Warhammer 40,000: Dawn of War Walkthrough :
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Walkthrough - Space Marine GuideWarhammer 40,000: Dawn of War Space Marines Guide Written by Francis "Prankoys JJC" Tolentino in the year 005/M3 E-mail: prankoysjjc[at]ispx.com.ph Website: http://prankoysjjc.tripod.com v1.02 (06/04/2005) Burn the heretic. Kill the mutant. Purge the unclean. =============================================================================== Table of Contents =============================================================================== 1. Introduction 2. Version History 3. Units 3.1 Infantry 3.2 Vehicles 4. Structures 5. Upgrades 6. General Strategies 7. Race-specific Strategies 7.1 Eldar 7.2 Orks 7.3 Space Marines 7.4 Chaos 8. Miscellaneous Stuff 8.1 Dreadnought vs. Killa Kan 8.2 Weapon Stats 9. Final Notes 10. Credits and Acknowledgments 11. Legal Information =============================================================================== 1. Introduction =============================================================================== I'm no good with introductions, and I'll be blabbering throughout most of the guide anyway, so I'll keep this short. This guide is meant to help those who are new to the Space Marines and need some tips on using the Emperor's finest soldiers. Most of the statistical data has been taken from the game's data files, or LUA files. I've tried to organize the data as much as possible, but with this being my first FAQ, there may still be some rough edges. I'm primarily a Space Marine player who plays Eldar and Orks every once in a while. I seldom play Chaos because the voices of the Heretics and Cultists get on my nerves. Also, I don't play online. I usually play with friends at the local LAN cafe. I'm no expert with Space Marines, but I know enough to get around. Hopefully, you'll come out a better Space Marine player after reading this FAQ. If not, oh well. Like I said, this is my first FAQ, so bear with me. =============================================================================== 2. Version History =============================================================================== v1.00 - 04/13/2005 - First public release. Most sections completed. v1.01 - 04/15/2005 - Minor corrections and additions. Allowed Neoseeker to host the guide. v1.02 - 06/04/2005 - Just a change to the legal section to include DLH.Net. I'll update the guide with information from Dawn of War v1.3 as soon as I can find time to download the patch (the thing is 43 megs in size!) =============================================================================== 3. Units =============================================================================== I've included weapon damage information where necessary, but if you want detailed information on how much damage a weapon does to a certain unit, go to Aetherfox' site at http://dowstats.relicnews.com. =============================================================================== 3.1 Infantry =============================================================================== These are the units you'll be using the most. Infantry units range from the lowly Servitor to the awesome Terminators. You can survive without vehicles, but not without infantry. Servitor Prerequisites: Stronghold Cost: 75 req, 1 squad cap Standard equipment: None This is the Space Marines' builder unit. It is built for two purposes: building and repairing. Try not to send them into a firefight; they don't react well to enemy fire, and unlike the Eldar and Ork builder units, have no weapons. I usually build just two of these to save space for more marine squads. Scout marine squad Prerequisites: Stronghold Cost: 90 req, 1 squad cap (45 req per scout) Maximum squad size: 4 Heavy weapon slots: 2 Standard equipment: Bolter, combat knife Heavy weapon options: Flamer, plasma gun, sniper rifle Special Abilities: Infiltration This is one of the best scout units in the game, especially once you fit them with plasma guns or sniper rifles. Their sight range is fairly large, and they can infiltrate, making them invisible to all except commander units. Also, their movement speed is not affected by cover. A scout with the health upgrade has as much HP as an upgraded marine, which is good. But remember that they are standard infantry, and as such, will fall easily to almost any weapon out there. Heavy weapon choices: Flamer - Cost: 40 req, 10 power - The flamer, unlike in tabletop WH40k, does little damage. However, it wreaks havoc on enemy morale. With only 2 heavy weapon slots, Scouts are better off using sniper rifles for morale-breaking. However, these are useful if you want your scout squad to be a bit more mobile. Plasma gun - Cost: 40 req, 5 power - The plasma gun is a weapon that fires superheated packets of energy. It is very useful against heavy infantry. The Scout version deals less damage than the one carried by Space Marines. Sniper rifle - Cost: 40 req, 20 power - This gun has long range, heavy damage, and the ability to turn enemy squads into gibbering idiots. It can take out almost any infantry unit in one shot, and deals a whopping 150 morale damage per hit. Two squads equipped with this weapon are enough to break any squad. (Tip: use snipers and plasma against Possessed Marines.) Special Abilities: Infiltrate - This ability makes the squad invisible to all units except commanders. Units like Apothecaries can also see them. Space Marine squad Prerequisites: Chapel-Barracks Cost: 200 req, 2 squad cap (50 req per marine) Maximum squad size: 8 + 1 Sergeant Heavy weapon slots: 2 (4 when upgraded at Armory) Standard equipment: Bolter, Combat knife Heavy weapon options: Flamer, Heavy Bolter, Plasma Gun, Missile Launcher Special Abilities: Frag grenades The bread and butter of your forces, the Space Marines (also known as tactical marines) are arguably the most effective and versatile infantry in the game. Chaos Space Marines may be more numerous, but they are a little less accurate with their weapons, and they cannot rally when broken. Space Marines can be equipped with a variety of heavy weapons to increase their effectiveness against certain targets. They can also take on most other infantry in close combat, though grappling with dedicated melee units is not advisable. In addition, Space Marines rally at 50 morale, as opposed to 150 morale for other races. Heavy weapon choices: Flamer - Cost: 40 req, 10 power - The flamer, unlike in tabletop WH40k, does little damage. However, it wreaks havoc on enemy morale. A full squad equipped with 4 flamers is frighteningly effective at making opponents retreat in disarray. Remember that ranged morale damage drops dramatically once the target units are engaged in close combat. Heavy bolter - Cost: 40 req, 10 power - A larger, belt-fed variant of the normal Bolter, the Heavy Bolter spits out a steady stream of bolter shells which are devastating against infantry. Beware: the heavy bolter requires 2 seconds to set up, and is quite ineffective against non-infantry targets. Plasma gun - Cost: 40 req, 10 power - The plasma gun is a weapon that fires superheated packets of energy. It is very useful against heavy infantry, and is a viable alternative to the heavy bolter as an anti-infantry weapon, as it does decent damage agains infantry while retaining the ability to fire on the move. Make plenty of these when fighting Space Marines or Chaos. Missile launcher - Cost: 60 req, 15 power - This is THE weapon to use against vehicles. One missile takes a huge chunk out of any enemy vehicle's health. It is also useful for knocking around enemy commanders, which is vital if they're trying to cast Orbital Bombardment or Eldritch Storm. However, it takes 2.5 seconds to set up, which makes it vulnerable to artillery and other forms of disruption. Special Abilities: Frag grenades - This ability is researched from the Chapel-Barracks. They don't do much damage, but are useful for disrupting enemy formations. Best used against heavy weapon squads or incoming melee troops. Space Marine Sergeant Prerequisites: Monastery Cost: 75 req Standard equipment: Bolt Pistol (upgradeable to plasma pistol) Chainsword (upgradeable to power sword, then power fist) Special abilities: Rally The Sergeant is primarily a close-combat soldier, which makes him a little less useful for the "shootier" Space Marine squads. However, he is still important, as he allows the squad to rally, returning their morale to full. He can also be equipped with a plasma pistol, which gives him extra punch against heavy infantry. Be aware that the Sergeant is relatively weak compared to other leader units, especially the Ork Nob Leaders. Sergeants also add 2 to your maximum squad cap, so you may find the second Stronghold squad cap upgrade redundant. You should still research it, though; when the Sergeant dies, the 2 extra squad cap goes with him. Special abilities: Rally - The Sergeant rallies his squad, returning their morale to normal. This is incredibly useful, and it is a huge advantage the Space Marines have over the other races. Just make sure you use the ability before your Sergeant dies (Trust me, those boys die a lot. Sarge, wear a helmet!) Assault Marine squad Prerequisites: Chapel-Barracks, Armory Cost: 260 req, 2 squad cap (65 req per assault marine) Maximum squad size: 8 + 1 Sergeant Heavy weapon slots: 0 Standard equipment: Bolt Pistol, Chainsword Special Abilities: Melta bombs Assault Marines are regular marines with jump packs which allow them to fly over obstructions and get across the battlefield quickly. They are armed with bolt pistols and chainswords, and are primarily close-combat troops. Assault Marines are useful for tying up enemy heavy weapon squads while the tactical squads move into position in relative safety. They aren't any tougher than a tactical marine, so expect substantial losses if you jump them into an enemy position. Special Abilities: Jump - This ability allows the squad to jump in and out of trouble quickly. A squad of Assault Marines can jump twice in a row before the jump pack has to recharge. Jump into enemy heavy weapon squads and artillery for best results. Melta bombs - This, when combined with the Assault Marines' jump ability, is very destructive. Melta bombs deal decent damage against vehicles and buildings. Two melta bombs followed by a lascannon/missile salvo are often enough to take out any vehicle, except perhaps Land Raiders. Best used in conjunction with the jump packs for hit and run attacks. Jump in, bomb the target, then jump out. Assault Marine Sergeant Prerequisites: Monastery Cost: 75 req, 20 req Standard equipment: Bolt Pistol (upgradeable to Plasma Pistol) Chainsword (upgradeable to Power Sword, then Power Fist) Special abilities: Rally Essentially the same Sergeant the tactical marine squads have, only with a jumpjet. Assault Sergeants see much more close combat action, being attached to melee squads. This also means their power sword/fist upgrades are actually useful. Like the regular Sergeant, he adds 2 to your maximum squad cap. Special Abilities: Rally - The Sergeant rallies his squad, returning their morale to normal. This is incredibly useful, and it is a huge advantage the Space Marines have over the other races. Just make sure you use the ability before your Sergeant dies (Trust me, those boys die a lot. Sarge, wear a helmet!) Terminator squad Prerequisites: Fortress-Monastery, Orbital Relay, captured Relic Cost: 340 req, 100 power, 4 squad cap (85 req, 25 power per terminator) Maximum squad size: 8 Heavy weapon slots: 2 Standard equipment: Storm Bolter, Power Fist Heavy weapon options: Heavy Flamer, Assault Cannon Special Abilities: Teleport Terminators are, as they say, the Emperor's finest. Terminators are Space Marines encased in massive Terminator suits which are pretty much the strongest armored suits the Imperium has. They are armed with twin-barrelled Storm Bolters and Power Fists, and can be upgraded with teleporters to help their mobility (they are painfully slow). These guys go through infantry like a hot knife through butter, but watch them carefully as they're rather vulnerable to plasma. Also, they do not have a Sergeant, and therefore cannot rally. I personally don't use Terminators much, since I can get much more out of two extra squads of tactical/assault marines. Heavy weapon choices: Heavy Flamer - Cost: 70 req, 40 power - This is the same thing the tac and scout squads have, only it does a little more damage. Fairly useless, since you'll have dedicated morale-breaking squads by the time you build Terminators. Assault Cannon - Cost: 70 req, 40 power - Ah, now this is a weapon. This kills most infantry easily, and, if memory serves, can be fired on the move, making it somewhat more useful than the heavy bolter. Special Abilities: Teleport - This allows the squad to teleport to any point within a certain radius. It's only useful for teleporting into battle, as there is a long delay where the squad just sits there before they teleport to the target. Assault Terminators Prerequisites: Fortress-Monastery, Orbital Relay, captured Relic Cost: 340 req, 100 power, 4 squad cap (85 req, 25 power per terminator) Maximum squad size: 8 Heavy weapon slots: 0 Standard equipment: Thunder Hammer, Storm Shield Special Abilities: Teleport While the normal Terminators' usefulness is questionable, this squad's usefulness is undoubted. You are looking at the number one uber-unit killer. They are armed with Thunder Hammers, which stun enemies, and Storm Shields, which drastically reduce the melee damage they take. This doesn't sound like much until you consider there's eight of them, each with a hammer that stuns anything. Bloodthirsters, Avatars, and even Squiggoths don't stand a chance against Assault Terminators. Of course, they share the Terminators' slow speed and their weakness to plasma and morale-breaking weapons. But they're still useful for tying up uber-units while your other forces deal with the rest of them. Best used with commander units, but don't attach the Force Commander to them; they lose their stun ability while the Commander is attached to them. Always keep a squad of Assault Terminators ready for deep striking, unless your enemy's playing as Space Marines, in which case two plasma squads are better. Special Abilities: Teleport - This allows the squad to teleport to any point within a certain radius. It's only useful for teleporting into battle, as there is a long delay where the squad just sits there before they teleport to the target. Force Commander Prerequisites: Chapel-Barracks Cost: 260 req, 85 power Standard equipment: Daemonhammer (Power Sword in single player) Bolt Pistol (upgradeable to Plasma Pistol) Special Abilities: Battlecry, Orbital Bombardment, Inspiring Aura Can be attached to squads At the beginning of the game, the Force Commander is the second-strongest commander unit, the Chaos Lord being the first. However, at the end of the game, he turns into the strongest unit of all. Why? Orbital Bombardment. His Orbital Bombardment ability utterly annihilates anything in its blast radius, except perhaps infantry. I once decimated an entire Fire Prism platoon by waiting until they jumped then walling them in with Assault Marines while my Force Commander called plasma lances down on them. Effective. I lost my Assault Marines to a combination of plasma lances, prism blasts and shuriken cannon shots, but it was worth it. Also, due to a bug (or "design feature," pick one), the Force Commander has an advantage over most other commanders. Basically, if he hits your commander and you try to run away, your unit will just sit there. Apparently it's a side-effect of the Force Commander's stun ability. Expect Relic to fix it soon enough. Special Abilities: Battlecry - Gives all infantry around the Force Commander a 40% damage bonus for a short period of time. Orbital Bombardment - Calls a plasma lance strike down from the orbiting Space Marine vessels. Effective against vehicles and buildings, throws infantry around (and may even kill some). It takes about 4 minutes to recharge, so don't go wasting it on a bunch of grots. Inspiring Aura - This gives all units a 10% increase in damage. Doesn't sound like much, but every little bit counts with the Marines. This ability is always active once researched. Librarian Prerequisites: Sacred Artifact Cost: 245 req, 80 power Standard equipment: Force Weapon Bolt Pistol (upgradeable to Plasma Pistol) Special Abilities: Smite, Weaken Resolve, Word of the Emperor Can be attached to squads The Librarian is the Space Marines' secondary commander unit. He has some useful abilities that can turn the tide of battle. I usually keep him on the front lines while my Force Commander and a few squads try to flank the enemy. As a rule, whenever an uber-unit appears I have him and the Force Commander help the Assault Terminators so it goes down faster. Special Abilities: Smite - The Librarian creates a pulse of psychic energy that deals damage and knocks infantry off their feet. It's useful at times, but the Chaos Sorcerer's Doombolt is better. Weaken Resolve - Temporarily removes an enemy squad's ability to regenerate morale. The only use for it I've found so far is for keeping Possessed squads demoralized. Word of the Emperor - The Librarian begins chanting, which keeps nearby friendly infantry from dying. Their HP may drop to 0, but they won't die until the ability wears off or the Librarian dies. Be careful, the Librarian is not affected by this ability. Attach him to a squad affected by Word of the Emperor for best results. Apothecary Prerequisites: Sacred Artifact Cost: 45 req, 15 power Standard equipment: Chainsword Special Abilities: Can be attached to squads This unit is one you should create as soon as you reach tier 2 and build a Sacred Artifact. It enhances the regeneration rates of nearby friendly infantry, including heroes. This will drastically increase the survivability of your squads. You are limited to 4 Apothecaries, but that's enough to cover most of your squads. Skull Probe Prerequisites: Listening Post Cost: 25 req Standard equipment: None Special Abilities: Infiltrate, Sabotage Can be attached to squads This unit is a skull with an antigravity drive that serves as a disposable scout. It can infiltrate, and can self-destruct beside a building, which supposedly disables the building for a short period of time. Never tried it, though. Skull Probes lose HP over time, but you can place them beside Apothecaries to heal them. Also, Skull Probes can be attached to squads to give them a temporary boost in sight radius. =============================================================================== 3.2 Vehicles =============================================================================== Rhino Transport Prerequisites: Machine Cult Cost: 75 req, 70 power, 2 vehicle cap Standard equipment: None Special Abilities: Smoke launcher, can carry one squad of marines The Rhino is just like all the other transports in the game except the Falcon Grav Tank. It's useless. It's cheap, fast, can transport infantry and generate temporary heavy cover with its smoke launcher upgrade, but it's incredibly fragile; even bolters can destroy it. Plus, it takes 2 vehicle cap, which could be better spent on Dreadnoughts, Land Speeders or Whirlwinds. The Rhino is somewhat useful on large maps, but try to avoid using it. It's not worth the resources, and it loses any semblance of usefulness once you construct an Orbital Relay. If you HAVE to use the Rhino, delete it after you bring the Marines to their destination. The 2 vehicle cap it takes up can be better used by Dreadnoughts or Land Speeders. Special Abilities: Smoke Launcher - This is the only good thing about the Rhino. Even then, it's not enough to make the Rhino worthwhile. It launches a smoke grenade that creates temporary heavy cover around the target area. It doesn't last that long, but it has its uses. Land Speeder Prerequisites: Machine Cult Cost: 150 req, 130 power, 2 vehicle cap Standard equipment: Storm Bolter, Twin-Linked Assault Cannon Special Abilities: Jump Ah, one of the most underrated vehicles in the Space Marine army. It is equipped with an array of weapons that utterly destroy infantry. Two or three of these is enough to cut down a good-sized infantry force. Five is overkill. However, it has very little HP and armor, which makes it vulnerable to just about any unit on the battlefield. DON'T send Speeders to fight in the front line. Instead, hit the enemy from behind or from the sides if possible. Your enemy WILL panic when he sees his squad's unit count go from 10 to 4 in a matter of seconds. Be careful when using these things, though. They're effective, but once your opponent devotes some firepower to attack them, they're toast. Special Abilities: Jump - Like Assault Marines, the Land Speeder can jump twice in a row before having to recharge. Very useful for popping up behind the enemy force and sandwiching them with the rest of your army. Also effective for hit and run attacks on Ork bases. Ork buildings are pretty fragile. Dreadnought Prerequisites: Machine Cult Cost: 170 req, 405 power, 2 vehicle cap Standard equipment: 2 Close Combat Weapons Heavy weapon options: Assault Cannon, Twin-Linked Lascannon This is one of the most effective units the Space Marines have at their disposal. Capable of taking on entire squads, its only weakness is its lack of ranged weaponry. This can be fixed by upgrading it with an Assault Cannon or Twin-Linked Lascannon, but doing so halves the melee damage of the Dreadnought. Keep this unit away from missile squads. Heavy weapon choices: Assault Cannon - Cost: 30 req, 70 power - Basically a larger, vehicle-mounted version of the Heavy Bolter, this thing sprays hundreds of bolts at the enemy. It is most effective against infantry. It's usually a good idea to equip this if you're thinking of going after infantry, since smart players usually make their infantry run away when a Dreadnought closes in. Twin-Linked Lascannon - Cost: 30 req, 70 power - This weapon is most effective against vehicles. It fires slowly and has a tendency to miss, but it deals good damage. Not really an advisable upgrade for the Dreadnought. Predators with lascannons are a better choice for ranged anti-vehicle duty. Strangely enough, the lascannon does very little damage to Killa Kans. Hellfire Dreadnought Prerequisites: Machine Cult Cost: 120 req, 275 power, 2 vehicle cap Standard equipment: Autocannon, Missile Launcher Heavy weapon options: Twin-Linked Lascannon A watered-down version of the Dreadnought, the Hellfire surrenders its close combat weaponry for additional ranged firepower. It's significantly cheaper than the normal Dreadnought, but for good reason. It has much less health, is helpless in close combat, and is rather useless once the Predators roll out. Also, its missiles deal less damage than a marine with a missile launcher (!), and its Lascannon/Assault Cannon is weaker than the ones found on the regular Dreadnought or Predator. Its only advantage over a missile squad is that it can't be knocked down and is unaffected by morale. Armor penetration _is_ better, but only for light and medium vehicles, and the Hellfire just can't match the volume of fire a dedicated missile squad can dish out. Unless you desperately need some extra fire support and can't afford a Dreadnought or Predator, avoid this. The Hellfire DOES look like a regular Dreadnought from a distance. Enemies usually run when they see Dreads of any kind, so you might want to build one or two to scare them off while you gather resources to get some real firepower. Heavy weapon choices: Twin-Linked Lascannon - Cost: 30 req, 70 power - This is just like the one you can upgrade the normal Dreadnought with, only it deals less damage. Upgrading the Hellfire with this means it'll be helpless when infantry start attacking it. Not worth the resources, but then, neither is the Hellfire itself. Whirlwind Prerequisites: Machine Cult Cost: 145 req, 380 power, 2 vehicle cap Standard equipment: Missile battery This is the Space Marines' artillery platform. It's basically a Rhino with a missile battery bolted on top, and it's just as fragile. It does decent damage to infantry, but that's not what the Whirlwind is for. With each shot, the Whirlwind does 60 morale damage and disrupts enemy formations. One Whirlwind can turn the tide of a battle by knocking infantry off their feet before they can start shooting. Two Whirlwinds are even better. Three is a bit of a waste, but the volume of fire they can deliver is ridiculous. The Whirlwind (and just about all other artillery pieces) is also good for destroying massed turrets. Just remember that it's painfully inaccurate, so fire ahead of your troops unless you want to see flying Space Marines with red circles around them. Predator Prerequisites: Fortress Monastery Cost: 190 req, 455 power, 3 vehicle cap Standard equipment: Autocannon, 2 heavy bolters on side sponsons Heavy weapon options: Twin-Linked Lascannon, Lascannon (right), Lascannon (left) The Predator is the Space Marines' main tank. It has a lot of armor, good speed, and a respectable amount of firepower. It is initially effective against infantry, but can be upgraded to be stronger against vehicles. Most of the time you'll want to upgrade the main turret to a Twin-Linked Lascannon while leaving the heavy bolters to fend off infantry. Giving the Predator proper support makes this unnecessary, and equipping the Predator with a full complement of Lascannons makes it extremely deadly to vehicles. A Predator in the Annihilator configuration (pure lascannons) can take just about any other vehicle out, but is painfully expensive at 370req/915power (!). Heavy weapon options: Twin-Linked Lascannon - Cost: 90 req, 230 power - Replaces the autocannon on the Predator's turret with a twin-linked lascannon. This increases the Predator's effectiveness against vehicles. Lascannon - Cost: 45 req, 115 req - Replaces the sponson-mounted heavy bolters with lascannons. NOTE: The left and right lascannons are upgraded separately. Land Raider Prerequisites: Fortress Monastery Cost: 470 req, 555 power, 5 vehicle cap Standard equipment: Heavy Bolter, 2 Twin-Linked Lascannons on side sponsons Special Abilities: Machine Spirit, can carry a squad of Marines or Terminators Ah, the Land Raider. Huge, heavily armored, heavily armed, and capable of carrying a squad of Terminators. All fire usually shifts to this massive tank when it shows up on the battlefield. Use this to your advantage; a pair of Servitors repairing it from behind helps a lot. It can carry Terminators to battle, but its usually better to just Deep Strike them. The Land Raider may be equipped with Lascannons, but due to an oversight, it's not very effective against vehicles. But point the Land Raider's guns at a squad of heavy infantry and you'll be surprised how fast they die. Of course, the 5 vehicle cap is questionable. Theoretically, a Dreadnought and a Predator can do far more damage than a single Land Raider, and are much more tactically flexible. Special Abilities: Machine Spirit - this calls on the Land Raider's Machine Spirit (fancy name for AI, I guess) to take control of the Land Raider, reducing damage taken by 20% and halving the Land Raider's speed for the duration of the ability. Only useful if your enemy's dumb enough to focus all his fire on the Land Raider while completely ignoring your other units. =============================================================================== 4. STRUCTURES =============================================================================== Stronghold Prerequisites: None Cost: 450 req, 250 power (rises with each new Stronghold) Builds: Servitor, Scout Marine squad Upgrades: Monastery, Fortress Monastery, Squad Cap Increase, Vehicle Cap Increase, Infiltration The primary building of the Space Marines, the Stronghold projects an area around itself in which you can construct more buildings. It is heavily armored and can take quite a bit of punishment before going down. It can be upgraded to a Monastery and then a Fortress Monastery, which unlocks more advanced units. It also holds the Infantry and Vehicle Cap upgrades, which increase the number of units you can build. It also generates +20 requisition. Chapel-Barracks Prerequisites: None Cost: 250 req Builds: Space Marine squad, Assault Marine squad, Terminator squad, Assault Terminator squad, Force Commander Upgrades: Frag grenades, Melta bombs This is the first thing you should build as soon as the game starts. It trains the Space Marines' infantry units. Listening Post Prerequisites: None Cost: 100 req Builds: None Upgrades: Escalate Engagement, Fortified Position, Heavily Fortified Position These buildings are your primary source of requisition. Build one on top of your strategic points as soon as you capture them. It adds 6 to your requisition rate, and will give you 50 requisition upon completion. The Escalate Engagement and Full Scale War research items give another +6 to your requisition with each upgrade. The Fortification upgrades increase the health of the listening post and improve its weaponry. Plasma Generator Prerequisites: None Cost: 165 req Builds: None Upgrades: Strengthen Power Grid Generates power. Each generator boosts your power generation rate by 10, and like the listening post, gives you 50 power upon completion. A Stronghold can only support 6 generators; if you want more, you'll need to build more Strongholds. Also, Plasma Generators explode violently when destroyed, damaging nearby units and knocking infantry off their feet. Armory Prerequisites: Chapel-Barracks Cost: 175 req, 50 power Builds: None Upgrades: Heavy Weapon Increase, Wargear: Target Finders, Wargear: Enhanced Target Finders, Wargear: Bionics Level 1, Wargear: Bionics Level 2, Wargear: Power Sword, Wargear: Power Fist, Wargear: Plasma Pistol Carries various upgrades for your infantry. IMO, the most important upgrades are Target Finders, Bionics and Heavy Weapon Increase. Also, keep in mind that Deep Strike requires an Armory. If your Armory goes boom, you won't be able to Deep Strike anything from your Orbital Relay until you build another one. Machine Cult Prerequisites: Monastery Cost: 350 req, 100 power Builds: Rhino Transport, Land Speeder, Dreadnought, Hellfire Dreadnought, Whirlwind, Predator, Land Raider Upgrades: Wargear: Smoke launchers The Machine Cult creates all Space Marine vehicles. Build one as soon as you can, as even a single Dreadnought can make a huge difference. Sacred Artifact Prerequisites: Monastery Cost: 250 req, 125 power Builds: Apothecary, Librarian Upgrades: Commander Veteran Upgrade, Commander Hero Upgrade, Inspiring Aura, Battlecry, Word of the Emperor, Weaken Resolve This building creates Apothecaries and Librarians, and also contains upgrades for your commanders. Build 4 apothecaries as soon as you complete the Sacred Artifact; it'll help loads. Thermo Plasma Generator Prerequisites: Fortress Monastery, vacant slag deposit Cost: 495 req Builds: None Upgrades: None It generates about 4 times more power than the normal Plasma Generator, but needs to be built on slag deposits. It generates 40 power, and gives you 100 power upon completion. 495 is a lot of requisition for one building, though. I only build these if I have lots of requisition but no power, or I'm making lots of vehicles. Lascannons are expensive. Heavy Bolter Turret Prerequisites: None Cost: 150 req, 75 power Builds: None Upgrades: Missile Turret Upgrade Now, this thing is effective for early scout rushes and the AI, but against a decent human player, forget about it. Once a human learns you're massing these, he'll just build some artillery to bomb your turrets to hell. Initially effective against infantry, it can be upgraded to a missile launcher to make it more effective against vehicles. Mine Field Prerequisites: None Cost: 50 req, 50 power Builds: None Upgrades: None A simple mine field. If a unit steps on it, it explodes. After a certain number of detonations, the mine field disappears. Not all that useful, since commanders and sergeants can detect the mines. Still, make a few fields around your entrance to keep those pesky infiltrated scouts out. Orbital Relay Prerequisites: Fortress Monastery Cost: 250 req, 500 power Builds: Space Marine squad, Dreadnought, Hellfire Dreadnought Upgrades: Wargear: Teleporters Okay, this is at the very top of the Space Marine tech tree. Once you have this, you can load units into it and drop them in a visible place after a short delay. It can hold 6 units, with walker units taking up 2 spaces, so you can load three Dreadnoughts into the Relay. It allows you to build Terminators from your Chapel-Barracks, and builds some units itself, which are instantly prepared for dropping the moment they finish building. Most importantly, this building allows the Force Commander to call down orbital strikes on targets. Be warned: if you lose all your Armories, your deep striking ability is neutralized. =============================================================================== 5. UPGRADES =============================================================================== ------------------- STRONGHOLD UPGRADES ------------------- Squad Cap Increase Prerequisites: None Cost: 150 req Effects: +5 to max squad cap This upgrade increases your maximum squad cap, allowing you to build more infantry. Hold off on purchasing this upgrade until you've filled the 10 cap you start with. Vehicle Cap Increase Prerequisites: None Cost: 125 req Effects: +5 to max vehicle cap This upgrade increases your maximum vehicle cap. Research this while building a Machine Cult, since the Cult only gives you 2 vehicle cap to start with. Infiltration Prerequisites: None Cost: 25 req, 15 power Effects: Adds Infiltration ability to scouts Allows scouts to use the Infiltration ability, making them invisible to most units. This is nice to buy at the beginning of the game, since it still leaves you with enough power to create a Force Commander. Monastery Prerequisites: Chapel-Barracks, Armory Cost: 250 req, 100 power Effects: Upgrades HQ to Monastery, allows production of more advanced units Upgrades the Stronghold to a Monastery. This unlocks the Sergeant, plasma guns, missile launchers, the Machine Cult, and the Sacred Artifact. It also allows the research of more abilities. Get this as soon as possible, as you want to have those missile squads ready fast. Fortress Monastery Prerequisites: Machine Cult, Sacred Artifact Cost: 500 req, 250 power Effects: Upgrades HQ to Monastery, allows production of more advanced units Upgrades the Monastery to a Fortress Monastery. This unlocks the rest of the Space Marine arsenal, including the Predator, Land Raider, Terminators, and the Orbital Relay. It's expensive, but by the time you reach tier 3 you'll be rolling in the requisition anyway. ------------------------ CHAPEL-BARRACKS UPGRADES ------------------------ Wargear: Frag Grenades Prerequisites: Armory Cost: 25 req, 75 power Effects: Equips Space Marine squads with frag grenades These grenades aren't very damaging, but are very useful for knocking someone off their feet. Chuck them at heavy weapon squads or incoming melee troops. Wargear: Melta Bombs Prerequisites: Armory Cost: 50 req, 100 power Effects: Equips Assault Marine squads with melta bombs This upgrade is certainly more important than the frag grenades. Melta bombs deal respectable damage to vehicles and buildings. Great for picking off badly-damaged vehicles and low HP buildings. --------------- ARMORY UPGRADES --------------- Heavy Weapon Increase Prerequisites: None Cost: 75 req, 75 power Effects: Increases Marine squads' heavy weapon capacity to 4 This is a very important upgrade. 4 of any heavy weapon can do some serious damage to the right target. Wargear: Target Finders Prerequisites: None Cost: 100 req, 50 power Effects: "increases accuracy" for all squads, actually increases ranged damage by 20% Standard RTS "improve weapon" upgrade. It says it improves accuracy, but the datafiles show it just increases weapon damage. Still an important upgrade, though. Wargear: Enhanced Target Finders Prerequisites: Monastery Cost: 150 req, 100 power Effects: "increases accuracy" for all squads, actually increases ranged damage by 20% Same thing as above. Wargear: Bionics Level 1 Prerequisites: None Cost: 100 req, 50 power Effects: Increases health of all squads by 20% This, IMO, is more important than Target Finders. With this, scout health is boosted to that of an unupgraded Space Marine. While they still die easily, the increased health means they'll get a few more shots in. Wargear: Bionics Level 2 Prerequisites: Monastery Cost: 150 req, 100 power Effects: Increases health of all squads by 20% Same as above. Wargear: Power Sword Prerequisites: Monastery Cost: 65 req, 25 power Effects: Equips all Sergeants with Power Swords (replaces chainsword) Power Swords are supposed to be effective against heavy infantry, but I've found that Sergeants die miserably before they can even get into close combat with the enemy. Only get this if you use Assault Marines. Wargear: Power Fist Prerequisites: Monastery Cost: 75 req, 40 power Effects: Equips all Sergeants with Power Fists (replaces Power Sword) Well, this is certainly an improvement. This allows the Sergeant to take on vehicles, which is nice, until you consider that he's still weak and could die en route to the target. Plasma Pistols Prerequisites: Monastery Cost: 60 req, 35 power Effects: Equips the Force Commander, Librarian, and all Sergeants with Plasma Pistols (replaces Bolt Pistol) This gives squad leaders and all heroes Plasma Pistols, which increase their effectiveness against heavy infantry. A must have if you're going up against Space Marines or Chaos. --------------------- MACHINE CULT UPGRADES --------------------- Wargear: Smoke Launchers Prerequisites: None Cost: 75 req, 25 power Effects: Equips Rhino Transports with smoke launchers This lets the Rhino launch smoke grenades, which generate temporary heavy cover at the target area. Nice when you're in a firefight with another shooty race, but the Rhino still isn't worth the 2 vehicle cap it takes up. ------------------------ SACRED ARTIFACT UPGRADES ------------------------ Commander Veteran Upgrade Prerequisites: None Cost: 100 req, 25 power Effects: Increases health, damage, and ability recharge rate of heroes By the time you get a Sacred Artifact, the focus of the battle will have shifted to vehicles, so this upgrade is important for improving your heroes' survivability. The increase in the recharge rate of abilities alone is worth the resources. Commander Hero Upgrade Prerequisites: None Cost: 125 req, 50 power Effects: Further increases health, damage, and ability recharge rate of heroes Second hero upgrade. Same effects as the previous upgrade. If you use the hero abilities a lot, get this ASAP. Inspiring Aura Prerequisites: None Cost: 100 req, 35 power Effects: Gives the Force Commander an aura that increases the damage dealt by nearby infantry units The damage boost provided by this ability isn't all that big (10%), but every little bit helps. Battlecry Prerequisites: None Cost: 150 req, 75 power Effects: Allows the Force Commander to utter a battlecry that increases nearby infantry's damage and morale. Oh, now this is sweet. When used, the battlecry gives nearby infantry a 40% damage boost and a morale boost. Pair this with Word of the Emperor and you'll have your enemies screaming about how fast you're killing their units while none of your own are dying. Word of the Emperor Prerequisites: None Cost: 50 req, 40 power Effects: Allows the Librarian to use the Word of the Emperor ability, which prevents nearby infantry from dying while the ability is active. For such a low price, this is one great ability. It keeps your infantry from dying, though they still take damage. The ability deactivates after about 30 seconds or if the Librarian is killed, but you can just attach the Librarian to a nearby squad to keep him from dying. The enemy will have to get through the units in the squad first, and since they're affected by Word of the Emperor... Weaken Resolve Prerequisites: None Cost: 125 req, 50 power Effects: Allows the Librarian to use the Weaken Resolve ability, which reduces the target squad's morale recovery. This pretty much stops the enemy squad from regenerating morale (great against Possessed), but doesn't last very long. Not really important, and expensive for what it does. Word of the Emperor is loads better, comes before this ability, and is much cheaper. Break the squad with flamers before using this ability for maximum effect. ----------------------- LISTENING POST UPGRADES ----------------------- Fortified Position Add-on Prerequisites: None Cost: 100 req, 75 power Effects: Increases the listening post's health and requisition rate, and adds a Heavy Bolter to the building. Get this as soon as your strategic points are covered with listening posts. It gives a +6 boost to the listening post's requisition rate, and equips it with a Heavy Bolter that can hold enemies off for a short time. Heavily Fortified Position Add-on Prerequisites: Fortress Monastery, Fortified Position Add-on Cost: 450 req, 150 power Effects: Increases the listening post's health and requisition rate, and adds a more powerful Storm Bolter to the building. Gives the position another boost in health, and again increases its requisition rate by 6. The listening post also gains a Storm Bolter with extended range and damage. When upgraded with this add-on, the listening post can kill entire squads on its own. Escalate Engagement Research Prerequisites: Monastery Cost: 75 req, 250 power Effects: Provides a global bonus to requisition resource production rates Increases your requisition rate. I'm not quite sure how much it increases the rate at which requisition is produced, but it seems to go up by quite a bit with this upgrade. Full Scale War Research Prerequisites: Fortress Monastery Cost: 100 req, 350 power Effects: Provides a global bonus to requisition resource production rates Increases your requisition rate. I'm not quite sure how much it increases the rate at which requisition is produced, but it seems to go up by quite a bit with this upgrade. ------------------------- PLASMA GENERATOR UPGRADES ------------------------- Strengthen Electrical Grid Prerequisites: Monastery Cost: 200 req, 40 power Effects: Provides a global bonus to power resource production rates Increases your power generation rate. Very important if you're going heavy on the vehicles. Plasma Battery Storage Research Prerequisites: Fortress Monastery Cost: 350 req Effects: Provides a global bonus to power resource production rates Second upgrade. This increases your power generation rate even more. ---------------------------- HEAVY BOLTER TURRET UPGRADES ---------------------------- Missile Turret Upgrade Add-on Prerequisites: Monastery Cost: 50 req Effects: Replaces the Heavy Bolter Turret's guns with Missile Launchers. This equips the turret with missiles instead of bolters, which increases its effectiveness against vehicles while reducing its effectiveness against infantry. =============================================================================== 6. General Strategies =============================================================================== Some of these may be painfully obvious, but it's better to be safe than sorry. - Plan ahead. The game takes a long time to load. While it's loading, think about what you can use against your opponent, and what he's likely to throw at you. - Know your hotkeys. It's much faster to click on a building and press the hotkeys to build units than it is to move the mouse to the icon and click it. If you can't be bothered to learn all of them, at least memorize the most important ones: "R" to reinforce, "L" to build a squad leader, and "Q" to stop the currently selected squad. - Speed is important, especially at the beginning of the game. The faster you can capture points and get those buildings up, the better. Again, hotkeys are important. Once the game starts, I usually click on the Stronghold, press M, M, S, M, then M to build 2 scout squads, a servitor, then another 2 scout squads. Then I click on the servitor and press B, C to build a Chapel-Barracks. Much faster than clicking on each button individually. - Scouts will immediately head off to capture a strategic point if you set the Stronghold's rally point to any strategic point. This is better than manually ordering the scout to capture a point after being built. - Be prepared for anything. If facing a race whose forces are composed primarily of infantry (Orks, for example), it is tempting to equip your squads with nothing but heavy bolters. Bad idea; if your opponent surprises you with Nobs, you're dead. - Base your actions on your opponent's movements. Keep an eye on what he's doing with infiltrated scouts, and build accordingly. If he has many heavy infantry squads, equip your men with plasma. If he has a lot of vehicles, equip your men with missiles. - Plasma is a nice general-purpose weapon, dealing decent damage to both light and heavy infantry. They don't need time to set up, either. However, beware plasma's low accuracy compared to regular bolters. - Space Marines are few in number. All the other races' squads outnumber your own, so be careful. You can and will get overwhelmed if you aren't careful. The loss of even a single squad of Marines will hurt you badly, and in some cases can be fatal. - Always fill your squad cap to 10/10 before progressing to tier 2. A popular combination is: 2 servitors, 2 scout squads, 3 marine squads. Another combination, and my personal preference, is: 2 servitors, 4 scout squads, and 2 marine squads. It's cheaper by 50 req, and you have more squads to capture |
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