DoW: Dark Crusade

sandwraith

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Got it today and have laid pestilence to the Chaos Space Marines and everyone's favorite whipping boys, the Imperial Guard. The Necrons are tough as nails, especially when you've got 4 Flayed Ones squads waiting to tear through meat while your Immortals lay down cover fire.

Anyone have thoughts, strategies or cheats you want to share?
 
Okay, after two solid weeks of playing all I can say is:
this game rules...

Here's a rundown of the factions, upgrades etc...

Space Marines:
The Blood Ravens return in DC to purge Kronus of the Alien, the Mutant and the Heretic. Space Marine players have nothing to worry about, the Emperor's finest are still hard-hitting as ever with a comfortable selection of weapons and units at their disposal. The Space Marines strength has always been their versatility. They have a unit for ANYTHING. Need range? Whirlwind. How about some anti-tank weapons? Heavy Bolters all you need. The Chaplain also gives the Space Marines some much needed Spell Support since its essential Morale that determines the survival of the Squad. DC's new addition are the Grey Knights, tough Daemon Hunters who really kick ass against Chaos but are pretty average against anything else. Unless a Bloodthirster's breathing down your neck or Chaos is massing Possessed Squads and Khorne Beserkers, you'll most likely stick with Terminators.


The Imperial Guard:
The galaxy's biggest dumbasses...or its bravest men. Your choice. The Guard like in Winter Assault are a swarming faction. The "Numbers wins the day" tactic still seems like the best way to go for the Guard but it ain't just mindless swarming especially when your men drop like flies against an Ork Waaagh! Commisars are a MUST. Karskins do best in defensive roles and Snipers are essential in picking off Heroes (a tactic that drops enemy morale for his attached squad drastically). The Guardsmen act as a screen for what really wins battles for the Imperial Guard: the tanks. The Lehman Russ tanks are some of the best basic vehicles you'd ever hope for. Just four of these babies can kick a helluva lot of ass...to say nothing of the Baneblade (my fave vehicle in the gain. The sight of one will really make you think twice). The new addition to the Guard are the Heavy Weapons Team. Not very useful offensively but they do make nice additions as defense especially in bare requisition points or relics. One tactic I've figured out is the "Circle of Death" where you deploy about three of them around the opening of an enemy base while your Guardsmen do the dyi...I mean fighting. Support them with Flamers and Lehmanns and nothing short of a Monolith can get out...theoretically. With the Imperial Guard, everything's a dice roll.


Necrons:
I was really looking forward to playing as the Necrons when I first got the game. The Servants of the C'Tan did not disappoint. The Necrons are a powerhouse of a faction, comparable to Chaos Space Marines. Unlike the other factions, the Necrons do not require two types of resources (or three if you count the Ork Waaagh!), they only need power...which can be a bane or a boone. The Necrons are slow movers, quick hit and run strikes are possible only with the Necron Summoning ability which allows Necron Warriors (the backbone of any Necron army) to teleport to any Necron building on the map save for the Gauss Turret. The Necron strength is simple: the longer the fight lasts, the stronger they get. Their ability to reassemble even when the Squad is near destruction is a remarkable trait, keeping them fighting. Add that to the Tomb Spyders that can respawn fresh Necron units by gathering fallen bodies and the Necron Lord's mass resurrection, the longer a fight lasts, the more likely you're going to win. My only gripe with the Necrons is their lack of range...and the utter importance of the Monolith. Necrons don't really have much heavy vehicular support (considering how often they get up, I suppose they don't need it) to assist them in a frontal assault. As such, factions like the Tau and Eldar vehicles tend to rip Necron infantry to shreds before the real fighting starts. The problem with the Monolith is that its everything: Its your HQ, its your Production centre (all units are produced in the Monolith. Building other buildings only unlock new units) and its your Ultimate weapon. Its pretty good news bad news. When used corectly, a Monolith can help act as an excellent pre-emptive strike, softening up or outright destroying enemy defenses for your men to attack. When used wrongly, a Monolith cn get in the way of your assault, its shockwaves interuptting battles and damaging your own units. It ain't cheap either. Once a Restored Monolith (final form) is destroyed, it returns to its place of construction as an awakened monolith though heavily damaged. To have it become a Restored Monolith once more, you need to repair it...then spend another 1000 power on it. A way to save time is to build three monoliths, upgrade them all to their 2nd highest form and take turns transforming them. Saves time if you plan on mounting another assault though costly.


To be continued...
 
Dawn of War. Warhammer 40,000: Dawn of War: Dark Crusade to be exact.
 
Ah, excellent. Warhammer games always seem to be good. Haven't played a blessed one, though.
 
Then you should try Dark Crusade. It's pretty good as a stand-alone expansion. Reminds me of a cross between Risk and Warcraft...except better.
 
I love all the DoW games but mostly DoW: Dark Crusade:ninja:
 
The IG are now the best race in the game. Mass and blast for the win. :word:
 
I'm not so sure about that. Even with numbers, the Guard need some heavy upgrades before they can stand up to the likes of Orks or Necrons. Basilisks and Hellhounds help but unless you can start producing Lehman Russ tanks in the first 10 mins, you've got a fight on your hands.

I'm really warming up to the Tau though. Expensive as compared to other races but the Tau represent a true 41st Millenium battle force. When maxed out, the range of the Tau Fire Warriors is so far that they can tear anything to shreds before the enemy comes within striking range. Heavy ordnance in the form of the Hammerheads (pity you've got a hardcap of 2...) and the Skyrays with their missle barrage really brings down the thunder on any opponent. Very versatile but costly and you've got to make important decisions like whether you wanna go T'au (native Tau) or Kroot by building either the Mont'ka outpost or Kauyon outpost.


The Patient Hunter gets the prey
 
The Tau are the only ones the IG must fear. Those pulse rifles rip through fleshy bits like they weren't even their. Orks are no threat. Even a tier one guard squad can rip apart a slugga boyz mob. Granted they'll lose men, but they are the IG. Most Necrons move so slow that they get rippd up before they can do too much damage. Save Pariahs and Flayed ones.
 
Pariahs when properly reinforced are death incarnate. Still, I agree that the Guard would be able to take the Necrons. They just gotta watch those damned Necron Destroyer Lords that can possess vehicles. I sunk my claws into two Lehmanns and a Hellfire Dreadnought once. Really turns the tide of battle to your favour.

I really haven't gotten around to playing the Eldar though. Something about them just irks me...I think I'll stick with Tau in the mean time. Funny, I usually don't like playing as the good guys but as compared to those genetic fascists in the Space Marines, the Tau are a much better choice.
 
The problem with those damn elves-in-space Eldar is they are such wussies! 1 Ork sneezes and 3 Eldar drop dead. The best anti-infantry weapon they have is the Avatar. Everything else is to weak to stand up to any kind of firepower.
 
THe Fire Dragons do cause problems for Infantry-based forces. Now that I'm a full Tau convert and lean more to Kroot I've noticed that I'm taking heavier losses than I should against the Eldar.

I need some tips Lars, I'm fairly new at the Tau and the way the Fire Warriors drop like Imperial Guardsmen bothers me especially at 210 Req a squad. If I'm going for an early game victory should I go Kroot/Vespid cause the Kroot are a helluva lot more cheaper. Also are the Tau really built for early game rushes cause I'm playing on Harder now and I notice my attempts at decapping and early rushing seems uneffective, mainly against the Space Marines. Even boxed in, those damn Bolter turrets cause lots and lots of problems, to say nothing of Chaplain and Librarian auras...

And do you know anything about making Game music videos cause I've really got this itch to make a Tau Vid with 'Through the Fire and Flames' from Dragonforce as the song
 
I'm no rusher (turtle for the win) mind but I've some tips. Early rushing with Tau is very hard, they are more like the IG. Their delicate infantry mean they need support. Kroot and Vespids are support (melee specifically) for the Fire teams. I never bother with Vespids or Pathfinders. Pathfinders have such crappy offensive capabilities their makring ability means nothing. Vespids are just a weak in HP as Tau themselfs. While they have a huge melee attack they don't last long, Kroot are better at lasting. High numbers and health regen via eating corpses help. Decide early if your going to tech up to infantry or tank tier. If you are going to make an early assault force, commander with upgrades (priorituze though missile launcher>others), Fire warriors, and stealth suits are your best bet. Stealth suits can get close and scout and have a very secure fire base. Fire warriors can support the stealth suits if they get detected. The commander with his missile launcher can give longer range support. A combination of teched up stealth suits (with XV25 and weaponf upgrades) and fire warrior teams (with drones and sargents) are a decent attack force. Problem is you have to get to tier 2 for this to unfold.
 
Thanks.Time to test Kauyon and Mont'ka...
 

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