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I played as Shipmaster and it was TERRIBLE! Halo Wars 2

Halo Wars 2Shipmasterwith Gus

Andy picks Shipmaster (not his favorite) for a Halo Wars 2 team game with Gus. The match is messy—cloaked harassment, late scarabs, and constant detect/siege scramble—but Team Respawn still closes it out, with Shipmaster carrying more damage than both opponents combined.

What we built

  • Shipmaster early pressure leans on invisibility and hero mobility rather than a clean, textbook eco ramp.
  • Marauders bridge the mid-game until tech three; siege and detect gear become the priority once cloaks and air show up.
  • Sentinels sit on standby as anti-air insurance while the team waits for the opponent’s air pads to commit.

Attack & defense

  • Cloaked infiltrations force reactive detect and unit sacrifices to peel pressure off the base.
  • Pelican drops and Grizzly fights pop up mid-match; displacement is used to yank threats off key buildings.
  • Heavy anti-air and base lockdown answer locked bases and three-airpad threats.
  • Reavers and detect gear are called in when cloaked units sit on the main—siege is expected to finish the cleanup.

Turning points

  • Early invisibility PTSD moments almost snowball, but baiting the opponent onto a sacrificial unit stabilizes the lane.
  • A cloaked push into the base is shut down with a “pro gamer” cloak counter-play and Pelican response.
  • Opponents tech into scarabs and air; Team Respawn answers with sentinels on standby and base lockdown instead of panic-teching everything.
  • Late game: plasma bolt beaming, another cloaked base sit, and scarab spam—then the other side SDs / quits after failing to crack the hold.

Opponent notes

  • Opponents lean hard on cloak harassment and later scarab production—effective for stress, less so for converting the win.
  • One opponent’s teammate looks AFK or disengaged late (“what the hell is his teammate doing?”), which softens the 2v2 pressure.
  • M&K / Shipmaster-adjacent pressure and teleport plays keep Gus busy early; Andy’s Shipmaster still ends up with the damage lead.

Takeaways

  • Shipmaster is uncomfortable on this channel’s usual roster, but detect + siege + displacement still solve cloak-heavy Banished/UNSC mixes.
  • Leaving sentinels on standby before the air wave lands is cleaner than scrambling after three air pads are already out.
  • Scarabs look scary on stream; they fall apart when the base is locked and detect is online.
  • Even a “terrible” Shipmaster game can be a free win if the other team’s coordination collapses late.