Warhammer 40,000: Dawn of War
|Dawn of War|
|Warhammer 40,000: Dawn of War|
|Release Dates|| NA: September 20, 2004|
EU: September 24, 2004
|Compatible With||Warhammer 40,000: Dawn of War|
|Succeeded By||Dawn of War: Winter Assault|
Dawn of War is a Real Time Strategy Game for the PC, developed by Relic Entertainment and published by THQ. It is the main game of the original Dawn of War series, with 3 expansion packs, each of which introduce new races, units, and gameplay. These are Dawn of War: Winter Assault, Dawn of War: Dark Crusade, and Dawn of War: Soulstorm.
The game recieved "Game of the Year" in 2005, followed by the compilation of the first two add-ons, and then the full pack of expansions was released soon after. It is currently available in Gold edition with the full Dawn of War pack, on a double disc including the Winter Assault expansion pack. The game does not require a disc to work.
 Featured Races
 Playable in Campaign
 Playable in Multiplayer/Skirmish
 Featured in Campaign
Unlike many RTS's, much of the gameplay is not based around creating a large economy, with lots of buildings producing many different facets of unit production. Similar to "Company of Heroes", the early game is dedicated to capturing Strategic Locations, which adds to your rate of Resource Acquisition, and some even apply to the creation of unique or powerful units. Some games can have a win condition (i.e. Take and Hold), which is based on the amount of land you capture.
As said before, resources aren't gathered by having a specific unit harvest it, similar to "Age of Empires", but they are recieved automatically. In theory, you can go the whole battle without capturing points, but you will be slow to reinforce your troops, and will find it a lot harder than if you captured points, either to produce a powerful new unit, or to increase the Acquisition Rate. The first of the Resources is Requisition, or Blue Resource. It is the most important part of your early base building and squad building, allowing you to produce basic capping units, or standard line infantry, which hold the basis of most attacks, and can be used to win the majority of fights. One problem with Requisition rate is that it will decrease over time, or 'decay'. A while after the point has been captured, you can expect to be informed that "A strategic point has completely decayed", or similar. This will mean that you will recieve requisition from that particular point slower than other, more recently captured points. The Headquarters of the races will give you an additional bonus to requisition, but again, this will decrease with time.
Power, or Green Resource is the second resource. This allows you to produce Heavy Weaponry for your squads, upgrades and research, or to produce the high powered weaponry on the powerful High Tier units. It is gathered automatically, but at the start of a game, you are given a set amount, and that must last you until you can afford to place Generators.
To capture a strategic location, you must send a unit, which is capable of capturing a Strategic Point (regardless of the type of the point they are trying to capture - if a unit can capture a Strategic Point, it can capture any). After a given time (which is different for every race), the point will be captured, and you will recieve a bonus to your Acquisition Rate. However, once a Point is captured, that is no guarantee that you will keep it. Any enemies can come and capture the strategic point from you if you have not reinforced it.
The final resource is only available to Orks, and is more complicated than the two basic resources (which is still a requirement for building Orks, in addition to the new one). It is called Ork Resource, or Waaagh!. Orks, unlike all other races, don't have a squad limit (but they do have a Vehicle Limit). The size of the army is reliant on the size of the Waaagh! which is created by the Warboss.
One of the most striking things about Dawn of War, is the formation of units, or squads. Instead of training soldiers individually at a barracks, you can build a unit, and it will deploy. Usually, it is smaller in size than the maximum squad size, and must be reinforced to make full use of their effect. Upgrades researched at the base buildings affect all units on the field it's meant to - those which are already out recieve the benefit, and those which are still to be built recieve the benefit when they reach the field.
Units can be reinforced in several ways. The most basic way is by just adding troops in the HUD, which gives you a basic soldier to add to your squad. Secondly, there is a leader - again, he is added by the icon on the HUD, and this gives you some sort of leader. Usually, he is a more powerful fighter, giving a bit of "ooomph" in Hand to Hand melee, or providing some benefit elsewhere, such as total Morale increases, and the rate at which morale recovers.
In combat, you aren't limited to fielding squads of infantry - you can get all sorts of other vehicles as well to supplement your forces, from Walkers such as the Dreadnought and Defiler, which are capable to holding up all but the highest level assault squads in combat, up to light support vehicles, carrying multiple Heavy Weaponry to aid your troops during early pushes, such as the Viper and Wartrak. Usually, these are quicker firing than your infantry, so are able to move forward, ahead of your infantry, and attack the line infantry with enough weaponry to support a few troops and tilt the fight in your favour. Finally, there are some of the Battle tanks which will feature heavily in the late battles, including the relic units for the Orks, the Squiggoth, and the Space Marine Land Raider, each hauling massive fire power, on their own capable of breaking an enemy force, but supported, virtually unstoppable. Vehicles of their own will prove useful, until your opponent wises up to your tactics, and despite being relatively resistant to anti-infantry weaponry (with the exception of Light Vehicles), you will find yourself getting knocked out by specific anti armour weaponry. However, your opponent has to make a choice between Anti infantry and Anti Vehicle, having a mix is not the best way to get the most out of your squads, so sending in the right mix of units is the best way to overcome an enemy defence.
Having plenty of troops is the best way to win, right? Well, it is one way, but to stop some players going out and capturing lots of strategic points in the early game, and making a large resource pool, and building their army into 500 squads of Space Marines, cap limits are placed into the game. When fully maxed out, the highest cap you can have (Orks are the exception, as stated earlier) is 20. Each unit has a different value, and when you reach the maximum, you cannot build any more squads, until it drops below value required.
While the emphasis on Dawn of war is shifted away from large sprawling bases, ringed with defenses and huge walls to keep the enemy out, you still must have several buildings, to both set up your vehicles and provide a rally point for your troops. All your forces are trained from elsewhere, for example the Space Marines are dropped in from their Battle Barge in Orbit, while Eldar and Chaos summon their troops from the Warp. Also, while having these buildings are essential, they aren't intended to last forever, and as such require defending, either from troops or static defense turrets, which can be equipped with either Anti Infantry weaponry, or Anti vehicle weaponry. Finally, the last word in defense of a base are Mines. Although easy to destroy, the appear invisible to all but the most capable soldiers, or specialised units, and creates a rather spectacular amount of damage, at the cost of Health.
The Dawn of War campaign follows the story of the Blood Ravens 3rd Company, under the leadership of Gabriel Angelos and his Librarian - Isador Akios - in their attempt to take back the planet Tartarus from the hands of the various aliens now inhabiting the planet.
The story begins as the Imperial Guard make a futile attempt at repelling Orks away from their base. As luck would have it, the Space Marines arrive to aid the Imperials, and defeat the Orks in their settlement. The Imperial commander, Colonel Carus Brom, offers to join up with the Blood Ravens to take back the planet. Angelos declines, insisting that the job of the Imperial Guard should be to defend their bases.
 System Requirements
|OS: Windows 98/2000/XP/ME||OS: Windows XP/Vista|
|Processor: 1.8 GHz Intel Pentium III or equivalent AMD Athlon XP or equivalent processor||Processor: 2.4 GHz Intel Pentium 4 or equivalent|
|Memory: 256 MB RAM||Memory: 512 MB system RAM|
|Graphics: 32 MB DirectX 9.0c compatible AGP video card with Hardware Transformation and Lighting||Graphics: nVidia GeForce 3 or equivalent with 64 MB of Video RAM|
|Hard Drive: 3.5 GB of Hard Drive space||Hard Drive: 3.5 GB of Hard Drive space|
|Other Requirements: N/A|
|Dawn of War games|
|Dawn of War | Dawn of War: Winter Assault | Dawn of War: Dark Crusade | Dawn of War: Soulstorm|
| Chaos Space Marines | Eldar | Orks | Space Marines|
Necrons | Tau Empire
Dark Eldar | Sisters of Battle
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