Halo Tabletops General:

Arby n the Chief show


>Halo.... tabletops?

Yeah, as in that Halo, with the cool guy that kills aliens and there is two of them, Halo: Fleet Battles which came out last year and Halo: Ground Command which is coming out this summer (pic related).

In Halo: Fleet Battles you control several classic ships like the Marathon and the Assault Carrier and pit it against the opposing fleet, the game has numerous ships including classics like the CPV-class destroyer and (old)new comers like the Epoch-class light carrier, with the likes of the Infinity and the spirit of fire coming in the near future.

Halo: Ground Command is a tabletop Wargame where you can reenact the great battles of the halo universe, the starter box is based on the Fall of Reach and is coming out this summer with a steady stream of releases planned to follow immediately, the starter pack comes with on3 Spartan-2, one officer, two Warthogs (with interchangeable weapons), and assorted soldiers, as well as an Elite Ultra, three Ghosts, and two hunters, and assorted grunts, preorders can be found at the spartan games website.

> So, what's the point of this thread?

Discussion of the rules and mechanics, predictions, general questions about the game, wish lists, pretty pictures, lore discussion is also welcomed, for all your Halo 5 bitching please go this way

Other urls found in this thread:

meeples.wordpress.com/2015/07/23/halo-fleet-battles-a-brief-rules-overview/
shop.spartangames.co.uk/ProductDetails.asp?ProductCode=HGBB01
shop.spartangames.co.uk/SearchResults.asp?Cat=2078
youtu.be/kDgMBAOm-cs
youtu.be/8ELrc129cvg?t=945
twitter.com/NSFWRedditVideo

>FAQ:

>what's the scales?
1/100th for Halo: Ground Command (otherwise known as 15mm)

1/20,000th for Halo: Fleet Battles

>How can you play them?

For fleet battles there is awesome blog post that can explain it better than I can without breaking the character limit:

meeples.wordpress.com/2015/07/23/halo-fleet-battles-a-brief-rules-overview/

And for the ground game I plan to write it below, it is worth noting that both games share terminology so makes the transition easier, and eventually the idea is to be able to be play the boarding actions in Fleet Battles, as a Ground Command game and the wing phase to play in recently announced mini space fighter game.

>but how many factions will it have?

Currently they both have only 2 factions, the UNSC and the Covenant, they've been working on adding the Flood as a faction and it should be coming pretty soon, followed by the Sangheili and the Promethean/Forerunners (the forerunner models will be previewed at GenCon).

For the Ground Command, they haven't said much yet, but the game hasn't even come out yet


>Materials?

Plastic for the starter box for Fleet Battles, resin for the rest of the upgrades, GC will be all resin


>where can I get this?

Pre order Ground Command here:

shop.spartangames.co.uk/ProductDetails.asp?ProductCode=HGBB01


Fleet Battles:

shop.spartangames.co.uk/SearchResults.asp?Cat=2078

So here is what we know of how Ground Command plays so far:

somebody was explaining how the game played on the spartan games forum:

>1) Hijack! - yes, certain units can take over vehicles. Elites and Spartans mainly from what I remember. This is so cool I don't know where to begin. Oh - you are driving that Wraith right in to my force - I'll GTA that thanks!

>2) Weapons have specialist rules within them. So the Scorpion has Piercing weaponry which I believe reduces the DR rating of the type of unit listed. So I think the Scorpion was "Piercing 2, Armour" so against other tanks, it's a beast.

>3) There is 'Suppression' in the game also. Certain weapons have better suppression ratings: HMG etc. Suppression is you roll 2D6 and add how many casualties you've taken/suppression ratings and if it's over 10 you get a cooldown marker. Which I believe stops you from over watching etc.

>4) Certain weapons have cool down. So it's quite a tactical choice of when to use it. Fuel Rods, Snipers, etc have it.

>5) Spartans are insanely good but not OP. They did eat dust in a couple of games with sustained attacks and unlucky dice rolling. There is a reason they are 180 points! They can re-roll up to 7 misses in combat so DON'T LET THEM GET THERE! grin emoticon

>6) Air Drops are possibly my favourite aspect of the game and provide something VERY unique compared to ANY other table top game at this scale. You can reinforce depleted units with units from your dead pile, you can drop NEW weapons off and much much more. Example - Unit of Warthogs has taken 2 loses. You can call in a Pelican to drop 1 off next turn to reinforce it. This is awesome. It means the field is always changing and you have to react and think on your feet. Or is your Spartan up against an armoured column? Cool - call in air drop so he can change his weapon to a Spartan Laser! Good bye tank!

Cont.'d

>Some more info from Bruce H over on Facebook:

>Right you start by making a force, you must have a HQ and a minimum of 2 basic infantry units
>(Only infantry hold objectives)
>You can then put 9 build rating of each (Armour/air support/infantry etc) on top but you must stay within the points
>There are exceptions to this for example I was told the UNSC can take an armoured force that starts with 3 scorpions

>It is unit activations, units work together how they are bought, so an example would be a marine infantry unit which consists of 4 bases, these bases move together and fire at the same target combining their attack dice from the relevant target (AP/AT/AA)

>A dedicated AT weapon like a missile launcher can fire at a separate target from the rest as long as the rest fire at infantry while the rocket targets a vehicle etc

>Damage track works just like in fleet battles

>Reaction is like a permanent over watch, everything can try to react when the enemy does something infront of them, they must roll over their react stat, if the unit attempting to react hasn't been activated yet it'll be easier as once activated they use the 2nd (higher) number on their react stat

>Command dice allow for extra boosts to units during games, the starter set will have commanders that use 3 dice and this will be the tournament standard I was told. Lightning bolts can be used to give +1 dice to the combat pool of a unit during an attack, shield symbols can be used to -1 from an enemies combat pool... I can't remember what the Spartan helmets do sorry

You have my interest

Oh my and I even haven't finish all yet there is this blog post that they posted today on the Spartan Games forum about how the game plays that I want to copy and paste, so you just wait.
BTW I forgot to add this to the FAQ, but Ground Command uses the Halo Reach models so elites actually look cool.

>Ground Command uses the Halo Reach models so elites actually look cool.
Nice

>To simulate the diversity of gameplay that exists in the Universe, we looked at dividing Halo: Ground Command (in our heads at least) into two key gaming spaces Pre-Game and In-Game. Pre-Game being the Strategic/RTS part of the game and In-Game being the Tactical/FPS part of the game.


>In the Pre-Game, players can flex their RTS muscles, building their Battle Groups as they perceive to be best for completing the tasks presented. In general play, all scenarios are encouraged to be rolled PRIOR to forces being chosen, so players can go away and plot their enemy's eventual demise - this gives the game a planned-outcome-feel since players have had time to reflect on the mission at hand and have brought the right tools for the job (hopefully). The greatest challenge presented by this will be in the competitive/tournament sphere of gaming where players will often have to submit their lists WITHOUT knowing the scenarios being played - this will lead to many unusual lists being posted (something I am particularly looking forwards to...) as competitive players attempt to build their best-fit-army given the points available.

>Choosing a Battle Group (or multiple Battle Groups) is a simple process that uses the Build Rating method we use in Fleet Battles. All Battle Groups have Requisites and then gain access to Optional Units. Requisites MUST be taken for the Battle Group to be considered to be legal. These vary from Battle Group to Battle Group - the ODST Battle Group must take ODST Units as Requisites whereas a UNSC Army Battle Group must take Troopers, for example).

>Requisites are deliberately kept to the bare minimum needed to truly represent the nature of their Battle Group because we want to give players the ability to flexibly innovate within their own Battle Groups, finding new and interesting combinations to play with. Of course players wishing to exist in cannon might decide to add more of the same Requisite units into their Battle Group, creating massed infantry formations that become companies of UNSC or Battle Lances of Covenant....and that's cool, it looks great and plays really well. But others might want to play with more diversity and that is possible too. The Requisite system allows for both competitive and cannon players to comfortably coexist.

>Once Requisites are taken, players have a number of Optional Build Rating points to spend in each of the following categories: Infantry Units, Armoured Units and Aerial Units. The number of points available also varies depending on the Battle Group chosen, giving certain Battle Groups greater access to certain types of unit - A Covenant Dark Hunter Battle Group (made up of Elite Rangers) has more Build Rating Points allocated to it in its Infantry Allowances but gives up Armoured Build Rating Points to do so..... etc. If your are thinking as a Covenant player that you will want more armour.....simple take an Armoured Fist Battle Group to go with it, the Requisites in that Battle Group are ALL armoured elements and there are more Build Rating Points allocated to Armoured Elements as well (although you lose access to any infantry and a lot of Aerial Build Rating Points as a balance).

>All of this leads to an incredibly flexible army building mechanic that gives great longevity to the game. There are literally thousands of combinations, giving players the chance to execute their plans in a prepared way (especially when using the Force Selection After Scenario rules). Inside the core rulebook we will be putting the rules for 4 Battle Groups, and will release numerous others for free (in our Downloads Section in our website) as the weeks and months develop. I would also expect there to be a number of Blog articles that discuss the various merits and drawbacks that new Battle Groups present.

>Finally, when we discuss Force Building, it is important to differentiate between Force Points and Build Rating Points. As many players of Fleet Battles will be aware, we have a system where an element costs Force Points to purchase and is worth Build Rating Points when destroyed (or when added to Battle Groups). This system continues to be used in Halo Ground Command, so those of you with experience in space will be well versed when it comes to fighting on terra-firma. For those of you who don't play Fleet Battles yet (...shame on you!... :P....) the differences between the numbers are designed to make totalling Victory Points easier and enable simple Battle Group building.

TL;DR:

>I know there is a lot to take in here as regards the Strategic/RTS side of the game, but in summary:

>Forces are made up of Battle Groups, which can be of varying types: Company Battle Groups, Crusade Battle Groups, Armoured Fist Battle Groups, etc.

>Inside each Battle Group are Requisite Units that MUST be taken, then Build Rating limits are set to allow players to build in Optional Units later.

>Forces can (and probably should!) be made up of multiple Battle Groups.
In narrative play, all Forces should be chosen AFTER the Scenario is determined allowing players to tailor their lists to fight out the mission.

>Terrain is placed by mutual consent and is designed to be simple to use, speeding up gameplay. There is a table generator included for those who cant agree, but I'm sure it wont be needed too often as we are a reasonable folks :)

>As in H:FB, commanders MUST be taken, but unlike H:FB in Halo: Ground Command players have access to Generic Commanders that cost considerably less. These Generic Commanders have standard orders and a Factional Order. They are the only Commander available in competitive play.

>Ground Command uses the Halo Reach models
Meh. Would have prefered Combat Evolved.

The only thing I like about Reach was how it looked, Elites looked so silly in Halo 1-3

Reach in general had the best aesthetic. Then CE then 3 then 2.

This is proper taste

I do prefer the CE asthetics over what came after; I feel it was more of its own thing, where as later games got to gritty and "realistic".
Also, it wasnt bogged down yet by the mediocre story.

Maybe for environment, but character designs and weapons were at their worst in CE

What was wrong with the aesthetic in 2? It's been quite a number of years since I played 3 which wasthe last game I played in the series.

Not that guy but 2 is just kind of boring. CE was completely new and 3 was a real step up

I like space games, and lord knows I've given Spartan games more than it's fair share, but until they put the Pillar of Autumn in I'm not interested.

I still think not including that from the start was a misstep from Spartan, I mean christ, we got a ship from the comics before we got the Halcyon class.
That'd be like GW making a 40k starter without Space Marines, or FFG making a Star Wars naval game without an Imperial Star Destroyer in the first wave.

Oh.

...well anyway, all that aside, I know that Spartan have said that they ARE going to do the Halcyon and Pillar refit, but it's a real question of when with their ADD track record.
One could hope that 343 could have placed a tighter level of control over them, but the fact that we didn't get Pillar or Fire from the start pretty strongly hints at that.
Then again, expecting 343 to have control of a piss-up in a brewery is perhaps expecting too much of them.

Well the thing is that they started on the fall of Reach, which makes doing things like the harvest campaign a bit harder because they also want to move forward. That being said they they said that the spirit of fire and the Infinity are coming soonish, and they have been keeping a monthly release schedule for fleet battles for a while and they stopped this month to take a break so I would expect more next month and the SOF and the INF before the end of the year.

The OG Brute design is fairly boring, and I think the Marines are the worst in the series. Their gear just looks so ... unprofessional... compared to the others.

Though the Blur cinematics kinda fixed this in anniversary.

>Well the thing is that they started on the fall of Reach, which makes doing things like the harvest campaign a bit harder because they also want to move forward.

Which only makes the lack of a Halcyon model all the odder since the Pillar of Autumn was right there front and center for that battle.

If I were to be guess they are probably in the next one

Daily reminder that Spartan cannot be trusted to finish anything.

M$ will keep them on the straight and narrow

I really want the halo 3 and Halo reach brute designs, those were the shit.

2 had the cool Heretic elite models though. The Storm Covenant just aren't as cool

You W0rt M8?

So they answered a question about battle groups in the thread:

>I can answer that one. :)

>Battle Groups vary in terms of their size, some are large some are small. All Battle Groups have a minimum set of Requisites that serve to make them feel like they are representing their intended game-focus, but to take a UNSC Army Battle Group as an initial example:

>You must take Requisites of a single Officer Base to lead the Battle Group, and 2 Units of UNSC Army Troopers (each unit being just 4 bases). Within those units you can replace a single base for a sniper base, HMG base or rocket launcher base.

>Once your Requisites are out of the way, you can take up to 9 Build Rating Points (BRP) in Infantry Units, 9BRP in Armoured Units and 9 BRP in Aerial Units. The BRP spent on Requisites (4 in this case) does not come from these allowances, and so there is huge freedom to build bigger Battle Groups or if desired, stay small and play little games.

>An UNSC Armoured Fist Battle Group on the other hand is pretty heavy, requiring a Scorpion Battle Tank to lead it, with further requisites of another Scorpion and 2 Warthogs thrown in as well! On top of that you can take up to 6 Build Rating Points (BRP) in Infantry Units, 10 BRP in Armoured Units and 6 BRP in Aerial Units.

>These are but two examples of Battle Groups and their spread. We have about 6 each side penned in for release this year ranging from ODST Insertion Battle Groups to Covenant Spectral Host Battle Groups (...I'm sure you can guess what they are made up of!...)

youtu.be/kDgMBAOm-cs

tiny scale makes me sad

looks cool but id love to see a 28mm skirmish game. I feel like that would work better.

But did you see how many bases you can deploy?

At that point you might add well play the games.

You heard me.

A UNSC armored company theme sounds fun, both visually and in terms of play.

The table they are playing on is actually from Halo: Reach
youtu.be/8ELrc129cvg?t=945

But they looked terrible

I would love to see a combined arms, or even an artillery company.

I can already see them make some really sick scenics

They look fine to me (within the engines limitations of course), although the Elites from 2 are really not my problem, they look good too.
Its more about the humans for me, in CE they had all clean lines, the marines wore slablike armour pieces reminiscent of older stuff like Aliens, then in 2 suddenly everything went all ridges and seams and pouches, including (partially) the chief.
They went back later to a degree, but it is a part of what I feel was an overall shift to make the games more real-life-military-like, instead of sticking to its more distinctive visual elements (of wich there are by far enough games around).
Admittedly, it is just a matter of taste (and I am happy that they avoided the usuall thinking of "its a SF game, just slap some glowing lights on the shoulders and legs").
I'd have loved a CE Tabletop, Reach-style is okay I guess.

Kinda worried that its Spartan behind them. Must have been the shortest sale pitch ever.

I understand and I can see where you are coming from, it is basically a matter of taste hopefully they will release an instalation 04 campaign with the models from CE, that would be pretty cool and they could even introduce the flood that way, but that then hinges on the game being successful

Btw there were rumors about that when it was first announced last year but that might have fallen to the side with the making of the mini fighter game

>ever wonder why we're here?

You confuse me user

>What, you mean like in this canyon?

Are we getting CE spartan armor I forget the destination Mk.IV?

My only issue is that the UNSC doesn't have a dedicated battleship, what is this super heavy cruiser nonsense? Why not battle cruiser? In the year 2552 do we still have to sneak ships through approval by giving them classifications way below tonnage or purpose, even making up ridiculous new classes?

Mark V, and not not yet

I guess some things don't change, I honestly think it is going to be coming in the future, it has to, the question is when.

Tho also the Valiant might be the human equivalent to a battle cruiser

I hope I can make a unit of Bullfrogs

You should be able to once the ODST come out, which should be soon since scorpions and the armor vehicles are coming that same week

As interested as I am I've nobody to play this game with. Same thing goes with Fleet Battles.
Good thing the models are sexy as fuck.

I just showed my friend that is super into halo but not table tops the models and told him it's basically halo wars but with physical models and he immediately called the FLGS and pre-ordered the ground command starter and I ordered us both fleet battle boxes today
So maybe try that approach with one of your vidya friends?

>Pillar marines show up
>EVA as fuck
>Slaps your grunts ass
>Armor plating all over
>60 Round MA5B
>M9 XHE-DP grenades XHE-DP
>M90 CAWS

I hope they differentiate between army and marines.

Speaking of, I'm interested in seeing what they do with Halo wars II.

Red Vs Blue expansion when

Super interested in Fleet Battles due to rolling obscene amounts of dice. Apparently the Wing phase has some problems though, specifically in that the tokens are supposedly flimsy? Any truth to this or did I hear wrong? And if it's true, what could serve as a good replacement for the tokens, or atleast reinforce them with something?

>Speaking of, I'm interested in seeing what they do with Halo wars II.
As am I, for different reasons...

What do the models require? At least for the fleet battles, I can't tell from the images whether or not they need glue, or are glue less like those gundam models you see.

Bump

So in response to this question:

So Build Rating Points and Force Points >why is there a split exactly? Is it just to streamline point scoring ingame, and composition of battlegroups in the pregame or is there something I'm missing here?

they had this to say:

>We use Force Points for army building because it gives easy levers with which to manipulate game balance and Build Rating is a simple Victory Points and Force Building mechanic. This gives us in-play simplicity and easy list building. If folks look really closely they will see that BR is a function of FP, built within a bracketing system. In some games from different companies a tank is worth the same as a small unit - this is not the case in H:FB....Scorpions and Wraiths for example, have their BR set in proportion to their Force Points Cost!


>As regards Tournaments and Narrative play, I am keen never to dictate too heavily to gamers and Tournament Organisers on how they should play. It seems to me that many TOs might adopt your 'scenarios up front' approach, although I would caution that such methods of tourney-organisation lead to list-turgidity in the long term. Better IMO to separate list building into narrative-premeditation and tournament-flexibility for best results long term. Of course TO's might decide to ignore both methods and go their own way, which is great, being empowered to play the game is all that really matters.

I have no heard anything like that myself, but if anything that are about to come with actual models at the 1:1000 scale that you should be able to use as tokens or for the mini fighter game


They require glue and a paint job and you'll be good to go

In response to this question:

>I taught some folks how to play Halo: Fleet Battles today, and it got me thinking--are we going to see rules at some point that will link Halo space and ground games, like we've seen in the Firestorm universe? It would be easy enough to build some house rules for orbital strikes, ground-based anti-ship weapons, etc, but it would also be cool to see something official.

They had this to say:

>The mechanics of the game are governed by a number of similar mechanics and so tying the games is no problem at all.
I'll be talking in the Tactics/FPS article about that, but as a tease.....

>In-game we have options for players to deliver troops via drop ship, to reinforce embattled units, drop weapons caches, etc.
>This can easily be viewed as orbital support!
>Indeed in H:FB we included the Planetary Assault Scenario as a linking game that allows players to join the games if they desire.

>In recent testing I played as the Covenant against the UNSC at H:FB using the Planetary Assault Scenario.
After 2 game turns we stopped and moved to our H:GC table where we played out a pair of game turns, then went back to the H:FB game for a couple of turns.
...and so on...

>During which time the levels of reserves that became available to our respective H:GC forces altered according to the results of the battle raging simultaneously in space.
>It was a great game and after a few more tests I'm sure it will be added as a linked-scenario for players either as a free download or as part of a larger supplement! ;)

I'm hoping that they include the fox canon

Bump

What would one even be composed of?

>I'm hoping that they include the fox canon
Haven't you heard?
It's the Kodiak now.

Nice outriggers.

I know right

So which Jackal variant do you guys think will make it into the game? Personally I would take anything other than the latest incarnation

forgot pic

Like most things, the halo 3 version looks best

Oh my god that last pic...

What did they do to my Kig'Yar?

Halo sucks and his armor is dumb, Metroid is by far the superior warrior and his armor looks cool af.

3 and reach, as usual, are the best. Why does 343 even bother changing things if they can only make it worse?

Because if they keep fucking it up more and more it makes the older stuff seem even better by comparison?

Can't beat some wholesome Bungie enemy design. I wonder if they'll include Skirmishers as well.

>mobil
>log range

Good Christ. Does anyone proofread this shit?

Probably the Eel-yar...
Their toys are sturdier.

Halo 4 and reach

I'll be happy with whatever they go with so long as I can make an entire army of them in testudo formation.

Picture the most mouth-breathing fanfic hack imaginable. Now imagine that person being put in charge of the franchise they worship and essentially being handed a blank check, while simultaneously driving out virtually everyone in the franchise who had any idea what the fuck they were doing.

That is how 343 do.

Halo 4 was awesome, it was the best or second best story in a Halo, so the hell you on about user?

Not even that guy but what the hell are you smoking? 4 was mediocre at best.

It lacked the wow factor and storytelling of CE, lacked the gameplay of 2 and 3, and lacked the interesting twists on the story and fleshing out of ODST and Reach. I've played all the Halos up to and including 4 and it took considerable effort just to care enough to finish it. If I hadn't been loaned it for free from a friend I would've been pissed about spending money on it.

About the only interesting thing it had was Cortana's arc, and apparently 343 even fucked that up if what I've heard about halo 5 is true.

Part of what made Halo CE (and 2 and 3 for that matter) was the mystery, the unknown. The fact that you were playing with forces you couldn't even begin to comprehend every time you touched a forerunner installation. You and the covenant were literally the equivalent of a couple of children fighting over their dad's loaded shotgun. That you were stuck on alien worlds unlike any ever seen by man and just praying that the button you or the covenant pressed didn't blow up the universe. Moments like when Guilty spark in CE sees your armor, the most advanced technology mankind has ever created, even superior to many covenant equipment, and effectively says "wow, that's cute, I haven't seen a Mk II in ages. You're gonna want at least a Mk VII type if you want to survive the library."

343 royally fucked this up by not only trying to flesh out the forerunners, but by bringing them back in the first place. It's like when star wars tried to explain the force as midiclorians, it was better off as a mystery and half the genius of the setting was that no one knew, and you were free to have your own theories and guesses. That when you saw a piece of forerunner tech, for all you knew, it could be a weapon, a generator, or a fucking coffee maker and all were millenia ahead of anything else in the setting.

Simply put, the games should've ended storywise at Halo 3.

user I gotta get done of what you smoking.

You really need to do away with the rose colored glasses, the only thing wowing about CE was the sky box, and if it wasn't because CE pioneered multiplayer in consoles it would have been quickly forgotten as a generic Sci fi shooter, I mean seriously

crash in ancient ruins of dead civilization

Find insert alien abomination

Beat alien abomination

This is literally the alien franchise formula in the setting from ring world, Halo 2 was good but it was because we got the Arbiter abs actually interesting story in the great schism, along with great characters like R'Tas and truth, and then Halo 3 shits on that by making truth into a bumbling moron, and reach was downright atrocious with the only character of any note in the entire fucking game being Jorge, I mean seriously Kat was annoying as fuck and moron, carter was unable to reign Emile in, who did whatever the fuck he wanted, and all the fucking characters were literally stock characters.

This is why I avoid most of the games and just read the novels. Which are all (mostly) fantastic.

So i have been into halo as long as i can remember and i have always loved the sanghelli and would love to play them as their faction who independant from the covenant how long do you guys think i need to wait for that ??

>Which are all (mostly) fantastic.
at this point there has been significantly more bad than good in Halo's EU

You know whats up
I want what this guy is smoking calling Halo 4 the best are you actually serious ??

The first few were kinda eh, but the later half/majority have been excellent.

The Forerunner Trilogy is probably the worst of the lot though.

Well fleet battles has been out for a year now and it should have done post war vessel by the end of the year, so a year and a half? The thing is that there is going to be a ton of Sangheili models that you can use to make your army in the man time, there exist entire infantry battle groups like the Dark Hunters or the spectral or the spectral hosts which will be Sangheili, exclusive unless you want to add something else.

Here's your (You)

I remember mostly sanghelli and Hunters fighting together once they seceded from the covenant so i would probably just like to play those 2 models mostly.i just love the elites so much

I hope we see more variants of the Hunters too, not just the giant hulk that we see in the game, but maybe a something like artillery hunter or something like that

>The Forerunner Trilogy is probably the worst of the lot though.
ANCIENT HUMAN SPACE EMPIRE!!!

Lekgolo, or hunters, were actually the most primitive race in the Covenant. To form consciousness at a sentient level the have to be in mega colonies called mgalekgolo. The Lekgolo are actually the key to a lot of the Covenant's super weapons, like the Scarabs. When the Covenant dissolved, the individual lekgolo colonies, sometimes with a bond-brother, decided on an "individual" basis who to serve.

They previously didn't have a real society.


Ugh, don't get me started on that shit

>ANCIENT HUMAN SPACE EMPIRE!!!

Wait, that's a thing? I just thought my brother was yanking my chain when he told me that!

Wtf were 343 thinking?

>the only thing wowing about CE was the sky box

And what is literally the best gameplay of the series, you forget.