Dawn of War tips

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FA Xerrik
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Dawn of War tips

Post by FA Xerrik »

I realize it's a pretty old game by this point, but a buddy and I just picked up DoW about a week ago (the first three anyways, not Soulstorm). As an enthusiast of the WH40k fluff but first-time player (tabletop or VG) I was wondering if anybody had some good tips for early-game Tau playing. I can do fine once they get going, but against Necrons and Orks in particular it's pretty hit or miss whether I make it that far on the higher difficulty levels. The Orks love to just mob early, but I think I'm starting to get the hang of countering them. The teleporting commander thing is just annoying as hell though. Necrons... well... they just suck. How the hell can Tau early-game counter their big HP units like Tomb Spyders or Wraiths? I repel like the first attack or so, but then they come back with Spyders Wraiths and Lords and I can't knock down a damn thing. They shred through my Listening Posts then rape the shit out of my squads. General tips would be appreciated for getting off to a good early-game start with Tau or SM.
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born in shadow
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Re: Dawn of War tips

Post by born in shadow »

Best advice I can give is Fire Warriors. Wave after brutal crushing wave of Fire Warriors. Of course, I haven't played DoW in...a while, so my memory may be off.

I just remember it went like this:

Fire warriors pour fire in like nothing else
Sky Rays knock everything down
Fire warriors repeat step one

I'm not exactly a Tau expert so you may be better served by someone else. Still, against Necron you might want to get the range/damage upgrades. Fire warriors get really nasty when upgraded even half decently.

-Aaron, hoping for a text
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Nephtys
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Re: Dawn of War tips

Post by Nephtys »

DoW's balance is through the craphole after the expansions, really. The only tips that I can see right now are to mass as many ranged shooters with heavy weapons as possible. Fire Warriors get off this easy, since they don't need any time and resource consuming upgrades.

Quite sad. Initially, the game was a fun raiding/skirmish game that built up, with a minor element of where do you stick your commander or tank. Now it's pretty much Warcraft 3 with chainsaws. :/
Samuel
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Re: Dawn of War tips

Post by Samuel »

I once one a skirmish map on Impossible with Tau vs Imperial Guard... without taking a single casulty. And I am a really crappy player. Balance needs a shit load of work and Soulstorm did NOT help.

Don't bother getting it- I'll summarize
Spoiler
Tau- annex it all for the great good.
Eldar- kill everyone and let humans recolonize... and watch and wait to take care of the Necrons.
Orks- own the system
Dark Eldar- rape and kill. Seriously that is it- can you see why we hate them so?
Choas- the word barers... alpha legion... er what ever conquer and claim it all.
Necrons- go all zombie on everyone.
Space Marines- status quo, but better PDF and a new Blood Raven base.
Sisters of Battle- Karuva is now a Cathedral system.
Imperial Guard- Karuva becomes the backbone of the guard in this sector- second on to Kasr in troop quality and noted for its population of zealous and warlike humans.
You also get the SoB and the DE... both of whom aren't really worth it. Oh and a patch? It comes out this month.
Shortie
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Re: Dawn of War tips

Post by Shortie »

Worth getting some Pathfinders to mark targets and scout for your massed Firewarriors (as the others said, definitely your key unit), and the aimed shot thing from your commander is vital for taking down an enemy general rush.

I found Broadsides too slow and the flyers not worth the effort. A few Kroot can be a nice combo with Firewarriors if you're getting shot up in turn, or at least to tie up enemy melee units.

Hammerheads rock, when you get there, and Krootox are nice and tough.

Rushing to expand is really important in DoW, getting the frontline well forward is a huge edge.
My wife went to Vorbarr Sultana and all I got was this bloody shopping bag.
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