing apparatuses and gravity boots. Kill them with a single headshot.

Elites

Elites are the most intelligent of the covenant infantry, and they are capable of wielding any covenant weapon. Because they are equipped with shields, you cannot kill them with a single headshot. Instead, overcharge and fire a plasma pistol at an elite to remove its shields, then kill it with a headshot from a headshot weapon. Before you do this, make sure to clear out all light infantry from a distance so that you can focus all of your attention on the elite. Elites are able to throw plasma grenades very accurately, but you can easily avoid these by walking under them or stepping to the side.

As soon as you remove an elite’s shields, his behavior will change. At first, the elite will either stumble or shake his fist at you, which gives you time to finish him with a headshot. If you do not immediately kill the elite, he will usually charge towards you and attempt to use a melee attack. An elite’s melee is very powerful; a single punch can kill you if your shields are less than half full. Your melee attack deals very little damage to an elite; it requires 2 punches to kill one after you remove his shields. Therefore, do not try to engage a charging elite with a melee attack; rather, kill him with a headshot before he can reach you.

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Elite Minor: Elite minors are the weakest type of elites. They usually wield needlers, plasma pistols, or storm rifles. Minors have low capacity shields, so you can remove their shields with multiple body shots from your headshot weapon. This allows you to kill them from much farther away, but only do this if you have plenty of ammo for your headshot weapon.
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Elite Major: Elite majors are the most common type of elite. They utilize all of the covenant weapons, but they mostly use the storm rifle. Occasionally, you will see elite majors with the strongest weapons such as the energy sword or fuel rod gun. Elite majors have normal capacity shields, so remove their shields with a short overcharged plasma pistol burst and finish them with a headshot.
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Elite Ranger: Elite rangers are trained and equipped to fight in space; they have jetpacks and breathing apparatuses. Be careful when fighting rangers because they will often use their jetpacks to flank or come up behind you. They most commonly wield storm rifles and they have standard capacity shields (unlike in Halo Reach).
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Elite Spec Ops: Elite spec ops are specialized elites equipped with the active camouflage armor ability. They most commonly use an energy sword in combination with their invisibility to sneak up and assassinate you. When they are using their active camouflage, they do not appear on your motion tracker so you must rely on your vision to find them. Look for a slight silhouette or a rippling effect in the background to spot them, and immediately kill them with an overcharged plasma pistol and headshot combination before they can reach you with their energy sword. When you fight elite spec ops that wield weaker weapons, engage them like any other elite.
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Elite General: Elite generals are the highest ranking elites in the covenant military. They tend to wield the strongest weapons such as the fuel rod gun or the concussion rifle, though they sometimes use storm rifles as well. Because they have such strong weapons, you should engage them from a distance. Stand next to a piece of good cover and hit the elite general with an overcharged plasma pistol blast as soon as he walks into plasma pistol range. Then, quickly finish him with a headshot before he can recover and return fire. Elite generals have very high capacity shields, so you must charge your plasma pistol a little longer before firing. Because of their high capacity shields, it is very difficult to kill them with a sniper rifle or beam rifle (it requires 4 headshots).
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Elite Zealot: Elite zealots are a specialized group of elites that research and retrieve forerunner artifacts. They are not part of the covenant military, though you will occasionally encounter them near forerunner structures. Elite Zealots are the second most powerful elite in the Halo universe (second only to the Field Marshal), and they are the most powerful elite you will encounter in Halo 4. Like generals, zealots can wield any covenant weapon, though they usually wield the stronger weapons such as energy swords or fuel rod guns. Some zealots wield two weapons (most commonly an energy sword and a longer range weapon). Zealots have the strongest shields of all of the elites, so you need to overcharge your plasma pistol longer when fighting them.

Hunters

Hunters are the strongest and largest of the covenant infantry, but they severely lack intelligence. Hunters rarely appear throughout the campaign and they are always seen in pairs. A hunter’s helmet protects him from all headshot weapons, so you must instead use sheer damage to kill them. Luckily, you have access to some sort of explosive weapon in every hunter fight during the campaign, so you can kill them by simply bombarding them with explosives.

On one arm, hunters wield a fuel rod gun, which they fire when you are far away. Avoid their fuel rod gun by either jumping over it, side stepping it, or taking cover. On their other arm, hunters have a strong shield that they use for protection and melee attacks. Explosives will still damage them through this shield, though it will reduce some of the damage. If you get close to a hunter, he will charge you and attempt to melee you with his shield. This melee attack will usually kill you instantly, so it is imperative that you avoid it. Sprint at a 45 degree angle to a charging hunter, and it will be unable to turn and hit you.

Crawlers

Crawlers are the most common and weakest Promethean infantry. On their own, crawlers and pose little threat, but in packs, they are much more formidable. They have more health, deal more damage, and are more aggressive than grunts. Crawlers can be killed with a single headshot, though their head is smaller and harder to hit than a grunt’s or jackal’s head. It is easy for a pack of crawlers to overwhelm you, so try to pick them off from a distance whenever possible.

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Crawler: The standard crawler is the most common crawler. These crawlers usually stay in packs led by alpha crawlers. Ordinary crawlers wield bolt pistols, so they deal very little damage individually. However, the combined fire of an entire pack poses a large threat, so always engage packs of crawlers from a distance.
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Alpha Crawler: Alpha crawlers are more powerful than ordinary crawlers and they usually lead a pack. Alpha crawlers have more health and are more aggressive than ordinary crawlers, and they wield suppressors instead of bolt pistols, allowing them to inflict high amounts of damage up close. For these reasons, you should always engage alpha crawlers from a distance. Do not attempt to kill an alpha crawler with your melee attack because it will require 3 punches on Legendary.
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Crawler Sniper: Crawler snipers wield binary rifles, allowing them to kill you with a single body shot. These crawlers usually climb to high perches far away from the main pack to snipe you from a distance. Just before a crawler sniper fires, a red halo appears over its head. As soon as you see this, immediately sprint to cover before the sniper can hit you. As long as you keep moving, the crawler will most likely miss. When a crawler sniper is not about to fire, kill it with a single headshot. The binary rifle is one of the best weapons for combating knights, so I suggest that you swap your secondary weapon for a crawler sniper’s binary rifle after you kill it.
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Grunt: placetexthere

Watchers

Watchers are flying support infantry that often accompany knights. They are able to resurrect dead knights, summon crawlers and laser turrets, and provide infantry with hard light shields. It is nearly impossible to kill knight a while a watcher supports it because the watchers will create a hard light shield whenever the knight loses its shields. Therefore, you will need to eliminate all of the watchers in an area before you engage any knights. Watchers do not have heads, so you will need to destroy them with damage. I suggest that you pick them off from a distance with your headshot weapon. Depending on which weapon you are using, it should take 3 – 5 shots to kill a watcher on Legendary. Whenever possible, use the light rifle (while zoomed in) or the battle rifle because these weapons deal the most damage per shot.

When a watcher resurrects a dead knight or summons reinforcements, it fires a bright blue beam at the ground. If you see a watcher doing this, kill it immediately before it can finish. Get up close and use an assault weapon to kill them quickly (as long as it is safe to do this). All watchers are equipped with bolt pistols, allowing them to inflict some damage. Because they can fly, they can hit you even when you are in cover, so be sure that you retreat far away from any watchers if you are hurt. You can also launch your auto sentry when you are hurt to draw their fire and allow your shields to regenerate.

Knights

Knights are the strongest of the Promethean infantry, and in my opinion, they are the most difficult enemy in Halo 4. All knights are equipped with very high capacity shields, and their heads are concealed behind a faceguard. It is possible to kill an unshielded knight with a headshot, but you must shoot it once or twice in the head to cause it to retract its faceguard first. You can overcharge a plasma pistol to quickly remove the shields of a knight, but you rarely have access to covenant weapons when fighting Prometheans. Instead, you will need to use high damaging weapons such as the binary rifle, incinerator cannon, or suppressor to kill the knights in most situations. It is vital that you focus on one knight at a time and fight it alone if possible to avoid becoming overwhelmed. Therefore, you should always kill any crawlers or watchers in an area before you engage any knights. It is especially important that you kill any watchers first because they can protect injured knights with hardlight shields, making them nearly impossible to kill.

Knights have many abilities that they use to aid themselves in combat. All knights are capable of teleporting, which they use both to escape when injured and to charge you. Knight’s shields regenerate very quickly, so if a knight teleports away from you, you must immediately damage it as soon as it reappears or else its shields will begin regenerating. Some knights carry watchers on their backs, which they will deploy when they see you. You will need to kill this watcher before you can engage the knight, or else the watcher will use its hardlight shield to protect the knight. All ranks of knights will launch pulse grenades at you from a mechanism in their arm. While they are can throw these grenades much farther than covenant infantry, they cannot move when doing so, which leaves them very vulnerable. Use this opportunity to hit them with a strong weapon (such as a rocket launcher) or a grenade.

In most cases, you will need to use the suppressor to combat knights. This weapon is readily available in all levels with Prometheans, and it is one of the most powerful assault weapons in the game. When using the suppressor on Legendary, it will require more than an entire magazine to kill a knight. Reloading leaves you very vulnerable, so I suggest that you performing one or more of the following strategies to kill the knights quickly and safely.
- Throw a pulse grenade or a frag grenade at a knight’s feet if it starts to throw a grenade at you. Knights are unable to move when they throw grenades, so they will be unable to avoid your grenade. If it explodes at their feet, you can then finish them off with under a magazine of suppressor fire.
- If you have a plasma grenade, stick a knight to deal immense damage and remove most of its shields. You can then finish the knight with a small amount of suppressor or light rifle fire.
- Always deploy an auto sentry before engaging a knight. Not only will it draw some of his fire, the extra damage of the auto sentry will help you kill him faster.
- Get as close as you can when fighting knights without scattershots or incinerator cannons. The suppressor is highly inaccurate so you will need to get very close to deal the most damage.
- If a knight is nearly dead, you can finish it with a melee attack. Be careful because if you do not kill it, it will melee you back.

With practice, you can use a suppressor to kill a single knight with ease. However, when you are combating multiple knights, it helps to have stronger weapons. Keep an eye out for the following weapons and use them whenever possible because they will allow you to kill knights faster and more easily. This is especially useful when fighting multiple knights at a time. The list is ordered from easiest to hardest weapons to use against knights.
- Incinerator cannon: This rocket launcher deals enough damage to kill any knight in a single shot, even with an indirect hit. Get up close and shoot at the knight’s feet to avoid missing.
- Rocket launcher: The UNSC rocket launcher also deals enough damage to kill a knight in a single shot, and it has two rockets per magazine. If you jump before you shoot, you will fire at a downward angle, so you will be less likely to miss.
- Binary rifle: The binary rifle is the strongest sniper rifle in the game, and it allows you to kill a knight in only two headshots. If you are a poor sniper, instead remove the knight’s shields with two body shots and finish him with a few headshots from you headshot weapon.
- Plasma pistol: Just like when you are fighting elites, you can remove a knight’s shields with an overcharged plasma pistol. You can then kill him with a few headshots from your headshot weapon.
- Rail gun: The railgun allows you to remove a knight’s shields from a fair distance. You can then finish off the knight with a few headshots from your headshot weapon.
- Fuel rod gun: The fuel rod gun is the weakest rocket launcher, so it requires multiple direct hits to kill a knight. Luckily, it has a high fire rate and a large magazine. Get up close and bombard the knight in the body with 2 – 4 fuel rods.
- SAW: The Saw is the strongest assault weapon in the game, and it deals immense damage per second due to its rapid fire rate. You can easily kill a knight with under a magazine of SAW fire, but you will need to get up close to overcome the SAW’s limited accuracy.
- Needler: Though the needler deals very little damage per bullet, if you hit a knight with 15 – 20 needles, it will create two super combine explosions, killing the knight. The needler only has 22 bullets per magazine, so you should get up close to make sure you hit with most of the shots. The needles home slightly, which helps compensate for their low velocity.

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Knight: While ordinary knights are the weakest and lowest ranked, they are still a formidable enemy. These knights wield either a light rifle or a suppressor. The knights with light rifles have a longer range but they deal low damage per second. Therefore, you should get up close and kill them with a suppressor (or any other weapon listed above). When fighting knights with suppressors, you should instead stay farther away to take advantage of their lower accuracy. If you are using an inaccurate gun (such as a SAW or a suppressor), you will need to get up close, so I highly suggest that you launch an auto sentry to draw some of the knight’s fire.
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Knight Sniper: Although knight snipers are technically just ordinary knights, I define them as a different class because they behave much differently and you must combat them with different tactics. Knight snipers always hang back and kill you from a distance with their powerful binary rifles. They pose a very large threat because they can kill you with a single body shot. When a sniper is about to fire, a red halo appears around his head. You have no chance of killing a knight sniper from a distance (unless you have a binary rifle), so you instead must get up close. When he is not about to shoot, move between pieces of cover until you come within 5 meters of him. At this point, you can rush the knight sniper and kill him with an assault weapon (or any other available weapon). If you stay at nearly point blank range and circle around the knight, he will not be able to hit you. If you have a binary rifle, kill the knight from a distance with two headshots when he is not about to shoot.
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Knight Battlewagon: Knight Battlewagons are higher ranked and more powerful than ordinary knights. You can distinguish them by their more elaborate face gear and spikes on their back. A Battlewagon has stronger shields than standard knights and wields a scattershot, which is a type of shotgun. Up close, the scattershot can kill you with a single shot, though at range, it deals no damage at all. Battlewagons will lunge over 5 meters or use their teleportation ability to come within scatter shot range, so they still pose a threat at a medium distance. Therefore, I suggest that you engage battlewagons from a far away in an open area whenever possible.
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Knight Commander: Knight commanders are the highest rank of knights, and they therefore wield the strongest weapons and have the highest capacity shields. The majority of commanders wield incinerator cannons, a type of rocket launcher that explodes with enough force to kill you from over a meter away. It is safest to engage a commander from a distance because you will have the most time to dodge his rockets. First, launch your auto sentry to draw the knight’s fire and deal some damage to him. Then, bombard him with multiple magazines of fire from your headshot weapon in the body to remove his shields. Once his shields break, you can finish him with a few headshots from your headshot weapon. I highly suggest that you then equip the knight’s incinerator cannon as you secondary weapon because this is the best weapon for combating knights. If you have a binary rifle, you can easily kill a commander with 2 headshots from a distance. Very rarely, knight commanders will wield weaker weapons, in which case you can kill them with ordinary tactics.

Laser Turrets

The laser turret is a stationary Promethean infantry that provides long distance covering fire. It charges up and fires a laser similar to the focus rifle from Halo Reach. This laser deals low damage per second, though it is very accurate. Laser turrets turn very slowly when firing, so you can avoid their fire by walking perpendicular to them. They do not have heads, so you must destroy laser turrets with pure damage. I suggest you use 3 melee attacks to conserve ammo or a pulse grenade and a few shots from your headshot weapon to kill them from a distance.

Weapons

Below I have described in detail all of the UNSC, covenant, and Promethean weapons, including when and how to use these weapons. For the covenant and Promethean weapons, I have also provided the best strategies to overcome enemies with these weapons. The x/y after each gun name refers to the ammo per magazine/maximum extra ammo. Notice that the strategies are intended for use against AI in Spartan Ops and Campaign. These strategies do not necessarily apply when playing against human players in War Games.

“Headshot weapons” are a group of weapons with unique properties. A single headshot to an unshielded enemy from a headshot weapon deals infinite damage, allowing you to easily kill any rank of enemy on any difficultly. Headshot weapons are the most accurate weapons in Halo 4 and they all have scopes. This allows you to pick off enemies from a distance, which is usually the safest tactic on higher difficulties. You can also use headshot weapons up close, including against shielded enemies. Remove the enemies shields (preferably with an overcharged plasma pistol), and you then can finish them with a single headshot from a headshot weapon.

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Assault rifle - 32/172: The assault rifle is the most accurate fully automatic weapon in Halo 4. Not only is it accurate, it also has very low recoil, so you can fire an entire magazine at once and still retain accuracy. When you do not have stronger weapons (such as the incinerator cannon or SAW), you can use the assault rifle to kill Promethean knights. Whenever possible, use either grenades or an auto sentry in combination with your assault rifle to more easily kill knights.
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Battle rifle - 36/108: The battle rifle is an accurate headshot weapon with a 2x scope. It fires a 3-shot-burst each time you pull the trigger. These 3 bullets travel in a tight spread, increasing the area that you hit and allowing you to get a headshot even if your aim is a bit off. Because it fires 3 shots, the battle rifle is one of the highest damaging headshot weapons, so it is one of the best weapons for fighting Promethean watchers. Because watchers do not have heads, you must kill them with repeated body shots, so the higher damage of the battle rifle allows you to kill them in fewer shots. The downside to the battle rifle is that it consumes ammo very quickly.
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DMR - 14/42: The DMR is an incredibly accurate semi-automatic headshot weapon with a 3x scope. It has practically no recoil and is just as accurate as any of the sniper rifles. Therefore, the DMR is great for picking off enemies from a distance. Using the DMR, you can easily kill light infantry from so far away that they cannot return fire. There DMR is also very effective up close if you do not use the scope.
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Magnum - 8/32: The magnum is a secondary headshot weapon with a 2x scope. While it fires only one shot per trigger pull, the magnum has an incredibly high fire rate. However, I suggest that you instead fire slowly and carefully to conserve ammo and more easily get headshots. The magnum is not as accurate as the other headshot weapons, so you will need to get closer to your target when using it.
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Railgun - 1/5: The railgun is a charge up weapon similar to the UNSC Spartan laser. It deals less damage than the Spartan laser, but it takes less than half the time to charge up. The railgun does not produce a targeting laser (unlike the Spartan laser), so enemy AI do not know when you are charging up a shot. Though railgun rounds do not travel instantly, they travel very quickly and home slightly on infantry, so it is easy to use the railgun at close or medium range. A single shot from a railgun can remove the shields of any knight, allowing you to finish them with a headshot. This combination allows you to quickly kill knights from a distance and up close, so it is one of my favorite methods.
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Rocket launcher - 2/8: The rocket launcher, as implied by its name, fires powerful, explosive rockets. These rockets travel relatively quickly and accurately, so you can successfully use the rocket launcher from a fair distance. It deals enough damage to kill a knight or an elite in a single shot, though you rarely have access to the it during the campaign. In general, you should fire the rocket launcher at the feet of your enemies so that they cannot side step it. The rocket launcher has a 2x scope and it can lock onto enemy aircraft.
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SAW – 72/216: The SAW is a powerful light machinegun great for killing Promethean knights. It deals the highest damage per second of all of the fully automatic weapons due to its incredible fire rate. It also has a huge magazine, which more than compensates for the high fire rate. The saw is great for killing knights; you can easily kill any rank with less than a single magazine of SAW ammunition. The downside of the SAW is that is fairly inaccurate, so you need to get up close when using it.
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Shotgun - 6/30: The shotgun deal a large amount of damage at point blank range, but it loses damage the farther away you get. If you are more than 2 meters away from your target, the shotgun deals no damage at all. I do not suggest that you use the shotgun during the campaign because it requires you to charge enemies. On higher difficulties, charging puts you at great risk. Furthermore, at point blank range, the shotgun still does not deal enough damage to kill either an elite or a knight in a single shot. Therefore, it is much safer and more efficient to use other weapons.
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Sniper rifle - 4/12: The sniper rifle is the most accurate UNSC weapon, and it allows you to pick off enemies from very far away with its variable 5 - 10x scope. Even on legendary, the sniper rifle is useful against elites because it can kill them in only 2 headshots. (Elite generals require 4 headshots to kill, so you should use other methods to kill them). Because of its pinpoint accuracy, you can kill elites from so far away that they cannot return fire. The sniper rifle is especially useful for sniping enemies out of turrets because they cannot move to avoid your shots. Whenever possible, I suggest that you snipe elites operating a wraith’s plasma turret so that you can more easily destroy or hijack the wraith.
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Spartan laser - plasma/25% per shot: The Spartan laser is one of the highest damaging weapons in the game, but it is also one of the hardest weapons to use. In order to fire the Spartan laser, you must first charge it up by holding down the trigger. After you charge it up for roughly 2 seconds, it fires a powerful, accurate laser. You can use the Spartan laser from a distance because it has a 2x scope and the laser travels infinitely. However, as you charge up the Spartan laser, it creates a smaller targeting laser visible to all enemies. Therefore, infantry can easily avoid the laser, so it is only useful for destroying vehicles. During the campaign, you only have access to the Spartan laser when you also have access to powerful vehicles (such as a Scorpion or Mantis), so I suggest that you use the vehicles instead.
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Sticky detonator – 1/5: The sticky detonator is an evolved version of the grenade launcher from Halo Reach. As implied by the name, the sticky detonator fires grenades that stick to any surface. Once you fire a grenade, press the trigger again to detonate it. The explosion deals a large amount of damage and has a high blast radius (roughly equivalent to 2 frag grenades,) though it has no EMP capabilities like the grenade launcher from Halo Reach. You will have access to the sticky launcher during much of the 7th mission, and I suggest that you use it to combat the hunters you encounter. Step out of cover to fire at the hunters face or back, then return to cover to detonate the grenade. It will take 4 – 5 direct hits to kill a hunter. I do not suggest that you use the sticky detonator when combating any other infantry because a headshot weapon and a plasma pistol provide a much more reliable loadout for fighting covenant. You will never have access to a sticky detonator when fighting Prometheans.
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Frag grenade: The UNSC frag grenade is an explosive that rolls and bounces off walls. It has the highest blast radius of all of the grenades, though it deals the least damage. You can easily bounce a frag grenade around cover so that it lands next to a protected enemy. On Legendary, the frag does not deal nearly enough damage to kill any of the heavier infantry, though you can use it to weaken knights. When you are using an assault weapon to combat a knight, throw a frag grenade at his feet as soon as he starts to launch a pulse grenade at you. Knights cannot move while throwing a grenade, so he will be hit by the full force of the blast. At point blank range, a frag can remove over half of a knight’s shields, allowing you to more easily finish them with your assault weapon. If you find yourself in a bad situation, throw a frag grenade at a group of enemies to cause them to dive away, allowing you to move to cover.
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Machinegun (turret): The machinegun is a mounted turret that fires high caliber rounds at a high fire rate. It deals much higher damage per second than any other assault weapon, so you can easily kill both knights and elites with the machinegun. When the machinegun is attached to a tripod, it has unlimited ammo, though it can overheat from sustained fire. I do not suggest using a fixed machinegun because you are unable to move, so the enemies will easily kill you with their grenades. Instead, detach a machinegun turret by pressing the right bumper, and you then can carry it as a third weapon. Once you detach the turret, it will have 200 rounds of ammo remaining, though it will no longer overheat. You can move to cover and avoid enemy threats, though your movement speed will be around 50 %.
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Beam rifle – plasma/10% per shot: The beam rifle is the covenant sniper rifle, and it is by far the most accurate covenant weapon. It deals as much damage as the UNSC sniper rifle, so you can kill most elites with 2 headshots. Just like the sniper rifle, it has a variable 5 – 10x scope, so it allows you to snipe enemies from very far away. I suggest that you use the beam rifle for sniping enemies out of turrets. The beam rifle has much less recoil than the sniper rifle, so it is a lot easier to snap shot enemies (this is when you fire without looking down the scope.)

Jackal snipers are the only infantry that use beam rifles. They can kill you with two body shots or one headshot, though they rarely get headshots. As soon as a sniper hits you once, immediately take cover before he can finish you with a second shot. To kill a jackal sniper wielding a beam rifle, stand in cover so that you are barely exposed but can see his head. Kill him with a headshot with your headshot weapon.
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Carbine – 18/72: The carbine is a fast firing, accurate headshot weapon commonly found in covenant areas. The carbine is the fastest firing semi-automatic weapon in the game, though I suggest you fire slowly and carefully to conserve ammo and more easily get headshots. It also has the most spare ammo and ammo per magazine of all of the headshot weapons. For these reasons, the carbine is my favorite headshot weapon for fighting covenant. However, the carbine deals very little damage per shot, so it is terrible against Promethean watchers (though it is great against crawlers.)

Jackal snipers and elites both wield carbines. These enemies usually cannot get a headshot, so they pose little threat. Kill carbine wielding jackal snipers with a headshot. They may shoot you a few times before you can kill them, but your shields can easily absorb this fire. Kill carbine wielding elites up close with a plasma pistol and headshot combination. These elites pose less threat then elites with storm rifles because the carbine deals less damage per second than the storm rifle.
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Concussion rifle – 6/18: The concussion rifle is a rapid fire grenade launcher that fires concussion rounds. These rounds detonate on impact, and they deal much less damage and splash damage than the sticky detonator or any type of rocket launcher. When the concussion rounds explode, they knock their target back considerably, so you can stop a charging enemy by bombarding them with concussion rounds. On legendary, the concussion rifle does not deal enough damage to be an effective weapon against any type of enemy.

In the hands of the enemies, the concussion rifle poses a large threat. Only high ranking elites wield the concussion rifle, and they can kill you with 3 – 4 shots. Since concussion rifle rounds travel slowly, it is best to engage these enemies with from a distance. As soon as you come within plasma pistol range of the elite, remove his shields with an overcharged plasma pistol blast and kill him with a headshot before he can approach you. Avoid concussion rifle fire by moving perpendicular to your enemy and jumping often.
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Energy sword – plasma/10% per swing: The energy sword is a melee weapon that greatly increases the damage of your melee attack. Not only does it deal enough damage to kill most infantry in 1 or 2 slashes, the energy sword also allows you to lunge at your enemies from over a meter away. I do not suggest that you use the energy sword because it requires you to get very close to your enemies. This leaves you very exposed and can often lead to your death on higher difficulties. Furthermore, it requires 2 slashes to kill most elites, leaving you vulnerable for even longer.

When combating enemies with energy swords, it is vital that you do not allow them to reach you. Elite spec ops most commonly use energy swords, though you may see elite generals, zealots, or even majors using energy swords as well. These elites are always very aggressive and they will charge you nearly as soon as they see you. When you see a charging elite with an energy sword, it is your top priority to kill him before he reaches you. Begin by backing up while you overcharge your plasma pistol. As soon as you overcharge it, immediately fire the EMP blast to remove the elite’s shields. This will usually cause him to stumble or shake his fist, buying you more time. Immediately finish him with a headshot before he reaches you.
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Fuel rod gun – 5/15: The fuel rod gun is the covenant rocket launcher. It deals much less damage and less splash damage than the UNSC or Promethean rocket launchers, but it makes up for this with a dramatically higher fire rate and magazine size. The fuel rods travel much slower than the UNSC rockets or incinerator cannon rockets, so they are much easier to dodge or jump over. Whenever you can, use the fuel rod gun against knights or hunters. Be sure that you get close to your target and/or fire at its feet so that it cannot dodge your fire. Because the fuel rod gun is weaker than the other rocket launchers, it will take 3 – 6 shots to kill knights or hunters on legendary. I do not suggest that you use fuel rod guns to fight elites because the plasma pistol and headshot combination is faster, safer, and more reliable.

When fighting enemies with fuel rod guns, it is vital that you fight them from a distance so that you have the most time to dodge their fire. When fighting grunt heavies, simply pick them off from a distance with a single headshot. Fighting elites wielding fuel rod guns is much more difficult. Wait in cover with your plasma pistol ready a little ways away from the elite. When he is just at the edge of your plasma pistol’s range, charge up a shot from cover, then step out of cover to fire your EMP blast. The blast will remove the elite’s shields and cause him to flinch, providing you with a split second to kill him with a headshot before he begins to attack. If the elite returns fire, either take cover or jump around while moving perpendicular to him to avoid his shots.
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Gravity hammer – plasma/5% per swing: The gravity hammer is a melee weapon similar to the energy sword. Instead of slicing enemies, the gravity hammer creates an explosion with every swing. This explosion has a very small blast radius, so you need to be at nearly point blank range to deal any damage. The gravity hammer deals just as much damage as the energy sword, but it does not allow you to lunge, making it an inferior weapon. I do not suggest using the gravity hammer because it forces you to charge the enemies, which is very dangerous.

Because there are no brutes in Halo 4, you will never encounter enemies wielding a gravity hammer. You only ever see the gravity hammer in the Promethean armory in the last mission.
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Needler – 22/44: The needler is a fast firing machine pistol commonly used by light infantry. The needles it fires deal very little damage on their own, but if a target is hit with around 10 needles, they detonate in a super-combine explosion. This explosion deals enough damage to kill most infantry, and two explosions will kill any infantry except hunters. Although needles travel slowly, they home on infantry targets, so the needler is a very easy weapon to use at close range. If you have access to a needler when fighting promethean knights, I highly suggest that you use it. If you hit a knight with just under a magazine of ammo, it will cause two super-combine explosions, killing the knight. This is much faster and easier than using other assault weapons like the suppressor or assault rifle. I do not suggest that you use the needler to kill covenant infantry because it is much faster, easier, and safer to kill them with headshots.

When fighting enemies with needlers, it is vital that you avoid their fire because a single super-combine explosion will kill you. If more than a few needles start hitting you, immediately take cover and wait for them to dissolve, even if your shields are high. You will mostly see needlers in the hands of grunts and jackals, so it is easy to kill them from a distance with a headshot weapon. Try to engage them from as far away as possible so that you will have more time to get into cover after you see them fire. If you are far enough away, they will be unable to hit you at all.
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Plasma pistol – plasma/2% per shot: The plasma pistol is a specialized pistol use used by many covenant light infantry. While it deals practically no health damage, the plasma pistol deals high damage against shields. If you hold down the trigger, you can charge up an EMP blast capable of stunning vehicles and instantly removing an enemy’s shields. If your reticule is red when your fire the blast, it will home onto the target. The plasma pistol is great for fighting elites or knights because you can remove their shields with a single EMP blast. This allows you to then finish them with a single headshot from a headshot weapon. If you hit a vehicle with an overcharged blast, it temporarily stuns the vehicle, removing its ability to shoot or move for roughly 3 seconds. This allows you to hijack the vehicle safely. Because of its many abilities, I suggest that you use the plasma pistol as your secondary weapon whenever fighting covenant forces.

While enemies with plasma pistols will rarely kill you, they can easily remove your shields, leaving you vulnerable to other enemies. If you see an enemy overcharging their plasma pistol, kill them quickly before they fire at you. Only grunts and jackals wield plasma pistols, so you can stay out of their range and pick them off from a distance with a headshot weapon. If you are in a vehicle, immediately kill any enemies overcharging a plasma pistol before they can stun you.
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Storm Rifle – plasma/0.5% per shot: The Storm rifle is the only covenant assault rifle. It is very similar to the plasma rifle and the plasma repeater from Halo Reach. The storm rifle is a very accurate assault rifle but it has very high recoil. If you hold down the trigger, it becomes very inaccurate after the 3rd or 4th shot. Fire in short, controlled bursts to overcome the recoil. I do not suggest that you use the storm rifle when fighting the covenant, and when fighting Promethean knights, I suggest you use the suppressor instead because it is more available and deals higher damage per second.

The storm rifle is the most common weapon used among the elites, especially the lower ranking ones. When the elites use the storm rifle, it has a lot less recoil than when you use it, so they can hit you from much farther away. Engage elites one at a time from cover, using a combination of an overcharged plasma pistol to remove their shields and a headshot to kill them.
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Plasma Grenade: The plasma grenade, also known as the “sticky grenade”, deals high damage in a small blast radius. A plasma grenade deals very high damage to enemies within a meter of the explosion, but after a meter, it deals very little damage. The plasma grenade also has the ability sticky to many surfaces, including infantry and vehicles. If you directly hit an enemy with a plasma grenade, it will detonate on them, dealing enough damage to remove an elite’s shields or to kill an unshielded elite or knight. While I suggest killing elites with a plasma pistol and headshot combination, I highly suggest that you use plasma grenades against knights whenever possible. If you stick a knight when it has full shields, you can then easily finish it off with assault rifle fire. Because plasma grenades stick to all surfaces, you cannot bounce them like frag grenades.

If you are stuck by a plasma grenade or if it detonates less than a meter away from you, it will kill you. Both elites and grunts will throw plasma grenades at you, and they usually throw them when you are behind cover. Because plasma grenades have a low blast radius, you will be perfectly safe if you stay over a meter away from a thrown grenade. In many cases, they will throw the grenade far past you, so you will not need to move at all. If the grenade lands close to you, retreat to cover farther away. Elites often throw plasma grenades when you step out of cover to stun them with a plasma pistol as well. They throw their grenades with a steep ark, so it is easy to walk under their grenades. If it is too dangerous to walk forward, you can also walk perpendicular to the grenades trajectory. Never walk backwards to avoid an incoming grenade because you will often walk right into its path.
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Plasma Turret: The plasma turret is a stationary assault weapon with an incredibly high fire rate. The plasma turret has the highest fire rate of all of the assault weapons, though it deals very little damage per shot and it is very inaccurate. The machinegun deals higher damager per second than the plasma turret and it is more accurate, so it is a much better turret. Just like the machinegun, the plasma turret has unlimited ammo and it overheats when it is mounted, but once you detach it, it has limited ammo and does not overheat. I do not suggest that you use the plasma turret when fighting covenant because the loadout of a plasma pistol and a headshot weapon allows you to kill enemies faster and from farther away.

No covenant are capable of carrying a detached plasma turret, so you will only every encounter them using the using a mounted plasma turret. When you see a grunt operating a plasma turret, you can snipe them out of the turret with a headshot. However, if they are at a higher altitude than you, the front of the turret will protect them. Either destroy the turret by throwing a plasma grenade or a pulse grenade, or approach the grunt from the side or rear to kill him from behind. When you see an elite operating a plasma turret, destroy the turret by throwing a plasma grenade or a pulse grenade at it or approach him from the side or rear.
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Binary rifle – 2/6: The binary rifle is the most powerful sniper rifle in Halo 4. It is just as accurate and has the same 5 – 10x scope as the UNSC sniper rifle, but it deals much more damage. Prometheans can kill you with a single body shot from the binary rifle, and you can kill any rank of knight with only two binary rifle headshots. Therefore, the binary rifle is a great weapon for killing knights because it allows you to quickly kill them from a safe distance. Try to snipe knights from as far away as possible so that they cannot return fire while you snipe them. Be sure to pause between each shot to take time to re-aim; the binary rifle has very high recoil. If you are unable to get two headshots, two body shots will remove a knight’s shields, allowing you to kill him with a headshot from a headshot weapon.

You must be very careful when engaging enemies with binary rifles. Both crawler snipers and knights wield binary rifles. When either of these enemies are about to fire, a red halo appears over their head, providing you with a warning. As soon as you see this, immediately take cover and wait for the enemy to shoot. When fighting crawler snipers, simply kill them with a headshot when they are not about to shoot (when they do not have a red halo over their head). Fighting knight snipers is much harder. If you have a binary rifle, kill them from a distance with two headshots right after they fire, before they have time to fire another shot. However, if you have any other weapon, you will need to fight them up close. Move between pieces of cover to approach the knight until you come within a few meters of the knight. Engage the knight with an assault weapon while staying at nearly point blank range. If you stay close and jump around a lot, the knight will be unable to hit you.
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Boltshot– 10/30: The boltshot is the Promethean pistol. Depending on how long you hold the trigger, you can use the boltshot as a headshot weapon or a shotgun. If you pull the trigger quickly, it fires a single headshot bolt. While you can fire these bolts at a fast rate, they travel slowly and are very inaccurate, so the boltshot is a very poor headshot weapon. In every situation throughout the campaign, you will have access to at least one other headshot weapon, so use the other option instead. If you hold down the trigger, you can charge up the boltshot so that it fires a shotgun blast. This blast deals less damage than the shotgun or scattershot, so it is absolutely useless on legendary.

All watchers and many crawlers use the boltshot, though they neither use the shotgun mode nor get headshots. The boltshot deals very little damage, so these enemies pose little threat alone. However, when you encounter an entire pack of crawlers, their combined fire can kill you quickly. Therefore, engage packs of crawlers with headshots from a distance or from cover to avoid being overwhelmed. If necessary, you can drive them back by launching your auto sentry (if you have one).
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Incinerator cannon – 1/5: The Incinerator cannon is the most powerful rocket launcher in the game. It deals immense damage and splash damage on impact, enough to kill any infantry or vehicle (except a Wraith) on legendary with a direct hit. On impact, the incinerator cannon launches several smaller explosives that detonate less than a second later. These further increase the damage and blast radius of the explosion. Whenever available, I highly suggest that you use the incinerator cannon as you secondary weapon. You can use it to quickly kill knights, elites, or hunters. Make sure that you shoot at your enemies feet so that they cannot dodge your shot. The incinerator cannon only has one rocket per magazine, so if you miss, you must reload before you can fire again.

Only Promethean commanders wield the incinerator cannon. It is imperative that you engage these enemies from a distance because they can easily kill you with a single rocket, even if they hit over a meter away. If you stay far away, you will have more time to dodge their shots and they will be more likely to miss. Unless you have a binary rifle, bombard the commander with a multitude of body shots with your headshot weapon. After roughly a magazine or more of ammo, their shields will break, allowing you to finish them with a headshot (or more body shots). It is vital that you keep shooting the knight so that their shields do not regenerate. If you have a binary rifle, simply kill them with 2 headshots.
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Light rifle – 36/108: The light rifle is the primary Promethean headshot weapon. It fires a 3-shot-burst when not zoomed in, which increases spread and makes it easier to get headshots. When you zoom in with the 2x scope, the light rifle fires single shots (that still consume 3 ammo,) increasing the accuracy so that it is roughly as accurate as the carbine. A single shot in this mode deals more damage than all 3 shots when not zoomed in, so you should always zoom in when fighting watchers in order to kill them faster. When you are fighting Prometheans, you will often need to use the light rifle as your headshot weapon because it is usually the only one readily available.

Many Promethean knights wield the light rifle, though they only use the 3-shot-burst mode. The light rifle deals little damage per second, so it is easy to kill these knights if you get up close and use a suppressor. The suppressor is much less accurate than the light rifle, so you should get as close as possible to negate the knight’s advantage. If you have access to stronger weapons, use these to kill the knights even faster. Once again, you should get as close as possible (unless you are using the binary rifle.)
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Scattershot – 5/15: The scattershot is the Promethean version of the UNSC shotgun. It fires faster and has a longer range than the shotgun, though it deals less damage and has a smaller magazine. To use the scattershot effectively, you need to fight the enemies at point blank range, and this leaves you very exposed. On higher difficulties, this exposure will greatly increase your chances of dying. Therefore, I suggest that you instead use the suppressor when combating knights; it is more available, has a longer range, and deals a higher damage per second.

Promethean battle wagons are the only enemies that wield scattershots. In their hands, a single shot from a scattershot can kill you on legendary from up to 2 meters away. Furthermore, battle wagons will use their teleportation and lunging abilities to come within range, giving you little time to react. You should always engage battlewagons from a distance; if you stay more than 10 meters away from them, they pose no threat at all. If you do not have any power weapons, I suggest you use a suppressor or a light rifle to kill them. If you use a light rifle, shoot them many times in the body to remove their shields, then once in the head to finish them.
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Pulse grenade: The pulse grenade is a two stage Promethean grenade unlike any grenade in seen in earlier Halo games. Upon impact, the pulse grenade bounces upwards and creates an energy ball, which deals minor damage to anyone hit by the ball. After hovering for 2 seconds, the energy ball implodes, dealing much more damage to anyone in the ball. The initial explosion of the pulse grenade deals barely any damage at all to a knight, though the second explosion deals much more. In most cases, the knigh will escape the energy ball before it implodes, so it is very hard to use this type of grenade. However, as a knight throws a grenade, he is unable to move, leaving him vulnerable. Throw a pulse grenade at a knight’s feet as soon as he starts to throw a grenade at you, and you will hit him with the full blast of the implosion. This will remove over half of the knighs shields, which makes it easier to finish him off with an assault weapon.

On Legendary, the initial explosion of a pulse grenade deals enough damage to remove your shields, and the final implosion deals enough damage to kill you with full shields. It is very easy to see where the grenade with implode because of the visable energy ball. As long as you stay out of the energy ball, you will experience no damage at all. Knights are the only infantry that throw pulse grenades, and they take a long time to throw them. As soon as you see a knight begin to throw a grenade, simply move to a different piece of cover and you will be perfectly safe.

Vehicles

In many of the large outdoor areas during the campaign, you will encounter both UNSC and covenant vehicles. In general, the vehicles of Halo 4 are much more powerful than those in Halo Reach. When you play alone, I usually do not suggest that you use smaller vehicles such as Warthogs, Ghosts, or Mongooses, but I highly suggest that you use larger vehicles such as Scorpions, Wraiths, and Mantises. When on foot, you can destroy covenant vehicles by stunning them with your overcharged plasma pistol and then hijacking them. There are no Promethean vehicles in Halo 4. All vehicles have unlimited ammunition, though all machineguns overheat.

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Mantis: The Mantis is a bipedal vehicle equipped with a heavy machinegun on one arm and a rocket launcher on the other arm. The machinegun inflicts large amounts of damage and is capable of firing for a long period of time before overheating. It is incredibly effective against infantry and small vehicles, and it can destroy Wraiths and Phantoms with sustained fire. The rocket launcher deals high damage and can fire 5 rockets in short succession, though it takes a long time to reload. These rockets are great against heavy vehicles and aircraft, especially since they home onto enemy aircraft. If your machinegun overheats, you can use the rocket launcher to continue firing until the machinegun is ready to use again. Because each weapon is on a different arm, you can fire them at the same time.

Because the Mantis walks on two legs, it can move in any direction. For this reason, you can take cover and sidestep threats as though you were on foot. This high mobility makes surviving in the Mantis very easy, even though it does not have as strong armor as the Scorpion or Wraith. The Mantis is equipped with regenerative shields that help prolong its life. These shields have a much higher capacity than the shields of your armor, though they take much longer to regenerate. If your Mantis loses its shields, I suggest that you take cover immediately to prevent any damage to the hull (which does not regenerate).
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Mongoose: The Mongoose is a fast, lightweight ATV great for transporting between areas. It does not have any firepower, although it does have a passenger seat from which a second player or an AI can shoot. Because of its limited firepower, I do not suggest that you use the Mongoose in combat situations.
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Pelican: The Pelican is primary UNSC drop ship and it is used to transport infantry, weapons, and light vehicles. During the 6th mission, you are able to fly a Pelican for the first time in the Halo franchise. It handles very similarly to the Falcon from Halo Reach, but it has much more damage resistance and stronger weaponry. Use the bumpers to change altitude when flying, and hold the left trigger to boost. The Pelican can hover and move in any direction, so it is very easy to pilot. The Pelican that you fly is equipped with a heavy machinegun and a vehicle grade Spartan laser. It also carries an assortment of UNSC weapons which you can access after landing.

When you find yourself under fire, change altitude and fly side to side sporadically to make yourself a harder target to hit. When you use the Pelican in the 6th mission, you will only fight Phantoms. Fly to an altitude well above the Phantoms and shoot down on them from a distance with your machinegun turret. You will have a much easier time hitting the Phantoms from above because their top is much larger than their front. Phantoms have a hard time shooting upwards, so you will be safer if you keep a high altitude. Use your machinegun because it has a longer range than the Spartan laser.
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Scorpion: The Scorpion is the primary UNSC tank, and it is the most powerful land vehicle that you operate in Halo 4. It has a very high damage resistance and it is equipped with a very powerful cannon. This cannon fires explosive shells that can destroy almost anything in a single shot and can destroy a Wraiths in two shots. On impact, the shells explode with enough power to kill an entire group of infantry, so the Scorpion can easily handle any type of threat. It also has a machinegun on the front that a second player or an AI can operate. This turret helps prevent infantry from approaching the Scorpion. The Scorpion’s only weakness is its lack of mobility; it moves and turns very slowly, so you can easily become overwhelmed if you are not careful.

The Scorpion cannot take cover due to its poor mobility, so you instead must kill the enemies before they can damage you. Luckily, the main cannon is incredibly accurate, so you can usually pick of your targets from far away. Notice that the cannon shells travel slower than in Halo Reach, so you will need to lead your enemies if they are far away. When you are fighting Wraiths, engage them from a distance as well. However, Wraiths have a very long range, so they can hit you from a distance as well. Therefore, you should constantly move perpendicular to an enemy Wraith so that it cannot hit you (its cannon travels very slowly and the enemies are not smart enough to lead you.)
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Broad Sword: The Broad Sword is a UNSC bomber that is nearly identical to the UNSC Saber from Halo Reach. Just like the Saber, the Broad Sword is equipped with a heavy machinegun and rapid fire heat-seeking missiles. Even though it is a bomber, the Broad Sword is very maneuverable and has a powerful boost (just like the Saber), although it cannot perform evasive maneuvers. It can carry and deploy high explosives, such as the nuclear missile you use in the 8th mission.

You fly the Broad Sword in the first section of the 8th mission, though you do not use it to fight enemy aircraft. Instead, you must maneuver through many forerunner structures while avoiding fire from Promethean turrets. To avoid these turrets, you will need to boost past them, though this will make it much harder to turn. Therefore, you should stop boosting when making a tight turn.
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Warthog: The Warthog is a medium sized UNSC scouting vehicle, similar in size to a modern day Jeep. The driver of a Warthog does not control any weaponry, but each Warthog has a rear turret that allows a second player to provide firepower. When you are playing alone, I do not suggest that you use Warthogs because you must rely on a UNSC ally to either gun or drive. If you gun, the AI will drive you right into the middle of the enemies and will get you killed almost immediately. If you drive, the AI will only start shooting when you get very close to any enemies. This will force you to rush into the enemies, which puts you in much more danger than necessary. I instead suggest that you fight on foot or hijack a covenant vehicle. If you are playing on Co-op, you may wish to use a Warthog. Allow one of the UNSC allies to enter the riding seat of the Warthog if you only have 2 players.

There are 3 subcategories of Warthogs that are differentiated by their different types of turrets. Other than their turrets, these Warthogs are identical. The standard Warthog is equipped with a machinegun turret that is slightly more powerful than the UNSC mounted machinegun. The fast fire rate of this machinegun makes it great for killing infantry and light vehicles, and with sustained fire, you can destroy heavy vehicles and aircraft as well. The Gauss Warthog is equipped with a Gauss cannon, which is the vehicle equivalent of a sniper rifle. This cannon is incredibly accurate and has an incredibly long range, though it fires relatively slowly. It deals enough damage to easily kill vehicles from a distance, though up close, a large group of infantry can easily overwhelm you. The Rocket Warthog is equipped with a rapid fire rocket turret. Every time you pull the trigger, the rocket Warthog fires six rockets over the course of around 2 seconds. This is my least favorite turret because you must always shoot 6 rockets at a time, making it very hard to use. Furthermore, these rockets are very inaccurate, travel slowly, and deal little damage. Most infantry will dive out of the way of the rockets, and it requires many rockets to destroy vehicles. My personal favorite Warthog is the Gauss Warthog because it allows you to pick off enemies from a safe distance.
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Banshee: The Banshee is the primary covenant aircraft, and it is the only covenant fighter seen in Halo 4. It is a very maneuverable aircraft; it can boost and perform evasive maneuvers to avoid threats from the ground and air. If you boost while performing evasive maneuvers, you will perform them faster. The Banshee is equipped with both a fuel rod gun and dual plasma turrets. You can swap between these weapons by pressing y. This fuel rod gun is great for killing infantry and small vehicles on the ground and for damaging enemy Banshees. The plasma turrets are best for finishing off damaged Banshees.

From the ground, it is nearly impossible to kill enemy Banshees unless you have heavy weapons like a Spartan laser or an incinerator cannon. Therefore, you will need to use a Banshee to kill enemy Banshees. In every area with Banshees during the campaign (specifically, the 2nd, 3rd, and 6th missions), you have access to an unattended Banshee. Enter this Banshee and fly at a high altitude away from the infantry on the ground to engage the enemy Banshees. They will usually fly directly at you while firing their plasma turrets, and they will occasionally fire their fuel rods as well. When they are flying directly at you, you can easy hit them with a fuel rod. Then, follow behind them and finish them with your plasma turrets.
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Ghost: The Ghost is the most maneuverable land vehicle in Halo 4. It hovers roughly a foot off the ground, allowing it to move in any direction, unlike UNSC vehicles with wheels. It is equipped with a long lasting, powerful boost that allows it to easily escape threats and ram infantry. On the downside, the Ghost only has plasma turrets and it has very little damage resistance. You can kill infantry with sustained fire from the plasma turrets, but they are practically useless against other vehicles. Therefore, I mostly suggest that you use the ghost for transporting between areas during the outdoor missions.

When you are on foot, it is easy to overcome enemy Ghosts by hijacking them. Wait in cover with your plasma pistol ready until the Ghost approaches your position. Once it comes close to you, charge up your plasma pistol and quickly pop out of cover to stun it. Then, sprint over to the Ghost and press x to hijack it before the EMP wear off. You can now finish off the driver with the Ghosts plasma turrets. However, I do not suggest that you continue to use the Ghost for combat; instead, park it far away from the enemies so that no one will reenter it and continue to fight on foot. You can then enter the ghost later to transport to the next area.
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Phantom: The Phantom is the primary covenant drop ship, and it is capable of carrying a large number of infantry and up to two Ghosts or one Wraith. The Phantom is equipped with a concussion turret on the front and two grunt operated plasma turrets on the side. Therefore, you should usually take cover when Phantoms arrive to avoid their fire. Once they leave, immediately begin picking off the infantry they deployed before they can take cover.

Most Phantoms in the game are invincible, so you should not try to destroy them. However, in the 6th mission, you engage many enemy Phantoms with a Pelican. These Phantoms are not invincible and they are equipped with rapid fire concussion turrets that fire more than 3 times as fast as the standard ones. Engage these Phantoms from a high altitude and destroy them with your heavy machinegun.
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Wraith: The Wraith is the covenant tank and artillery. It is equipped with a powerful cannon that fires arcing plasma balls. This cannon has an incredibly long range and deals immense damage and splash damage, which makes it highly effective against vehicles and infantry. Wraiths are also equipped with a plasma turret operated by a second individual, which helps prevent infantry from hijacking the Wraith. Because the Wraith’s cannon arks, you need to fire well above far away enemies so that the trajectory hits them. Like Ghosts, Wraiths hover over the ground, so they can move in any direction.

To destroy Wraiths on foot, you will need to plant a grenade in them. However, the plasma turret is always operated by an elite (unlike in Halo Reach), so you cannot easily snipe him out of the turret. If possible, come up behind the Wraith and EMP it with an overcharged plasma pistol. Sprint up behind the Wraith and board the back by pressing x, then press the left trigger to plant a grenade. If you cannot approach the Wraith from the rear, you will instead need to snipe out the elite operating the plasma turret before you can approach it. If you have a sniper rifle, kill the Elite with two headshots. Otherwise, shoot him many times in the head or body to remove his shields, then finish him with a headshot. You can then stun the Wraith, board it from the front by pressing x, and plant a grenade to kill it.

You may want to hijack enemy Wraiths in order to use them. Perform the same steps as though you were going to board the Wraith from the front, but instead of boarding it by pressing x, jump on top of the Wraith. Walk forward until you are standing on the plasma turret and a dialog prompt says “press x to enter turret”. Press x to enter the turret, and the elite will get out of the Wraith. Kill him with the plasma turret, then enter the Wraith.

Last Updated: June 25, 2013 at 22:16
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