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WFF Strategy Guide for Stormbreak

OP Comlex Jack

Hello all, a fellow Spartan (SpartanMcNugget) and I have been quietly working on developing sure-fire plans for winning what many of us have deemed near impossible. You will see this message in each thread along with a short “Quick Tips” section that contains comments that we found ourselves repeating in several of the variations of certain rounds. We would love to synthesize the despaired information from the forums into each of these threads so Spartans have a one-stop shop for quickly finding out how to beat some of these notorious rounds.
We are almost certainly missing a variation or two for each map, but more importantly, we may be missing a key strategy so please feel free to give us your thoughts or share your videos on how to be successful in Warzone Firefight.
Quick Tips
These apply to all rounds:
  1. Extended mag loadout weapons are extremely helpful to any Spartan working on foot. You’ll often find yourself low or out of ammo and these weapons help to slow that problem.
  2. Enemies drop weapons! Some of those weapons are pretty awesome! Splinter grenades and Suppressor are two items that can quickly turn the table on an overwhelming Promethean round.
  3. The flow of Round 2 is always dictated by the REQ level you and your teammates are currently at. Most Round 2 strategies vary by this simply because some will have Level 3/4 REQs available while others only have Level 2.
  4. When facing any round with vehicles you should equip weapons with kinetic bolts. These weapons work much better at whittling down health as you support your fellow Spartans.
  5. Don’t forget that you can EMP vehicles!!! Plasma Pistols are low REQs and can quickly turn the tide in a fight against any vehicle.
  6. In Rounds 4 and 5 find ways to avoid dying. This may sound obvious, but you can more quickly run from the fight, recover your shields, and return to the fight before you would respawn a mile away from the objective.
Stormbreak
Round 1:
  1. Defend the Armory – Load up on ammo and head to the Armory. Take down the first wave of Covenants then collect their dropped weapons to more easily take down the subsequent waves. Remember to be cautious as Phantoms approach as they can take a Spartan down quickly.
  2. Eliminate the Soldier Commandos (2) – These two bosses spawn on the supply pad by the armory. Take down the ground forces first grabbing Suppressors and Splinter Grenades as you go. The bosses can be beaten down or splattered (if you can get near them).
  3. Kill Grunts (60) – Strafe head shots for groups as they spawn from the Phantoms. Collect grenades then spam drops to kill multiples quickly. Be sure to avoid the Phantom fire as they can take down a Spartan quickly.
  4. Kill Crawlers (100) – Use your pistol initially to headshot the crawlers for one-shot. Use Suppressors to quickly down any Promethean Soldiers.
  5. Eliminate the Elite Specialists (2) – Fair warning, this round can go extremely quickly. The Elites go down easily when be focus fired on or hit with multiple charged Plasma Pistols. The warning is to bring attention to the fact that finishing the round in 30 seconds is not necessarily a good thing. If you are wanting to up your REQ level then you should
Round 2:
  1. Eliminate Soldier Enforcers (2) – These bosses spawn at the opposite East Armory. They spawn with a significant amount of ground forces, but they are taken down easily with BRs or splattered with a vehicle (if you can get to them).
  2. Eliminate the Recon Pilot – This is a single Phaeton that spawns near West Armory. Kinetic Bolt weapons are the way to go for Spartans still at low REQs. Remember to hit the “glowing orange” under the Phaeton for maximum damage.
Round 3:
  1. Kill Hunters (10) – Pairs of Hunters will be dropped at each supply pad including the front pad in front of the Fortress. Plasma Casters and Wasps are effective low level REQs for aiding in taking down hunters quickly. Splinter Turrets also work well here. If available, use Wraiths to maximize damage output.
  2. Protect the Forerunner Core – Ghosts and Warthogs are very good for managing this round. Spartans not in vehicles should stay near the core and make use of the weapon drops from splattered Prometheans.
  3. Eliminate the Serpent Hunters (6) – Pairs of Hunters will spawn at each of the armory supply pads and the final pair spawning in the cave behind the Fortress. If available, Wraiths are excellent vehicles for killing each pair on the supply pads. Rockethogs can also work well with a good driver. Plasma Casters, Fuel Rod Canons, and Rockets are recommended for Spartans on the ground.
  4. Eliminate the Elite Pathfinders (4) – Take down as many of the ground forces as you can to make attacking the Ghosts easier. Two supercombines from needlers will take down a single ghost pilot. Plasma Casters work very well here as well. Remember to use those kinetic bolt loadout weapons.
  5. Eliminate the Knight Bannerman (3) – These bosses spawn on top of the East Armory. For Spartans without access to decent REQs take down the supporting Prometheans and use their dropped weapons and grenades to work on each of the Knights. Wasps work well for this round to take pressure off of the Spartans on the ground. A Wraith can also make this round easier.
  6. Eliminate the Wraith Officer and Recon Elites (3) – This round is comprised of two Temple Ghosts and one Temple Wraith. Equip those kinetic bolt weapons Spartans. The Ghost pilots are easily taken down by needlers or railguns. The Wraith can be taken down by Ghosts and/or Warthogs. Spartans on the ground can use Fuel Rod Canons and Plasma Casters to assist vehicles.
Round 4:
  1. Eliminate Banshee Raiders (4) – Mantises are good choices here for quickly taking down each Banshee. Be sure to focus as a team on a single Banshee to more easily win this round. For Spartans on the ground use Rockets to lock on to the Banshees
  2. Defend the Fortress – Phantoms will begin dropping enemies near the Fortress. Overall, make sure there is a Spartan in the Fortress at all times. Multiple tanks or aerial vehicles make this round quite easy so just concentrate on the stragglers trying to enter the Fortress as the vehicles make short work of the Hunters approaching from each side periodically.
  3. Eliminate the Goblin Jockeys (2) – The Grunt Mechs will spawn in near the cave entrances by each armory. Take down all of the supporting AI first to make getting at these mechs easier. These mechs can be a little difficult to take down simply because you can’t easily snipe with vehicles. The best recommendation would be to Spartan Laser the cockpit shield twice to expose the grunt inside. A single headshot will then take him down. Spartans on the ground should be utilizing any kinetic bolt weapons they have.
  4. Eliminate the Phaeton Gunships (3) – Three Phaetons will spawn in near the Fortress along with a small ground force of Soldiers, Knights, and Crawlers. Mantises make this round pretty quick. Scorpions can be used for long range sniping. Spartans on the ground can use Rockets or Hydra Launchers to support the vehicles.
  5. Eliminate the Knight Marshals (3) – These three bosses spawn inside of the Fortress each having River of Light Canons. These guys aren’t too bad as long as you don’t engage in close combat with them. Use weapons from downed Prometheans to help take out weak points on a single Knight until it is downed. Then take that boss’ River of Light to destroy the second Knight. Employ that same strategy to down the third Knight all without using any high level REQs.
Round 5:
  1. Eliminate all Covenant Bosses (7) – (3) Elite Primes will spawn near East Armory and are very straightforward in taking out. Splatter them or hit destroy them with your tanks. (4) Mythic Hunters will then spawn inside of the Blue Base. The Covenant that spawn with them carry decent REQ weapons so kill them quickly. As a team focus on the lone hunters on each side of the base before facing the final two that spawn in the very back.
  2. Eliminate all Promethean Bosses (5) – (2) Knight Champions spawn near Red Base with one at West Armory and one at the supply pad. Start by focusing on the Knight at the armory as he leaves it quickly for higher ground. Once he’s done approach the supply pad with tanks to make short work of the second Knight. Two Wardens spawn, one on each side of Red Base, and a single Mythic Spawns in the rear of the base. Take down all of the ground forces first then work on each regular Warden (one at a time). This will cause the Mythic to move out of the rear and allow everyone to focus fire. A minimum of 30 seconds is needed to take down the Mythic Warden if he has full health.
Thanks, this is very useful.

So with the three wardens, round 5, do the adds stop spawning once you've killed them? It felt like they're were endless waves of incineration cannon knights spawning in the base, wave after wave.
I feel there isn't much strategy but just either doable or unbeatle depending on req level.

And req levelling isn't contistant I can finish round 1 with 30 plus kills and get nothing still be on level 1 then I could do less and have req level 4 at the end of round 1.
Round 5:
  1. Eliminate all Covenant Bosses (7) – (3) Elite Primes will spawn near East Armory and are very straightforward in taking out. Splatter them or hit destroy them with your tanks. (4) Mythic Hunters will then spawn inside of the Blue Base. The Covenant that spawn with them carry decent REQ weapons so kill them quickly. As a team focus on the lone hunters on each side of the base before facing the final two that spawn in the very back.
  2. Eliminate all Promethean Bosses (5) – (2) Knight Champions spawn near Red Base with one at West Armory and one at the supply pad. Start by focusing on the Knight at the armory as he leaves it quickly for higher ground. Once he’s done approach the supply pad with tanks to make short work of the second Knight. Two Wardens spawn, one on each side of Red Base, and a single Mythic Spawns in the rear of the base. Take down all of the ground forces first then work on each regular Warden (one at a time). This will cause the Mythic to move out of the rear and allow everyone to focus fire. A minimum of 30 seconds is needed to take down the Mythic Warden if he has full health.
I found that the plasma caster and the Scourge of Fire are really effective against hunters in general.
Wonderful tips my friend! I'm going to play some WFF now!
Thanks, this is very useful.

So with the three wardens, round 5, do the adds stop spawning once you've killed them? It felt like they're were endless waves of incineration cannon knights spawning in the base, wave after wave.
You should be able to kill them all. The issue we ran into was that we didn't kill them all initially so there were several stragglers popping up in the last two minutes of the round (mainly coming from the core room).