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Warhammer RTS

Baron Opal

First Post
What do people think of the latest Warhammer games? I saw Dawn of War in the store (the one with the Maidens of Battle cover?) and am wondering how it plays. I noticed that it is RTS which I find a little annoying. I really wanted to like Warcraft III, but I found that keeping tract of all of the little guys, the irritation of relinking all my new guys after the old ones got slaughtered, and the whole micor / macro thing really turned me off. I play these games to relax and it felt like work with Warcraft III.
 

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Well, if you don't like RTS games, then Dawn of War is probably not for you... other than that, it's very good. :)

Bye
Thanee
 

Dawn of War plays well. ;)
The campaign model in Soulstorm and Dark Crusade is pretty nice and has a good replay value. The neat thing for Dawn of War is that you can just get the latest and play all races in single-player mode. (For online play, you are limited to the ones you own - you can enter the game keys for other games you own to activate them.)

The gameplay itself:
You have infantry, heavy infantry, vehicles, d(a?)emon and commander/boss units, and of course buildings.
Each unit type has units it is more effective against.

Except most vehicles, units are organized in squads. You order them as one squad, and can order the squad to reeinforce itself to gain or replenish squad members (including squad commanders) and improve weaponry. You don't have to keep track of individual squad members.

Some commander units can be attached to squads (not all squads support this - especially teleporting and flying units)
There are hard limits how many squads and vehicles you can build. An important part in mastering the game is building a good composition of units that can deal with your foes.

Most infantry and heavy infantry units can capture resource points, relics and strategic points. All 3 let you gather resource requisition, which you need to build new units and for the modifications and squad reinforcements. Relics also allow you to build certain restricted items. Resource and Relic points can be reeinforced with buildings (that also improve your resource acquision rate.)

You have builder units that create buildings. Buildings are required for technical advancement and building new units, as to be expected. ;) There are also buildings to generate energy and to defend your base or resource points.
You need resources and energy for most advanced stuff.

Races have all different units and different strengths. Imperial infantry is weak and dies quickly, but it masses can be dangerous. Its vehicles are less numerous but very powerful, especially with the terrifying Baneblades. Space Marines are particularly good in close combat (even with some of their vehicles). The Tau are better at range.

Some races have slightly different resource models. The Necrons, for example, don't use requisition. Instead, the number of such points you hold determine your build speed and unit speed. (And you can reach a maximum of 100 % early on.). The races in Soulstorm gather additional "soul/faith" energy. Orcs also need "Waagh" and have to build according banners, and some units have Orc population requisites.

There are a few special super-powers, usually based around your commander unit. None of them work like Starcrafts nuclear strike or Command & Conquers Ion Cannons - you usually have to be close to the action to use them.

The "campaign mode" in Soulstorm and Dark Crusade doesn't follow an ongoing story-line. Instead, you just have a planet or system to conquer, and certain areas you conquer have a small story attached (like when you conquer a powerful warp demon artifact, or when you conquer a races primary hold-out). The strategy part of this isn't really very important - the nice thing is you get extra units (in excess of your squad caps, with some perks and weaknesses) when conquering individual sectors, and some special benefits when conquering certain locations (like more starting requisition, or an additional move/attack per strategic turn, or the ability to add some extra buildings to your starting base). The extra units are a nice way to allow you to go against heavier defended sectors. In a 'regular' campaign, you would have just gotten some starting units to defend yourself better in the beginning of a mission. (Like in Command & Conquer or the first two DoW campaigns)

The gameplay can be fast, and you need to keep an aggressive pace in expanding your territory and avoid enemy attacks. You need to continually build up units that complement each other. Finding choke points is important (thankfully, the maps are usually build in a way to support this) to defend yourself.

I own all the "expansions" (most of them are actually stand-alone games using the same or a slightly updated game engine.). I am not the kind of guy that is good at fast-paced real time strategy games (if it was me, there would be turn-based 3D ego shooters ;) ), and while I would say that DoW is one of them, it works amazingly well for me.
 

Dear Lord I do so love Dawn of War! I've been playing it since the beta of the first release and have all of the expansions.

Dawn of War and Winter Assault have the usual campaign style game that follows a set storyline. As the campaign progresses you get more and more advanced units.

Dark Crusade and Soulstorm have campaigns but they are played very much like Risk where you have a map and you get different benefits from conquering different territories. Some grant you the ability to purchase "Honor Guard" which appear with your commander at the beginning of a combat (very helpful in repelling a rush attack), while others allow up to have larger unit caps, give you bonus requisition at the beginning, have starting structures, etc. You can also purchase defenders for the territory that you've captured so that if your territory is attacked you have a force to defend it even if your commander is away attacking a different territory.

It is also one of the few games that takes Morale and Cover (both good and bad) into account. Flamethrowers do little actual damage but do lots of morale damage. A demoralized unit it pretty much ineffective at anything until it recovers so sometimes it is best to pull that unit back. Some races have ways of dealing with morale... Space Marine squads with a Sergeant can Rally and an Imperial Komissar can kill one of the Imperial Guardsmen in a unit and the rest of the Guardsmen not only get their morale back but get a bonus to attack. Good cover makes your units take less damage to both health and morale while bad cover makes them take extra damage to both. THQ also publishes Company of Heros which is pretty much played the same so if you like Dawn of War but want a WWII setting you can check it out too.

I think one of the things I like best is that unlike a lot of RTS games each enemy force has totally unique units with different strengths so you build on different strategies. I get to play one way when I play the Orks and another when I play the Imperial Guard. Since there are 7 races there is a ton of replay value when you work at mastering different strategies. New maps come out all the time at www.dawnofwar.filefront.com so that also increases replay value.

If you do purchase it I'd suggest you get the pack that contains Dawn of War, Winter Assault, and Dark Crusade and then pick up Soulstorm. If you can wait a little while I'm sure they'll have one value pack with every single one. You might also check out the previews for Dawn of War 2 since it will include a race that all of the die hard WH40K players have been waiting for... the Tyranids!!!
 

Oh yeah...

You mentioned that you didn't like Warcraft 3 because of the micromanagement issues. DOW remedies that to a great extent because you don't need "workers" to gather resources. You build a few powerplants but the bulk of resource gathering is done automatically by capturing "Strategic Points". Once your soldiers capture a strategic point your Requisition resource begins trickling in. The more strategic points you capture, the faster the requisition comes in. You can also built listening posts on the strategic points which makes it harder for the enemy to capture. Listening posts also increase the rate that requisition comes in.

Long story short... the bulk of your game is spent focused on your troops and combat (which is the way it should be). Once in a while you might select one of your builders to build a turret or some kind of structure but once your core base is built you pretty much just leave it alone except for researching technologies and building troops at your barracks.
 


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