You must also have enough 'energy' points, and more powerful cards cost more energy. Others offer one-off attacks and temporary buffs such as shields, stat boosts, or targeted missile strikes.īut you can't just tap a card to bring any of those into battle. Most of these are units, consisting of series characters and vehicles such as Spartans, Brutes, Warthogs, and Ghosts. Four cards appear at the bottom of the on-screen HUD at all times. Instead, new units, attacks, and boosts are generated entirely by cards. Players aspire to maintain control of the points over time and fill a 'capture' meter before opponents can do the same. Players start the match at a 'base' at the edge of the map, but there's no resource mining or facility building happening in these, and they aren't meant to be defended, captured, or upgraded.
Simply walking an army unit onto an unoccupied point captures it. The mode drops players onto a static, symmetrical combat arena (dubbed 'The Proving Grounds') with three capture points. But it's also another stab by the Halo Wars universe (this time with help from the Total War devs at Creative Assembly) to come up with a way to make RTS combat-and in particular, multiplayer matches-work in a console universe. Make no mistake: Blitz is all about the cards.