mista_mo
09-Mar-2008, 02:14 PM
So, I really don't know how many people on here play this game series but I thought I'd start a thread for people who play the game, or who want to get into it, to talk about it, and share strategies and tips.
first, a brief (okay, turned out to be longer then brief) introduction on the game for those who know nothing about it.
Dawn of war was introduced in 2005, and features 4 distinct, unique races- The Eldar, The Orks, The Space Marines, and The Chaos Space marines, with limited cameos from the Imperial Guard, which are limited to only two units (the Lemen Russ battle tank, and the Individual Gaurdsmen). As well as several unique and quite frankly, interesting game mechanics:
-Units are purchased as squads, which can then be reinforced
- Resources are gathered via power produced from generators, and requisition, which is gained from capturing strategic points, relics, and critical location points. Listening posts are then built upon them, which can be upgraded, and conversly, increase the amount of requisition generated from each point. In this way, focus is shifted from resource gathering to point control; if you end up holding less points then your opponent, you will end up at a severe disadvantage. Listening posts can only be built on strategic and relic points, not critical locations.
-All units (with some exceptions) have both a ranged and melee attack. Attack stance is dermined by that units preference (ie, the one it's most suited for), but can be changed at any moment by clicking an icon. Most units will engage in close combat when prompted too, so it is a good way to tie up nasty ranged attackers.
-late game, a relic unit can be purchased, however, control of a relic is needed (hence relic unit) in order for that unit to be built. Each unit has a different purpose and weapons loadout.
-Units are scaled upwords as the game goes on in length and tech levels; every unit has a purpose, even late game.
-Each race is Vastly different. All 9 have different tech trees, units, stats, and abilities. They also have a very different attack strategy. Each race is more suited for a certain game/attack type.
-Morale. Each squad has a morale health bar under their health bar. As the unit takes damage, morale is lost, with more being lost for each squad member killed. When a units morale reaches zero, it breaks, and loses combat effectiveness. Their damage is lowered dramtically, and they gain double movement speed, allowing for a quick escape. Morale raises back on its own naturally, but can be restored via special abilities.
-squads can have leaders attached to them, adding to the squads HP pool and increasing morale of the squad.
-Buildings can only be built in a control area, which is gained from capturing relics and strategic points. Turrets can be built anywhere on the map.
Space marines
All rounders. Adaptable to any siuation which presents itself. Heavily armoured and tough infantry units (toughest in the game), deep striking (orbital teleporting, and drop pod assaults), along with fairly rapid moving vehicles (rhino transport and land speeder) allow for lightning raids. Main line fighting squad has highly custimizable weapon loadouts.
Relic unit- Land Raider assault tank.
Eldar
focus on blinding speed, heavy vehicular firepower, psychic powers, and mobility. Webway gates can be cloaked, and hide an entire eldar base from view. Units can be stored in webway gates and warped to corresponding ones. most infantry squads have the fleet of foot ability, which can double their movement speed. Builder unit has largest teleportation range in the game, and can construct webway gates throughout a map, allowing for rapid transit of Eldar soldiers.
Relic unit- Avatar of Khaine.
Orks
Focus on getting as many bodies onto the field as possible, numbers, numbers, and more numbers. Ork units are tough, and their capper units (first unit available to build) are probibly the toughest of the 9 factions. all major Ork buildings have guns on them, ranging from one, to 4 for their largest, which makes assualting an Ork base bery difficult. Most units are close combat orientated, and perform the role very well. Gain Morale immunity when numbers reach a large enough amount. Unlike other builder units, the Gretchin can be reinforced to increase survivabilty.
Relic unit- Squiggoth.
Chaos Space Marines
Focus is on infiltrating infantry, and tough close combat units. Much less the same unit stats as Imperial Space Marines (slightly less health), no deep striking marines however, and vehicles are limited. Defiler fits role of walker and anti-infantry tank. To make up for the lack of vehicular support, deep striking infantry and walkers, and mobility, CSMs employ a variety of demoic entities. Builder unit can be forced to build faster, but this removes health from the unit, possibly killing him if left unchecked.
Relic unit- Greater Demon of Khorne.
It also has 3 expansions (all using the same engine of course).
Winter assualt was released in 2005, and introduced and all new faction, and new units for the existing factions.
Imperial Guard
Focus on Hordes of weak infantry, Defense, and tough vehicles. Imperial Guard buildings are tougher and stronger then other factions buildings, and most can hold a small garrison of troops (ranging from 1-3 squads based on building size). Garrisoned troops can use tunnels dug beneath the buildings to rapidly transport themselves between structures able to hold infantry. Garrisoned units gain attack bonus, and access to special weapon emplacements (lasguns, plasma guns, and heavy bolter). Imperial Guard tanks are perhaps the toughest and boast the most firepower, and the Chimera troop transport is fast, tough, and well armed. Squads riding inside chimera can fire weapons from hatces and lasguns mounted on the side. Imperial Guard squads can also have a wider assortment of attachable leaders, which are utterly a must to make Guardsmen squads truly effective. Builders Repair and build faster then other factions builder units, and have better armour.
Relic unit- Baneblade super heavy tank
New units added
Space Marines- Chaplin
Orks- Mega Armoured Nobz
Eldar- Fire Dragon aspect warriors
Chaos Space Marines- Khorne Beserkers
Dark Crusade was introduced in 2006, and introduced two new races, and additional units to the existing factions.
Tau
Focus almost entirely on static, ranged firepower. Most units are horrendous at close combat. Tech tree can be chosen at a point, via path to enlightenment. The Mont'ka or Kauyon (spelling?) technology teirs influence upgrades, end game units, and possible tactics. One tech path places more emphasis on heavy vehicles and mobile armour, other on more close combat units, and improved upgrades for infantry. Force Commander lacks melee attack. Tau combat doctrine focus' heavily on ranged fire power, and less emphasis is placed on defenses. To show this, the Tau cannot contruct placeable turrets or mine fields. Melee capability given by Kroot warriors. Troop transport is permenantly cloaked with weak offensive abilities.
Relic unit- Greater Knarloc
Necrons
Focus on resilient, tough, but slow moving infantry, and fast skimming “vehicles”. Necron units are constructed at the Monolith, which also acts a late game vehicle. Everytime a necron warrior, flayed one, or immortal is killed, there is a chance that it will re construct itself, and rejoin battle at about 1/5 of it's original health. Necrons do not use requisition, only power. They still need to capture strategic points in order to get more control area, and keep others from taking the points. Necrons also gain a production speed increase for each captured and re-enforced point. The Necron lord can be given an equipment load out from artifacts, which are chosen from a necron structure. Three may be used total, and they are perminant add ons. Necron units can be reserected by the necron lord with the reserection orb, possibly exceding the population cap. Scarab builder unit is also the only necron unit that can capture points of interest on the map, and can be reinforced just like the Gretchin. Necron lord can also turn into the C'tan Star God Nightbringer- One of the Necron "dieties"- for a brief period. he is invunerable to damage, and lasts for about a minute.
Relic unit- Fully Restored Monolith.
New units added
Space Marines- Grey Knights Inquisition Squad
Imperial Guard- Heavy Weapons team
Eldar- Harlequin
Chaos Space Marines- Demon Prince
Orks- Flash Gits
Holy man, talk about long, if anyone actually reads all that, i'll be surprised, but I enjoyed writing that out, and I'll post some stuff on base unit tactics (I will mainly focus on Imperial Guard) so if anyone has anything to add, please do so!
I never added the Dark Eldar or Sisters of Battle, as I have yet to play Soulstorm, the 3rd expansion for the series. New units added are All flyers, except for the Necrons, who get the Essence of the Deiciever (C'tan Star God).
new units added
Imperial Guard- Marauder Bomber
Space Marines- Land Speeder Tempest
Chaos Space Marines- Hell Talon
Eldar- Nightwing
Tau- Barricuda
Necrons- The Necron Deceiver
Orks- Fighta Bomba
first, a brief (okay, turned out to be longer then brief) introduction on the game for those who know nothing about it.
Dawn of war was introduced in 2005, and features 4 distinct, unique races- The Eldar, The Orks, The Space Marines, and The Chaos Space marines, with limited cameos from the Imperial Guard, which are limited to only two units (the Lemen Russ battle tank, and the Individual Gaurdsmen). As well as several unique and quite frankly, interesting game mechanics:
-Units are purchased as squads, which can then be reinforced
- Resources are gathered via power produced from generators, and requisition, which is gained from capturing strategic points, relics, and critical location points. Listening posts are then built upon them, which can be upgraded, and conversly, increase the amount of requisition generated from each point. In this way, focus is shifted from resource gathering to point control; if you end up holding less points then your opponent, you will end up at a severe disadvantage. Listening posts can only be built on strategic and relic points, not critical locations.
-All units (with some exceptions) have both a ranged and melee attack. Attack stance is dermined by that units preference (ie, the one it's most suited for), but can be changed at any moment by clicking an icon. Most units will engage in close combat when prompted too, so it is a good way to tie up nasty ranged attackers.
-late game, a relic unit can be purchased, however, control of a relic is needed (hence relic unit) in order for that unit to be built. Each unit has a different purpose and weapons loadout.
-Units are scaled upwords as the game goes on in length and tech levels; every unit has a purpose, even late game.
-Each race is Vastly different. All 9 have different tech trees, units, stats, and abilities. They also have a very different attack strategy. Each race is more suited for a certain game/attack type.
-Morale. Each squad has a morale health bar under their health bar. As the unit takes damage, morale is lost, with more being lost for each squad member killed. When a units morale reaches zero, it breaks, and loses combat effectiveness. Their damage is lowered dramtically, and they gain double movement speed, allowing for a quick escape. Morale raises back on its own naturally, but can be restored via special abilities.
-squads can have leaders attached to them, adding to the squads HP pool and increasing morale of the squad.
-Buildings can only be built in a control area, which is gained from capturing relics and strategic points. Turrets can be built anywhere on the map.
Space marines
All rounders. Adaptable to any siuation which presents itself. Heavily armoured and tough infantry units (toughest in the game), deep striking (orbital teleporting, and drop pod assaults), along with fairly rapid moving vehicles (rhino transport and land speeder) allow for lightning raids. Main line fighting squad has highly custimizable weapon loadouts.
Relic unit- Land Raider assault tank.
Eldar
focus on blinding speed, heavy vehicular firepower, psychic powers, and mobility. Webway gates can be cloaked, and hide an entire eldar base from view. Units can be stored in webway gates and warped to corresponding ones. most infantry squads have the fleet of foot ability, which can double their movement speed. Builder unit has largest teleportation range in the game, and can construct webway gates throughout a map, allowing for rapid transit of Eldar soldiers.
Relic unit- Avatar of Khaine.
Orks
Focus on getting as many bodies onto the field as possible, numbers, numbers, and more numbers. Ork units are tough, and their capper units (first unit available to build) are probibly the toughest of the 9 factions. all major Ork buildings have guns on them, ranging from one, to 4 for their largest, which makes assualting an Ork base bery difficult. Most units are close combat orientated, and perform the role very well. Gain Morale immunity when numbers reach a large enough amount. Unlike other builder units, the Gretchin can be reinforced to increase survivabilty.
Relic unit- Squiggoth.
Chaos Space Marines
Focus is on infiltrating infantry, and tough close combat units. Much less the same unit stats as Imperial Space Marines (slightly less health), no deep striking marines however, and vehicles are limited. Defiler fits role of walker and anti-infantry tank. To make up for the lack of vehicular support, deep striking infantry and walkers, and mobility, CSMs employ a variety of demoic entities. Builder unit can be forced to build faster, but this removes health from the unit, possibly killing him if left unchecked.
Relic unit- Greater Demon of Khorne.
It also has 3 expansions (all using the same engine of course).
Winter assualt was released in 2005, and introduced and all new faction, and new units for the existing factions.
Imperial Guard
Focus on Hordes of weak infantry, Defense, and tough vehicles. Imperial Guard buildings are tougher and stronger then other factions buildings, and most can hold a small garrison of troops (ranging from 1-3 squads based on building size). Garrisoned troops can use tunnels dug beneath the buildings to rapidly transport themselves between structures able to hold infantry. Garrisoned units gain attack bonus, and access to special weapon emplacements (lasguns, plasma guns, and heavy bolter). Imperial Guard tanks are perhaps the toughest and boast the most firepower, and the Chimera troop transport is fast, tough, and well armed. Squads riding inside chimera can fire weapons from hatces and lasguns mounted on the side. Imperial Guard squads can also have a wider assortment of attachable leaders, which are utterly a must to make Guardsmen squads truly effective. Builders Repair and build faster then other factions builder units, and have better armour.
Relic unit- Baneblade super heavy tank
New units added
Space Marines- Chaplin
Orks- Mega Armoured Nobz
Eldar- Fire Dragon aspect warriors
Chaos Space Marines- Khorne Beserkers
Dark Crusade was introduced in 2006, and introduced two new races, and additional units to the existing factions.
Tau
Focus almost entirely on static, ranged firepower. Most units are horrendous at close combat. Tech tree can be chosen at a point, via path to enlightenment. The Mont'ka or Kauyon (spelling?) technology teirs influence upgrades, end game units, and possible tactics. One tech path places more emphasis on heavy vehicles and mobile armour, other on more close combat units, and improved upgrades for infantry. Force Commander lacks melee attack. Tau combat doctrine focus' heavily on ranged fire power, and less emphasis is placed on defenses. To show this, the Tau cannot contruct placeable turrets or mine fields. Melee capability given by Kroot warriors. Troop transport is permenantly cloaked with weak offensive abilities.
Relic unit- Greater Knarloc
Necrons
Focus on resilient, tough, but slow moving infantry, and fast skimming “vehicles”. Necron units are constructed at the Monolith, which also acts a late game vehicle. Everytime a necron warrior, flayed one, or immortal is killed, there is a chance that it will re construct itself, and rejoin battle at about 1/5 of it's original health. Necrons do not use requisition, only power. They still need to capture strategic points in order to get more control area, and keep others from taking the points. Necrons also gain a production speed increase for each captured and re-enforced point. The Necron lord can be given an equipment load out from artifacts, which are chosen from a necron structure. Three may be used total, and they are perminant add ons. Necron units can be reserected by the necron lord with the reserection orb, possibly exceding the population cap. Scarab builder unit is also the only necron unit that can capture points of interest on the map, and can be reinforced just like the Gretchin. Necron lord can also turn into the C'tan Star God Nightbringer- One of the Necron "dieties"- for a brief period. he is invunerable to damage, and lasts for about a minute.
Relic unit- Fully Restored Monolith.
New units added
Space Marines- Grey Knights Inquisition Squad
Imperial Guard- Heavy Weapons team
Eldar- Harlequin
Chaos Space Marines- Demon Prince
Orks- Flash Gits
Holy man, talk about long, if anyone actually reads all that, i'll be surprised, but I enjoyed writing that out, and I'll post some stuff on base unit tactics (I will mainly focus on Imperial Guard) so if anyone has anything to add, please do so!
I never added the Dark Eldar or Sisters of Battle, as I have yet to play Soulstorm, the 3rd expansion for the series. New units added are All flyers, except for the Necrons, who get the Essence of the Deiciever (C'tan Star God).
new units added
Imperial Guard- Marauder Bomber
Space Marines- Land Speeder Tempest
Chaos Space Marines- Hell Talon
Eldar- Nightwing
Tau- Barricuda
Necrons- The Necron Deceiver
Orks- Fighta Bomba