So what's so great about Dawn of War?

GEC: Discuss gaming, computers and electronics and venture into the bizarre world of STGODs.

Moderator: Thanas

User avatar
SAMAS
Mecha Fanboy
Posts: 4078
Joined: 2002-10-20 09:10pm

Re: So what's so great about Dawn of War?

Post by SAMAS »

LeftWingExtremist wrote:
Matt Huang wrote:
MKSheppard wrote: One of my favorite strategies was to turtle up, build a radar fire control system, and build a battery of Berthas, the power to keep them firing, and just shell the enemy into impotence :twisted:
Then why don't you like DoW and the Deep-Strike rush from hell?
I agree, heck in steel legion Guardsmen can deep strike (I fucked up a base with that).

what I personally liked with DOW and especcialy with winter assault was the artillery. I hate RTSs that have arty with ranges only slightly more than that of a standard tank. In DOW basilisks can pound the enemy from miles away conventiently out of the way from the enemy. Not to mention that a sngle shell can break an entire squad.
Yes, Artillery in DoW is very fun. Can be real nasty, too, if you go for overkill. I had one guy protect his Critical Location by dropping an Earthshaker shell on top of the Kasrkin I had taking it.

Anyways, the reason most people like Dawn of War:

#1: It's Warhammer fuckin' 40,000 -- Yes, we're GW's bitches, we know. :mrgreen:

#2: The close combat -- As said before, it's more than just Unit A walking up to Unit B and performing a swinging animation until one of them falls over. And better yet, everyone fights in close combat, even the shooters. This opens up a few new strategies, such as using jump-pack troops to tie up enemy Heavy Bolters or Plasma gunners to keep them from hosing your guys. And of course, the kills. Oh, the kills!

#3: Hard-ass tanks -- There is almost no way massed rifle fire can kill a tank. Not only is it too damn hard for anti-infantry guns, but, naturally, it shoots back. Plus, it shoots with more than one weapon at a time. And if need be, at more than one target.

#4: More aggressive gameplay -- While it's still very possible to turtle in Dawn of War, the nature of the Strategic and Critical Points encurages players to move outside their base if they want to keep up with their enemies production-wise. It also makes raiding a little easier, as points, depending on the map, can be set out further from the main base.


And really, unless it's a Bloodthirster or Avatar, the best way to kill any Hero in the game is a walker. They wreck heroes one-on-one in close combat.
Image
Not an armored Jigglypuff

"I salute your genetic superiority, now Get off my planet!!" -- Adam Stiener, 1st Somerset Strikers
User avatar
Covenant
Sith Marauder
Posts: 4451
Joined: 2006-04-11 07:43am

Re: So what's so great about Dawn of War?

Post by Covenant »

MKSheppard wrote:
Ford Prefect wrote:No one can say no to Big Bertha. No one.
One of my favorite strategies was to turtle up, build a radar fire control system, and build a battery of Berthas, the power to keep them firing, and just shell the enemy into impotence :twisted:
I can say no to them. I hate those goddamn things. They absolutely ruin the game. ;p

WA's artillery is refreshingly long range but not to the point where it distorts the gameplay and favors turtley defense. I like the fact that raids, feints, and aggression are the key factors in good play. While I do wish that the execution were different at times (poor Orkies) the overall game is a very welcome break from the standard sorts of Resource Wars.
Post Reply