View Full Version : Dawn Of War : Tips and Strategy
Ru
4th February 2006, 01:22
This is in the spirit of sharing any tactics/handy facts that help you to crush the alien scum! Strings just kissed my head. Arn't i the blessed un?
Anyway, first and foremost, i play as Chaos, so most things i have found are in relation to them. Chaos are a fairly weak army, but can deal out a lot of damage, (i.e Oblitorators, unstoppable as a pack, kill the enemy before they have a chance to fight back).
I used to believe that Chaos were useless untill the army is maxed out (this is in relation to prev comment), however, they are actualy a very fast starting army. I.e. by over-working a heretic (almost to death! worth it at the begining a game for that needed head start) he can build the Chaos Temple(chapal) in approx 16seconds, and BAM! get those space-marines out! Orks and Eldar do start with standard troops, however, they will get royally paddled by a squad of space-marines that early on!
I used to build ONLY defilers seeing as their description "demonically possed killing machines" holds fairly true, and you can have a max of 10, oppose to max of 6 predators. However, on using a predator tank the other day, i realised it could take out whole squads of orks and their flanking wartruks (2 shots from main cannon!!). My friend Chris pointed out that they are most effective if you ONLY upgrade the main gun, (i.e anti tank) but leave the side bolters to still be effective against infantry. This works a charm.
The same applys true for turrets, higher tech does not mean better. My front line always consists of rockets turrets, this is to prevent long range attack (i.e, if bolter turrets furtherest forward, theyll get taken out from afar, whereas rocket launchers more likey to reach attackers). Obviously, right behind rocket turrets sits the bolter turrets to mow down enemys engaging in close combat. Additionally, (this applys to Orks, maybe others too?) the rocket turrets have more health, and so will be able to hold back the enemy for longer, hence, good in the front line. Naturally, once you have the money, you lace your defences with lines of rockets then bolter and so on till you run out of space!. I know a few people who place bolters forward, and have rockets further back, seeing as they have the range to compensate for their backward placing. But heres an example; a dreadnaught marches over to your base and recieves your bolter damge (not much) and only gets rocket damage by the time its trashing your bolter turrets, and will prob take a couple out. Whereas, if they were rockets, theyd have been damaging him from step 1, the second he appears on that horizion in their range, and will be mostly dead by the time he gets close. But each to his own i guess.
When using a Bloodthirster, DO NOT assume that he can take on an army or base by himself, (fire prisms will slaughter him). However, backed up by a couple of squads, not nessicarily a mighty force, makes a massive difference and allows that onslaught rampage we all hoped for when we summons his red buttocks outa the warp! This doesnt seem to apply true for Eldars Avatar though, he really does seem to be able to take out an army.
Everything i have just said you may be thinking "yeah, yeah, textbook", however, i have noticed something rather handy which is relelvant for all races, but mainly Marines.
One squad of Marines costs 2 pop and 190 req. Now, if you want another 4 marines most would reinforce the squad to 8. DO NOT DO THIS. Just build another squad; the advantages are as follows
- You will have noticed that each additional marine costs 50 req, i know its not much, but buying another squad costs less, at 190 (4x50 = 200) i.e. small saving here. After a few saving, wayhey- a free heavy bolter! Thats how i like to think of it anyway.
-EVERY single member can be equiped with a heavy weapon, i.e, 8 marines,8 heavy bolters oppose to 8 marines with only 4.
-You have more control over this double squad setup, i.e send some into to hold enemy back in close combat while opening up with bolters from further away. Oppose to the one squad of 8 soldiers that can be given only one order, no spliting up.
-Each squad can be upgraded with a Aspiring Champion/Sargeant which as you all know, rock. And so, for the effectivly 8 marines, you will then have two extra sargeants oppose to the one squad of 8 with only one sargeant.
Now heres where another crucial factor comes in. Not many seem to notice this, but,
For every Aspiring Champion/Sargeant you have, you gain a +2 to your squad population max. (this still does not exceed 20).
-And so, by having the two Sargeants oppose to the one is EXTRA helpful!
Not only does this mean you can skimp out on the 150 req research by buying a 75 req sargeant instead, but it fights too!
There are a few cons obviously. A squad of 8 will lose moral slower than two squads of 4 making an 8. This is because, 8 loses one man, and they're 7/8 of their original strength, "keeping going old man, barely a flesh wound"
Whereas the two sets of four and when it comes down to it, are two SEPARATE squads, and when one soldier is lost, suddenly a squad is only 3/4 its strength, another soldier gone and BAM half of squad members are dead! AHH!! SQUAD BROKEN!! (this is where Rally comes in handy, or just plain mowing down the enemy with your additional fire power before they even think of hurting you as i explained earlier!)
Also, two squads costs TWO SQUADS, i.e. 4 pop rate used where the one squad of 8 only costs 2 pop for same amount of men, which brings me final statement on this tactic-
It is to be used early in the game, for a head start, to save a bit of money have have higher squad pop max and more heavy weapons per 'squad', but the second you have enough res, YEAH! reinforce that sh*t till the cows come home!
There is a similar trick with Orks into having as strong an army for the same pop rate of a weaker army. ie. a nob costs 2 pop, and a Nob Leader costs 2 pop. Which is better? Why not have a whole army of Nob Leaders?
Because its a pain in the ass. Yes i did it, and will post screen shots of all the dead orks it took to make it, and the beautiful final effect.
But on a serious note, seeing as in a real battle you dont have two hours to kill (your own orks!) the best you can do is just NOT reinforce Nob squads*, and just have as many individual squads a poss, hence increasing amount of Nob Leaders kicking about. Using them to consantly attack an enemy post or turret will have them gunned down (just make sure they dont all get fryed) and have them retreat in time. Because the rule is, the best Nob Squad you can have is One Big Happy Nob Leader, but next best is to have a minimal normal Nobs along side him. You dig?
Nice, well, hope to hear any thoughts and suggestions on all this jazz, and will be interested to hear other peoples Dawn of War Tips and Tactics!
*yega told me this. credit is his to hold, hug, snuggle up with, sing it a lullaby..
Ru
4th February 2006, 02:56
So essentially, what i had to do to create an army of only Nob Leaders was to use artillary to maul my nob squads till the brink of death before adding the leader, so that after a couple more hits, BAM im left with a few Nob Leaders, at a cheap cheap price of 2 pop each! This beautiful picture below shows the final result, and im telling you, they looked at the enemy hq and it flopped over within two seconds. It surely must be an Unstoppable- if unrealistic- army!
http://img140.imageshack.us/img140/5931/supernobs6fy.th.jpg (http://img140.imageshack.us/my.php?image=supernobs6fy.jpg)
And the price. A sacrafice of....i lose count how many, but a lot anyway. A serious mass genocide anyway.
http://img87.imageshack.us/img87/9779/thedead9je.th.jpg (http://img87.imageshack.us/my.php?image=thedead9je.jpg)
Ru
20th February 2006, 00:38
why did no-one reply to this? i feel so neglected. alone. broken.
Fyndir
20th February 2006, 17:56
Sorry Ru, I'd meant to post here but I forgot.
I don't have a preference as yet, need to play more DoW before I can make a proper decision.
Cheers for the tactics though, I'll try to keep them in mind. =)
Ru
21st February 2006, 18:44
http://img409.imageshack.us/img409/1029/relic000070xz.th.jpg (http://img409.imageshack.us/my.php?image=relic000070xz.jpg)
I've been browsing alternate textures for the models, and thats right Pixie,
here are the mighty Halved Marines!
http://skins.hiveworldterra.co.uk/Downloads/detail_183.html
and UberPainter that allows you to see ALL the troops in the paint screen
http://skins.hiveworldterra.co.uk/Downloads/detail_223.html
Have a good browse, theeres shitloads of cool mods and textures.
On a sidenote, who the heck is the Daemon Prince? he aint in WinterAssault but here he is :
http://img387.imageshack.us/img387/6971/relic000115ad.th.jpg (http://img387.imageshack.us/my.php?image=relic000115ad.jpg)
I guess i shoulda posted this in the other Dow thread, but i made this one and i feel it needs love.
Ru
24th February 2006, 16:44
Sorry, just posting a few more pics. Chaos Terminators! Genestealers! You gota love mods.
http://img521.imageshack.us/img521/8625/relic000135xm.th.jpg (http://img521.imageshack.us/my.php?image=relic000135xm.jpg)
http://img240.imageshack.us/img240/2415/relic000146eg.th.jpg (http://img240.imageshack.us/my.php?image=relic000146eg.jpg)
http://img521.imageshack.us/img521/9218/chessmarines9jj.th.jpg (http://img521.imageshack.us/my.php?image=chessmarines9jj.jpg)
http://img240.imageshack.us/img240/8093/relic000167yi.th.jpg (http://img240.imageshack.us/my.php?image=relic000167yi.jpg)
YcMing
28th February 2006, 00:19
When i used to play i played space marines, since they are the most human like units :)...
I have seen a few reps of it, do they usually go fast scount ? i think that's what they called ?
Any specific build order against different race??? Or any general save build order :)???
Best way to get used to the game ??? one thing i can get round is that i have to control squad by squad and not each unit by unit >.<..
I plan on being half respectable at this game by the next lan. Having worked through the tutorial and played one scrim, I can see its appeal.
Is there a race of choice for noobs? Space Marines? Typically whats the best procedure for growth? Sending out one reconnaisance unit to capture strategic points, or building say three or more quickly and sending them all over the map?
YegaDoyai
9th March 2006, 17:32
Standard build order is two scout style units for capturing then a builder unit meanwhile the current builder should build the barracks or equiv. From then you are left to find your stratagy own each race and depending on who you are facing determins if you go for generators or to put listening posts on your captured CP go for yor command unit or start teching up etc. The only Race that is different is orks, for orks, build Waaagh banners whenever you can. at 4 you get most options for teir 1 tech at 6 you can get most units and most upgrades. If you survive longer than that then get out your squiggoth and go stomp some humies!
There is no noob race as they all have thier differences, i'd say SM are easiest to play (not nessecarly to win with but the most obvious tech), then IG, then Orks/Eldar/Chaos are kinda together, orks have another resource to capture but past that thier tech tree is pretty obvious. Eldar are odd in that you have to reseach EVERYTHING to get anywhere. and Chaos you need to play a few matches to know what is good against what.
If you play SM the force commander is tres important
Bluepixie
9th March 2006, 17:42
Hmmm good question. Depends on the situation. I tend to play Space Marines as they are the most balanced race, being pretty good at everything, but not excelling. The first thing I do is build 3 squads of scouts and capture as many SP as I can and build a Chapel. Get a second Servitor (even 3) and get the listening posts up as quickly as you can. If you're going for vehicles, which you should be unless you're playing in a team game, start getting power as well now. If there is a thermal thingy build the bigger generator, is well worth it.
Yeah its adivsed by most to build 3 scouting units to claim SP's, Larry says you should build the same amount as there are strategic points in your base area. However, obviously for all races its different, scouts sniper rifles are so cool, so you dont mind making 3. however, eldar's guardians and choas's cultists suck in many a way, so naturally you resent spending your money on them. I generally build two scouting units and the third will be the raptors (chapel) so there is a delay for them, but they're far more worth the money. Oh and gee, if you want to have fun then use Orks or Chaos, if you want to win then use Eldar! They are SOOOOOOOOO BROKEN! And Sideshow knows it.
YegaDoyai
10th March 2006, 01:13
Just a wee note.
In the builds I have read it is advisable to build scout, scout, servitor, scout if you are going for 3 scout style units.
--Mogwai--
10th March 2006, 04:50
yea for SMs queueing scout, scout, sevitor, scout is the way to go, unless you're on a map with only two nearby* points, and the 3rd far away or potentially contested, in which case you a) are going to be poor, and feel the sting of buying that last scout squad when you realise it cost you half a Marine squad worth of req. (especially when rushed... scouts without upgrades suck entirely VS everything**) and b) by the time your first squad has capped their point, they can reach the 3rd far-away one almost as quickly as the 3rd scout squad from an HQ could anyways.
this basically amounts to what i said to Ru, in that bases only have 2 or 3 nearby points on 99% of maps anyways, hence 'build as many scouts as you have nearby points'. (discounting relics, they take stupidly long to capture, and will almost always be fought over)
the same rule of thumb applies to chaos as well, their early units and buildings being nearly identical in function and cost to marines, but i have little or no experinece with any of the other races.
are there any Eldar , Ork or IG players out there who have a certain 'best' way to start off the game?? i.e. a first 3 minutes gameplan?
* nearby as in you can see them on the same screen as your HQ, no cliffs in the way etc.
** yes, upgraded with flamers or sniper rifles, plus being reinfoced to 4 men, scouts can put up a fight. but why bother when 4 rock-hard marines cost only slightly more, in both time and resources? the best use for scouts in a fight - attach your force commander to them!!!! this means that 2/3 of all attacks directed at your commander will hit a poor scout instead, not to mention your scouts wont be running away scared anytime soon. hide the remaining scout squads behind and within shooting range, and you'll have an early force to be reckoned with.
YcMing
10th March 2006, 10:15
when play against other players, is it useful to send a unit down to check what they teching/ rushing? OR is that one of the thing you don't need to do in this RTS game :)?
Hmmm... any cheesey strat i need to watch out for playing online ?
Oh i am playing SM but not really into it yet .. just started :).
So i take it get 3 scouts at start to capture start point is a good idea ? How many sevitor should i have then ???
YcMing
10th March 2006, 10:20
oh guys, my exams start at 24 th of april and finishes in 22th of may :(, i think i will have to miss the coming two lan :(....
Bluepixie
10th March 2006, 10:48
You could come along for the first day of the LAN and utterly pwn Sideshow. I'd pay to see that. :D
YegaDoyai
10th March 2006, 11:52
If Ming is playing the clearly it will be a 6 v 2 even in a free for all. Everyone rushes Iain to ensure he doesn't get his FP and everyone rushes Ming in a desperate bid to take him out before he has a force to reckoned with. Could be quite a good laugh.
Sideshow
10th March 2006, 12:46
Random thoughts:
Fast build orders are more important in Free For All than in teams games, and even then it's less important than in 1v1, so you don't need to worry about it too much. 2 scout squads is plenty. My standard build is scout, worker, scout, and goes something like this (I play eldar, but I'll use generic terminology):
queue scout
build barracks
rally base to nearest SP
queue worker
queue scout
after scout emerges rally base to barracks construction
after worker emerges select both workers and shift queue a power generator, then rally base to next nearest SP
shift queue scout squad capturing first SP to next SP after that one
after scout squad emerges rally base to some good, neaby location, preferably in cover. Rally barracks to same place *
after power generator finishes, build Listen Posts on SPs
That gets the basis of your economy going. After that, you can either tech rapidly or start churning out infantry.
* you can set building rally point even while they are still under construction.
Command Units are really really important! The Force Commander will merrily chew through squad after squad of basic infantry all by himself. You must build your command unit as either your first or second unit from the barracks, if you want to attack early or expect to be attacked.
Turrets are generally bad in RTS, but one well placed turret at the start will prohibit any early rush.
Race-wise, none of us are good enough that balance issues are present. DoW is all about going with the race you like the feel of, rather than anything else. Marines are a good, solid, versatile, managable race, and I'd definitely start with them. After that you can try the others out and see what you like.
It's bad to fall behind in tech. Tier 2 units (i.e, light tanks & dreadnoughts) are much more powerfull than Tier 1. For example: some screenshots (http://guns.snakebomb.com/gallery/main.php?g2_view=core.ShowItem&g2_itemId=1638) from a game at the last lan. Me and Mogwai are getting pretty kicked in, right up until the first Falcon Grav Tank arrives. That one tank swings the whole battle. Our counter attack is so devastating because Yega hasn't (coulndn't?) get to Tier 2, so it's basically 2v1.
Playing the single player campaign will give you a feel for the units you use, but it is really nothing like a multiplayer. Skirmish mode is pretty unhelpful too; the best way to improve is to find someone of your skill level and play them lots, 1v1. Got a flatmate? :)
You can right-click on the little '+' icon, and this will make the unit automatically keep reinforcing until it's full. This is good to activate in fights, but if you are not careful you can easily cripple your economy. Use in moderation.
Basic Marine squads:
Heavy Bolters > Orks / Imperial Guard
Flamers > Eldar
Rockets > Vehicles (and utterly own turrets)
Plasma > Marines / Chaos / Everyone
Dreadnoughts are better than Hellfire Dreadoughts
Sideshow
10th March 2006, 12:52
when play against other players, is it useful to send a unit down to check what they teching/ rushing? OR is that one of the thing you don't need to do in this RTS game :)?
Hmmm... any cheesey strat i need to watch out for playing online ?
Oh i am playing SM but not really into it yet .. just started :).
So i take it get 3 scouts at start to capture start point is a good idea ? How many sevitor should i have then ???
Scouting doesn't seem to be as relevant in this game. I haven't played online though, so you'll probably know better than me by now :)
I've seen a Chaos rush similar to a 5-pool, where you delete your main base building to get some extra resources, in order to attach a plasma pistol equipped squad leader to your first chaos marine squad.
You can do some pretty gay things with teleporting Eldar workers.
You want at least two servitors at the start. I dunno when building more is advisable. I'd stick with 2 scouts. There are fast Eldar builds where you only buy 1 guardian squad at the start (Eldar scouts) - as soon as aspect protal is complete you get either Banshees or Reapers (depending on enemy), and use those to capture SPs. I don't know if the same works for marines. You could go scout, wait for barracks, marines, force commander. I think scouts are cheap enough that you can afford the extra though.
YegaDoyai
10th March 2006, 16:23
Just to add to Sideshows comment, I was pouring everything I had into keeping my rush alive, at no point was I not reinforcing the squads or not building more to replace them. At one point I managed to get a bunker into the base and at that point I had hoped that we would be able to finish them off. The concept of using a bunker for IG is sound as it allows you to use later tech (Plasma weapons) and it would allow me to build more guys and get them to the fight faster. It was also being covered by the listeningpost heavybolter to limit damage caused by infantry. Sadly, the grav tank was MUCH harder to take out than I had first anticipated, mainly down to the fact that I was unaware that it could be upgraded to a brightlance platform (anti vehicle/building). With larrys raptor squads (close combat units) chewing up my guardsmen faster than I could reinforce and Iains limited in numbers but highly effective howling banshees doing the same. It was only a matter of time before I was pushed back. I then spend my money teching and getting some basic defence. When they come in I am on the verge of building my vehicle pit and have 4 sqauds of infantry in the barracks. However, I have no command squad and no attached units on the infantry (attached units are very important for IG). After nialls skirmish is pushed back there is no defensive line and they simply walk through my base. :(
poop
Oh and hellfire dreadnoughts can hold back entire IG infantry armies due to the IG infantry having no anti armour weaponry and are pretty effective against orks.
--Mogwai--
10th March 2006, 17:14
hellfire or standard.... its a tough call when you first get your machine pit i think, largely depending on what youre up against.
Dreadnought:
cost - 170 / 305
effective againt all unit types in close combat, (expensive) upgrades can give it an extra ranged attack vs either infantry or vehicles. these will never be redundant, and you'll find yourself wanting them perhaps more than predators in the late-game (drop pods ftw)
Hellfire Dreadnought:
cost - 100/250
effective against *infantry only*... however the missles with knockdown totally own infantry, even the heavily armoured variety, also both weapons are (long) ranged to begin with at no extra cost, making them more likely to last long in a fight.
the cost difference at that point in the game is actually pretty huge, considering your resources will only be approx +100+50, that extra 70power 55 energy is hard to come by when you're also upgrading squads with sergeants and buying whatever equipment or general upgrades from the armoury, assuming by that time youre in a fight with someone for whatever reason.
YcMing
10th March 2006, 17:19
will good unit control be enought to fight against tech units :)???
What if instead of taking SP with scount , you go stop other players from taking it, is that possible??
YcMing
10th March 2006, 17:23
See, i am just seeing, knowing how to play one RTS can be transfer to another, starcraft and warcraft u can, but that is becayse they are made by the same people.
Dow, seems very different, but all the control is about the same, just the game play is different.
Do you guys assign your marine or equivantly into teams 1/2/3/4 ?? etc??
Howkey your building for macroing purpose????
any of that thing helps in the game ??
Sideshow
10th March 2006, 17:39
Falcon Grav's can't get Brightlances - Wraithlord's do (which I did have, but not until after Niall had Dreadnoughts). My understanding is you were crippled by having a poor economy, due to someone stealing one of your starting SPs? :roll:
Sideshow
10th March 2006, 17:42
See, i am just seeing, knowing how to play one RTS can be transfer to another, starcraft and warcraft u can, but that is becayse they are made by the same people.
Dow, seems very different, but all the control is about the same, just the game play is different.
Do you guys assign your marine or equivantly into teams 1/2/3/4 ?? etc??
Howkey your building for macroing purpose????
any of that thing helps in the game ??
Yes to all the hotkeying stuff. Something that's quite nice in this is you can select multiple squads, and TAB through them.
You'll find as you play it more, that Relic are trying to make DoW the new Starcraft. You will be able to transfer all your skills to this game. Once you've played it more then you'll either surprise me with how much micro is possible, or you'll be dissapointed that there isn't that much micro possible (I don't think there is).
--Mogwai--
10th March 2006, 17:46
will good unit control be enought to fight against tech units ???
What if instead of taking SP with scount , you go stop other players from taking it, is that possible??
supposedly since winter assault, tech units beat everything below them in the tree hands down. ive seen a couple forums arguing otherwise though.
there are a few rushes (seems to be mostly eldar-only) that involve going straight for your opponents resource points and working backwards. you should have a look for strategy forums, even just the ones on the offical Relic site, if youre willing to dig through them there are a lot of supposedly solid tactics especially for 1v1.
Do you guys assign your marine or equivantly into teams 1/2/3/4 ?? etc??
Howkey your building for macroing purpose????
any of that thing helps in the game ??
i assign scouts as ctrl-1, commander as ctrl-2, marines as ctrl-3, assaults as ctrl-4, dreadnoughts as ctrl-5... basically the order i build them in, easiest to remember, if not the most efficient.
buildings i hotkey as barracks ctrl-0, machine pit ctrl-9 orbital relay ctrl-8, the same but in reverse. its really important to be building replacement units during a fight, moreso with SM as their dreadnoughts and terminators late-on deepstrike from the barracks/relay anywhere on the map
edit: its also marginally cheaper building an extra squad than reinforcing an already existing one to the same number, also 2 small squads of say for example assault marines have twice as many melta bombs and segeants as one big squad
YcMing
10th March 2006, 22:22
SEe. i play space marines , because it has the world "marine " in it :) reminds me or terran ;).
hmm.. just thinking, early start build scout , send sevitor up and build barraks near enemy base and rush ? possble ??
Fyndir
10th March 2006, 22:36
SEe. i play space marines , because it has the world "marine " in it :) reminds me or terran ;).
hmm.. just thinking, early start build scout , send sevitor up and build barraks near enemy base and rush ? possble ??
Not really, you'd need to take a point near their base, then defend it while the barracks got built and defend it more while the troops got made, very high chance of getting gubbed and having wasted the resources.
YcMing
10th March 2006, 23:41
hmm... i'll go try it out, not sure tho.
But if you think about it this way, there should be no way he should able to go to your base, if u keep the constant pressure with marines at his base, while taking more SP with scouts
But all these is just theory :P..
YcMing
10th March 2006, 23:43
if u see me online, msg me for game against coms or something ;)
Fyndir
11th March 2006, 16:25
hmm... i'll go try it out, not sure tho.
But if you think about it this way, there should be no way he should able to go to your base, if u keep the constant pressure with marines at his base, while taking more SP with scouts
But all these is just theory :P..
Yes, but chances are your barracks will get mauled pretty quickly and then you've wasted a LOT of resources building two barracks (assuming you got one at home as well), which would leave you pretty far behind him and struggling to survive if he pushed forward for your base straight away.
YcMing
11th March 2006, 20:08
i was thinking, when your build your barraks, close to his base (hidden), and assume what sideshow said, serching is not as important. SO low chance of him finding it.
I am not saying buid the barrax right next to him, so he can see it.
YegaDoyai
11th March 2006, 20:14
on one of the larger open maps this might be possible, in which case go for IG as they have one of the better barracks and a large infantry force that is good to ruch with. Either that or try for orks but SM tend to work best at tech level 2 onwards.
Bluepixie
29th March 2006, 17:05
http://www.miniaturespace.net/images/40K/Squigoth/Squigoth%20Front%20Left.jpg
Its a sound idea Ming, as Yega said though, it depends on the map. In Biffy's Peril if you get a gun on your relic, it can shoot the SP opposite, which really pisses them off. But thats just that map. And in accordance to the barracks thing, that early on the enemy wont have any anti-building units, so it should last quite long considering. Aye, hotkeying is a must for when battles get tangled, because this doesnt just give you more control but also lets you know whos alive and hasnt just walked away to stare at a wall. For chaos, sacrificial and daemon pits really need to be hotkeyed to fire in horrors/oblit's instantly.
Oh, btw folks, me and Strings were trying to beat the AI in Biffy's Peril on harder, BUT CANT DO IT!! we defeat the first rush, occaisionly the second, but it collects far too much requisition. ie, CHEATS. Start a game on harder and quit about 20 seconds in, when no-one will have any SP's (ie same req rate) and you'll see that they have more. Anyone beaten the AI in this map 2v2 styley? its very frustrating. And sad.
As for the tech 2 beats tech 1. Definitely. Half of DOW is paper scissor stone.
Banshees killing raptors, but then beserkers kill banshees! but then they get light sabers- actualy im not sure who wins there, taking reinforcing rate into account. erm. anyway, so yeah, you start off with 1000 req. quite a lot really. if you spent it perfectly you can get first hq upgade SO FAST in a smooth action of 'chapel-power-armory-BAM'. only build one scout when you do this though, and 1 or 2 builders is also needed. And yes, you will be vulnerable, but once your tech2 units get out they will fuck their shit up gooooood!
Oh, btw, a few cool death sequences:
Wraithlord killing Defiler.
Avater killing Bloodthirster
Bloodthirster killing Avater
Its so cool, in both of the avatar bloodthirster fights they animation shows the one getting killing having a last fight back attempt, like the Avatar roundhouse kicks the BT chuck norris style before getting his head chopped off!
Such a flawed game. But so pretty!
Bluepixie
30th March 2006, 11:40
I few things that Ru and I verified in a 1 vs 1 match.
Eldar
Rangers - are now crap. They are no were near as powerful as Scouts (teched up) and the moral breaking effects have little use in WA. Which is a shame as the moral thing is very interesting in normal DoW.
Vipers - These little buggers are completely useless. They need to be researched, and are slightly cheaper to contruct than Grav Tanks. However, they can't kill anything. Maybe starting Tech 1 units, but that's about it. They are ment to be hit and run units kinda like Assualt Marines and Raptors, but they take SOOO LOOONNNGG to target the enemy. So by the time it's ready to fire they're pretty much dead. This is also the case with groups of 4 or 6. The Anti-Vehicle rockets are even worse than the shirken cannons they get, and makes them pretty much the most useless unit in the game. They can't kill troops or vehicles, even in groups. Why oh why they didn't put in Swooping Hawks instead?!?!
Waithlords hump Defilers
Chaos Space Marines are rock hard and eat Dark Reapers for breakfast. :(
Fire Dragons love enemy tanks, and shrug off heavy bolter fire like rain drops. :D
Sideshow
30th March 2006, 11:59
Why oh why they didn't put in Swooping Hawks instead?!?!
Because Swoping Hawks aren't a vehicle? You should be asking "Why oh why didn't they put in Wave Serpents instead?"
Waithlords hump Defilers
def humpsDefiler(unit):
if unit.class == DREADNOUGHT and unit.name != "Defiler":
return True
else:
return False
>> humpsDefiler(dreadnought)
True
>> humpsDefiler(wraithlord)
True
>> humpsDefiler(killakan)
True
>> humpsDefiler(sentinel)
True
Chaos Space Marines are rock hard and eat Dark Reapers for breakfast.
Control! You must learn... Control!
And by control I mean micro. Not that I can do it. I've tried and it never works for me, but Reapers should beat CSM given sufficient skill on the part of the player.
But the fact is, the CSM are better, and assuming both players know how to micro, the CSM should win! Mind you, its interesting to note that IG are the only troops that suffer NO PENALTY in the accuaracy when moving. Thus, they will beat SM as long as you micro that sheit, where as if they were to both stay still the SM would win, right? Yeah..
Rangers - are now crap. They are no were near as powerful as Scouts (teched up) and the moral breaking effects have little use in WA. Which is a shame as the moral thing is very interesting in normal DoW.
Am i right in thinking that this is not a WA change, but a 1.40 to 1.41 change? This would be confusing for most of us seeing as we changed to WA and 1.41 at the same time.
Sideshow
30th March 2006, 14:31
No, CSM are close combat only (right?) - micro won't help you anywhere near the same extent. And Rangers were always shite for their cost.
Nope, CSM = Chaos Space Marines. Not possessed if thats what your thinking. CSM most certainly are long range. sure, their close combat is slighty better than the range, but its the same with normal Space Marines, and your not saying they are longrange are you?
Sideshow
30th March 2006, 14:46
Ah, right, yeah I was thinking of possessed. You seem to be thinking of Space Marines on the other side though, when Niall was talking about Dark Reapers...
Reapers should eat CSM up, but if you're testing suggests otherwise...
No i aint talking bout SM on the other side. Lets make this clear:
Chaos Space Marines beat Dark Reapers.
And as for Possessed, they could beat 2 maybe 3 squads of Reapers regardless of micro managing, being the tech4 melee unit an all.
Sideshow
30th March 2006, 21:14
No i aint talking bout SM on the other side. Lets make this clear:
Chaos Space Marines beat Dark Reapers.
Glad you made it clear, since that's the first time you've said anything about Dark Reapers in this thread.
Your ass is fucking grass for being a tard tomorow.
Sideshow
30th March 2006, 23:36
I'm going to be a tard tomorrow?
Strings
31st March 2006, 02:54
Ru is the ITP.
(International Tard Predictor)
And he's given me the sneak preview, saying that yer gonna be a tard for the next 3 days.
Bluepixie
31st March 2006, 09:10
WTF are you guys on!
:o
I laugh til I pee. :shock:
So, Ru can teleport AND is the ITP?!?!
No fair. :?
YegaDoyai
31st March 2006, 14:07
Hey Ru, if you are so good how come you get your ass handed to you in every game we play?
Sideshow
31st March 2006, 14:19
Because he wants his ass. Demi-God's don't get their own asses - they have plebs to hand their asses to them.
This is getting pretty immature. If either of you think you can actually beat me in a one on one in WA then we play tonight, and you kiss my perky buttocks.
Sideshow
31st March 2006, 14:39
So, did neither of you tell him we stopped playing DoW and started playing Starcraft? Don't you think you should have?
Strings
31st March 2006, 14:57
On a 1v1... I can't see any of you beating Ru tbh.
YcMing
4th April 2006, 13:14
Hmmmm.... i like it. is a bit of fire, in the chat.
That's what motivates people to improve in the game, and that's what makes healthy competition. As long as you guys don't take it too far :).
Dow is a fairly decent game. But i don't like the idea of how unit A can beat unit B. That just implies microing does not help as much as it should.
But after the exam is done, some of you like to teach me a few things or two ^^ ??
YcMing
4th April 2006, 14:21
Sorry double post >.<
Bluepixie
4th April 2006, 22:54
Sure thing! Only I suspect you'll be teaching us how to play it better! :P
Unit A vs. unit B only works generally when it's a Tech I Unit vs. Tech II Unit.
For example.
Scouts vs. Guardians (Un re-enforced to start with)
Could go either way depending on how the players use them. Do they re-enforce? Maybe push into melee or maybe into heavy cover?
Were as on the other hand Warp Spiders vs. Space Marines = Warp Spiders win. Higher up the tech tree so makes sense.
YcMing
5th April 2006, 01:47
I won't , i am pretty bad at it :). Is good tho, playing something new in a while ^.^.
As for the units wise, i would expect you would get an equal fight with the unit on the same tech line, but i would also expect units that's in a higher tech can/possilbe to lose against lower tech units ^^
and how did the last lan go ? you guys love it ^^?
Strings
9th April 2006, 01:58
Yeh, like I've found that in close combat.. warp spiders can quite easily get beaten by Chaos Bezerkers. But when the spiders are attacking at range... hurts some.
Bluepixie
12th April 2006, 17:36
Aye, Warp Spiders eat any kind of infantry at range but their close-combat is pretty crappy.
Bezekers are not so much of a problem for the Spiders. However, Possesed are a pain in the backside. Move too damn fast! And they scare me..... :o
This is depressing, most comments here are now void in 1.5
Which is good! Dow is getting slowly straightened out with a rolling pin into a balanced RTS!
Sideshow
24th July 2006, 13:11
You could always write the Chaos Manifesto, and win the adulation of your fans...
Sideshow
26th July 2006, 14:34
Hey Ru. I checked the stats and, even disregarding T2 retardedness, SM are just better than CSM.
damn. damn damn.
Guess who Ru will be using from now on?
Plasma is so absurd- Rick James would be proud...!
SPC Andy
31st October 2006, 16:38
Hi all I just got DoW as part of a value pack thing with CoH so far thought I like Dow more .......
Before even though of getting DoW I remeber you guys talking about upgrades and map packs, what should I get, what do I need, Where do I get them?
Ta
Andy (to lazy to look for himself)
Ru
31st October 2006, 17:58
in the gaming thread, iain has posted an Uber Map Pack. Do you have just DOW? Thinking of buying/downloading Winter Assault and Dark Crusade? you should!
Sideshow
1st November 2006, 00:56
If only the forums were well organised, it'd be easy to find.
YegaDoyai
1st November 2006, 02:40
search facility is quite good apparently
SPC Andy
1st November 2006, 10:06
Ta guys,
Like I said to lazy to search but now I know what I am looking for it should be much easyer.
I only have DoW just now but if it holds my intrest for a bit longer I will look at getting Winter Assault and Dark Crusade.
Thanks Again.
Strings
1st November 2006, 10:47
If only the forums were well organised, it'd be easy to find.
Thats a bit harsh. Took me all of 40 seconds to find that map pack thread via searching.
http://www.pausegaming.com/forum/showthread.php?t=544&highlight=dawn+of+war+maps
SPC Andy
1st November 2006, 13:11
Thats a bit harsh. Took me all of 40 seconds to find that map pack thread via searching.
http://www.pausegaming.com/forum/showthread.php?t=544&highlight=dawn+of+war+maps
Nice one Strings,
Thanks.
Sid
1st November 2006, 13:13
If only the forums were well organised, it'd be easy to find.
search facility is quite good apparently
Yeah, the search facility is quite good.
Sideshow
2nd November 2006, 04:21
True: why would a book have a contents page if it can just have an index?
Sid
2nd November 2006, 10:00
I'm not quite sure of what you're trying to say, but if you're looking for a contents page: http://www.pausegaming.com/forum/archive/index.php/
theclaude666
10th May 2007, 22:11
the chaos are freekin awsome!! Im actually gonna get them in real warhammer 40k there so f**cking great!!!!!!!!!! :twisted: :twisted:
YegaDoyai
10th May 2007, 22:19
hello there new and exciteable member. talk to ru about all manner of chaos goodness.
the chaos are freekin awsome!! Im actually gonna get them in real warhammer 40k there so f**cking great!!!!!!!!!! :twisted: :twisted:
obsessed with chaos much?
King bodsmania
8th November 2007, 18:12
Hi guys,, i've beed playing DOW for a few months now and im getting better every day,, first of all i have a build order for eldar which works for me excelently..
1) Bonesinger starts aspect portal
2) (From HQ) - 1 Guardian squad, 1 Bonesinger, 1Guardian squad, 2 Bonesingers
3) Guardian SQ #1 captures nearest SP
4) Bonesigner #2 helps with the aspect build & cues a webway gate next to HQ
5) Guardian SQ captures 2nd closest SP
6) Bonesigners #3 & #4 build 2 generators next to the built webway gate
7) Bonesingers #1 & #2 Put a listening post on the SP's
8) Research the Warp spider stone aspect
9) Get warp spiders
If u follow these starting steps then u have a good chance of fending off an early rush and if u want you could harass the enemy with a Guardian SQ. Hope this helps guys..
Ru
9th November 2007, 23:53
lol? You need a soul shrine for warp spiders. I don't see your soul shrine...
GLGHicks
20th November 2007, 14:22
Space Marines
1 - first servi queue up 2 power 1 armoury
2 - Build Scout Squad and start capping points
3 - 2nd servi help finish buildings
4 - upgrade to level 2
5 - upgrade vehicle cap
6 - build machine god right click assault dread
7 and onwards more power and capping points
if you do it right 1st dread out in 3 - 4mins, 5th dread out in around about 7mins or less depending on how you upgrade and stop the other guy rushing you this can either be a quick turret or if you want to be slower a barracks and marine squad.
Chaos same as above only quicker with the overwork and you use defilers
enjoy ;)
Sid
20th November 2007, 14:30
Space Marines
1 - first servi queue up 2 power 1 armoury
2 - Build Scout Squad and start capping points
3 - 2nd servi help finish buildings
4 - upgrade to level 2
5 - upgrade vehicle cap
6 - build machine god right click assault dread
7 and onwards more power and capping points
if you do it right 1st dread out in 3 - 4mins, 5th dread out in around about 7mins or less depending on how you upgrade and stop the other guy rushing you this can either be a quick turret or if you want to be slower a barracks and marine squad.
Chaos same as above only quicker with the overwork and you use defilers
enjoy ;)
Ah, the good old dread rush - that used to be a favourite a few years ago. The problem with it is that a heavy rush will screw you. With SM the only real build that works against everyone is 3 scouts, barracks, FC, SM, SM with a bit of scout harass. Against SM you can try the old infiltrated scout rush.
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