Dawn of War Tactics
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This page is for Dawn of War Tactics. Perhaps you are interested in getting better at the game, or maybe you just want to spite a friend of yours? Well never fear, for this page is here for you, as well as any noob who wants to improve their online game, or even their game against the AI.
This is the page for the Vanilla games. For the other versions, see Ipsum Lorem.
General Strategy
Dawn of War is a different game from traditional squad based RTS games, as it is not exclusively about micromanagement as much as it is about board control, which is how you will get better gear, research, and upgrades. You should also try to minimize casualties whenever possible, choosing your battles carefully.
Ideally you do NOT want to get massive weapons and doomsday devices; you want to try and end the game early. It wastes less time, and shortens the fight. Targeting enemy Listening posts and Generators is critical to starve your enemy, and mobility of any kind will give you a substantial advantage against your opponent, especially early game.
A Brief Treatise On Requisition Points
Requisition points are divided into three types: Listening Points, Relics, and Critical Locations.
Listening Posts are the bread and butter of acquiring requisition. You can build Listening Post buildings to increase the flow of requisition, add defences that also grant more requisition flow, and depending on your faction, build units. Listening Post defences generally are strong, but will falter in the wake of vehicles or dedicated assault, so they are mostly for early game area denial and rear defence. Level 2 defences are effective and basically rape most infantry, but cannot be relied upon to hold a point on the map. Keep in mind that you may need to rebuild Listening posts from time to time, as their output will degrade over time.
Relics are similar to Listening points, except that they exist largely to call in the most powerful units. Relics and Critical locations both take longer to gain control of than Listening Posts, so ideally these should wait until you have a more stable defence line. Everything else about Listening Posts basically applies.
Critical Locations are positions that cannot be built upon or around, but the exchange is they have substantially higher req output that will not degrade over time. They are harder to build and thus more vulnerable to capture from enemy jump troops or light infantry.
Universal Buildings
Except for a few rare exceptions, every faction in the game has one of or the following buildings; turrets, HQ building, Generators, and Advanced Generators.
Turrets are a mixed bag for some players. On one hand, they are a great way to make a area nearly impossible to capture, with even noobs able to prolong battles for up to an hour by spamming them. On the other hand, they leech away valuable resources that could be used for upgrades, more troops/reinforcing a squad, or buying power generators.
HQ buildings should not be built twice in general, as you get one for free. Typically, they will allow you to build some light or basic infantry, and builders. They offer some extra requisition production, and are typically have the highest hit points of any building in your build list.
Generators are buildings that typically cost anywhere from 135-165 power, depending on the race you are playing. Generators, like Listening Posts, will degrade over time, but can be upgraded to enhance production. These are absolutely CRITICAL to building Commander units like Chaos Lords, Big Meks, etc, or buying upgrades and advanced units, especially vehicles.
Advanced Generators are buildings that you build on special locations called Slag deposits that offer better levels of Power generation compared to normal Generators. Usually they are called Thermoplasma Generators.
Factions
There are four factions in the base game: Space Marines, Chaos, Orks, and Eldar.
Marines typically hold advantage in having powerful infantry and shooting options with a few very powerful melee options.
Chaos copy the powerful infantry, then take it a step further by focusing slightly more on melee and HQ choices.
Eldar focus on being hard to play but absolutely broken if you know what you are doing.
Orks hold absolute in being the most powerful melee faction with plenty of numbers.
Eldar
Pros:
- Broken Faction, you will win if you play right
- You have par none some of the best mobility in the base game, rivaled only by later arrivals.
- Plenty of cool voice lines
- Ways to make your armor ludicrously strong.
- Leader units nearly always buff the squad, meaning they are near must takes for any early rush builds.
- Snipers that deal direct morale damage
Cons:
- Broken Faction, people hate you for a good reason
- Anti-vehicle is hard to acquire until mid-game, and god help you if that Chaos player has a Defiler.
- Your base infantry, the Guardian, can be entirely replaced by Dark Reapers, and are highly vulnerable to even getting sneezed on.
- Your Commander unit is not great at melee, so a commander rush means you have little recourse but to run and pray that you can survive
Ipsum Lorem
Marines
Pros:
- Easy to Learn, and plenty of different strategies to use.
- Plenty of vehicles or weapons to use.
- Simple build path that is easy to recognize.
- Several Commanders and support units that can make you virtually unassailable.
- Force Commander is the second best melee commander.
Cons:
- Highly vulnerable to a skilled opponent.
- It is easy to waste money on frivolous stuff that has little actual use.
- Your Relic unit is perhaps the worst in the game.
- You are very vulnerable to early rush from Eldar, with little way to counter it.
Ipsum Lorem
Chaos
Ipsum Lorem
Orks
Ipsum Lorem