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'''Dawn of War Professional''', also known as '''DoWpro''', is a [[Dawn of War Mods|Mod]] for [[Dawn of War]]. The mod centers about bringing an experience similar to Vanilla Dawn of War (with better unit scaling and more options for the player throughout the tech tree) while implementing cut or missing content. The mod is notable for being one of the earliest content mods for the original Dawn of War, and [[DoWpro#Legacy|implementing a number of unit and tech tree options that were later drawn on by the developers of 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).


==Overview==
==Features==
The groundwork for Dawn of War Professional was laid out from the aftermath of Dawn of War's Winter Assault expansion. In the expansion, a huge number of controversial changes were made to the gameplay and balance of Dawn of War, fundamentally changing how almost every existing army handled to some degree or another, removing hard counters in favor of soft counters, introducing unit obsolesence (many factions now had units that did redundant roles in their armies, but had late-tier versions that were superior, making the early versions mostly irrelevant), and essentially sliding the game from a slower-paced, more tactical game to a much more aggressive one with hard-locked tiers for units and upgrades and almost double the average match time. Dawn of War Professional was designed to appeal to those who weren't fans of the changes, and re-added many of the removed options from Winter Assault, including Chaos Marine special weapons, cut content weapons for the Imperial Guard, and even [[DoWpro#Legacy|a removed unit]].
 
'''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).


As time went on and additional expansions for Dawn of War came out, the mod gradually changed focus - moving from simply restoring and implementing cut content to trying to use the new content in unique ways, and attempting to maintain a balance while keeping the Vanilla game's pacing and tactical options. The Dark Crusade version of DoWpro (DCPro) implemented the new races, wargear upgrades in multiplayer, and the new units for each faction. The final version of the mod, for Soulstorm (SSPro) was even more ambitious, bringing in two new races and almost completely reworking one of them by implementing parts of the Inquisition mod.  
Large scale army control in 1v1s is more common, because players tend to have more squads to control.


The mod has seen continual updates since its original release, with its most recent (and final) update coming out in December of 2017.
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.


==Features==
'''Map Control'''
Dawn of War Professional focuses primarily on bringing the "feel" of the Vanilla Dawn of War to the later expansions - with the slower pacing, more procedural upgrades, and more robust upgrade options. Much of the original games' cut content was added in the expansion, giving much richer tactical options for each faction, as well as, in general, more toys for each faction to play as. The improved options help ensure that almost every unit in each faction can see some level of gameplay in multiplayer, with the objective being that the player is given more choices as to the composition of their armies.
 
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.


Dawn of War Professional also implements a number of cosmetic and minor improvements too, 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; a similar case is that [[Grey Knights]] for the [[Space Marines]] in game are replaced with more generic Vanguard Veterans (with basically the same role). Other changes were made throughout the various factions' tech trees and on a unit-by-unit basis to rebalance the game mechanics more in-line with Vanilla as well (such as removing the fire on the move accuracy "fix" implemented in Winter Assault). 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.
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.  


Dawn of War Professional also implemented a Stronghold Assault system, allowing players to use the mod in the campaign mode.
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.


==Issues==
Progressing through the Tech Tree as Eldar can be confusing if you're unfamiliar with the vanilla game.
As a mod that focuses on expanding the Vanilla experience, Dawn of War Professional has a number of issues that make sure it most-assuredly ''isn't'' for everyone, as well as a number of gameplay issues all its own.  


As a mod hoping to bring the Vanilla Dawn of War experience to the expansions, Dawn of War Professional has a ''much'' slower game pace, with a much larger focus on expanding and holding territory as opposed to the much more aggressive fast-tech-and-fight gameplay of Winter Assault, Dark Crusade, and Soulstorm - to compare, a standard 1v1 match in Dark Crusade or Soulstorm can be over in under 20 minutes; it's not uncommon for a match in Dawn of War Professional to take double or even triple this due to the slower game pacing. In spite of this, combat is much more brutal than the original expansions, since retreating is less of a viable option and the right unit deployed at the right time can completely throw a wrench in a player's strategy.
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.


Even though the game is slower in pace, it's also much less forgiving due to focusing on the Vanilla paradigm. Units in general are much more fragile than they are in the originals, especially when it comes to mid-game vehicles and weapons versus the biggest units of the endgame. 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 attrition fights in the worst cases (Orks vs Guard on a huge map for example). While this might be closer to [[Fluff|fluff]], it also tends to mean that a player can find themselves slowly steamrolled from a few bad mistakes and unable to properly regain momentum, especially if inexperienced, which isn't a terribly fun thing to happen.
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 biggest issue that most will probably have with DoWpro is that it fundamentally changes how the factions added in the expansions play, and not always for the better. The Imperial Guard is much more versatile, with notably more options throughout the tech-tree, but also requires considerably more real estate to properly get the most out of, making them harder to play on small maps, and they require much more micromanagement than they did before. The Tau are much more mobile and have more options for both long and short-ranged combat, but their units are much more prone to coming apart when unsupported or used improperly. The Necrons have a new mechanic that is intended to make them play more like more conventional factions, but it also undermines what makes them unique in Dark Crusade and Soulstorm (in that they don't need Requisition). The Sisters of Battle and Dark Eldar are considerably different from their original incarnation, with the Sisters being based off the Inquisition mod (giving them a unique flavor all their own, but also making them play completely unlike they did in Soulstorm). Many units are very different from how they're handled in the basic games, so while most follow a very basic internal logic, many are changed so fundamentally that it can alienate players in a very bad way, especially if they preferred how the base games handled certain things (for example, the Tau in DoWpro use a different capper unit ''entirely'').
The Imperial Guard have two pieces of Wargear called Ordo Xenos and Ordo Malleus that upgrades the Inquisitor, but where is Ordo Hereticus?


Dawn of War Professional also changes a number of mechanics. Stealth for example in Professional is much different from the Vanilla "invisible only if not shooting" or Dark Crusade "Always invisible all the time" status, with three specific types of Stealth depending on unit (invisible when in cover, invisible when not attacking, invisible all the time). This means that each unit has its own specific mechanics to learn, and necessitates no small amount of adaptation from the basic game. Even units which keep fundamentally the same unit role they had in the original game may be changed in implementation, to the point where their use is fundamentally different in practice (Such as the Dark Eldar Relic Unit). The return of Hard Counters also means that there are comparatively few generalist units in the game, with the focus being on units doing a specific job a certain way instead.
Certain build orders, such as opening with ASM or Raptors, are now more difficult to perform.


Those who want an experience closer to Vanilla will likely enjoy the mod, but those who are fans of how existing factions or mechanics already work certainly won't enjoy it.
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.


==Legacy==
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.
As one of the earlier mods for [[Dawn of War]], DoWpro is notable for several of its fixes directly influencing the development and improvement of both Dark Crusade and Soulstorm. Several of the changes to gameplay made by DoWpro, most notably unit hardcaps (to prevent late-tier unit spam, something common in Winter Assault) were later put into Dark Crusade and Soulstorm. When the Heavy Weapon team unit was added in Dark Crusade as the new unit for the Imperial Guard, Dawn of War Professional had already had access to the unit for a year - having made the unit work when it was programmed in during Winter Assault, and simply left out due to bugs.


Dawn of War Pro was well-received enough that it had promotional events on [http://www.moddb.com/mods/dowpro/news/dowpro-mod-day the developer's community forum]. When the patch cycle of Dawn of War finally ended, Buggo, Relic's Community Manager, went on-record that Dawn of War Professional's handling of many issues that the game had during Winter Assault was the way the game should have been fixed since the beginning.
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==
==Links==
* http://z15.invisionfree.com/DoWpro/index.php - Official Forum.
* 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]