THE WALL:

2481 Sarive - Future Cannon Game Report

**Posted by Alter Teisen at 10:19 PM

"Warhammer 40000: Dawn of War"



For a very long time, all RTS games stay in one same shape:


Unit producing, Tech tree building, Battle tactics and Resource management.


From Dune to Command & Conquer, Civilization, Age of Empires, Warcraft and Starcraft of star in the time - Blizzard, whenever and whatever people talk about RTS, those are the standard, for every RTS game has them.


That's not a bad thing, or on the contrary, that's good. Unit producing, Tech tree building, Battle tactics, Resource management, these four parts build a mature RTS gaming system, collect and assign resource, secure ally construction, tactics application. Both defensive and offensive, players aiming at destroy enemy force and still need to ensure their own resource supply in the same while.

BUT what if some players just want to enjoy tactics?

Go away and playing Commandos?

That's a good idea. BUT what if thet want a real battlefield? What if they would like to build their units themselves? What if, they just want the offensive part?


Here comes Dawn of War!






Introduction


Warhammer 40000: Dawn of War was released by THQ on September 20, 2004 in North America. It was developed by Relic Entertainment, which is the developer of Company of Heroes and Homeworld. Till now, Dawn of War has three expansion packs released: Winter Assault, Dark Crusade and Soulstorm.

    






Background Setting

Being treated as one of the most eye catchy features, Warhammer 40000: Dawn of War is based on the global popular tabletop wargame Warhammer 40000 of Games Workshop. All the factions, characters and history happened in Dawn of War are officially admitted as part of the Warhammer 40000 universe.



The Imperium of Man
The Imperium of Man is a galaxy-spanning interstellar human empire, the ultimate authority for the majority of the human race in the Milky Way Galaxy. The founder and ruler of the Imperium is the god-like Emperor of Mankind, the most powerful human psychic born to date. Founding the Imperium over ten thousand years ago, the Emperor continues, at least nominally, to lead it as both political master and primary religious figure.
The Imperium is the largest and currently most powerful political entity in the galaxy, consisting of at least a million settled worlds dispersed across most of the Milky Way Galaxy.



Space MarineForemost amongst the defenders of mankind are the Space Marines of the Adeptus Astartes, the greatest of the God-Emperor's soldiers. They superhuman who have been made superior in all respects to a normal man by a harsh regime of genetic modification, psycho-conditioning and rigorous training. Space Marines are untouched by plague or any natural disease and can suffer wounds that would kill a lesser being several times over, and live to fight again. Clad in Power Armour and wielding the most potent weapons known to man, the Space Marines are terrifying foes and their devotion to the Emperor and the Imperium of Man is unbreakable.



Imperial Guard
The Imperial Guard is the largest fighting force of the Imperium of Man. It is comprised of countless billions of men and women - hundreds of thousands of different regiments, supported by a vast array of light and heavy vehicles. They are usually the first Imperial force to respond to a threat if a planet's Planetary Defense Force fails to suppress it.



Sisters of Battle
The Sisters of Battle and formerly known as the Daughters of the Emperor, are an all-female division of the Imperial Cult's ecclesiastical organization known as the Ecclesiarchy. The Sisterhood's Orders Militant serve as the Ecclesiarchy's fighting arm, mercilessly rooting out corruption and heresy within humanity and every organization of the Imperium.



Ork
Orks are a warlike, green-skinned race of humanoids, spread across the galaxy. They are seen as savage, warlike, and crude, but they are the most successful species in the whole galaxy, outnumbering possibly every other intelligent race, even humanity. However, this massive population of Orks is split into hundreds of tiny empires, often warring between themselves.



Eldar
The Eldar are a race of elf or fey-like humanoids, one of the most ancient and technologically advanced of all the intelligent races of the Milky Way Galaxy. Their armies usually have the advantages of great mobility, potent psychic abilities and technology that is more advanced than that deployed by the human Imperium.


Tau
The Tau are a young, humanoid and highly technologically-advanced intelligent race native to the Eastern Fringes of the Milky Way Galaxy who are fighting to expand their interstellar empire and a philosophical concept they call the Greater Good. Tau society is divided into a number of castes, each responsible for managing a specific aspect of their society. The Tau's central motivating ideal is that everyone in their empire will work for the good of everyone else.



Necron
The Necrons are a mysterious race of skeletal warriors that have lain dormant in their stasis-tombs for millions of years and who are the soulless servants of the ancient C'tan, the terrible Star Gods of Eldar myth. They are ancient beyond reckoning, predating even the Eldar. At long last, however, they are beginning to awaken from their Tomb Worlds, for the galaxy is ripe for the greatest harvest of sentient beings to feed the eternal hunger of the C'tan.

 

Dark Eldar
The Dark Eldar are the forsaken and corrupt kindred of the Eldar, an ancient and advanced race of elf-like humanoids. Their armies, like their Eldar counterparts, usually have the advantages of mobility and advanced technology, though they are often lacking in resilience and numbers. The Dark Eldar revel in piracy, enslavement and torture, and are sadistic in the extreme.




Chaos Space Marine
They are former Space Marine, they were turned into traitors to the Emperor by the powers of Chaos. Their power armor twisted under the influence of Chaos energies to embody their new allegiance, and the Chaos Space Marines now fight for everything they were forbidden to have before: Wealth, riches, power and pleasure.











Gameplay

Being finding a new path, Dawn of War is more like a combination of RTT(Real-Time Tactics) and RTS(Real-Time Strategy), have put much focus on tactics and a decrease on resource management elements, Dawn of War become a game allow its players to put their attention on "how to lead my army to defeat enemy" without worrying about "how to ensure producing of my army".


Victory conditions in skirmish mode will be an inherent part of the selected map, and can be set by the game host. Only one of the victory conditions needs to be met to win the game. Two players can be going for completely different victory conditions.


Annihilate
This victory condition requires destruction of all buildings capable of unit production to be destroyed.


Assassinate
This victory condition gives each player a standard commander unit. Death of this unit results in defeat.


Destroy HQ
This victory condition requires the destruction of all headquarters, but other unit production buildings can be left alone.


Economic Victory
When economic victory is enabled, if a player can amass 12,000 requisition and 12,000 power they will win the game. Necrons must acquire 24,000 power.


Control Area
If this victory condition is enabled, a player or team can attain victory by controlling 2/3 of a map's Strategic Points for 8 minutes.


Take and Hold
This victory condition grants victory on the condition that a player or team retain control of 50% of a map's Critical Locations for 7 minutes.


Game Timer
The game timer is not really a victory condition. It merely adds a timer to the game for timekeeping purposes.


Sudden Death
If sudden death is enabled, then a player can be defeated simply by decapturing a strategic point that the player currently controls.






Key Features


1.Strategic Points System

In Dawn of War, all battlefields have locations of strategic importance, which in the overall context of a war represent the physical areas that give you tactical advantages over your opponent. These are called "Strategic Points".


Players can sending certain units(usually infantry units) to capture "Strategic Points", and of course, an enemy captured strategic point can be decaptured as well. And in all win conditions, capturing and holding strategic locations on the battlefield is significant for players winning the battle.


There are 3 kinds of "Strategic Points": Strategic Points, Critical Locations and Relics.


Strategic Points
These are the basic and the most numerous point in game. They will increase your requisition rate by 6 after captured, and capturing as many of these as quickly as possible is necessary for survival in the game.


Critical Locations
Critical Locations takes longer to capture and decapture than normal Strategic Points. These points are generally located in the middle area that are designed to be the most fiercely fought over frontlines. The number of critical locations on the map tends to vary from 1 to 5, they provide the +6 requisition income, and they are different from strategic points and relics because they cannot be built upon. Critical Locations also give a large sight radius.
For Necrons, Critical Locations give a 10% reduction to unit build times, reinforcement times, and research times like an Obelisk.

Relics
Much less common than Strategic Points, Relics will often be positioned much further away from the start area of player's HQ.  Relics also take longer time to capture than normal Strategic Points, they give you the same +6 requisition income. There is never more than one Relic per player on one map, and there can be less than one per player or even none on the map at all. All of the ultimate or 'uber' units of each race require possession of a Relic to be built so this means that they can often be hard fought over.


2.Streamlined Resource Model


Resource management is critically simplized in Dawn of War, there are two primary resources: requisition and power. These resources are not collected by the player's units. Instead, requisition is generated constantly by the army headquarters.


Players can increase the rate of requisition generating by sending specific units(usually infantry units) to capture and control "Strategic Points" on the battlefield. These points, except of "Critical Location", can be upgraded with additional structures called Listening Posts to increase more generating rate and help players defend themselves. Though resources are unlimited, all sources of requisition will eventually decay, dramatically decreasing their supply rate.

Power is gathered by building generators for each headquarters with a maximum of six. Just like requisition, power generators will decay over time and consequentially produce less power. Additionally, some maps have "slag deposits", upon which more powerful generators can be constructed to produce power faster. As the player progresses up the tech tree, reliance on power increases.


Despite of these primary resources, Ork have a race specific resource. This resource is generated continuously by Waaagh!!! banners and is used up when creating Ork troops and vehicles. The number of banners and the size of the Ork population determines the Ork's Waaagh! level which in turn determines the technology level the player could access to.


3.Squad System


Originally come from Grond Control, this method was greatly applied in Dawn of War, players command squads of units, rather than individuals. Issuing orders to a squad causes all members of that squad to respond to the command.


Squads are complete production centers for a particular type of unit, allowing the addition of more squad members, the upgrading of weapons, or the addition of Squad Leaders to provide special capabilities, which provide players a choice to modify the combat effectiveness of particular squads versus specific target types.


When a squad lost its members, reinforced can be done in certain locations. Reinforcing a squad will add a single new member to the squad. Reinforcing usually costs the same as each individual squad member cost when the squad was purchased, but some units may cost slightly more or significantly less.


4.Unit & Population System


There are three types of units: Commanders, Infantry, and Vehicles.


Commanders are hero units, and each Commander can only be fielded one at a time. If they perish, they may be rebuilt. There are some Semi-Leader units in game, which has many abilities like the commander unit but several may be fielded at once. They could be attached to some squads and provide special capabilities, just like Squad Leaders.


Infantry are foot soldiers, and may either be regular or heavy, with heavy infantry being much tougher than normal infantry.


Vehicles serve as heavy weapon platforms and/or transports, and include tanks, artillery, troop carriers and walkers.



Unit Cap in Dawn of War is broken down into "Squad Cap" (the maximum number of squads player can field at any one time) and "Support Cap" (the maximum number of vehicles player can field at any one time). The unit cap varies from race to race, with an absolute ceiling of 200 "Population", Population being the combined total of Squad cap and Support cap. Some squads or vehicles require multiple squad or support caps.

Except of Ork, which use a special population system, Population usage is determined by what squads are fielded and not how many individual units are present. No matter how many members in a squad, one squad will permanently take a certain cap.


5.Morale


Very different from other competitors, in addition to the typical health attribute, units in Dawn of War have a Morale attribute. Morale represents a squad's combat effectiveness.


Morale can be damaged during combat. When a squad member dies, the squad takes a large hit to its overall morale. Units also have Morale Armor, it's usually be set to 50%, but some special units have a higher or lower armor value.


 When a squad's Morale reaches zero, the squad is considered "Broken". When broken, a squad's combat effectiveness is significantly reduced, and its movement speed is increased, which allowing the player to quickly remove the squad from battle. Squad must spend a certain minimum amount of time when broken, specific to each squad. After that minimum time has passed and if broken squad has regenerated enough morale to reach the minimum threshold for unbreaking, it will rally and return to normal condition again.


Units recover Morale naturally as time passes. The amount of morale regenerated per second varies from squad to squad. Attaching Squad Leaders or Commanders to squads can either boost the squad's overall morale level, boost the squad's morale regeneration rate, or add special abilities which impact morale. Besides, some of them have abilities to either rally troops or lower morale damage taken. Units in Cover also receive bonuses to morale regeneration. Heavy Cover grants a 100% boost to morale generation while Light Cover grants a 50% boost. Also, units in melee receive extra protection from morale damage. When a squad is in melee, its members only receive 10% of the morale damage from ranged attacks. Morale damage from melee weapons and from squad members dying is unaffected.


Some weapons are specifically designed to damage Morale. Sniper rifles, artillery, and flamethrowers are particularly devastating in this regard, and opened up new tactic possibilities for players.


6.Cover


Another element made Dawn of War unique from other RTS games. A well chosen cover will make a squad fight much longer and give a better chance to survive when badly outnumbered.


Cover is applied on units, not a entire squad. Part of a squad can be under cover while the rest be exposed. A unit is affected by cover by simply standing on the cover terrain.


Don't think cover will only help, there are also Negative Covers in game that will put player's units into a more dangerous situation.


Light Cover
Ranged damage received: 75% (infantry only)
Maximum movement speed: 90%
Morale regeneration rate: 150% (infantry only)
 



Heavy Cover
Ranged damage received: 50% (75% for vehicles)
Maximum movement speed: 75%
Morale regeneration rate: 200% (infantry only)


Negative Cover
Often found in any rivers or pools of water.
Ranged damage received: 110%
Maximum movement speed: 80%



7.Sync Kill


When two units are fighting in close combat with each other, if one lands the kill blow on the other and the defeated unit is an infantry unit, a special animation takes place called a Sync Kill. In a Sync Kill, which animation takes place dependens on what two units are fighting, and can range from the mundane point blank firing of one infantry unit at another to unique kill animations.



Not just for amusement, Sync Kills also have tactical importance, as when entering a sync kill, unit gains invulnerability to physical damage until the animation completed. Units who have many Sync Kills can wade into close combat with infantry and emerge nearly unscathed, even when fire is focused on the Sync Killing unit.

On the other hand, If controlled units become a victim of a sync kill from a particularly dangerous melee unit, player could use the short moment to disengage from melee and gain some distance, leaving it completely exposed once the sync kill is complete.






Key Faction Features


1.Space marine
Space Marines have the highest morale in the game. Their troops and vehicles are more expensive, however, reflecting their limited numbers.Space Marines are a favourite army for beginners for this reason, although they are in no way a beginners army. With a core of strong heavy infantry, they are capable of performing in any situation with the right planning and upgrades.


2.Ork
While generally lacking in sophisticated technology, they are physically powerful, using brute force and crude weapons that well complement their tendency to attack in massive hordes. In large enough numbers, they gain morale immunity. The tech tree for Orks differs from the other races in that it depends on the amount of orks currently in your army and the number of erected Waaagh!!! banners.


3.Eldar
Eldar are fast and agile. Swift both on foot and in their hovering grav-vehicles, they are also able to move quickly around the map via webway gates.They are a more micro intensive race, with the right use of abilities winning the game rather than raw firepower.


4.Imperial Guard
The Imperial Guard specializes in defense, and therefore has the strongest defensive structures of all the factions in the game. Their infantry tends to be of lower quality than that of their opponents in terms of weapons, armor, and morale, but the Imperial Guard makes up for this with a range of powerful tanks.


5.Tau Empire
Tau are unique in multiple ways. Tau Infantry and Vehicles are powerful in ranged battles, but lack melee prowess; their Commander even lacks a melee attack entirely. Also, they are the only race with a 'choice' in their final technology choices.


6.Necrons
The Necrons do not require requisition to build their army. All units are in and of themselves free of requisition point cost. Power is the only resource Necrons need, in order to perform research, construct buildings and to construct and reinforce squads. However, capturing Strategic Points and building Obelisks (the Necrons listening post) on them will increase the speed of research and building, and will also expand the population cap. The Necron Monolith, their home base, is restored as more buildings are built, while also unlocking new units, and functions as the only vehicle- and troop-producing building. Many Necron units have the ability to resurrect, and most will leave persistent corpses on the battlefield that may either self-resurrect after they die or be restored by specialized Necron units.





Summary

Released for 6 years, Warhammer 40,000: Dawn of War has earned widely positive response, for its varied and balanced factions and their units, polished presentation, high quality of unit details and friendly user interface.

As the media who gave the very first interview of Dawn of War, IGN awarded the game 8.8 out of 10, praised the large level map and 3D details, and recommended skirmish and multiplayer mode as one of the strongest points.

Another famous game evaluation site Gamespot agreed with IGN's most conclusions, besides thet also appreciated of game's presentation and audio.

For other medias, Game Infomer highly awarded Dawn of War with a score 9.25/10 and Game Spy gave it four and half star ranking out of five stars.

Overall Dawn of War earned aggregate scores of 86/100 from Metacritic and 87/100 from Game Rankings, which is indeed pretty good.

"Nothing about the gameplay will really surprise anyone  but it doesn't particularly matter...Relic kicked ass creating a great piece of entertainment."
-IGN




The sequel of Dawn of War, Warhammer 40,000: Dawn of War II released on February 19, 2009 and received a mostly positive reception, scoring an average of 85% on Metacritic.com. As the success of Dawn of War series, as the new possibility of RTS it created and enhanced, I belive one day Warhammer 40,000: Dawn of War will eventually become one of the notable Cannon Games.





Reference:
Warhammer 40,000: Dawn of War Official Website http://www.dawnofwargame.com/au










 


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