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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.

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.