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===Dark Crusade=== [[Image:Dark.jpg|200px|thumb|right|''Dawn of War: Dark Crusade'']] Dark Crusade had problems at launch, not the least of which was that it was a very bold attempt. Two new races were added and the game was still suffering the aftermath of what had been caused by Winter Assault. There was a lot of earnest attempts to fix the previous expansion's problems; hard caps were added to elite-level units, special weapons had slowly begun to filter back into the Chaos Space Marines (though no missile launchers or flamers ever returned and Horrors remained anti-vehicle), and the huge number of blatantly stupid problems with the Space Marines were fixed. Unfortunately, the game remained riddled with problems. Cue another outburst of [[RAGE|complaints]]. One complaint really was worth getting upset about. Having decided that combat was "too lethal" and that shooty units shouldn't be able to chase down and kill fleeing units, Relic introduced a flat change to the fire-on-the-move accuracy of every single unit: 15%. In one stroke, this "Fix" caused dozens of problems. No longer did the likes of Dreadnoughts ever see a weapon upgrade (because doing so would give it a functionally-useless weapon that would never hit as it moved towards close-combat and hindered its melee power to boot), and the weapon immediately made rapid-firing weapons dozens of times better than those that fired slowly, since it was much more likely that they could hit with a few shots than their counterparts. Vehicles and personnel intended to fire on the move (such as Terminators) became functionally useless, whilst the Eldar Fleet of Foot ability became tantamount to godmode (initially it reduced accuracy when activated, but now with the flat 15% fire accuracy, there was no reason ''not'' to use it when moving units. The two new races were broken in half at launch, as well. Necrons required no resources and there existed multiple replays of players winning maps without ever capturing a single strategic point. It was possible for Necrons to go over the pop limit with Resurrection Orb, and the Lightning Field had no actual charge cap, meaning that it could potentially charge forever before discharging a burst of energy that could level a building in one shot. The Tau outranged everything, had no limit on Krootoxes, and had their tech tree lopsided so that one of their two available paths got both available upgrades. The Eldar Harlequin could fire a 10000+damage attack that would kill one unit in a squad, but due to how it was coded, could target and instagib a commander unit that was attached to said squad. Bad in competetive play, [[Awesome|great]] if you just realize Necrons are easy mode in the campaign and you want to dump eight warrior squads on top of a bunch of guardsmen. Further complaint occurred when it became known that the "new" Imperial Guard unit, the [[Dakka|Heavy Weapons Team]], was revealed to have been in Winter Assault and had not seen use simply because it could not actively target enemies - which it still could not at Dark Crusade's launch. Yet more rage occurred when every single time anyone with anything remotely resembling common sense brought up flamingly stupid mechanics (such as [[Psyker|Psykers]] killing themselves (which ''could be cancelled'', no less) and Psykers breaking their attached squad when using Lightning Arc) were summarily dismissed despite pointing out the obvious (that this was fucking [[Derp|stupid]]). A patch was promised in short order, but it would be well over 7 months before Relic would eventually patch the game and leave a lot unfixed in the process. Numerous facets that Relic's internal balance team disliked about several other factions (such as the fact that Basilisks were artillery units) caused them to get nerfed, whilst factions that said balance team liked (Eldar) remained untouched despite thousands of complaints about the race being blatantly overpowered. Even after their nerfs, the Necrons and Tau remained hilariously unbalanced. A second patch was promised, but was quietly cancelled and the official site then proceeded to state that a second patch had never been announced. The single-player campaign was an entirely different story. Despite the disappointment and anger of a small number of hardcore [[Neckbeard|neckbeards]] and [[That Guy|Negative Nancies]], the fans in general [[Awesome|loved it]]. The game weighed in at a very impressive 8.7 out of 10 rating from critics and 8.9 from players on Metacritic. Despite the aforementioned imbalances, the campaign almost never involved "fair" fights with both sides having equal resources. The first few maps were simple ones where both sides start with an HQ building, but soon things ramp up and the enemy will be starting with two advanced bases, or they'll be attacking an area you've [[Imperial Fists|heavily fortified]], or attacking a huge enemy stronghold with unique mechanics and layouts. A few things set the game apart from and, you might say, ahead of the predecessors. The campaign map meant that you could choose to attack one of several territories each turn. They all gave you an income of campaign-level requisition points which you could spend on fortifying a territory, starting a map with extra buildings, or call in special elite bodyguards. You got the option to purchase those bodyguards based on which territories you have captured. Finally, some of the territories gave you something ''really'' nice when captured. One let you [[Khorne|attack twice per turn]], one let you move between territories instantly, one gave you extra starting resources, and so on. You would also unlock wargear for your commander by achieving specific things, such as conquering an enemy stronghold or getting a really good kill-to-loss ratio in a mission. Finally, the enemy strongholds were all unique, and were similar to the missions in the linear campaigns of the previous games... with the difference that you could ensure you got off to a stronger start by doing well in the rest of the campaign.
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