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Warhammer 40k: Dawn of War
--Eldar Battle Manual--
Version 0.10
Written by Darkfyre,
for http://www.gamefaqs.com
Contact: dmariman [AT] gmail [DOT] com
Put at least "DoW Eldar" in the mail title, or I WILL treat it as spam
"The Craftworld sings to me, and I respond in kind"
-Eldar Bonesinger
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[CH00] TABLE OF CONTENTS
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This guide has been designed to allow you to access the information you need as
easily as possible. Each section has been given a code as listed in the table
of contents below. Copy it into your browser's (or text editor's) search
function and it should take you directly to the part you're looking for.
0 TABLE OF CONTENTS [CH00]
1 ABOUT THIS GUIDE [CH01]
2 INTRODUCTION [CH02]
3 THE BASICS [CH03]
a Base Basics [CH03a]
b Eldar Infantry [CH03b]
c Eldar Vehicles [CH03c]
d Upgrades [CH03d]
4 EARLY SETUP [CH04]
5 DEALING WITH OPPOSITION [CH05]
6 HANDLING SETBACKS AND LOSSES [CH06]
7 PLAYING AGAINST OTHERS [CH07]
a vs. Eldar [CH07a]
b vs. Orks [CH07b]
c vs. Space Marines [CH07c]
d vs. Chaos Space Marines [CH07d]
8 SPECIAL STRATEGIES [CH08]
9 MISCELLANIOUS TIPS [CH09]
10 UNIT DESCRIPTIONS [CH10]
a Infantry [CH10a]
b Vehicles [CH10b]
c Special Units [CH10c]
d Buildings [CH10d]
e Upgrades [CH10e]
11 THANKS [CH11]
12 VERSION HISTORY [CH12]
13 COPYRIGHT [CH13]
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[CH01] ABOUT THIS GUIDE
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IMPORTANT NOTE: Since my computer got fried and I haven't had internet pretty
much since I last updated this guide, this version only has some very minor
updates compared to the last one. This guide is also NOT UP TO DATE with the
latest patches. When my computer and internet access get fully restored I will
properly finish and update the guide. I believe the guide is still usable as
it is now, but please don't contact me with things that have changed with the
patches.
A while ago now, I first saw Dawn of War when a friend of mine was playing it.
While I have never played the tabletop version of Warhammer 40k, I had played
several other PC games in this setting already (the old turn based ones). What
first attracted me to the game were simply its great looks. Greatly detailed
units and combat animations unlike any I have ever seen in an RTS really made
this game stand out for me. Soon, I acquired my own copy of the game, and I
found myself immersed in the Single Player campaign. While it was a decent
campaign, with a fairly interesting storyline, it was way too short, and I
wanted more. Luckily, this game comes with skirmish and multiplayer modes, and
that was all I needed.
The Eldar were not my first choice. I first played Space Marines a bit, briefly
moved to Chaos, and then focused on the Ork side for a while. Why I finally
settled for the Eldar I do not know. The same friend who introduced me to the
game pointed out that I always end up playing the most 'exotic' race in RTS
games, and I certainly see his point (Protoss, Night Elves, Neuropa... the list
goes on), so I'll leave it at that. Suffice to say, I usually take 'my' side
seriously, and always try to find out how to use the strengths and compensate
for the weaknesses of that side the best I can. Not only does this make me more
effective in using that race, I also think it's just fun to find out just how
units can be used to their best potential.
The Eldar are certainly an interesting race to play. While the individual races
in DoW aren't terribly different, they all manage to have their own distinct
flavour. Playing the Eldar provides you with a few problems that other races
don't have to deal with, and also gives you some nice advantages. In the end,
it's all fairly balanced, and it's just a matter of taste. I do however
strongly recommend you first learn at least the basics of playing DoW before
you try to tackle the Eldar, because they're not the easiest race to play.
I started this guide as a simple reference file for personal use. Then one day
I decided to check out GameFAQs for some tips and strategies, and noticed there
was no Eldar guide! I immediately decided that if no one was doing a guide for
the Eldar, I'd have to do it myself. What you are reading now is the result.
This guide assumes you have at least played the single player campaign, and are
familiar with the basic controls and gameplay of Dawn of War. Therefore, I will
not explain those in this guide. This guide is meant as a way to learn how to
play with the Eldar race in skirmish and multiplayer games. It will not help
you through the single player missions. Please do not contact me with questions
about single player, or with questions about how to play the other races. This
is by no means a complete end-all guide to beating everyone. It's merely meant
to give you a good start with the Eldar race, and maybe teach you some new
things. Real skill comes from practice, not from text.
This guide started as a simple reference file for my personal use, so you may
often see that I give my own opinion about things. Most of the things written
in this guide come from personal experience. Opinions are just that, and they
may not be 100% correct. If you disagree with something I say here, or if you
find something that is just plain wrong (Even if it's just a typo. I
spellchecked it, but that's not always perfect), please do not hesitate to
contact me, and I will consider putting it in the guide. Of course, if I use
any submitted material in the guide, I will give you proper credit in the
"THANKS" chapter.
I'll always be grateful for any outside help or opinions about units and
strategies. Even if I don't include it in the guide, it could help me to see
things from a different perspective. So, again, do not hesitate to contact me
if you've got something to add to the guide. I do not claim to be a perfect DoW
player, and only with your help can this guide become more complete.
If you chose to contact me through mail, no matter what the reason is, please
put "DoW Eldar" (or something similar) in the mail title, or I WILL treat your
message as junk mail and delete it without reading. If I do not answer your
mail immediately, that does not mean I didn't receive it, so please do not send
me the same thing again if you think I missed the first one. I'm slow to check
my mail, and even slower to reply, so it may take a while before I get back to
you. If you are not given credit for something you have told me while I did use
it in this guide, it's because someone else told me the same thing first. Only
the first person to send in a certain tip or strategy will get credit for doing
so.
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[CH02] INTRODUCTION
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For those unfamiliar with the Warhammer 40k universe, the easiest way to
describe the Eldar is as 'Elves in space'. The Eldar are a very ancient race,
very wise and noble, who once ruled most of the universe long before mankind
even existed. They were a very advanced race, both in technological and in
mental strength. Their research gave them great technological power, as well as
incredible psychic powers. However, because of the many fights they had with
Chaos, as well as with the other races, they lost almost everything they had.
Escaping in their huge flying cities, the Craftworlds, they now use their
technology to fight the forces of chaos, and any other race that opposes them.
In Dawn of War, the Eldar tend to focus on range and mobility, in stead of raw
strength. This means you will need to micromanage your fights as much as you
can. The Eldar have many weaknesses, so unless you make use of their unique
strengths they will not be a very good race for you. However, if you can make
maximum use of the Eldar's abilities, they will make a truly fearsome army.
The Eldar's main weaknesses compared to the other races are:
- Individual units are very specialized, and cannot easily be switched to a
different role.
- Infantry units are very frail, and die easily.
- They have no standard heavy melee units.
- They need to buy upgrades before you can produce most units.
- The 'flying' unit (Warp Spider) is extremely weak in melee, so it cannot be
used to disrupt infantry like the other races can.
The Eldar's main strengths compared to the other races are:
- Ranged infantry are very strong.
- Infantry units have great mobility.
- They have a great selection of vehicles.
- Units are relatively cheap to produce.
- Warlocks and Farseer can learn many great skills.
Whether you're reading this guide to help you decide what race you're going to
specialize in, to help you get better at playing the Eldar, or to learn some
things about an enemy race, there's one thing to remember: The best way to
learn about the Eldar is to play them!
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[CH03] THE BASICS
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* * [CH03a] Your home, your castle: Base Basics * * * * * * * * * * * * * * * *
The first rule you will need to learn, is that you can NOT just hang back and
build up your base with massive defences, only to move when you're sure you can
defeat your opponent. This may work in certain other RTS games, but it does not
work in DoW. In other words: DO NOT TURTLE! Everyone who has some experience
playing this game already knows this, but I cannot stress it enough. In order
to win, you NEED to play aggressively. Capturing Requisition points and
preventing your enemy from doing so is an essential part of the gameplay.
Then why do I devote a section -the first section, even- to base planning?
Because, while your base is of far less importance in DoW than in most other
RTS games, it's still the foundation of everything you do. Without a good base,
you won't be able to play effectively. Your base should always be your number
one priority, because if you lose it, it's game over for you. Even losing a
single building in the beginning of the game can set you back enough for your
opponent to gain an advantage over you.
Do realize that defensive turrets are almost completely useless after the very
early stages of the game, and there are almost no situations where you can't
find a better purpose for the resources. I would suggest not building turrets
at all in most cases. The only advantage of turrets is that they do not use any
vehicle or infantry support points, so you can build them as long as you've got
the resources. However, if you've got so many units that all your support
points are used up, you should be busy grinding your enemies into dust, NOT
reinforcing your defences.
One building of great importance to the Eldar is the Webway Gate. This building
effects your unit limits, projects a Control Area around itself like a
listening post, and can teleport units to any other Gate you own. It can also
be upgraded to automatically heal units, transport entire structures, and even
render all other buildings invisible! This, along with the fact that they can
be built on any appropriate terrain, even outside the normal Control Area, make
this building one of the most useful structures for the Eldar.
* * [CH03b] Scratching paint: Eldar Infantry * * * * * * * * * * * * * * * * *
The second thing every Eldar player should know is how to use the infantry
units. Infantry are not only the first units you can build, they are also the
units you use to capture resource points. Using infantry effectively is the key
to achieving victory. The Eldar infantry has some very clear weak points.
Individual units are lacking in versatility. Eldar infantry are extremely weak
against vehicles. You need to buy upgrades before you can build the better
units. When playing the Eldar, you need to know how to compensate for these
weak points.
First of all, the Eldar unit versatility. Sadly, it is probably the worst in
the game. Other races can upgrade their units with a variety of different
weapons, able to turn a single unit into a base buster or an infantry slaughter
machine just by adding the right weapons to it. Normal Eldar infantry can't
change their weapons at all, and those that can (the Seer Council) can't be
mass produced like -say- Space Marines, and do not have multiple options to
choose from. The flip side of this coin is that the Eldar units are more
specialised than most other units. The role of each Eldar unit is clearly
defined. It also makes them somewhat easier to manage in the heat of battle,
since you don't need to think about upgrading your units, so you can focus on
micromanaging units, and can use your resources for building new units in stead
of upgrading existing ones.
You'll need to know your units, but you'll need to know your enemy at least as
well. What race is your enemy playing? What units is he likely to use? In what
ways can he counter your units? You'll need to be constantly aware of the
possibilities, decide in advance what units you are going to need, and then
focus on getting the right mix of units for the job. Do not rely on a single
unit type, though. The strength of the Eldar lies in a well-balanced force.
Directly connected with that need to anticipate, is the fact that the Eldar
first need to upgrade their unit production structure (the Aspect Portal) in
order to build the more powerful (aspect) units. If you do not know what units
you are going to need, you do not know what upgrades to get first. This not
only causes you to waste requisition resources, it also makes you waste a far
more valuable resource: Time. So once again: Explore, anticipate, and decide
quickly.
As said before, most Eldar units are simply pathetic against vehicles. With the
exception of upgraded Warp Spiders (who carry anti-vehicle bombs), your troops
will indeed do little more than scratch the paint of the enemies' vehicles. For
example, few full groups of Dark Reapers can pretty much spend hours shooting
at a Chaos Defiler without any real results. To counter this, the only thing
you can do is either rush in early to prevent the enemy from building vehicles,
or getting your own vehicles as early as possible.
* * [CH03c] No free lunch: Eldar Vehicles * * * * * * * * * * * * * * * * * * *
Building Eldar vehicles has some problems. First of all, you need to buy a lot
of things before you can even begin constructing your better vehicles. You need
a vehicle shop (1), upgraded with the Aspect Stone of the desired vehicle (2).
But, before you can do that, you need a Soul Shrine (3) with the Mobilise for
War upgrade (4) to begin construction of your vehicle building (the Support
Portal). All that costs a lot of time and resources, and then you haven't even
bought a single vehicle. Luckily Eldar buildings and units aren't too
expensive, but it is still something you need to think about before planning
your strategy.
Of course you can go for the cheaper and easier alternatives, the Grav
Platforms. I used to think Grav platforms sucked, but they are actually quite
useful when massed, especially in early game. A group of Brightlance Platforms
can deal big damage to enemy vehicles.
You'll have to balance your unit production with a steady advance along the
tech tree to be successful. It isn't always easy to find this balanced path,
but when you get there, you've got some serious power at your command. The
Eldar have a powerful selection of vehicles, ready to take on any threat. In
contrast to their infantry, most Eldar Vehicles have a chance to change their
weapons, in order to make an anti-infantry weapon into an anti-vehicle weapon
for example.
Because of the need to buy an Aspect Stone upgrade for every different kind of
unit you want to build, you'll need to decide in advance what vehicles you're
going to build first, and then focus on that type. It's no use buying a lot of
Aspects if you're only going to build one type of vehicle. However, if you want
to build the Avatar of Khaine, you will need to buy all of the Aspect Stone
upgrades.
* * [CH03d] Matter over mind: Upgrades * * * * * * * * * * * * * * * * * * * *
The Eldar have a lot of upgrades available. A good deal of these upgrades can
be bought at the Soul Shrine, making it a key structure in the Eldar tech tree.
All upgrades can be divided in five categories: Production upgrades, general
unit upgrades, specific unit upgrades, and weapon upgrades.
Production upgrades are required for the production of units. These include the
Mobilise for War upgrade, as well as all the Aspect upgrades. You want to buy
only the upgrades for the units you're going to use, or you'd be throwing away
resources. Note that the Eldar "Super Unit", the Avatar of Khaine, requires ALL
production upgrades. If you've got more than one of the same production
structure, you'll need to upgrade both structures separately.
General unit upgrades affect a group of different units. The Eldar have
upgrades to give their vehicles more health, to make their infantry run faster,
and more. These upgrades are always useful, but aren't extremely important.
With the exception of the a few upgrades (like Fleet of Foot), you should only
buy them if you've got some cash to burn.
Specific unit upgrades only enhance a single unit type. They make one type of
units a bit stronger and/or give them a new ability. These upgrades are quite
useful, and if you're focusing on a small number of unit types, you'll want to
give the upgrade for that unit a priority over the upgrades for all units. Most
units only have one upgrade available, but the Farseer and Warlock (Warlocks
are the command units of Guardian squads as well as the units in a Seer
Council) units have a lot of different upgrades available.
Weapon upgrades have to be bought from combat units, in stead of buildings.
They give existing units new weapons. Weapon upgrades have to be bought
separately for every unit and every member of a squad. If someone dies, the
upgraded weapon he (or she) was holding is lost. For the Eldar, only the Seer
Council special unit has one weapon upgrade available when it comes to
infantry. This lack of weapon upgrades is already mentioned in chapter 2b, and
is not necessarily a bad thing. Most Eldar vehicles have one weapon upgrade
available.
No matter what your strategy is, you should always remember that building up a
base and an army should be your first priority. Upgrades come later. With the
exception of the production upgrades, there's no upgrade that's really so
important you should get it right away (except maybe a select few). Get your
upgrades when you've got some resources to spare, or during "quiet" moments
when you feel confident that getting another unit won't matter that much. Do
you need those Warp Spiders right now, or can you wait a little bit and spend
some resources on an upgrade?
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[CH04] EARLY SETUP
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In the beginning of the game, there are three priorities: Capturing resource
points, building up a base, and creating an army. If you start a game, you'll
find yourself with little else than a Webway Assembly, a Bonesinger, and a
handful of resources. The first thing you'll want to build is a couple of
Guardian Squads. These can be used to capture resources, defend against early
rushes, or try an early rush yourself. For capturing resources it's not
necessary to reinforce your squads, but I do recommend doing so, in case you
are attacked early (and chances are big you will be attacked early). Much like
the Orks, your basic unit can remain useful through the entire game. Early
Space Marine Scout Squads or Chaos Cultists can be stopped fairly effectively
by your Guardians. With the Guardians fully reinforced and gathering every
requisition source that isn't already built upon, you'll probably want to think
about your other resource: Power. Building a Plasma Generator early will help
you in the long run, so I normally get one up ASAP, sometimes even before I
build an Aspect Portal. Like I said, your Guardians should be able to handle
themselves fairly well without the backup of more advanced squads. Back at the
Assembly, I find it incredibly useful to get the Fleet of Foot Research as soon
as possible, so I usually queue up that upgrade right after the Guardians.
Remember to turn it off when you're actually engaging an enemy squad, because
it decreases your accuracy. Lastly, you'll want to construct a Listening Shrine
on every point you capture, so build at least one more Bonesinger for that
purpose.
The way I mentioned these things makes it seem like you fist do one thing, and
then move on to another. That's wrong. Pretty much all of the things I
mentioned should happen as simultaneous as possible. While your first Guardian
Squad is capturing a requisition point, your Assembly should already be
building the next, and your Bonesinger should already be building something.
Time is of the essence here, so it's important you know exactly what you're
going to do before the game starts, so you can start quickly and effectively.
Do not be afraid to alter your strategy at any point. Being forced to change
your strategy is often not a nice situation, but is sometimes necessary.
Adapting your strategy to the enemy is crucial. If you've just wiped out an
enemy assault force, don't be afraid to switch your resource gathering forces
to an offensive role in order to mount a quick counter-attack. Even if it
doesn't kill the enemy immediately, an attack in the beginning of the game can
often cripple the opponent enough for you to gain a big advantage over him.
Realize that the build order I explained here is just a basic option. There are
many other build orders and strategies you can try that are very effective.
Some of those will be explained in chapter 8: "SPECIAL STRATEGIES".
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[CH05] DEALING WITH OPPOSITION
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If you're getting into any early fights, don't let it distract you too much
from your other things. If you're convinced your troops going to win a small
fight, don't hesitate to leave them alone for a second to give orders to your
other squads and buildings. Inactivity can cost you dearly in any stage of the
game, but especially in the beginning. In these small early conflicts, focus
your fire on one enemy squad at the time. If an enemy squad is breaking, try to
take that squad out immediately. You don't want to have a broken squad retreat
only to face it again fully reinforced a minute later (but don't go chasing a
broken squad all over the place when there are more healthy squads firing at
you). Take your own breaking squads out of the line of fire, so they can
regenerate their morale. Broken squads take more damage and deal less damage,
so they are incredibly vulnerable. Fleet of Foot can help a lot to get broken
squads away safely. If you're losing a fight, don't hesitate to run away. If
the enemy follows, lead them to a more easily defendable position, like a spot
that gives you extra cover, near an upgraded Listening Post, or near a Webway
Gate that has the Healing upgrade.
An extremely good (and very often necessary) strategy is making your units
'dance'. Making units dance means that you shoot at the enemy, retreat when
they come too close, shoot again, retreat again, and so on. Only dance with the
unit the enemy is targeting, and leave other units alone. If the enemy changes
targets, stop dancing the first target and start moving the new target. This
way enemy troops can't effectively reach you, minimizing casualties, while you
can still damage the enemy. The skills Fleet of Foot and Entangle really help
with this. As PsychicLobster pointed out, dancing works extremely well if your
opponent doesn't micro his units very well, because the unit will chase it
through anything to get to it. Use it to lure units into a mine field or a
bunch of turrets!
As a general rule, Dark Reapers are good against marines of both varieties
(Space and Chaos), and Warp Spiders are good against Orks. However, you'll
usually want to protect these ranged units, because the Eldar are pretty
fragile. The best way to protect your shooters is by making sure the enemy is
busy handling something else while you slaughter them from afar. The best way
to do this is to attack the enemy with melee units. When the enemy is engaged
in melee they can't use ranged weapons, and won't pose a threat to your own
ranged units. There are basically three units that can tie up the enemy in
melee. The first and best choice is the Seer Council. Especially when attached
to a Farseer, the Seers are a very serious force. The many upgrades they can
receive just make them all the better. However, you can only have one Seer
Squad at any time, and they are fairly slow to produce and reinforce, so you
may want to look at other options.
The second, and most obvious option, are the Howling Banshees. The melee aspect
of the Eldar army, these ladies are very fast and nimble, somewhat compensating
for their relative frailty and mediocre damage. When upgraded and led by an
Exarch, they can use the War Shout ability, which lowers enemy morale. Their
weapons are good against most infantry types, making them good at killing the
enemy as well as keeping them occupied. They are no match however for other
races' melee units, so you shouldn't rely on them to do all the dirty work.
They also die a bit too fast for my tastes sometimes. I do like to use the
Banshees against other Eldar armies, but against other races I usually build
just a few in the beginning, and forget about them if the battle drags on
longer. For example, if there's a stationary group of Marines with Heavy
Bolters, perhaps even standing in a spot which gives them cover, a squad of
Banshees won't even come close to them before getting shredded.
Your third choice is perhaps a not so very obvious one. Still, the Guardian
Squad is a good way of keeping the enemy away from your damage-dealing ranged
units. Sure, their melee damage is pathetic compared to the Banshees, even when
led by a Warlock, and they have less HP than the Banshees as well. On the other
side, they have many good upgrades (especially for the Warlock), and are cheap
and fast to build and reinforce. Like I said, the goal of these units is to
keep the enemy from your ranged killers, not to take on armies by themselves.
When properly upgraded, the Guardians have the ability to render enemies
immobile with Entangle, boost their morale with Embolden, stun and scatter
enemy units with Plasma Grenades, and more. They are also cheaper to produce,
and deal more ranged damage. While none of this makes up for the Banshees'
strength and ability on its own, I find that the sum of these things does. The
nice thing about Guardians is that you can start building them right away, and
they can keep a level of usefulness the entire game if upgraded right,
especially if the enemy uses a lot of melee units (think Entangle). A squad of
Possessed Marines rushing towards you may be scary, but once entangled they're
easy to take out. Still, I suggest you experiment with it yourself, because I
know some people disagree with me on this.
As said before, the Dark Reapers are especially good against Space Marines and
the forces of Chaos. This is because their guns rip through heavy infantry
armour with ease, and that's what those races like to use most. Do keep in mind
that the Reapers need a short time to set up their weapons after moving. There
isn't much else to say about them, because Reapers are probably the least
versatile units in the Eldar army. Luckily, they are very good at what they do:
Killing heavy infantry at range.
The Warp Spiders are the heavy infantry aspect of the Eldar. They are extremely
good against infantry, so you'll find them most useful against the Orks and
other Eldar. They are also quite decent against enemy buildings. Once they get
their Haywire Bombs, they can deal massive damage to buildings and vehicles,
but the Haywire Bombs have a long reload time so you won't be spamming them.
The Spiders also have the ability to teleport short distances. This ability is
very useful, and can be used fairly often because it recharges quickly. When
fully recharged it can be used twice in a row. The Warp Spiders have fairly
good armour, as they are heavy infantry, so they are a bit less frail than
other Eldar units. This does not mean you should rely on them too much though.
They may look tough, but they really aren't able to hold their own in close
combat. Like I said before, and will probably say again: The power of the Eldar
lies in balance. A well-balanced army is your road to success.
The last (and least) of the Eldar infantry units is the Ranger Squad. Rangers
are fairly nice scouts and infiltrators when upgraded with the stealth upgrade,
but should not be trusted to take on a fighting role. The Rangers don't deal a
lot of damage, and die really fast. I sometimes keep one squad around for
scouting purposes, but other than that I'd forget about them. They're really
not worth it.
The Eldar vehicles are a lot easier to handle. Basically, all Eldar vehicles
are good. However, some are significantly better than others. My three
favourite vehicles are the Grav Platform, the Wraithlord, and the Fire Prism.
The Grav Platforms are just good because you can get them early, you can get a
lot of them, and they're fairly effective. They can be attached to squads, but
I prefer to keep them unattached as separate units. The Grav Platforms are your
best early counter to enemy vehicles, and that should be their main role. The
Fire Prism is the heavy tank of the Eldar army. They have a longer range than
anything the Eldar have (well, tied with the D-Cannon, actually), are pretty
tough to kill, deal great damage against buildings and pretty good damage
against vehicles and infantry, and can skimmer over impassable terrain. The
downside of the Prism tanks is that they will hit your units as well if they
are too close to the target. This makes them somewhat harder to control
effectively in cooperation with infantry forces. My favourite vehicle unit is
the Wraithlord. Like all walker vehicles, this bad boy is a killer in melee
against pretty much anything. They start out with a ranged weapon against
infantry, and can be upgraded with the powerful Brightlance weapon for use
against buildings and vehicles. They also carry flamethrowers, and can fire
their weapons while moving around. They aren't very fast, and are far from
invulnerable, but their strength and versatility makes them my number one
choice.
Like with all other races, the Eldar unique units are must-haves. The Farseer
can seriously turn the tide of smaller battles with her psychic skills and
melee prowess. The Seer Council is a kick-ass melee squad with psychic powers,
and the perfect escort for your Farseer. And last, but certainly not least, the
Avatar of Khaine is a huge monster of a unit. He's big, deals huge damage, has
buckets of hitpoints, makes all nearby Eldar immune to morale effects, raises
your unit limits above the normal maximum, speeds up all unit production times
for you, and doesn't slowly die when not fighting like the Bloodthirster. What
more do you want? Well, perhaps a ranged attack would have been nice, but we
wouldn't want to unbalance the game, now would we? Get one ASAP and watch your
enemies fall to his might. Use him to support your army, or put him at the
front and use him as a meat shield, because he will most likely draw all enemy
fire as they try to kill him before he kills them.
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[CH06] HANDLING SETBACKS AND LOSSES
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To prevent unnecessary losses, always keep your squads reinforced to the max.
Because the Eldar have low HP and armour, they need numbers to survive. Also
remember to dance your units when possible, and to take units with broken
morale out of the line of fire. Direct the fire of your units towards those
that would take the most damage from their weapons, and never forget to use the
many special abilities the Eldar have. Always keep an eye out for units that
require extra attention, and quickly decide what enemy units need to be taken
out first. All these things can help to keep your losses down to a minimum and
wipe out the enemy.
However, even if you do everything right, sooner or later it's going to happen:
The enemy stomps your forces, and you're cornered and broken in your base with
very few options left. Assuming you're not playing team multiplayer and you've
got no allies to save you from destruction, you've got to get your act together
and try to come back in full force ASAP. What to do?
Well, luckily all is not completely lost just yet, assuming a few simple
things: First, you need your base to be intact. If the enemy already has an
army tearing up your base, there's not a whole lot you can do about it, because
it's likely that anything you produce will be instantly reduced to ashes.
Secondly, while your army was getting slaughtered, you should not have
forgotten about upgrades, so you have everything you need ready at your base.
Finally, you should have enough resources to quickly build up a new force. You
should have arranged for these things even BEFORE you realized you were getting
stomped in order to come back strong.
If your army got defeated, it is logical to assume you did at least some damage
to the enemy. However, we can't assume the enemy is going to retreat to get
back to full strength. As long as your opponent has got a few decent units
left, you should realize that he's going to come your way immediately. If
you've got some units left yourself and the map is big enough, you should be
able to stall and distract the opponent for a while with some dancing and
hit-and-run strikes. When you run away, do not run towards your base. If the
enemy follows you, you want to lure them away from your base in order to buy
some more time. Guardians are nice for stalling, because they don't have a
delay to their ranged weapons and have some nice abilities.
The good thing about meeting the enemy forces, even if you got beaten, is that
you now know what units he has, and how he uses them. You can now adapt your
strategy to your new knowledge and give yourself a better shot at victory.
Think about what you did wrong, and try to do it right this time. However,
you'll need to do it fast, before the enemy comes knocking at your door. A good
unit to build right away would be the Avatar, because not only is it a very
strong unit, it also speeds up the production of other units. Unfortunately the
Avatar takes a long time to build, so I would focus on normal units first
unless you've got a lot of time or more than one Aspect Portal. Building Grav
Platforms is also a good idea at this point. They are pretty slow to produce,
but the good thing about them is that they don't take away any time from your
main production buildings because they are built from Webway Gates in stead of
Aspect Portals or Support Portals.
===============================================================================
[CH07] PLAYING AGAINST OTHERS
===============================================================================
While some of the Eldar units and strategies are good to use against any
opponent, some units are of more use against a certain race. This is mostly
because of the unit types that race has (Orks and Eldar use mostly infantry,
Marines use mostly heavy infantry, Chaos uses heavy infantry and daemons, and
every race has vehicles and buildings). The units and strategies described in
this chapter are fairly general tactics. Of course, variations are often
possible.
* * [CH07a] vs. Eldar * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
When you're up against an other Eldar player, it really all comes down to
skill. You'll have the same units, the same strengths, and the same weaknesses
as your opponent, so you'll have to be the one that makes the best use of them
in order to win. Still, knowing what units to use can give you an advantage
over someone who doesn't.
Howling Banshees are very effective against the Eldar, especially since the
only way to counter them early on is to build them as well. If you've got
Banshees and your opponent doesn't, you're forcing him to change his strategy,
which is usually a nice thing.
Warp Spiders, Shuriken Grav Platforms, Falcon Grav Tanks, and Vyper Jetbikes
are all good against most Eldar infantry units, because they deal great damage
against infantry, and all Eldar infantry squads except the Warp Spiders and
Seer Council are infantry.
A Seer Council should be treated like any other heavy melee unit: Entangle it,
then take it out with the appropriate ranged unit (Dark Reapers) and/or nuke it
with your Farseer's powers. Do watch out if the Seers are escorting a Farseer
of their own. Her psychic powers can hurt just as much when your opponent uses
them as when you use them.
If your opponent has got an Avatar heading your direction, the best thing to
have is an Avatar of your own. Lacking that, it's best to focus all your big
damagers (Prism Tanks, Brightlances, Wraithlords) on the Avatar, while your
other (infantry) units focus on the Avatar's support. It's a mistake directing
ALL your fire at the Avatar, because some units will hardly be able to damage
it and would better take care of other threats. If an Avatar attacks you
without support (which is pretty stupid), just take him out with some nice and
easy dancing, because he doesn't have a ranged attack (or just hit him with
everything you've got. It's quicker, but you may lose some units. A lone Avatar
isn't nearly as scary as one leading an army).
* * [CH07b] vs. Orks * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Orks are in my opinion and experience, the hardest enemies to face, perhaps
tied with the Space Marines. Their strong selection of melee units and their
large versatility make them tough to beat when left unchecked, especially on
smaller maps. Having enough Warp Spiders is a good start, because they rip
through most Ork units without problems. Some Guardian Squads with Entangle
doesn't hurt either, making sure their strongest meleers don't close the
distance. Howling Banshees are a pretty bad choice, because the Orks are way
better at close combat than the Banshees. Your best bet at beating an Ork
player is to get some Warp Spiders as soon as humanly possible, and then rush
them in the hope they haven't got Stormboyz or Nobz yet. Warp Spiders are
fairly effective against buildings, and VERY effective against most basic Ork
units, so if you hit them early and hit them hard, you should be able to raze
their base before they can stomp you with Stormboyz and Nobz in midgame. In
late game the advantage ends up on your side, because your vehicles are better
than those used by the Orks.
The Farseer and Seer Council are probably the only Eldar infantry units that
have a chance to beat the Orks at melee, so they can be put to excellent use
here. Be careful not to get swarmed though. They can't take on a whole army by
themselves.
Because most Orks do not wear a whole lot of armour and are thus classified as
infantry, the same units that were good against the Eldar work against the Orks
as well: Warp Spiders, Shuriken Grav Platforms, Falcon Grav Tanks, and Vyper
Jetbikes. However, the Orkish infantry has way better anti-vehicle weapons
available than the Eldar, so watch out.
The Ork Nobz is a fearsome unit, but they can be handled like other heavy melee
units. Entangle them with your Guardians, and then slaughter them at your
leisure. Again, Reapers are your friend here.
While most Ork vehicles aren't especially great, and no match for your own
vehicles, the Squiggoth is a nightmare. It carries troops, fires all kinds of
hell from its back, and simply tramples anything that comes near it. On top of
that, it has got heaps of HP and damage to take on any threat you bring.
However, if you see one of these monsters heading your way, don't panic. As
always, keep your head cool and quickly work out how to deal with it. Not
surprisingly, you deal with a Squiggoth pretty much the same way you handle the
other two super units (the Avatar and Bloodthirster). Just get some heavy
damager dealers together and blast the crap out of it. Because of its ranged
attacks and Rampage ability it is far more dangerous than the other two super
units, but with coordinated fire it will go down. Remember that, unlike the
other two super units, the Squiggoth counts as a vehicle. This means that it
can be repaired, and also that it can be affected by Haywire Bombs. Since you
should have some Warp Spiders at hand anyway when fighting Orks, be sure to
throw those bombs at the Squiggoth for some nice damage.
* * [CH07c] vs. Space Marines * * * * * * * * * * * * * * * * * * * * * * * * *
The Space Marines may be the only race without a super unit, but their regular
units are strong enough to make up for that. Most Space Marine units are tough
to kill and can deal a lot of damage. In order to win against the Space
Marines, you can't just trade shot for shot and expect to emerge victorious.
However, the Space Marines do have their weak spots, and they are certainly not
unbeatable.
In early game, it's probably a good idea to use a mixed force of Banshees and
some Guardians. In the early stages of the game Banshees are effective enough
to take on Scout and Marine squads, and they're not too expensive so they won't
drain your resources a lot. Once the game progresses and your enemies get
stronger, you should have your Dark Reapers ready for use. Because of the Space
Marines' love for heavy infantry, the Reapers will be your main anti-infantry
weapon.
Terminator squads, especially the Assault Terminators, are incredibly tough,
but can be handled like any other heavy melee unit. However, the normal
Terminators have got strong ranged weapons, and can still deal damage to your
troops when entangled. Simply run any squads with low morale away from the
Terminators, because even if they're not entangled they're still way too slow
to keep up with your units.
Land Raiders are also extremely tough, but anything that works against other
vehicles works against the Land Raiders as well. Haywire Bombs, Brightlance
Platforms, Wraithlords, and of course the Avatar all work well against these
moving fortresses. They don't go down easily, but you can comfort yourself with
the knowledge that these guys are expensive and take up a whole lot of support
points, so if an enemy sends a bunch of Land Raiders at you it's not very
likely he has got a lot of vehicles left after you blow them up.
* * [CH07d] vs Chaos Space Marines * * * * * * * * * * * * * * * * * * * * * *
The forces of Chaos are quite similar to the regular Space Marines. Like the
Space Marines, they have a lot of heavy infantry. The Chaos vehicle selection
is no as good as that of the Space Marines, though, forcing them to rely more
on their strong infantry units. Because of this, Chaos players will often try
to rush you with Chaos Marines as early as possible, trying to prevent you from
getting your higher-tier units.
Luckily, Chaos units can be handled in pretty much the same way you handle
Space Marines. Banshees and Reapers are once again your best bet. Massed
Shuriken Platforms are also very effective. Defilers can be a pain with their
ability to scatter infantry near and far, but they are not very tough and can
be taken down easily with Haywire Bombs, Brightlance Platforms, or any other
anti-vehicle weapons.
Possessed Space Marines are certainly dangerous because of their great speed
and power, but once entangled they go down easily. Dark Reapers will make short
work of them.
The Chaos super unit, the Bloodthirster, is of course very dangerous. Like the
other super units, it has a lot of HP and deals a lot of damage. The
Bloodthirster can also be summoned from any location where an Aspiring Champion
or a Chaos hero unit is present, so don't be surprised if one pops up in the
middle of a fight. To make things even worse, the Bloodthirster can fly over
other units and impassable terrain, giving it the ability to land behind your
lines and start chopping up your fragile ranged units. While it does lose HP
when not in battle, it's unlikely that you'll see a Bloodthirster outside of
battle, so that's not too much of a weakness. Besides these points, you can
treat a Bloodthirster like you would treat an Avatar: Brightlances,
Wraithlords, Prism Tanks, and an Avatar are all good to use.
===============================================================================
[CH08] SPECIAL STRATEGIES
===============================================================================
Here are some unsorted strategies for playing the game, for handling certain
situations, and for build orders. I've named the strategies for easy reference.
Strategies recieved by email may be edited for speling and clarity. I will add
short personal comments, but it's up to you to find out how well these
strategies work for you.
* * Wraithtomb Rush - By Darkfyre * * * * * * * * * * * * * * * * * * * * * * *
STRATEGY: As soon as the game starts, start researching the Wraithtomb ability.
Also queue up a second Bonesinger. Start building an Aspect Portal and a
Plasma Generator with your first Bonesinger, but teleport over to the ememy
base as soon as you've got the Wraithtomb ablity. Use Wraithtomb on the
enemy's barracks and try to kill his builders in melee if they are undefended.
Use your second Bonesinger if you need to finish building, build a few squads
of Guardians, and get a squad of Warp Spiders as soon as possible. If
necessary, use your second Bonesinger to redo the Wraithtomb on the enemy
building. The Guardians and Warp Spiders should take care of any enemy units,
since he can now only build basic units. Reinforce the Warp Spiders if
necessary. Have the Guardians capture all Requisition Points close to the
enemy base and build a Listening Shrine on them. Your enemy is now pretty much
helpless and at your mercy.
COMMENT: An effective way of ending battles early on, since an unprepared enemy
will not be able to do anything at all to prevent his doom. It's extremely
annoying to have this strategy used against you. The downside is that you are
more vulnerable to a rush yourself. This strategy is also not recommended for
anything but 1v1 on a small map. It works best against Marines (of both
varieties), because of their weak basic units. Still, any race's basic units
should fall to a squad of Warp Spiders, and because of Wraithtomb the enemy
won't be getting anything else.
* * Ambush - by PsychicLobster * * * * * * * * * * * * * * * * * * * * * * * *
STRATEGY: The Eldar are excellent for setting up ambushes (for the most part).
An excellent strategy would be to use a large fire base of Dark Reapers (2-3
full squads), and a large squad of Guardians. Activate Fleet of Foot on the
Guardians (or any other cheap unit), take a few shots off at the enemy, then
run away. hopefully (I've tried this 20 times, and it's worked 14 times), the
enemy will run units in the general direction the Guardians were heading, so
run them to the Dark Reapers for a nice little bloodbath. It never hurts to
have extra support, in case you don't like wasting Dark Reaper squads.
COMMENT: This strategy works fairly well in certain situations, though most
good players are well aware of their units and of the terrain, so they won't
easily be lured to a situation that gives you the advantage. Still, this is
one of those strategies that never hurt to try if you've got some time. Being
able to control your enemy's movement always gives you an advantage, and if
the enemy doesn't respond to your bait units, nothing is really lost.
* * Base Avatar - by PsychicLobster * * * * * * * * * * * * * * * * * * * * * *
STRATEGY: Another strategy for the Avatar is to simply leave him in your base.
As you said "people always shoot at the Avatar", it may be a better idea to
leave him for base defense, and for getting his bonuses. This is mainly
because he can be danced around too easily for such an expensive unit, as you
put it. sort of the other side of the coin for its usefulness.
COMMENT: There are pretty much two sides to this strategy. Because the Avatar
is far from immortal, and he can be danced around too easily sometimes, this
is a good idea. His non-combat bonuses are certainly good enough to justify
this strategy, and he can serve as base defence should things go wrong.
However, the extremely useful morale bonus he gives units in combat, as well
as his own impressive strength, can be a big help in hard battles, and if you
keep him back when you need him, chances are you won't be able to get him
where you want him fast enough. Use this strategy only if you're sure you
don't need him in combat.
===============================================================================
[CH09] MISCELLANIOUS TIPS
===============================================================================
Here are some random, unorganized tips you can use to improve your skills. Some
tips are already mentioned in previous chapters, and are just listed here for
those that only look at the tips and ignore the rest (like I often do with
guides). There might be something of use in here for everyone.
- Learn to use the Hotkeys! This is true for any RTS game, and it's certainly
true for DoW. When you're fighting an enemy and micro-managing a large army
while stuff is happening left right and centre, you don't want to be
searching for the right thing to click. Using hotkeys saves you time, and
allows you to distribute your attention more effectively.
- Setting up hotkeys: The readme file says you can set your own hotkeys by
manually editing the file '.\Profiles\Profile#\keydefaults.lua' in Notepad.
However, this file does not exist for me. After searching around a bit, I
found the file '.\Profiles\Profile#\W40k\KEYDEFAULTS.LUA'. The text in this
file says I should not edit it, and only use it (and I quote): "in case the
user screws up the key bindings file in Root/KeyBindings/". So naturally, I
check the KeyBindings map to find out what I can screw up. However, this map
does not exist either! I might try messing around with the only file that
does exist, but I'd rather not, because it says it should NOT be changed by
the user. If anyone knows more about this than I do, PLEASE contact me!
- Embolden does not just immediately boost the Morale of a squad. It raises the
maximum Morale of the squad by 200. Knowing that, it's better to activate
Embolden the moment your unit comes under fire, so they won't break as
easily. Activating Embolden at the last moment usually isn't a wise thing to
do, because the bonus isn't going to help a whole lot if your squad is
already broken.
- Choose the paint scheme that you like best, or make your own with the army
painter! It won't affect your unit's strength or make you play better, but
it's just a lot more fun to play your "own" army. Do know that the Eldar
colour scheme is sometimes a bit odd. For example, the HAIR colour of your
Banshees is defined by what EYE colour you put in the army painter. Makes me
wish that they put in the option to view every unit in the painter preview,
in stead of just two...
- When occupying a heavy cover location, you should always make sure there is
no heavy cover between you and an approaching enemy. Otherwise, the enemy
will get the cover bonus as they close in for the kill.
- Don't forget about defending your base, but don't EVER think about trying to
turtle. keeping your base in one piece is important, but so is gathering
strategic points! Capturing resource points is absolutely vital, and so is
preventing your enemy from getting too many points. So go out and be
aggressive. It doesn't mean you can be reckless, but it does mean you need to
think offensively.
- Know your enemy. This is easier if you know the person you are playing
against, but even if you're playing against a stranger there are some basic
things you can easily find out by some scouting. Where is the opponent's
base? What race is he using? What units does he use? What strategy will he
most likely follow? Knowing these things gives you an edge, because you can
now plan your actions more effectively.
===============================================================================
[CH10] UNIT DESCRIPTIONS
===============================================================================
The following information is given for every unit and building:
Name: The name of the unit, as shown ingame.
Armour: The armour type this unit uses.
Cost: The cost to build the unit, in Requisition/Power (Support)
H/M: The amount of Health and Morale this unit has. Health is measured per
unit, morale for the entire squad.
Damage: The damage this unit deals, in melee/ranged combat.
Requires: The things you need before you can build this unit.
Produces: The units this building can produce.
Upgrades: The upgrades you can buy at this unit.
Abilities: The special abilities this unit can use and/or learn.
Description: My personal view on this unit.
All stats are taken from un-upgraded units.
* * [CH10a] More than flesh: Infantry * * * * * * * * * * * * * * * * * * * * *
Name: Bonesinger
Armour: Infantry
Cost: 45/0 (1)
H/M: 175/200
Damage: 24-30/0-0
Requires: Webway Assembly
Produces: All Eldar structures
Upgrades: none
Abilities: Teleport, can learn Wraithtomb.
Description: You basic builder unit. You should usually only need two of these.
Use their Teleportation ability as often as possible, because it is a lot
quicker than walking.
Name: Guardian Squad
Armour: Infantry
Cost: 120/0 (2)
H/M: 170/300
Damage: 7-12/12-16
Requires: Webway Assembly
Produces: Reinforcements (9 max), Warlock (1 max)
Upgrades: none
Abilities: None before upgrades, can learn Plasma Grenades and Fleet of Foot,
as well as all Warlock upgrades when led by one.
Description: Your starting unit, and one that can gain many nice abilities
through Warlock upgrades. These will probably be the first units you will
build in the beginning of a game, and they keep a level of usefulness
throughout the game.
Name: Ranger Squad
Armour: Infantry
Cost: 195/0 (2)
H/M: ???/???
Damage: ??-??/??-??
Requires: Aspect Portal
Produces: Reinforcements (? max)
Upgrades: none
Abilities: None before upgrades. Can learn Infiltration and Fleet of Foot.
Description: When upgraded with the Infiltration ability, these guys make
fairly good scouts. Don't expect them to help a lot in combat situations,
though. Maybe keep one around to scout, but don't count on them to do much
else.
Name: Howling Banshee Squad
Armour: Infantry
Cost: 200/0 (2)
H/M: 260/300
Damage: 33-46/5-6
Requires: Aspect Portal with Banshee Aspect add-on
Produces: Reinforcements (9 max), Banshee Exarch (1 max)
Upgrades: none
Abilities: None before upgrades. Can learn War Shout and Fleet of Foot.
Description: The only normal infantry melee unit the Eldar have. Good at what
they do, which is rushing towards the enemy and chopping them to bits. They're
quite frail for a melee unit though, so keep an eye on them. They're most
useful in early game.
* * [CH10b] More than metal: Vehicles * * * * * * * * * * * * * * * * * * * * *
(Nothing yet!)
* * [CH10c] Raw power: Special Units * * * * * * * * * * * * * * * * * * * * *
Name: Farseer
Armour: ???
Cost: 240/80 (0)
H/M: ???/???
Damage: ??-??/??-??
Requires: Aspect Portal
Produces: nothing
Upgrades: ???
Description: ...
Name: Seer Council
Armour: Heavy Infantry
Cost: 240/75 (2)
H/M: ???/???
Damage: ??-??/??-??
Requires: Webway Assembly, Soul Shrine
Produces: Reinforcements (15 max)
Upgrades: ???
Description: A tough and strong melee unit, the Seer Council is actually a
whole lot of Warlocks thrown together in a single squad. Because of this, they
benefit from most Warlock upgrades. They are the perfect escort for the
Farseer, because every Warlock in the squad improves the reload times for all
of the Farseer's abilities. When fully upgraded, the Seer Council is certainly
a force to be reckoned with.
Name: Avatar
Armour: ???
Cost: 865/1030 (5)
H/M: ???/???
Damage: ??-??/0-0
Requires: Soul Shrine, Aspect Portal with ALL Aspect Stones, Support Portal
with ALL Aspect Stones
Produces: nothing
Upgrades: none
Description: ...
* * [CH10d] Home sweet home: Buildings * * * * * * * * * * * * * * * * * * * *
Name: Webway Assembly
Armour: Building
Cost: 560/200
Health: 4800
Requires: Nothing
Produces: Bonesinger, Guardian squad, Seer Council
Upgrades: Fleet of Foot Research, Imbue: Wraithtomb, Plasma Grenades
Abilities: Bonesong (Temporarily increases defence of friendly buildings),
Projects a Control Area around itself.
Description: The only building you start with, this building produces your
worker unit, your basic combat unit, and a very strong melee unit. On top of
that, it also contains the Fleet of Foot upgrade, which is really useful.
Since you start with one you should never have to build it yourself if you
don't lose it. If you lose this structure, you've probably already lost the
game.
Name: Aspect Portal
Armour: Building
Cost: 100/0
Health: 2000
Requires: Nothing
Produces: Ranger, Howling Banshee, Dark Reaper, Warp Spider, Farseer, Avatar
Upgrades: Banshee Aspect Stone Add-on, Reaper Aspect Stone Add-on, Warp Spider
Aspect Stone Add-on, Infiltration Research, Call of War Research, Death Omen
Research, Warp Spider Equipment
Abilities: None
Description: Your infantry producing building, which also houses an upgrade for
most of the units it produces. While the Guardian squads certainly aren't
totally worthless, you'll probably want to switch to the more powerful and
specialised units this building produces. Even if you want to use only
Guardians for some odd reason, you'll still want to build this structure,
because it is required for the Soul Shrine. It's the first or second building
I build in any game.
Name: Listening Shrine
Armour: Building
Cost: 80/0
Health: 1800
Requires: Nothing
Produces: Requisition resources.
Upgrades: War Shrine Add-on, Escalate Engagement Research
Abilities: None
Description: This building can only be built over a Strategic Point or a Relic.
It not only protects the spot from being taken by the enemy too quickly, but
also causes the gathering of Requisition points to speed up. It can be given
the War Shrine add-on, providing it with a weapon and some extra defence.
You'll usually want to build one of these on every point you conquer.
* * [CH10d] Song of progress: Upgrades * * * * * * * * * * * * * * * * * * * *
Name: Fleet of Foot Research
Cost: 50/10
Requires: Webway Assembly
Description: Gives most of your infantry units the Fleet of Foot ability. When
activated, this ability makes your units move faster, but they become less
accurate. A great help in outmanoeuvring a less nimble opponent.
Name: Imbue: Wraithtomb
Cost: 50/25
Requires: Webway Assembly
Description: Gives your Bonesingers the Wraithtomb ability. When cast on enemy
buildings they will be unable to produce units, perform research, or create
add-ons for a short period of time.
===============================================================================
[CH11] THANKS
===============================================================================
* * Darkfyre (that's me!) * * * * * * * * * * * * * * * * * * * * * * * * * * *
For making this guide.
Mail me at dmariman [AT] gmail [dot] com if you want to contribute to this
guide in any way.
* * Andre (aka "The Hunter") * * * * * * * * * * * * * * * * * * * * * * * * *
For introducing me to this game, and for allowing me to kick his Chaos-using
ass. =P
* * PsychicLobster * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
For submitting the "Ambush" and "Base Avatar" tactics, for telling me to
emphasize 'dancing' units more, and for reminding me that 40k orcs are acually
Orks.
Also for being the first to comment on the guide though email. =)
* * Games Workshop * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
For the Warhammer 40K universe.
* * Relic Entertainment and THQ * * * * * * * * * * * * * * * * * * * * * * * *
For this wonderful game.
===============================================================================
[CH12] VERSION HISTORY
===============================================================================
This seems an almost mandatory thing in guides, though I doubt anyone ever
really reads them. Oh well, here it is.
* * Version 0.10 * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Added some things to Chapter 8.
Changed "Orcs" to "Orks".
Changed some other minor things.
* * Version 0.9 (first release) * * * * * * * * * * * * * * * * * * * * * * * *
First official release on GameFAQs!
* * Version 0.1 - 0.8 (unreleased) * * * * * * * * * * * * * * * * * * * * * *
Finished all chapters except for 8 and 10 (SPECIAL STRATEGIES and UNIT
DESCRIPTIONS).
===============================================================================
[CH13] COPYRIGHT
===============================================================================
Well, I've got to include something like this as well, I guess. Here we go:
This document (the "guide") for Warhammer 40k: Dawn of War ("DoW") is the sole
property of Darkfyre (better known in daily life as Dennis Mariman), and is
intended for exclusive use on http://www.gamefaqs.com ("GameFAQs").
You may read the guide, store it on your hard drive or any other private
storage media, print it, and use the information in it for playing DoW.
You may NOT alter the contents of the guide in any way. You may NOT take the
guide -or any part of it- and claim it as your own work. You may NOT distribute
this guide through any other means than the GameFAQs site. You may NOT use the
guide for any commercial purpose. If you wish to use this guide for any other
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Warhammer 40k: Dawn of War
--Eldar Battle Manual--
Version 0.10
Written by Darkfyre,
for http://www.gamefaqs.com
Contact: dmariman [AT] gmail [DOT] com
Put at least "DoW Eldar" in the mail title, or I WILL treat it as spam
"My powers are yours now"
-Eldar Farseer
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