. Halo Guide - Scorpion
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Halo Guide/Scorpion

Crew: 1 cyborg + 4 passengers
Armament: 90mm HV (High velocity)
Secondary: Coaxial 7.62mm AP-T (Armor Piercing, Tracer)

The Scorpion Main Battle Tank is primarily an anti-vehicle weapons platform, but it also has very high anti-infantry capabilities. Its ceramic-titanium armor makes it nearly invulnerable to small arms fire, but its deep dead-zone, or the area within which fire from the tank's guns cannot hit targets, puts it at risk from enemy anti-tank infantry. Up to four soldiers may ride on (and fire from) the Scorpion's track pods. Riding on a tank is always hazardous and should be done only when the advantages outweigh the risks.

Notes: Good for heavy assaults, the Scorpion is capable of holding its own in med-long range combat without trouble. Its cannon will flip a Warthog or Ghost with a glancing hit, and does enough splash damage to send that sniper hiding behind that rock flying sky-high. While the cannon takes some time to reload after each shot, it is also armed with a coaxial AR turret, useful between cannon rounds. It's carrier capabilities allow support from allies (disregard what the description says - this is what makes the Scorpion competent in anti-infantry and close-range combat. Just remember to bail if you see a rocket heading your way). Bare in mind the Scorpion is a slow beast, so don't rely on its speed to run down fleeing assailants or escape from a hostile zone. The Master Chief is able to take control of the Scorpion in Assault on the Control Room and in multiplayer.

With:
If there's one thing the Scorpion is good for, it's blasting stuff - put that feature to good use in combat. A direct hit will flip a Warthog and kill all its crew, and features enough splash damage to blast a tightly packed group of enemies to oblivion. Get used to the aiming system, as the shell tends to hit a little higher than you might expect, thought it arcs downwards as it travels further. Try not to miss though, as the cooldown time is ungodly slow.

A common tactic with Scorpions is shelling, i.e. sitting somewhere holding the right trigger down whilst pointing the cannon at something. This tactic is particularly useful on maps like Sidewinder, when shelling enemy bases tends to discourage and prevent your foes from getting some of the better weaponry (namely Sniper Rifles and Shotguns), and can also prevent use of teleporters. However, sitting still makes you particularly vulnerable to enemy fire, so be careful. Try and convince your Warthog-toting friends to lend you some protection. Also, convincing a friendly sniper to act as a shelling signaler can be helpful for engaging long-range targets. Follow the vapour trails from the sniper rounds to their target and fire (just be careful, smarter opponents will follow the vapour trail back to you). This works well on distant targets such as Hunters, Elites, and Wraiths in Assault on the Control Room. When shelling in multiplayer, it is a good idea to turn the body of the tank away from your target, so the turret prevents your enemies from popping headshots off on you.

Due to their slow speed, Scorpions are particularly vulnerable to rockets and grenades, so keep an eye out. If you are being attacked front-on by rocket-armed enemies, aim at them and hop out of the tank while firing, and strafe left to avoid being caught in the blast. Scorpions make good cover, so try and hide behind the tank after you bail, and see if you can snipe at your attacker with a Pistol or Sniper Rifle (and unlike the Warthog, it doesn't flip when rocketed, meaning you are less likely to be crushed). If you see a plasma grenade streaking towards your tank, bail! You should have enough time to escape the heavy damage radius. If you're driving along and see sparks on the ground ahead, back up! Sparks = frag grenades = sore tank. Watch where you're driving at all times.

Always keep an eye on your rear (or more likely, your motion tracker). If a Ghost manages to sneak up behind you, you will likely not stand a chance (unless it isn't a skilled pilot). The Ghost's plasma will paralyze your turret, and after gaining the upper hand, the enemy vehicle can simply strafe to dodge your cannon. Be careful! If you can catch that Ghost on its way over, it won't stand a chance. Likewise, there should be little competition when it comes to Scorpions and Warthogs, unless the passenger is grenade happy or armed with an RL.

Passengers on Scorpions make for interesting recipes. Try to chuck in at least one sniper and rocket-armed teammate. Rockets are good for vehicle-vehicle combat, and snipers can engage enemy infantry and act as shelling signalers. Teammates armed with Plasma Rifles can help the tank in anti-infantry engagements. Just make sure the passengers aren't too important, as they suffer from the same field of view inhabitations as in the Warthog - without the protection. They are limited to 180-degree sight around their respective side of the tank, so there is a blind area directly ahead and behind the tank where they cannot fire - if you want your passengers to engage in this area, you'll have to turn your tank. Passengers tend to die quickly in combat, and don't fare well when the vehicle flips, so drive carefully. :)

Against:
The Scorpion loses points big time when RLs enter play. Therefore, if going into Scorpion territory, pick up any RLs you find along the way. If you can work your way up to attack a fully-crewed Scorpion from above, you can score five kills with a single rocket, if you're lucky. Also, Scorpions move so slowly you can actually predict their course - a skilled shooter can fire a rocket from half the level away and score a hit (this is particularly easy in Sidewinder, with its straight paths and flat terrain).

One of the more effective weapons against the Scorpion is the Plasma Pistol. Use its charged bolts to bring down the drivers' shields, and then blast away at the driver with its normal fire or another weapon. Scorpions are particularly vulnerable to charged bolts due to their slow maneuvering (normal plasma fire also disrupts the turret). Plasma Rifles are good too. Alternatively, approach a Scorpion from behind with a Ghost and rip into the vehicle while dodging the turret. Ghosts own Scorpions in extreme close range, but only if they can get there first.

Of course, you can always get a teammate to chuck grenades or snipe from an opposite direction to you. If the driver is a shelling-happy individual, he will likely turn the body of the tank to face you and turn the turret to engage your teammate, providing ample opportunity to score a headshot or two from a Sniper Rifle or Pistol, or a direct hit with a rocket (just ensure your teammate finds some cover to avoid the shelling while it lasts, or if you manage to get killed).

In Scorpion-Scorpion combat, a single shell is sufficient to kill the other tank, so a fair degree of cunning may be necessary to outwit an opponent. A good idea is to ambush your enemy. Pretend to be an unmanned vehicle. Try to hide your tank in shadows behind rocks and trees (the blue light is a dead giveaway of your presence - hide it!). Keep the turret in the default position. Try not to move as your opponent approaches. Only reveal yourself to fire. Alternatively, hide around a corner and blast him as he passes you. ;)

Try to avoid fighting Scorpions in Warthogs. However, if you absolutely must engage them, arm the passenger with a Plasma Pistol or Rifle the paralyze the turret (charged bolts are handy for getting the job done quicker) and circle the tank while firing, with the passenger chucking plasma grenades (as a bonus, if the tank driver bails, you can run him down on the next circling. Just make sure he isn't armed with rockets and intent on scoring three quick kills on foot). You could also arm them with rockets and try and hit the tank before it hits you. Alternatively, get in close, half-flip the tank and wedge yourself under it, ripping into the belly of the beast with the LAAG and plasma/shotgun fire (avoid using Needlers and explosives for this - needles = suck + ricochet back at you, explosives = obvious enough, splash damage to self). If you feel the need, get a teammate to snipe at the driver while his vehicle is paralyzed.

© 2003 Jack Campbell and Chris Barrett. All rights reserved.