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Our troll play turned into a GIANT Scarab Battle! Halo Wars 2

Halo Wars 2Paviumwith Gus, Hosti

Andy opens Pavium with a bunker hero-first troll against an enemy Johnson, while Gus and Hosti fight elsewhere on the map. The game escalates from early hero trades into a double-Scarab timing—and then into a full scarab-versus-scarab brawl with mechs, heals, and base lockdowns on both sides.

What we built

  • Pavium bunker opener targets the enemy Johnson hero before normal eco kicks in.
  • Upgraded Pavium and heal powers support a slow scarab tech transition.
  • Opponents lean Johnson bunkers, mech lines, and siege to answer the scarab timing.
  • Team Respawn queues multiple scarabs while trying to keep pop and economy from collapsing.

Attack & defense

  • Early hero dives and EMP plays try to delete the Johnson before bunkers stabilize.
  • Pelican drops and scarab walks trade across the map while mech balls pressure allied bases.
  • Heal powers and shield bunkers keep Pavium alive through focus fire.
  • Enemy siege and detect become the real answer to scarab pushes; both sides lose bases during the brawl.

Turning points

  • The planned hero-first troll on Johnson gets messy, but Pavium upgrades still come online.
  • First scarab spawn forces the enemy to commit siege and mechs instead of ending the game early.
  • A second scarab queues while the first trades—pop cap and economy become the bottleneck.
  • Dual scarabs on both teams create a giant mid-map fight; mantises and leader powers decide who keeps production.
  • Late mega turrets and a final base race collapse Team Respawn's position after a long hold.

Opponent notes

  • Johnson bunker rockets and hero respawns waste a lot of enemy resources.
  • English / Cutter-style UNSC mech spam keeps respawning and eating scarab attention.
  • Enemy scarab timing answers Pavium's—the game becomes who protects production better.
  • Cataclysm / leader-power windows matter more than raw scarab count once both sides are on tech.

Takeaways

  • Pavium bunker openers can stall a lobby long enough for scarabs, but pop and eco must be planned—not improvised.
  • Double scarab is a statement; double scarab versus enemy scarab plus mechs is a resource check you can lose.
  • Heal Pavium and shield bunkers buy time, but you still need an army to protect scarab production.
  • Johnson mech lines punish slow scarab transitions—see the Pavium guide for more defensive tech paths.

Team Respawn is Andy's strategy gaming channel—Halo Wars 2, Age of Empires, and more. Browse the video database or filter for match recaps to find more on-site breakdowns.