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A [[Dawn of War Mods|Mod]] for [[Dawn of War]].  
'''Dawn of War Professional''', also known as '''DoWpro''', is a [[Dawn of War Mods|Mod]] for [[Dawn of War]]. The mod focuses on returning to, and enhancing, the gameplay-experience of Vanilla Dawn of War (i.e. pre-Winter Assault).
Short for "Dawn of War Professional."


==History and Premise==
==Features==


Much as the [[Armageddon Steel Legion Mod|Dawn of Steel Mod]] is frequently joked to have done, Dawn of War: Professional emerged from community resentment, circa Winter Assault. At the time, there was an enormous amount of backlash towards Relic for how they had handled the game; many of the factions actually ''lost'' options in the jump to the new game, especially the Orks, Space Marines, and Chaos Marines, and the new tech trees implemented guaranteed not only a faster game, but one that literally revolved around unit obsolescence; once you had a higher-tier unit that outperformed its predecessor of a previous category, the entire game de-volved into spamming that high-tier unit, and the community, especially the players that enjoyed the game for its [[Fluff]]y aspects, called foul. On top of everything else, the hard-counter system - something that had made Dawn of War somewhat unique - was removed from the game wholesale.
'''Content'''


Dawn of War: Professional's first release emerged some time after Winter Assault's first patch. Prevaricating itself on bringing back the hard-counter system and play-style of the original game. It did so not only by re-instituting the gameplay that the veterans of the community had sought, but by adding a number of things to the game that had been cut out; Ornance-firing [[Leman Russ Battle Tank]]s, Guardsmen with Flamers, Heavy Weapons Teams (which would later be added to Dark Crusade), just to name a few. The mod remained active through the Dark Crusade and Soulstorm eras, though it took time to update due to the extremely lax patching schedule given by Relic; it took seven months to patch Dark Crusade, and took damn-near nine to patch Soulstorm - and both patches contained necessary fixes that modding teams simply could not continue work without (such as fixes for the Broadside and Heavy Weapon Team inability to aim, things like Dark Crusade's Burna Bomb Exploit and Soulstorm's Infinite Resource Exploit, and so on). As such, versions of Dawn of War: Professional exist for all versions of Dawn of War after the original; DoWpro for WA, DCpro for DC, and SSpro for Soulstorm. In each time, the end was the same: Maintain the play style of the original Dawn of War whilst implementing the new content and cut content along with it. For the most part, it succeeded, though [[Not as Planned|not always gracefully]].
Much of the original games' cut content was re-added in the mod, as well as in general, more toys for most factions to play as - the objective being that the player is generally given more choices as to the composition of their armies.


Dawn of War: Professional is noted for being both one of the most popular mods and one of the more-embraced; the Winter Assault version inspired numerous fixes in Dark Crusade (such as hardcaps on elites, though this was [[Dawn of Eldar|not applied unilaterally]]), and the game inspired several community events on the [http://www.moddb.com/mods/dowpro/news/dowpro-mod-day Relic community forums]. When the patch cycle of Dawn of War ended, the community manager of the time, Buggo, was even noted as saying that she wished Dawn of War: Professional had been how the game had been handled along its lifespan.
DoWpro also implements new content from certain other mods (used with permission).


==The Good, the Bad, and the Ugly==
'''Factions'''


Dawn of War Pro brings a number of major advantages to the table. Though its focus has always been the re-adding of slashed content, it also manages to heavily re-balance the overall gameplay - which it does even through the re-institution of the hard-counter system and slashed content. Internal balance is intensely improved over the unmodded game, with things like [[Dawn of Eldar|this]] dramatically toned-down. The game is visually better, with only minimal changes to the actual in-game graphics through the re-implementation of improved textures and particle effects - many already in the game, and others added from scratch (many of the new Sisters of Battle models were donated by the Witch Hunters Mod team, for example). Many of the factions boast some new units, and almost all factions a few new upgrades and/or abilities on top of this. Even better, it includes the DoW Camera Mod and skirmish AI brought about via the Dawn of Skirmish mod team.
Space Marines are rebalanced around being an Elite unit army, with their Tactical Space Marines taking 3 population.


It is, however, not all good news, especially for players more familiar with the original, unmodded game. [[Magic: The Gathering|Documentation exists, but it is time-consuming to leaf through]], and this [[Dwarf Fortress|seriously hinders the speed at which new players can "pick up and play" the modded game]]. A number of bugs plague the game, many of which are inherent in Dawn of War's engine and can't really be fixed (though workarounds exist for some). Other bugs are more due to DoWpro's implementation of various faction changes, such as the need for implementation of slag volcanos amidst the Necron metagame, which can cause pathfinding issues, among other things. Additionally, because it focuses on Vanilla DoW's metagame, the upgrade tree is a bit more off-kilter than it otherwise could be; whilst this leads to better balance higher up in the tech tree, it also means that there's a number of incremental, seemingly-redundant upgrades throughout when compared to the original game. Additionally, not every faction has new units, especially amidst the newer factions, though almost all have new upgrades and/or abilities. In-game documentation is dramatically-better than Dawn of War unmodded, but still had, up until the latest release, a number of misleading descriptions, such as Dark Scythe not detailing that it consumes the health of the firing vehicle (for example). Up until recent updates, several factions had some wonky balance as well; Dark Eldar, for example, in earlier versions, were notoriously vulnerable to Daemon-class units due to a lack of units that did good damage to that armor type, though this was fixed in later updates.  Additionally, the mod removes air units, which Dawn of War's engine, admittedly, wasn't really intended to handle in the first place, but if you ''were'' a fan of them, they're not around, except for the Necron Scarab Swarm, which became a ground unit again.
Chaos forces play similarly to the Space Marines, but with a greater focus on melee combat and daemonic support units. Their vehicle choices are more limited than the Space Marines, but versatility in units like the Defiler allow one unit to cover many roles.


Whether or not Dawn of War Pro is your cup of [[Skub]] depends heavily on what you're looking for in a mod. As it tries to evoke the original feeling and play-style of the original game, the game is much slower and more strategic, as compared to quick-tech-aggression of say, Dark Crusade or Soulstorm. Many of the modded factions play almost (if not ''completely'') differently from how they do in the unmodded game, to the point where several (such as the Tau and Necrons) play almost like all-new factions compared to the unmodded game. Many gameplay aspects are changed as well; Horrors, for example, are brought back to being anti-infantry (which they were in Vanilla Dawn of War, but were changed in Winter Assault and remained such through Soulstorm), and the rules for Infiltration are markedly different, with some units being able to use Vanilla style infiltration (unable to attack when infiltrating), a new infiltration type (invisible only when in cover), or Dark Crusade-style invisibility (invisible even when attacking).  
Orks are rebalanced around being a melee Horde army (like in vanilla), except that they have more varied armor types and ways to deal with hard counters (which Orks lacked in vanilla, noticeably against the Eldar Warp Spiders).


'''TL;DR:''' Like every goddamned Mod ''ever'' in the history of the world, it has its upsides and downsides, defenders and detractors, play it and see if you like it, if you do, that's fine, and if you don't, that's cool, we're all [[Neckbeard|elegen/tg/entlemen]] here.
Eldar, being more like Vanilla, are no longer about massing Dark Reapers (which is the most prominent opening in later expansions, depending on patch).


==Links and Similar Flimflammery==
The Imperial Guard are rebalanced towards being a Horde army, where a guardsmen squad costs 100 requisition (from 160). In order to defeat Elite unit massed gunlines, the Imperial Guard rely on a combination of disruption, dense formations, siege warfare, and fighting in multiple places at once by utilising their numerical advantage. Expect atrociously high casualty rates even in victory.
* http://z15.invisionfree.com/DoWpro/index.php - Official Forum.
 
Tau emphasize mobile firepower that is rebalanced more towards the use of infiltration, jetpacks, ambushes and diverse unit combinations. Additionally, Stealth suits begin as hunter-killer units, instead of Tier 0 capper units (with Pathfinder units taking their place).
 
Some factions are changed more than others; Necrons use a unique mechanic where they need to expand their area of control and actually gain resources in an effort to actually force them to take and hold territory and play more like the rest of the factions, as opposed to how they originally played.
 
'''Cosmetics'''
 
The mod implements a number of cosmetic and minor improvements, in an effort to help keep some of the units closer to fluff. As an example, the World Eaters-exclusive [[Khorne]] Berserker in Vanilla is replaced with a [[Black Legion]]-style Berserker that includes team colors to make it look like a Khornate unit that happens to be in the warband.
 
Significant changes to the factions' tech trees (and subsequent necessary rebalancing), such as Grey Knights and Khorne Berserkers being available in Tier 1.
 
A series of "pancake-style" tech-upgrades ala 90's strategy-games, e.g. StarCraft.
 
'''Micromanagement'''
 
Tweaks have been made that reduce pathing issues, such as reducing model sizes of both infantry and tanks as well as the removal of clipping (similar to Starcraft).
 
Large scale army control in 1v1s is more common, because players tend to have more squads to control.
 
Removal of the Fire on the Move Accuracy Penalty implemented in Dark Crusade, thus the original game's 'run and shoot' unit control is emphasized.
 
'''Map Control'''
 
Capture rates were reduced making it faster to take and re-take the map. There is more leeway to be less predictable in your capture order.
 
Critical Locations provide twice the Requisition.
 
Jump units (such as Raptors) capture points at a faster rate.
 
==Issues and Criticisms==
DoWpro's focus on Tier 1 battles with significant attention paid to expanding and holding territory as opposed to the fast-tech-and-fight gameplay of Dark Crusade and Soulstorm is not for everyone. It also has a number of gameplay issues and bugs all its own.
 
The mod removes Flyers.
 
It also fundamentally changes how the factions added in the expansions play, and not always for the better. Those who are fans of how existing factions or mechanics already work or feel (e.g. the uniqueness of the Necrons, which the mod outright removes, or Dark Crusade infiltration) will not enjoy it.
 
Balance has focused primarily on 1v1s, as opposed to team games.
 
Games less frequently reach Tier 3 or Tier 3.5 (which is a Tier level that some players may prefer).
 
Units feel much more fragile than they are in the originals, because the Fire on the Move changes allow for more concentrated firepower as multiple units gang up on a single unit.
 
This ironically makes for a game that while certainly much more varied than Vanilla, also tends to culminate in much more protracted battles over the course of a given match, and can quickly boil down to drawn-out battles of attrition dictated by "who makes the first major mistake". Matches can also be decided in the first five minutes - and still last for over thirty. In certain match-ups, such as Orks vs Imperial Guard, this is very noticeable.
 
If there is a specific Build Order that you wish to play (which worked in DC/SS), there is a decent chance that it is no longer viable in DoWpro. For example, 3x Dark Reaper is not as viable, as they are now hard counter units. Also, it is much harder to aggressively place turrets as they require a Control Zone to be built in.
 
The mod encourages mid game transports (as they can be built from the HQ at Tier 2). However, transport gameplay is not as smooth as Starcraft.
 
Chaos is now more similar to the Space Marines (like in Vanilla), whereas in WA/DC/SS Chaos is significantly different and more unique.
 
The complex counter system means that there is a steep learning curve from the original. For example, Flamer weapons are highly effective against Demons.
 
Optimizing your units requires that you understand what armor types every unit has in the game, and roughly how well every unit's DPS performs against those armor types. Incorrectly targeting the wrong enemy unit is often excessively punishing, and encourages players to analyse Damage Per Second spreadsheets.
 
Even some units which keep fundamentally the same role they had in the original game may be changed in implementation, to the point where their use is fundamentally different in practice.
 
Jump pack units are less mobile in DoWpro. For example, in the base game at full charge the Assault Marine Squad will have 2 4/9 jumps available, requiring 110 s total to recharge from empty. In DoWPro, it is 1 4/9, approximately. From full charge if you jump, there is a 20 second timing window as you wait for your next charge.
 
Progressing through the Tech Tree as Eldar can be confusing if you're unfamiliar with the vanilla game.
 
If you were a fan of the Eldar Ranger squad (as in DC/SS), then you may be unhappy because it requires upgrades to achieve the same ranged harassment potential.
 
Tau is now a mobile shooty army instead of a stand-and-shoot army, which may or may not be in your favor depending on how you like your Firewarriors. On the other hand, you can now pick both Kauyon and Mont'ka within a single game.
 
The Imperial Guard have two pieces of Wargear called Ordo Xenos and Ordo Malleus that upgrades the Inquisitor, but where is Ordo Hereticus?
 
Certain build orders, such as opening with ASM or Raptors, are now more difficult to perform.
 
Artillery units such as Basilisks and Whirlwinds no longer do tons of damage to all infantry, which is what you may expect from artillery. Instead, they are used primarily for disruption, morale damage, and building siege damage.
 
Certain combos from DC/SS no longer exist in the same way, for example Grey Knight's Psychic Inquisition combined with the Librarian's Smite for impressive Area of Effect damage.
 
Further, it has a number of unique bugs (some of which might be blamed on the core game-engine), some of which are only avoidable by being aware of them (i.e. have to actively be played around by the player). Core gameplay changes, such as Fire on the Move no longer reducing accuracy as significantly, exacerbate pathing issues on some maps, which hurts Horde armies more than Elite armies.
 
==Links==
* http://www.moddb.com/mods/dowpro - Mod DB page.
* http://www.moddb.com/mods/dowpro - Mod DB page.
[[Category:Warhammer 40,000]]
[[Category:Warhammer 40,000]]
[[Category:Video Games]]
[[Category:Video Games]]

Latest revision as of 17:27, 20 June 2023

Dawn of War Professional, also known as DoWpro, is a Mod for Dawn of War. The mod focuses on returning to, and enhancing, the gameplay-experience of Vanilla Dawn of War (i.e. pre-Winter Assault).

Features[edit | edit source]

Content

Much of the original games' cut content was re-added in the mod, as well as in general, more toys for most factions to play as - the objective being that the player is generally given more choices as to the composition of their armies.

DoWpro also implements new content from certain other mods (used with permission).

Factions

Space Marines are rebalanced around being an Elite unit army, with their Tactical Space Marines taking 3 population.

Chaos forces play similarly to the Space Marines, but with a greater focus on melee combat and daemonic support units. Their vehicle choices are more limited than the Space Marines, but versatility in units like the Defiler allow one unit to cover many roles.

Orks are rebalanced around being a melee Horde army (like in vanilla), except that they have more varied armor types and ways to deal with hard counters (which Orks lacked in vanilla, noticeably against the Eldar Warp Spiders).

Eldar, being more like Vanilla, are no longer about massing Dark Reapers (which is the most prominent opening in later expansions, depending on patch).

The Imperial Guard are rebalanced towards being a Horde army, where a guardsmen squad costs 100 requisition (from 160). In order to defeat Elite unit massed gunlines, the Imperial Guard rely on a combination of disruption, dense formations, siege warfare, and fighting in multiple places at once by utilising their numerical advantage. Expect atrociously high casualty rates even in victory.

Tau emphasize mobile firepower that is rebalanced more towards the use of infiltration, jetpacks, ambushes and diverse unit combinations. Additionally, Stealth suits begin as hunter-killer units, instead of Tier 0 capper units (with Pathfinder units taking their place).

Some factions are changed more than others; Necrons use a unique mechanic where they need to expand their area of control and actually gain resources in an effort to actually force them to take and hold territory and play more like the rest of the factions, as opposed to how they originally played.

Cosmetics

The mod implements a number of cosmetic and minor improvements, in an effort to help keep some of the units closer to fluff. As an example, the World Eaters-exclusive Khorne Berserker in Vanilla is replaced with a Black Legion-style Berserker that includes team colors to make it look like a Khornate unit that happens to be in the warband.

Significant changes to the factions' tech trees (and subsequent necessary rebalancing), such as Grey Knights and Khorne Berserkers being available in Tier 1.

A series of "pancake-style" tech-upgrades ala 90's strategy-games, e.g. StarCraft.

Micromanagement

Tweaks have been made that reduce pathing issues, such as reducing model sizes of both infantry and tanks as well as the removal of clipping (similar to Starcraft).

Large scale army control in 1v1s is more common, because players tend to have more squads to control.

Removal of the Fire on the Move Accuracy Penalty implemented in Dark Crusade, thus the original game's 'run and shoot' unit control is emphasized.

Map Control

Capture rates were reduced making it faster to take and re-take the map. There is more leeway to be less predictable in your capture order.

Critical Locations provide twice the Requisition.

Jump units (such as Raptors) capture points at a faster rate.

Issues and Criticisms[edit | edit source]

DoWpro's focus on Tier 1 battles with significant attention paid to expanding and holding territory as opposed to the fast-tech-and-fight gameplay of Dark Crusade and Soulstorm is not for everyone. It also has a number of gameplay issues and bugs all its own.

The mod removes Flyers.

It also fundamentally changes how the factions added in the expansions play, and not always for the better. Those who are fans of how existing factions or mechanics already work or feel (e.g. the uniqueness of the Necrons, which the mod outright removes, or Dark Crusade infiltration) will not enjoy it.

Balance has focused primarily on 1v1s, as opposed to team games.

Games less frequently reach Tier 3 or Tier 3.5 (which is a Tier level that some players may prefer).

Units feel much more fragile than they are in the originals, because the Fire on the Move changes allow for more concentrated firepower as multiple units gang up on a single unit.

This ironically makes for a game that while certainly much more varied than Vanilla, also tends to culminate in much more protracted battles over the course of a given match, and can quickly boil down to drawn-out battles of attrition dictated by "who makes the first major mistake". Matches can also be decided in the first five minutes - and still last for over thirty. In certain match-ups, such as Orks vs Imperial Guard, this is very noticeable.

If there is a specific Build Order that you wish to play (which worked in DC/SS), there is a decent chance that it is no longer viable in DoWpro. For example, 3x Dark Reaper is not as viable, as they are now hard counter units. Also, it is much harder to aggressively place turrets as they require a Control Zone to be built in.

The mod encourages mid game transports (as they can be built from the HQ at Tier 2). However, transport gameplay is not as smooth as Starcraft.

Chaos is now more similar to the Space Marines (like in Vanilla), whereas in WA/DC/SS Chaos is significantly different and more unique.

The complex counter system means that there is a steep learning curve from the original. For example, Flamer weapons are highly effective against Demons.

Optimizing your units requires that you understand what armor types every unit has in the game, and roughly how well every unit's DPS performs against those armor types. Incorrectly targeting the wrong enemy unit is often excessively punishing, and encourages players to analyse Damage Per Second spreadsheets.

Even some units which keep fundamentally the same role they had in the original game may be changed in implementation, to the point where their use is fundamentally different in practice.

Jump pack units are less mobile in DoWpro. For example, in the base game at full charge the Assault Marine Squad will have 2 4/9 jumps available, requiring 110 s total to recharge from empty. In DoWPro, it is 1 4/9, approximately. From full charge if you jump, there is a 20 second timing window as you wait for your next charge.

Progressing through the Tech Tree as Eldar can be confusing if you're unfamiliar with the vanilla game.

If you were a fan of the Eldar Ranger squad (as in DC/SS), then you may be unhappy because it requires upgrades to achieve the same ranged harassment potential.

Tau is now a mobile shooty army instead of a stand-and-shoot army, which may or may not be in your favor depending on how you like your Firewarriors. On the other hand, you can now pick both Kauyon and Mont'ka within a single game.

The Imperial Guard have two pieces of Wargear called Ordo Xenos and Ordo Malleus that upgrades the Inquisitor, but where is Ordo Hereticus?

Certain build orders, such as opening with ASM or Raptors, are now more difficult to perform.

Artillery units such as Basilisks and Whirlwinds no longer do tons of damage to all infantry, which is what you may expect from artillery. Instead, they are used primarily for disruption, morale damage, and building siege damage.

Certain combos from DC/SS no longer exist in the same way, for example Grey Knight's Psychic Inquisition combined with the Librarian's Smite for impressive Area of Effect damage.

Further, it has a number of unique bugs (some of which might be blamed on the core game-engine), some of which are only avoidable by being aware of them (i.e. have to actively be played around by the player). Core gameplay changes, such as Fire on the Move no longer reducing accuracy as significantly, exacerbate pathing issues on some maps, which hurts Horde armies more than Elite armies.

Links[edit | edit source]