0000000000000000000000000000000000 00 Warhammer 40 000: Dawn of War 00 00 00 00 Space Marine Combat Guide 00 00 00 00 Version 0.84 00 0000000000000000000000000000000000 Serve the Emperor today as you may die tomorrow. Copyright 2006 SM_pwnerer (A.K.A DeadGeorge987) Date Started: January 21 2006 0000000000000000000 Table of Contents:0 0000000000000000000 ------------------------------------------------------------------------------ Sec.0.1: Version History [HSTY] Sec.1.0: Introduction [INTRO] Sec.1.1: Space Marines overview [OVRW] Sec.2.0: Infantry Breakdown [INF] Sec.2.1: Vehicle Breakdown [VECH] Sec.3.0: Build orders [BO] Sec.3.0.5: Hybrid Build Orders [HBO] Sec.3.1: Beginning Tactics [BTA] Sec.3.2: The perfect hotkey set up [HS] Sec.3.2.5: Basic combat tactics [BCT] Sec.3.3: Upgrades management [UMNN] Sec.3.4: Economics tips [ETETET] Sec.4.0: Introduction: strategy versus other races [INTRO2] Sec.4.1: Space Marines versus Chaos [VCHA] Sec.4.2: Space Marines versus Orks [VORK] Sec.4.3: Space Marines versus Eldar [VELD] Sec.4.4: Space Marines versus Space Marines [VSM] Sec.5.0: Multi-player and map specific strategies [MMSS] ** Sec.5.1: 2-player maps [2PM] Sec.5.1.1: General teamplay strategy [GTS] Sec.5.2: 4-player maps [4PM] Sec.5.2.5: 6 plus-player general strategy [6GS] Sec.5.3: 6-player maps [6PM] Sec.5.4: 8-player maps [8PM] Sec.5.4.4: Free for all strategy [FFAS] *** Sec.5.5: Odd numbered maps [ONM] *** Sec.6.0: Miscellaneous Facts [MISCF] Sec.6.5: Legal information [LLLLL] Sec.7.0: Ending, includes credits [EC] ----------------------------------------------------------------------------- See miscellaneous for instructions on e-mailing me. * Tip: Use CTRL+F and type in the short cut in square brackets to quickly access whatever section of the guide you want to fast forward to. Although I recommend extensively reading every section, by all means feel free to fast- forward to whatever section you want to jump to. ** This is a very large section, so please, feel free to use the control-F fuction if you're looking for something particular. Again, this is an important part, so I recommend reading it all, as it will cover every current multi-player map (not modifications). *** Three stars indicate this version has not been started or is only partially complete. Don't worry, it's version 0.81, meaning you're getting whatever percent of a full guide, (above 80) with lots and lots of information. 00000000000000000000000000000000 Sec.0.1: Version History [HSTY]0 00000000000000000000000000000000 Version history will be listed starting at the oldest version. Version 0.8: This version forms the bulk of my FAQ, and will include all major strategies versus each race, as well as a build orders section to help for multi-player. The unit breakdowns do not get into exact statistics for every unit, but they still provide the important essential information anyone would want. I recommend looking on Relic's site if you want exact statistics. Some of the multi-player strategies and map strategies have been completed (see below). I expect to develop and update the FAQ at least a few more times before summer. Then during summer, I have a lot of free time on my hands so I can play more multi-player and compile more strategies. Version 0.81: My first update, this one is very minor. The most noticable (and important) difference here is that I modified the Delayed Teching build. This new variant of Delayed Teching should fair better against the Eldar, and will do better than before against Chaos in Tier 2. The other small changes are the spelling/grammar fixes I was able to find. Of course, don't expect these to go away all at once; they'll go eventually. For example, I fixed the word Dreadnought which I had spelt Dreadnaught in my first version. I can't decide if the next update will be minor or major. Most likely minor, with me revising some important sections. Whenever the next major update does finally come, expect it to have Free for all (FFA) and team FFA, which have recently become more and more popular. Version 0.82: This is my second update so far. I'm still working on organizing more sections as well as re-writing some parts (and adding some parts). Nothing major, just some re-enforcement on what's already been done. Iíve added some sections documenting information I sort of took for granted that the reader would know...Sorry about that! Also, I've been having some serious trouble updating this FAQ and altering it. See, previously, it was on Microsoft Word, but I quickly put it on NotePad to allow it to be submitted. Even since I've been really having a tough time updating in NotePad, so I'll also accept any tips via e-mail on this. That being said, I'm very sorry if at times to formatting seems awkward or a letter or something is cut off. Just make the best of it and leave it to me to fix it at a later date. Version 0.84: Some more fixes, mainly in the form of build order tips. I have made the regular build extremely efficient with some additional tips, and using it, I find killing insane computers even easier than before. However, it definitely takes some practise and thought. Again, just little things here and there you'll come to appreciate me for updating. Still, none of the big changes are present (wait till summer), but these changes are useful nonetheless. 000000000000000000000000000000 Sec.1.0: Introduction [INTRO]0 000000000000000000000000000000 Well, first of all, welcome to Dawn of War. Better yet, welcome to your Space Marine combat guide, where you will learn everything you need to know to conquer the insane AI as well as conquer your opponents online. But why use this guide? There already are Space Marine guides. Well, having personally read through most Dawn of War guides available on the net, I can tell you that they fail to talk about the common multi-player game in depth. Also, I see way too much talk about Tier 3, and nothing else. Yes, it's fun and nice to talk about tanks and dreadnoughts, but what if you don't make it that far? What if your build order crumbles under the enemy's harassment? I seldom see a guide talk about defending harassment. And so far, I HAVE ONLY TWICE seen Dawn of War guides talk about an opening build order in depth. All I see is "Capture points with your scouts, get some listening posts and plasma generators and defense and then tech up." Well that's not helpful! How many scout squads? What do you get for defense? How do I know I'm safe to tech up? Should I re-enforce squads early on? These questions, and other questions writers tend to dodge are all answered in here. Better yet, I explain the rationale behind these decisions, to help you understand why, which I feel is very important when becoming a strategy game player. I can tell you right now that you will get everything you could possibly want from this guide (except for exact statistics, but I plan to add statistics to the miscellaneous section in due time). Micromanagement (aka micro) involves making your units as effective as possible. For example, taking a missile launcher sqaud and making them fight melee units is horrible micro, because they will not be effective, and will most likely die. However, using your assault marines for melee and your missile sqauds to kill vehicles is good micro. Micro gets a lot more complex, but for now common sense should give you a fairly good idea of how to properly micro. Macromanagement (aka macro) involves running your economy, long term planning, and managing huge armies (while micro focusses on smaller forces). Planning out your build orders and your Tier by Tier strategy can be considered macro. If you have 80 Space Marines on screen as well as a bunch of dreadnoughts and tanks, co-ordinating them all to attack an enemy position can be considered macro. Like every other RTS, Dawn of War features both of these skills, although I personally see more emphasis being needed for micro. I do assume you guys have at least played the tutorial, the campaign, or at least a few skirmishes. I'm here to make you guys better, not teach you the basics. I also assume a general knowledge of the tech tree. Hotkeying units is done by selecting a unit/group of units, and holding ctrl and pressing a number (1-9,0). From now on, whenever you press this number to select the unit that you assigned it to. When you double tap the number, it centres in on the unit hotkeyed. It will stay like this unless you re-assign the hotkey. I cannot stress enough how important it is to know this. On a final note, I cover standard games, not quick start. Quick start games are generally for novices who choose not to learn the concept of planning and macromanagement. I sincerely hope you enjoy this guide, and I am positive that if you practice and apply what you have learned from here, you will become a much better player. 00000000000000000000000000000000000000 Sec.1.1: Space Marine overview [OVRW]0 00000000000000000000000000000000000000 So why would one want to use and specialize with the Space Marines? Well, the Space Marines have a number of advantages other races don't. However, they are also weaker in some aspects, but as you read on you will soon learn how to overcome the Space Marine's weaknesses. Advantages: -Space Marines are the kings of versatility. The basic Space Marine squad is extremely effective at start, and remains effective throughout the game as it can be upgraded to counter any threat. -The Space Marine commander units have arguably the best Commander units in the game. Not only can they be upgraded to be extremely powerful in combat, but also they can be upgraded with abilities to give their fellow units immortality for a short time (word of the emperor). -Space Marines also have the most powerful walker vehicles in the game (and by that I am referring to the two dreadnought variations). -Space Marine buildings are stronger than average, compared to other races. While now this may seem useless, remember that in some scenarios it will be a race to finish off the opponent's buildings, with both of you attacking at once. And I don't know about you, but in that situation I would rather have the ~6500 health HQ than the Ork ~3000 Settlement. -Space Marines may lack a super unit, but with some careful planning and strategy (which you will learn) they can have the most powerful tier 3 of all the races. Disadvantages: -The Space Marine tech tree can be conflicting, especially when you reach Tier 2 and beyond. The choices will be difficult, yes, but I will train and teach you to make the right choices in the right scenarios. -Space Marine's have the worst melee/jump pack squad compared to the other races. Chaos Raptors can be upgraded with weapons and have a bigger squad cap. Orks deal more damage and have a bigger squad cap. And the specialized Eldar melee units are more than a match for Assault Marines. This lack of good, cost effective melee power can make Tier 1 a lot harder than it has to be. -Space Marines are the only race without a build order for every scenario. In different scenarios the Marines must adapt and build differently. This can make getting the hang of a build hard, because what works against some fails against others. -The Space Marines have no uber-unit. By uber-unit I mean the Squiggoth, Avatar, or Bloodthirster. By definition, uber-units are each race's one special unit that can be created only with a relic in control. Uber-units can devastate entire armies if the enemy is not prepared. Instead, with the assistance of a captured relic Space Marines gain access to several moderately powerful units. -Space Marines have one of the weakest tier 1s. Sometimes they can be stuck with 3 sqauds of faithful Space Marines, which is killer. Space Marines are a race that get better as they climb the tech tree. There it is, my extremely basic (yet informative) rundown of Space Marine strengths and weaknesses. 0000000000000000000000000000000000 Sec.2.0: Infantry Breakdown [INF]0 0000000000000000000000000000000000 As you can probably already start to tell, I am not a man of specifics. I prefer getting right down to the point, telling you the important information that will be essential to winning. Enjoy this unit listings (expect it to get more complex in future updates). Servitor 75 Req. 0 Power 1 supply Class: Builder unit (weak) =250 health The servitor is what gets your economy and base rolling. As a general rule I recommend at least 2 of these (more in-depth info in build orders section). Not much to be said really. They're quite strong compared to other race's building units, but still they are weak at 300 health so watch out, and take careful measures to avoid these things dying early on. Scout Marine Squad 90 Req. 0 Power 1 supply 6-8 melee 11-13 ranged Class: Light-Medium infantry =250 health each These are you scout units, always available from your HQ and always a necessity because early on they will be your strategy point takers. Again, more in-depth info on the numbers needed in the build orders section. To be honest, I do not know if scouts qualify as light or medium infantry. All I know is that they are fairly weak, have 250 health, but better armour than a servitor by the looks of it. Scouts can also be upgraded with a couple of morale breaking weapons, but for now forget about Scout weapon upgrades, as they'll only be useful in more advanced strategies, which will be taught later. For now, just know that they are scouts and later once you get more advanced will be used to harass. *By the way, against opponents like Eldar who have mainly light infantry, scouts can be used to compliment the main force for a cheap price (see versus Eldar section). Space Marine Squad: (Tier 1) 190 Req. 0 Power 2 supply 25-31 melee 22-27 ranged Class: heavy infantry =300 health each Here is your main fighting force. WHAT? They only have 300 Health each, deal less damage than other race's main fighters, and cost a lot! Well, here's what you have to know: -They are heavy infantry and come with heavy armour -The damage of the regular bolters (default non-heavy weapon gun) can be upgraded via target finders. In the end it can do 31-37 damage. -Sergeants can be added (squad leaders) but these squad leaders are far superior than other squad leaders for one reason: rally. By clicking rally (or even better pressing Y), the sergeant can bring the squad's morale to full morale! -The health of average Space Marines (300) can be upgraded to 433 via Bionics war gear. -Sergeants ranged attacks AND melee attacks can make him extremely effective against heavy infantry, even more powerful than a Nob leader. First, he can be given a plasma gun, which is absolute ownage versus heavy infantry, for ranged that is. Second, he can be given a power sword and power fists which bypass armour! Now if the sergeant has a sword that can bypass armour, then he's going to be extremely effective in melee. -Space Marines can be upgraded with 4 different types of heavy weapons, which can make them able to dispatch any threat they may encounter. **Space Marine heavy weapons:** (all of which are ranged) -Flamer: Arms one sqaud member with a short-ranged flame thrower effective at breaking morale. Does only 7-8 damage to health, but drains morale fast. Best used in conjuction with melee. -Heavy bolter: Arms one sqaud member with the upgraded version of the regular marine bolter. The space marine using this gun must be stationary, and cannot move and shoot. It does 70-93 damage and is most effective against light/regular infantry. -Plasma gun: Arms one sqaud member with a plasma gun, which can be fired on the run and is effective against heavy infantry instead of light infantry. Does 69-84 damage. -Missile launcher: Arms one sqaud member with a powerful missile launcher effective against vehicles and buildings, but worthless against infantry. They can knock around commanders though, so keep that in mind. 80-97 damage. All of these heavy weapons are better than the 22-27 damage of the regular starting bolter, so give your guys heavy weapons. Just not flamers; only some early rush tactics require those. For your information, target finders increases the damage of the regular bolter (making it higher than 22-27) AND heavy weapons. So, a little heavy weapons quiz... If you are facing Orks who have mainly masses of regular infantry then you should use...Heavy bolters. If you are facing Orks who decide to use heavy infantry like Nobz, then you should use...Plasma guns. If you are facing vehicles...Then you should keep a sqaud or 2 with missiles. If you are in doubt between using heavy bolters or plasma, then stick with the plasma, because the movement and shooting opens up a lot of possibilities. So basically the Space Marine is very versatile and effective, but a tad weak in tier 1 without all of his useful upgrades. Something I see players do a lot (and I can even criticize myself a little bit here) is that they (and me) underestimate the melee strength of a Space Marine squad, especially with an upgraded sergeant. Bottom line: Space Marines are your main force. They are versatile and can be upgraded to counter any threat later on. At the beginning they are a tad weak, but with good tactics this can be overcome. Assault Marine Squad: (Tier 1) 260 Req. 0 Power 2 supply 38-47 melee 12-15 ranged Class: heavy infantry =360 health each Here we have the Space Marine jump pack melee unit equivalent to other races. As I stated above, they are weaker than their counterparts from other races, but I recommend getting at least one squad of these guys anyway, because with an upgraded sergeant they are a force to be reckoned with. Don't get these guys before Tier 2 though. Yes, there are some build orders, which warrant getting these guys early, but generally it's not a good idea. Assault marines do not get some of the luxury Space Marines do. They cannot be upgraded with heavy weapons, and thus are not as versatile. However, they have heavier armour, and more health than average Space Marines. The tactic you should all use when employing these guys is this: if you find an enemy squad that is meant for ranged combat, use the jump packs (J) to jump them in and disrupt the enemy ranged units. Ranged units, such as the Eldar ranger, are usually very strong at ranged but they lack close combat ability and armour, so naturally they will die quite easily. Bottom line: with jump packs, these guys can be used to surprise and disrupt enemy ranged attackers, which can really help in the thick of battle. Remember, these units are used for support, not for a main army. Force Commander: (Tier 1) 260 Req. 85 Power 0 supply 126-154 melee 56-65 ranged 1500 health No matter what, the Force Commander will be the first unit to leave from your Barracks*. Although a bit pricey, he is extremely powerful, and will help to combat enemy commanders. Like your Space Marines, he can be upgraded with more advanced gear and weaponry to make him more effective against heavy infantry. The Force Commander can be upgraded with abilities such as Battlecry, which increases the attakcs of surrounding friendly units by 40%. Also, at Tier 3, when fully teched up, the Force Commander uses the Orbital Relay to do an Orbital Bombardment, which is like a miniature air strike, killing/damaging eveything in a specific radius. It is effective against all unit types. Bottom line: The Force Commander will be your first unit created, does huge damage, has high health, and adds huge morale to squads when attached. He will be used to counter enemy commanders. He can beat every other beginning commander except the Chaos Lord, so take care when engaging Chaos Lord (more in versus Chaos section). *Some exceptions apply where the Force Commander will not be used first. See build orders section. Apothecary: (Tier 2) 45 Req. 15 Power 0 supply 25-31 melee 0 ranged 200 health The Apothecary is relatively frail, and only has melee capabilities. So what is he good for? Well, when attached to squads THE APATHECARY ACTS LIKE A MEDIC, increasing the regeneration rate of squads! Note that he can only be attached to some types of squads (don't worry he can be attached to Space Marines, but not Assault Marines). As soon as your sacred artifact comes out, you want to pump out four of these guys, because 4 are the limit. Bottom line: As soon as your Artifact comes in, pump these guys out and attach them ASAP as they're very cheap and can prolong the life of your Space Marine squads considerably, when attached. Librarian: (Tier 2) 245 Req. 80 Power 0 supply 62-87 melee 45-54 ranged 1400 health As you can see, the Librarian is not as powerful as your other Commander unit, the Force Commander. However, Librarians are very useful because of their abilities (particularly word of the emperor or WotE). Like the Force Commander, Librarians boost morale when attached to sqauds. Bottom line: This commander unit is a good buy once he is upgraded with word of the emperor. He is decent in combat but loses to most other commander units one on one, so avoid that situation. *Watch out with WotE. Even though your units wont die, their sqauds can still break and their health can reach 1. That being said, don't think you can beat a much superior force just because of WotE. Terminators: (Tier 3, captured Relic) 340 Req. 100 Power 4 supply 68-84 melee 45-55 ranged Class: heavy (high) infantry =565 health each Think Space Marines, but slow, extremely powerful, and upgradable with a weapon that can cause 200+ damage to infantry. Although less versatile and upgradable, Terminators are extremely powerful versus enemy infantry. However, these Terminators are meant for ranged combat and do as well in melee - but then again that's why we have assault Terminators. Bottom line: Although useful late game, you're better off going for assault Terminators are they are stronger Assault Terminators: (Tier 3, captured Relic) 340 Req. 100 Power 4 supply 55-67 melee 00-00 ranged Class: heavy (high) infantry =565 health each What? How can these guys be better if they seem inferior in every way? Well, these assault units specialize in melee, even if it seems they do less damage in melee. They will be more accurate than regular terminators in melee, and better yet, will be more effective against every unit type since they specialize in melee. That, and they're armour seems to be more powerful. Bottom line: While the regular Terminator's usefulness was questionable, the Assault Terminator's usefulness is undisputable. Go for these types of Terminators, with the only exception being against Orks (see race versus race strategy guides). 0000000000000000000000000000000000 Sec.2.1: Vehicle Breakdown [VECH]0 0000000000000000000000000000000000 Space Marines have arguably the best vehicles in the game, considering they have no uber-unit. If fact, an uber-unit is not needed when you combine the sheer strength of upgraded infantry with the powerful vehicles the Marines have. Rhino Transport: Tier 2 75 Req. 70 Power 1 vehicle supply No weapons available; 500 health The Rhino transport is suppose to move your infantry so they can get through tough places. However, the Rhino has absolutely no use at all since it is so incredibly weak. Just don't buy this unit, spend your limited vehicle cap on something more useful. Bottom Line: Even with features like Smoke Grenades, the Rhino is utterly useless. A waste of resources, and more importantly, squad cap. 0.84 update: after experimenting with the Rhino, I find that a rhino APC (armoured personnel carrier) carrying a missile sqaud makes for some great harassment, even on the smaller maps. Simply unload the missile sqaud away from a listening post, destroy it, get in the rhino, and run! These hit-and- runs are underrated as a whole, and especially useful on 8-player maps. Land Speeder: Tier 2 150 Req. 130 Power 2 supply 00-00 melee 157-188 ranged 2 supply 1050 health Now here's a useful unit. Cheap, cost effective, and relatively easy to get, land speeders can cut infantry in half, outrange most infantry, and have a jump pack, which works similarly to the assault marines! Now here's a useful Tier 2 unit. I usually open up with this unit versus most opponents, and it works very well. Bottom line: This is a very useful (but fragile) vehicle. It can shred infantry up while taking minimum damage to itself if used and microed correctly. Definitely get a few of these early on, but remember in Tier 3 they're useless. Dreadnought: Tier 2 170 Req. 350 Power 2 supply 324-396 melee 200 ranged 3880 health Here is another extremely strong unit you can open up with: the dreadnought. Meant mainly for melee, the dreadnought can be further equipped with anti infantry and anti vehicle ranged weaponry. However, DON'T GIVE THE DREADNOUGHT ANOTHER WEAPON! Why? BECAUSE GIVING THE DREADNOUGHT AN EXTRA WEAPON WILL CUT ITS MELEE DAMAGE IN HALF! And to be honest, there's no need, it's melee is strong enough to kill anything in Tier 2, and almost anything in Tier 3. The Dreadnought is a monster, and if he comes out early you may be able to cripple the opponent or win. However, make sure he is not your only unit. Always have infantry to accompany him (as well as your force commander hopefully). Some good economic planning is needed in Tier 1 to have the plasma to create one of these guys. So what I recommend is this: when you reach Tier 2 and are building a machine cult, also get the plasma rate upgrade from a generator. Although this delays the Sacred Artifact, it's the only way to get a good dreadnought build. Something I've noticed is that the Dreadnought seems to do more than 400 damage when he is in good condition. My assumption is that he has an extra close combat weapon that he may lose as he gets damaged. For now just keep in mind that he's a little but stronger than it seems. Bottom line: the dreadnought is a walking behemoth with close to 4000 health and a devastating melee attack. Don't make the mistake of neglecting infantry for dreadnoughts though. If you want one, just make sure you have a reasonable amount of infantry. Hellfire Dreadnought: Tier 2 120 Req. 275 Power 2 supply 00-00 melee 155-189 ranged 2005 health Basically, it's a dreadnought but: -Forgoes melee combat for more ranged variety -Comes with the land speeder's anti infantry gun, but also comes with a standard missile launcher. Can use both simultaneously. -^Because of this, it can be effective against all unit types -Not as durable as regular Dreadnought This unit is my favorite choice because you don't have to go to much extra trouble to delay your Sacred Artifact teching or your infantry army. This unit also helps compliment most strategies, and as great range. Bottom line: This unit is extremely versatile to start, and can be upgraded at Tier 3 with a lascannon to make it extremely good against buildings and vehicles (although it already somewhat is). Go for this unit once that Machine Cult finishes, if you can afford it. Whirlwind Tank: Tier 2 145 Req. 380 Power 2 supply 00-00 melee 27-33 damage 1000 health This section has been modified since version 0.82. Basically someone on the forum asked for a miniature guide on the whirlwind, and I gave what I could. I thought it was such a good synopsis that I'd copy and paste it right here: Basics: -The Whirlwind is artillery, meaning it shoots very far, very slow, and knocks around infantry, and is effective against morale. -Not so effective against enemy vehicles, but effective against infantry morale. Can also attack enemy fixed defensive emplacements from afar (though somewhat slowly). To use: -Once you know what you want the whirlwind to do, make sure it is in F1 stance (press F1). Otherwise, it may not fire (like in level 4). -Press "G". This is its ground attack. Similar to pressing "A" for attack for standard units. Pressing G brings up a pointer. The whirlwind will bombard any where you click. If the whirlwind is not far enough, it will move close enough automatically (though take care, whirlwinds can be stupid). -When you press G and get the whirlwind bombarding the area, it will not stop unless you give it another order (such as bombard another area, move, ect). -Whirlwinds can bombard what they see or fog of war (what they can't see), but take care when bombarding fog of war areas (see tips). Tips on using: -While not damaging friendly units, friendly fire CAN result in broken up infantry for you as well, so take care when sieging the enemy. -The whirlwind is very expensive, even more so than a dreadnought. Generally if you're going to be fielding an army using whirlwinds, than I recommend having at least 4 plasma generators to support you economically. -The whirlwind is also very frail, so be sure to protect it with something all the time. Whirlwinds are always key targets for enemies, and a popular tactic is to jump/teleport units near the whirlwind for a hit and run tactic, so be aware that the whirlwind could be attacked anytime. A good ole' Space Marine sqaud accompanying a whirlwind works well, or you could even keep it with your main forces. -And finally, beware when bombing fog of war areas. The whirlwind suffers a harsh accuracy penalty from not being able to see things, so its effectiveness against fixed emplacements is reduced greatly. However, since a sqaud of infantry is typically spread out, the accuracy penalty does not apply as much to infantry. There, everything you'll need to know about the whirlwind. Predator Tank: Tier 3 190 Req. 455 Power 3 supply 00-00 melee 138-169 ranged 4820 health Now here's a real conventional tank. I say conventional because your going to use it what a tank's for: heavy combat. This thing has very thick armour and a lot of health, making all anti-infantry guns completely useless. The damage rating listed above is only the damage for the main cannon, which acts like a miniature and accurate artillery cannon, except with less range. There are 2 heavy bolters attached also: one on the left and one on the right. So basically against infantry it will do the damage of 2 heavy bolters (around 180) and against buildings/vehicles it will do the damage listed above. This doesn't mean the cannon can't be used for knocking infantry around. Also, you can upgrade the 3 weapons to different lascannons. As you know from above, lascannons are powerful against vehicles and buildings. Remember, you can choose to upgrade either of the 3 heavy weapons (main cannon and 2 heavy bolters on sides) into lascannons. That means you can upgrade the main cannon to a lascannon, while keeping the two heavy bolters for anti-infantry! This is a popular tactic, and I recommend it. The main lascannon does 225-275 damage, and the two side ones do 83-101 damage. Now you're probably wondering: what about a predator with full lascannons upgrades? Well, it will do 391-477 damage, be able to kill any other vehicle (except the Squiggoth) and will cost an arm and a leg at 370 Requisition and 915 power. Don't go for a fully upgraded Predator, get other units instead. Bottom line: this is an extremely useful Tier 3 unit, and doesn't even need a lascannon upgrade to be effective. I recommend only adding the main lascannon, but even that isn't necessary as it dominates everything anyway. Definitely the unit you want at Tier 3 unless you have a Relic... Land Raider: Tier 3 (captured Relic required) 470 Req. 555 Power 5 supply 00-00 melee 256-311 ranged damage 4990 health (The damage includes all weapons: 1 heavy bolter and 2 lascannons) Again, I typically see a lot of people wonder about the usefulness of this unit. It seems not much better than a Predator, and more expensive. However, this tank is huge, has some of the toughest armour in the game (even better than Predator's) and is a big bullet magnet. It's weapons include 2 lascannons making it extremely powerful against vehicles and buildings. It also has a heavy bolter to kill infantry. To make this thing even tougher, it can use the machine spirit ability, which makes its armour 20% tougher. Wow. Bottom line: if you can choose between this and a Predator, get this because it requires no upgrades to make it extremely effective. Don't worry about costs at Tier 3, everything comes in very fast if you took the time to get Req. and Power rate upgrades at some point. 000000000000000000000000000 Sec.3.0: Build Orders [BO]0 000000000000000000000000000 This is my absolute favorite topic to talk about, because: 1) It's very important to know what to build and when. Build orders are part of every RTS and Dawn of War is no exception. 2) Build orders are very fun to experiment with until you get one you like. However, Space Marines have it hard versus other races, because they must utilize different build orders in different scenarios, while other races can comfortably use a very similar one every time. Since I will be discussing a lot of different build orders, I will give them names. These names are by no means official (or even unofficial) names, but simply reference points for this particular guides. I assume some very basic knowledge, such as send scouts to capture control points/relics/critical locations, though I recommend getting a few strategy points first. Some important points to keep in mind while reading about build orders: -The build orders are structured for 8 strategy point maps (4 per player). -A good time to put a listening post on the relic (which is not talked about much) is when you're building that fourth listening post. -If there are LESS than 4 strategy points for you, then build 2 or 3 listening posts (as many possible) and skip the step of "build 4th listening post". -If there are MORE than 4 strategy points for you, then follow the build up until tier 2, then start running servitors around to place listening posts on whatever excess posts you've captured. Regular Build: -First Servitor builds Chapel-Barracks. -2 scout marine squads and one more servitor are queued up. -Build Force Commander as soon as barracks finishes (should be at 4/10) -Get the 2 Servitors to build a listening post. Get one servitor to build a plasma generator, but leave it and help with the listening post. It will be built later or inbetween waiting times. Just make sure you don't build this plasma generator until you have 2 listening posts. Don't worry, it's fine sitting there for now. -As soon as the Force Commander finishes, build a Space Marine squad. Do not queue up this squad behind the Force Commander, simply make it when he finishes. -Build a second listening post. Also, get a second Marine squad when it completes. If your timing is good, and you're using both Servitors, then the second marine squad will come right after the first. At this point you should be at 8/10, with 2 marine squads, 2 scout squads, 2 servitors, and one Force Commander. -Before getting the third squad, build an additional 2 listening posts. So basically don't get the third marine squad until you have 4 listening posts already built/underway. -At 10/10 with the third squad, build an armory with one servitor and a second plasma generator with the other. This is also a good time to fortify a listening post. -As soon as the armory finishes, you are ready to hit Tier 2. Build orders in Dawn of War seem hard to learn, but believe me they're not. Just practise this against an easy comp until your timing is really good. It takes (for the average player) 2 or 3 tries to learn a build order, but once you get it it's like riding a bike: you never forget. The Tier 1 aspect of this build can be quite weak, and should be played defensively. With this build, you can fortify a listening post or even build a heavy bolter turret while waiting for Tier 2 to hit. Although tempting, do not upgrade any Space Marines to heavy bolters. Instead, get the target finders lvl 1 upgrade. When Tier 2 hits, get the sacred artifact and arm all 3 of your Space Marine squads with plasma. Also, build a 4 th Space Marine sqaud: this one will be upgraded with missile launchers. Now, before the machine cult you want the following: 4 apothecaries, the Librarian with WotE, and commander veterancy upgrade (note that all of these come from the artifact). Also, all 4 sqauds should be re-enforced to full strength, and you should reseacrh heavy weapons increase: 4 plasma/4 missiles is a lot more effective than 2, especially when your target finders upgrades make them stronger. Keep getting armory upgrades at your discretion. Now, with all of that purchased, you will want to build the machine cult. From the machine cult you will want a hellfire and maybe a landspeeder (or a second hellfire). Either way you're getting 1 or 2 vehicles, and not a regular dreadnought. Remember, vehicle cap increase will be needed. Now, will your 2 vehicles and all of that, you can safely proceed to Tier 3. Be sure to continue building plasma generators as you'll need a lot. A relic is recommended for this build as Terminators will be used in T3 to fill out the empty sqaud spots. Predators also compliment this build very well. ------------------------------------------------------------------------------ Ok, as of version 0.84, I am recommending players use these tips: (this is a rundown of everything, not that other stuff I've written is obsolete, just that I think this'll be easier to understand and more organized. Furthermore, learning these tips are going to require knowledge of everything else, so for now you might want to come back to this update when you feel you're ready to handle all of this information). -Follow the regular build, don't forget to re-enforce a bit while waiting for the armory, and re-enforce all the way while waiting for tier 2. Also, get a 2nd plasma generator while waiting for tier 2 (as well as a second fortify). -So at the completion of Tier 2, have 3 sqauds at 8/8, 2 plasma generators, and 2 fortifies. -The rules to keep going are as follows: *Always go artifact before machine cult. *When the artifact comes, get a 4th SM sqaud and give them missiles. *With 2 plasma generators at Tier 2 (and 2 fortifies), get an extra plasma generator when the artifact comes, and extra one when the machine cult comes, and as many as possible when you're waiting for tier 3. *Also, whenever you get another plasma generator, get a fortification. This balances out your economy getting you more plasma and requisition as you can afford it. -^I've tested the above economic system vigorously, and it works extremely well. -As always, with artifact, go for apothecaries, and usually librarian + wote -Also, I tend to get a second missile sqaud after the artifact/before the machine cult. -Then go machine cult, and get WHIRLWINDS. Yes I know I've been recommending hellfires, but whirlwinds absolutely rip apart the Orks, which seemed to be this build's main weakness. Get 3 whirlwinds (vehicle increase needed). Your economy can handle it, don't worry, I've checked. -And finally, keeping every economic tip in mind, Tier 3 is ready for you. Go for an orbital right off the back, for terminators and deepstriked dreadnoughts. -Final finally, one last economic tip is this: get requisition/power rate increases AS NEEDED. Yes, use your best judgement (developed with practise). That is my simple rundown. My general combat doctrine? Stay defensive, don't worry, this economic plan is great, as is the Tier 3. Obviously, if the enemy captures a bunch of criticals, go take them back, keeping all of your forces in an organized group, using whirlwinds and whatnot as support. If my opponent is not providing me with any weaknesses, then I'll usually have to wait until Tier 3 to finish them. As always, I can cheaply produce scouts with infiltration for information. /END 0.84 update ------------------------------------------------------------------------------ So why is this so good? Because it's generally safe, and aims for a really strong Tier 2, as well as an early Tier 3: Will this build you will be safe AND reach Tier 3 by the 15 minute mark (or less)! Early assault Terminators are just too cool, as well as predators backing up your Forces. Further more, I recommend putting 3 dreadnoughts into the orbital relay, because this will allow the dreadnought to be deepstriked into the midst of a battle, where his melee can see good use. Bottom line: this build is excellent but the Tier 2 can be tricky due to the degree of units (which will be rather low). Please refer to the tactics section to learn how you can make the most of your small numbers. Delayed Teching: -Build the Chapel Barracks. -Queue up 2 scouts and an extra servtior. -Force Commander when barracks is done. -Listening post 1. -Build the Space Marine sqaud 1. -Now, build your second Space Marine sqaud - Now build plasma generator, and servitor number 3, and listening post 2. -Build listening post number 3. Also, fortify 1 of your listening posts ASAP. -Listening post number 4 should be built now. This is also a good time to build a 5th listening post, should you have an extra or relic. -SQAUD CAP INCREASE. -Get your second plasma generator. -Checklist so far: 9/15, 4 listening posts, 1 fortified, 2 plasma generators (one underway of course), 2 Space Marine sqauds, Force Commander, 2 scouts, and 3 servitors. -Fortify a second listening post. -Now, get the following (as simultaneously as possible): Armory, Plasma generator number 3, and your third fortification on a listening post. -Then, Space Marine sqaud 3 -Space Marine squad 4, with a fourth fortification. -SQAUD CAP INCREASE 2. Now you will be at 13/20 when that's done. Also, when getting this Squad Cap increase, get Plasma Generator 4. -Go TIER 2. Delayed Teching is easily the most complex of all the builds, and to be honest there's no easy way to learn it right away (like the others). Instead, what I recommend is writing it on a piece of paper and consulting it while you play. If you're not prepared to do that, then you're not prepared to learn a very useful build order you will absolutely need on larger maps. I find that after a good 5 (usually less) attempts, this build starts to sink in and become easy to remember. Other early considerations: -Get your upgrades in this order: target finders, heavy weapons, bionics. Against Eldar who go heavily for infantry, I tend to go more towards bionics first. Either way, get the 3 early upgrades one after another. -DO NOT give your men heavy bolters until you've already started tier 2. When T2 is purchased, then go for some heavy bolters and a few re-enforcements. -Also while waiting for tier 2, pump out some sqauds. You will be at 13/20 withsome additional room. This is a good time for assault sqauds. Now, at Tier 2... -You will have: 4/5 listening posts (all fortified), 4 plasma generators, a sqaud cap out of 20 (hopefully near 20), Force Commander, 3 servitors, 2 scouts. Just a quick simple checklist. -Machine cult and artifact should come simultaneously. When the machine cult is done, I recommend whirlwinds/speeders, though this is very general. Some situations call for hellfires or even regular dreadnoughts. -When the machine cult/artifact are underway, get some sergeants and continue to re-enforce and give heavy weapons to sqauds. This build I like, because it is very safe and aims for a superior Tier 3, as apposed to a superior Tier 2. However, the Tier 2 can still be very powerful. As always, re-enforce each squad a bit while waiting for the Monastary add- on. Better yet, also purchase some sqauds: your cap is out of 20. The build aims for the player having a lot of numbers of space marines, which is good because space marines already out match other races in base unit quality. With this build, you can even match them for quantity, with your sqauds. Another strong point in this build is that you can successfully split your forces, which is very important on a lot of maps. However, try not to split too much until Tier 2. Speaking of tier 2, you will have enough resources to get the machine cult and sacred artifact simultaneously. Also, go for sergeants and one missile sqaud. The other sqauds can have heavy bolters (from tier 1). If you want, you can add some plasma guns to your anti-infantry sqauds. Although these will combine with heavy bolter sqauds, the balance can actually really work out well, especially versus Eldar/Orks who tend to use a combination of heavy and light infantry. Just remember: missile sqauds stay as missile sqauds, nothing else. * After some extensive study of replays, I have found that it is OK to combine heavy bolters with missiles, because both have similar range and are used while stationary. So it's ok to get everyone to have 2/4 heavy bolters and then add on missile launchers. Although for army management, it's very preferable to have seperate missile sqauds. However, some situations can become much more desperate. With the machine cult, get a whirlwind and a land speeder or 2. With the artifact, get apothecaries, the librarian, word of the emperor, and commander veteran upgrade. You may be wondering: with this late tech, what if they pump out a vehicle before you can get one yourself? Well, in most cases this isn't so bad because of the sheer force of your infantry army. With target finders, they will have enough power to blast most early vehicles. What about a dreadnought? Well, that's going to be a lot harder, but remember if the enemy is getting an early dreadnought on you, he's going to have no infantry (comparitively). Most powerful, threatening units (like the dread) can be danced easily, because they're slow and meant for melee (for dancing, see basic combat tactics, previous section). The exception to this is chaos: chaos can effectively mass infantry to somewhat match yours, while getting an early predator tank. If you only have your sqauds and your force commander, then the situation is not going well. Hopefully you'll at least have wote by the time they get a predator. This will usually happen, and if they get a predator any earlier it means they wont have infantry to match yours. Don't get any dreads until Tier 3 when you can deepstrike them. Instead, go speeders and whirlwinds. Note: a strategy that has been working very well for me lately is this: get the whirlwind out first from the machine cult and start pushing on one of the flanks towards the enemy. It works really well when the whirlwind is protected by your sqauds, especially when they're upgraded. The main key here is to stay offensive. If the enemy has a captured point a bit out of the way, get your heavy bolter sqauds down there to take it out and upcapture it. Since your teching is delayed, your best bet is to delay there's, which means cutting off resources, which means staying offensive. Just killing there units can help: they will likely rebuild them. Why am I writing so much about this build? Because although it takes some time to learn, it can be very useful and successful when applied correctly. But all in all, this build still remains strong in Tier 2. With commander veteran upgrade and WotE, any big collisions shouldn't be too hard with a bit of micro. So why not use this build every time? Because Chaos has really good counters to it, which takes too much time to explain now, so it will be explained later in the versus Chaos section. 4-scout Build -Build a Chapel-Barracks. -Queue up 4 scout sqauds and an extra servitor. -Get the Force Commander ASAP. -Build 4 or 5 (however many available) listening posts with the servitors on your captured points. Make sure both servitors help create the same one. At the same time, re-enforce your scouts somewhat -Now at 6/10 with 4/5 listening posts, get you're 2 Space Marine sqauds. Re- enforce them as much as possible. -Before your amory, get 3 or 4 plasma generators. THEN go for the armory. -Proceed to Tier 2. *It's alright to throw in some heavy bolter turrets into this build for added defense, if needed. The whole point of this build is to harass with the scout squads, which will be re-enforced a little bit. You will un-capture the enemy strategy points, then run. This is called harassment. It can work really well if you can manage your build order simultaneously. At Tier 2, I recommend getting a sacred artifact (much like regular build) and then focus on infantry. Build your forces, upgrade them, and refer to the delayed teching text, because it features all of the tips for upgrading and building up a Tier 2 infantry force. With successful harassment, they will be delayed, maybe even crippled. Your forces will be built up much like in delayed teching, and eventually you will run them over with a superior force. Some people can harass very well, and if the enemy looks weak after some harassment, then they will send in their Force Commander and Marine squads to finish them off! However, this requires really good harassment on your part, as well as poor defensive abilities from the opponent. Plasma Build -Queue up as 2 scouts and another servitor, and another 2 scouts. -With the first scout, build a plasma generator. When that is done, build another plasma generator with the same servitor (or if there's a slag deposit, get a thermo generator instead of 2 regular ones). -As always, capture strategy points, especially the two closest to your base. Build listening posts on the two closest to your base. -Now you should have 2 plasma generators, 2 servitors, and 4 scout sqauds. -Reseatch infiltration for scouts at your HQ. -Fortify the two listening posts. Fortifying listening posts gives them heavy bolter turrets which I estimate do roughly the same damage of marine heavy bolters (around 70-90 to infantry). The difference? The listening posts is a powerful 2000+ health object with a heavy bolter, not a 300 health infantry. -Get your third and fourth listening posts. Foritfy these as well. -Now with 4 listening posts (all fortified) build a Chapel-Barracks with both the servitors, to make it go faster. -Build your Force commander, and then an armory as soon as you can afford it. -No matter what, make sure you are at 6/10. Rebuild Scouts if necessary. Also, build a marine squad after the Force Commander. -Advance to Tier 2. You will be upgrading at 8/10, and starting the Tier 2 upgrade at the 5 minute mark! This is relatively early compared to other builds. With the early Tier 2, fortified position, scout squads and Force Commander to back everything up, you can see that this build is defensive. It also sets you up very well economically. You will be able to buy the Machine cult, and this time, pump out dreadnoughts first. Don't forget to continue making plasma generators as needed. This is the only build I'd say where you don't need to upgrade Marine squads and worry about them as a main force. Instead, you will be getting vehicles will all the plasma, and then you'll get Terminators for your infantry cap. This build is a modification of the somewhat popular 4 scout build, and can work very well on the right types of maps - big team games. I recommend at least giving this build a try, for you may like it. I do not recommend it one vs. one for novices, or even for most intermediate players, but with practise can be made great. Also note that this build is extremely hard to pull off against Orks. ************ Improvising* ************ Sometimes the build orders don't go smoothly, because something dies. In general, the biggest problem beginners have in build orders are the commanders: what if they die? Well, in the regular build, plasma build, and delayed teching build, you will have the plasma required to rebuild the Force Commander. But either way, using proper focus fire techniques as well as dancing (explained extinsively in the following sections) your Force Commander shouldn't die. Generally a good rule is this: if something dies before Tier 2, rebuild it. The four-scout build is a bit trickier: if the Force Commander does die, he wont be re-built for a while which really is bad. However, the 4-scout build is designed to have enough backup to help the Force Commander from dying. Another common problem which cannot easily be resolved is the lack of multi- tasking. Just because you're busy harassing or engaging the enemy doesn't mean that you're off the hook for managing your base: you must do both, as any RTS player must. Extensive practise must be done to imprint the build orders into your head. Skirmish mode was made for a reason, and dawn of war as excellent AI, whether you want a challenge or just a dormant enemy. Both can help you practise your build orders. That just about covers all of the basic build orders I would like to mention. In fact, I think it covers more or less the important basics I want you to know. With this knowledge in mind, understanding the rest of the guide will be MUCH easier. 0000000000000000000000000000000000000 Sec.3.0.5: Hybrid Build Orders [HBO]0 0000000000000000000000000000000000000 A new section, this one deals with builds "in the making". These are not regular ones like the above section, so beware when using them, as they might not be reliable...yet. If you've learned the regular ones, maybe your best practising them first and coming back to this section later. Heavy Weapons Mass: -Follow the Regular Build up until you've purchased Tier 2. -You will have 10/10 (4 or so Listening Posts, 2 Generators, 3 Space Marine sqauds [somewhat re-enforced], 2 Scouts, and Force Commander) -Now, while waiting for Tier 2, purchase 2 more plasma generators with your servitors, for a total of 4 plasma generators. -Fortify everything also, while waiting for Tier 2. You'll need the added protection and requisition bonuses. -When Tier 2 hits, do the following: *Add sergeants to exsiting squads *Give all 3 Squads Plasma Guns *Get a sqaud cap increase *Get a requisition rate increase (you'll have enough plasma) -Fill out your new sqaud cap, and arm them with missiles (this should translate into an additional 2 sqauds being built and receiving missiles). -Get another sqaud cap increase. -Again, get more Space Marine sqauds until you're cap is full. You should go for a variety of plasma and missiles, for a quick kill on the enemy. Assuming you've gotten your upgrades (PLEASE see upgrade management section for this build, very important) then you'll have an awesome fighting force which'll only have one main weakness: artillery. If artillery comes knocking on your door though, you'll likely have enough forces to send it to quickly take it out. This build order I'm really starting to like against the Orks, because you can take them out quick enough in Tier 2 when their advanatages run thin. Even against Eldar this can work well, but still beware of early platform/prism spamming. Against Chaos...This build is amazing once you've mastered some of the finer concepts of micromangement. And of course, it is therefore good against Space Marines, assuming you can shake off any early scout rushes. Space Marine Mass: -Build the Chapel Barracks and queue up 2 scouts and an extra servitor. -When done the Chapel Barracks, go for the Force Commander and 2 listening posts ASAP (as soon as possible). -Build 2 Space Marine sqauds one after another after the Force Commander and 2 listening posts. -Build another 2 listening posts. -Build Space Marine squad 3. -SQUAD CAP INCREASE. -Continue building Space Marine sqauds until you need another... -SQAUD CAP INCREASE. -Get your maximum out of 20 and start re-enforcing. With this build, you basically mass a bunch of unupgraded men for a nice and early tier 1.5/2 attack which is usually devastating to the enemy. Of course, make sure to review micromangement (tactics section). And something to add is that you should probably send in 2 sqauds to melee for distraction (while the other 6 or so shoot). Very dangerous build for both opponents, as it's clearly a do-or-die build. Even the 4-scout build is more flexible than this. Just remember to deploy some caution of your surroundings when attacking. Expect me to add (or change) this list in future updates as I'm always testing out new build orders. 000000000000000000000000000000000 Sec.3.1: Beginning Tactics [BTA]0 000000000000000000000000000000000 Most of the tips I will give here are simply little things, but I still recommend advanced players skim through this as there may be some important information. The tips are really quite simple, but I will say them anyway, for the point of them sticking out in the beginner's mind. I consider a beginner somebody who can't (or can barely) beat a hard computer. Yes, these seem like high requirements, but believe me they're not. There's no shame in being a beginner. In fact, it's probably a lot better to be a beginner now then it was a year ago. I believe this because now more strategies are being invented, as are new methods of training and teching. So don't worry beginners, and be honest about it. -As a beginner, learn one build order you like (try them all out) and stick with it. Although I recommend different builds for different scenarios the fact still remains that beginners are better off learning bit by bit, and becoming comfortable with what they know. -Specialize your Space Marine sqauds. Again, this is to make army control easier, as well as army set-up. If you're smart and keep your missile squads to the rear of your forces then you'll still be able to use them (because of their range) with a minimized window of opprotunity for them to die. Note that a smart opponent will attempt to drop melee units (like assault marines) in to kill the anti-vehicle squads though... -If you have sergeants, rally the sqauds by pressing Y. Poof, morale full again. Useful if sqauds are breaking/near breaking. -Try to refrain from building Dreadnoughts early on. Yes, it may be fun in practise against a defenseless comp, but what if you face a human? Your simply build dreadnought strat will die, and you will look like a fool. Worse, you'll be wasting good practise time on an anti-comp strat. Dreadnoughts are a wonderful thing, don't get me wrong. But going for them early Tier 2 is a bad strat against humans. -Make good use of the [Home] botton on the right. It instantly selects (and takes you to) your HQ, which I found useful. See, I only figured this out a few weeks ago (wasn't learned in tutorial) and since I feel my multi-taking has gotten slightly better. -Also relating to the above tip, make good use of the keyboard. At my level, I personally do everything possible with the keyboard: select, attack, build, rally, throw grenade. I even do word of the emperor with the keyboard (by pressing W). In the long run learning to make use of the keyboard will make for easier micro, macro, and multi-tasking. -And now a micro related tip: make use of cover. Now, this is easy. Click on the cover, the units move there. But now what if they move out? Well, you have to set the right stance, so they wont move. This stance is hold area stance (I think that's the technical name), which is achieved by pressing F2. To be honest, I couldn't care less if I got the name wrong. If you've memorized the F stances hotkeys, then micro will be easier. -If your people are in F2 stance, watch out for melee! Their accuracy drops substantially if F2 stance is engaged in melee. Quickly press F1 to switch back, for more combat effectiveness. -Sometimes you have the option of shooting or meleeing. If you happen to be facing the Eldar (or other ranged-type units) then take the unit and press Z (for melee) and click on the enemy. This method I find easier then changing the stances around. This way you wont have to worry about changing the stances back. -If your enemy is in cover, don't shoot hit, melee him. Melee is not effective by positively contributing cover, but ranged is a lot weaker. Remember, when an enemy is using cover, retreat or melee, but never shoot. -For more advanced control of units, assign them ctrl+(numbers 1-9, 0) so you can access them easily. For example, if the Librarian is ctrl+1, then pressing one selects him. Double tapping 1 will centre on him, so he is in your screen. Pressing 1 then pressing W puts on Word of the Emperor :). Congradulations, you've used a commander ability really quickly without using the mouse! -As mentioned before, DO NOT GIVE A DREADNOUGHT A WEAPON! The melee damage is cut in half. In fact, I don't even give the hellfire a weapon. Without a weapon the hellfire is already well equipped to face infantry or vehicles. -The most important upgrades are easily target finders and bionics. Every Marine in the squad receives a global update making him shoot more accurately or have more health. Heavy weapons increase is only important when you are at Tier 2/3, but in most cases I don't get it until Tier 2 anyways. However, I've heard of some good strategies revolving around heavy weapons increases early on... -Try to have one sqaud of assault marines. Yes, they're inferior to other race's designated melee squads, but their main use is re-taking critical locations in the last 30 seconds by jumping in quickly. -Invent your own type of builds, or modify existing ones. I have no idea what style of playing will work for you. If you feel to re-enforce at a time not included in the build, then do it if you feel it's for the best. Remember, build orders are quite general, and often many variables influence them, so improvisation is a good tool to have. Simply practising can develop this important skill. -While health is the most important factor, morale is key as well. If a squad is broken, you can press Y to rally it. If you can't rally or don't have a sergeant, retreat it from the front and let another squad take its place. Simply micro techniques like this make your units very efficient. -If your Force Commander dies, rebuild it before Tier 2. This may require another plasma generator. Hopefully if your Force Commander dies, their commander will die as well. If your Force Commander dies and theirs still has half its health...Click menu, then click quit game. Careful measures should be taken to ensure the longevity of the Force Commander. -And here I have one more example of why learning the hotkeys and using the keyboard is better. Did you know that using the mouse, building a chapel- barracks and queueing up 2 scouts and a servitor can take 2 seconds? Well, with the keyboard, it can happen within half a second. This is what would be done: B,C with selected servitor, click. Press Home, press M,M,S, for 2 scouts and a servitor to be queued up. See the difference? Definitely helps. 0000000000000000000000000000000000000000 Sec.3.2: The perfect hotkey set up [HS]0 0000000000000000000000000000000000000000 The key to good management, be it micromanagement or macromanagement, lies in your ability to assign ctrl+(number) hotkeys. By hotkeying everything key and practising the hotkey set up, you stand to have a much better chance winning, because of how much easier army and base management will be. The following is one of the most important parts of the guide, because without a thorough understanding of this, playing human opponents or even strong AI will be impossible. 1: I assign number 1 to my Force Commander. He is very important, in Tier 1 especially, so I thought the most importany key should be assigned to him. Even in Tier 3 he remains important, so I keep him on 1. In Tier 3 he has Orbital Bombardment, which is like a mini air strike which damages/kills everything in a radius. He also has battlecry, which great increases combat effectiveness of nearby units. 2: I assign number 2 to my anti-infantry Space Marine squads. So basically, my sqauds equipped with heavy bolters or plasmas will be assigned number 2. Generally I keep these guys by the front line. 3: Number 3 I use for my anti-vehicle or anti-building Space Marines squads, i.e the squads upgraded with missile launchers. Keep these guys towards the rear, behind the hotkey 2 force. This way the chances of them dying are minimized. Also watch out of jump units flying in to kill your anti-vehicle sqauds. 4: I use number 4 for my Librarian. I keep him towards the front or in the middle: whatever I feel will let his word of the emperor affect the most of my units possible. So keep this guy near your main forces. 5: I assign 5 to my Jump units, any of them. That means I could include a land speeder and an assault sqaud as 5. Why? Because they both jump in, and they both are anti-infantry. At least this way I can save other hotkeys. I keep these guys to the rear of my forces so I can surprise the enemy if he should attack. Another benefit of these guys being at the back is that they can combat any enemies jumping in to take out my missile sqauds. 6: Hotkey 6 is rarely used early on, but in Tier 2/3 I will assign any extra assault vehicles (such as dreadnoughts, hellfires, predators and land raiders) number 6. This is because most assault vehicles will serve the same purpose of charging in with my main forces. Generally I like to have these assault vehicles come in on a flank, if possible. If not possible, then usually I like having these units at the front, eating up damage with their heavy armour. And if the enemy has missile sqauds...I can press 5,J (jump) and jump in my anti-infantry jumpers to mop of their missiles! I do not hotkey whirlwinds. Instead I position them accoringly to where the can hit the enemy forces while staying out of the action. I try and make a mental note on where I place them. 7,8,9,0 are building hotkeys. 0: My Chapel-Barracks is always 0. It produces the bulk of my force, so naturally I will give it an easy to remember hotkey. I can press 0,S for a Space Marine squad, AND I can set a rally point by right clicking. All this and I can still focus where I need to (i.e a battle). Don't forget deepstrike hotkey is E. You'll want to know that once you start making Terminators. 9: Number 9 I give to my machine cult, even if I get a sacred artifact first. I can do very similar things like what I do to the Chapel-Barracks. For example, I can press 9,H for a Hellfire dreadnought. I can then right click a rally point. All this and I can still focus on whatever I need to. 8: Number 8 is my sacred artifact, no matter what. Again, for reasons listed above I give it a hotkey. 8,A makes an apothecary, and right clicking sets a rally point. 7: Number 7 is my Orbital Relay. I much prefer making a dreadnought from the Orbital Relay, and in most games I wont make one from my machine cult. Here's why: from the Orbital Relay, I can deepstrike it anywhere I see on the map, anywhere where its melee attack can be used to its full potential. Deepstriking dreadnoughts onto the front line is much more preferable then getting them from the machine cult and walking them around. If I press 7,D, I make a dreadnought. When it's done, I can press 7,E to deepstrike it anywhere I can see (usually to the front lines). This is a very useful tactic. Why did I right all that? Because I am stressing army efficiency throughout the guide, and what better way to teach you then to tell you what works for me? If you feel you want to make some modifications, then go ahead. Just remember: -A hotkey setup has to be easy to remember. -Every hotkey in the setup must be for something specific, not something general. Don't hotkey all your Space Marines, hotkey the anti-infantry ones, and the anti-vehicle ones. 00000000000000000000000000000000000000 Sec.3.2.5: Basic combat tactics [BCT]0 00000000000000000000000000000000000000 A.K.A, micromanagement. Now you need to learn some of the finer points of micromanagement before you can proceed to learn the race versus race strategies. To start, you need to know the strengths of the enemy unit. Usually, this is very easy: quickly click on them and and check out their statistics. If they heavily favour melee, (for example, Howling Banshees, who have around 50-70 melee damage and only around 10 ranged), then you want anti-melee tactics. If they favour ranged attacks (for example, Dark Reapers, with around 35 ranged damage and around 15 melee) then you want anti-ranged tactics. But what if they are mixed, and favour either? For example, Chaos Space Marines have 25-31 melee and 22-27 ranged, exactly like your Space Marines. Well, think of it this way: you have versatile units, and what do you do with them? The answer should be a combination of both, so generally you will want to use any general tactics I list. Also, you could use some anti-melee/anti-ranged tactics depending on what they decide to do. Here's something important to remember about stances: F6 means melee, and F7 means ranged. F1 means aggressive (follow enemy a bit) and F2 means hold area (meaning not moving, but holding ground). So it can be said that F7 and F2 work well together for ranged, while F1 and F6 work well for melee. GENERAL COMBAT TACTICS: -Focus fire. Focus fire is the act of concentrating firepower on a particular threat, and then moving to a new one. No matter what, try to focus fire, because it's more efficient and kills enemy units much faster. -Aside from knowing the enemy unit's strengths, be familiar with your's, as well. For example, using Assault Space Marines for ranged attacks is quite stupid, really. See the unit's section for more statistics on Space Marine unit's strength. -Consider morale, as well: your goal is always to minimize morale damage to your units. When fighting the enemy, try not to put units prone to morale damage at the front. For example, having vehicles (which are impervious to morale damage) on the front lines is a good idea, althoug you wont always have dreadnoughts. So, try to put sqauds with high morale on the front lines. For example, sqauds with sergeants have higher morale than sqauds without, so keep them up front. Another way to minimize morale damage is this: when your sqauds at the front lines break (and you can't rally them) then retreat them to the back of your army. This lets another sqaud with high morale take their place; it also preserves your broken sqaud, so it can regain morale and later rejoin the fight. -Targeting enemy morale isn't very easy for Space Marines. You could use flamers, but that would mean not having other heavy weapons. If you really want to do some morale damage, wait until later on, until you get artillery tanks knocking around the enemy. Otherwise, I recommend arming your scouts with sniper rifles/flamers: both are cheap, and attack morale. By only arming your scouts with morale damaging weapons, you can give your Space Marines the real heavy weapons. -And finally, flanking. Flanking is the difference between hitting the enemy sqaud by sqaud and hitting the enemy with more sqauds at once. Flanking (attacking with multiple things at once) is far more efficient and preferable than 1 by 1 attacking. To flank, spread out your units so they all can see the enemy directly. In other words, don't put a bunch of units behind eachother, spread them out. ANTI-MELEE TACTICS: -The most important anti-melee technique: dancing. In Dawn of War, dancing involves finding the units the enemy is meleeing, and making them run away, while your other units hit them. For example, if slugga boy squads are meleeing your scouts, make them run around while your Space Marines hit them with their bolters. The dancing technique works on all melee units: just make sure you know which sqauds are being hit (so you can make them run). Also be sure you have units ready to attack the enemy meleeers while they're dancing after your scouts. Dancing does 2 important things: 1) Prevent the enemy from inflicting damage on you (or drastically preventing damage), and: 2) It can confuse the enemy, and maybe cause him to panic, because he wont be able to do much against this strategy (see next tip). -Ok, so you're dancing with your scouts, but what if the sluggas start meleeing your Space Marines? Well, keep dancing! Move around with the Space Marines, and now get the SCOUTS to target the enemy! When the enemy is weak enough, you can stop dancing and finish them off. -If the enemy has more than one melee sqaud, then dance with more than one sqaud, while getting something else to hit the enemy. Also, when they switch targets, then start dancing with whatever they're going for. However, this has some disadvanatages: doing this battle is a lot easier for him than for you, so you might lose valuable time, or forget to build something. Multitasking is key, because even if you win that little fight what happens when you've forgot to reach tier 2? ANTI-RANGED TACTICS: -In a ranged battle, the best way to tip the balance in your favour is to send in something to melee (and thus disrupt) them. For example, your in a Space Marine versus Space Marine fight. To tip the balance in your favour you could send the scouts in to melee the enemy. Now, retreat the Space Marines. With your Space Marines retreated, the scouts and enemy Space Marines are in melee. Get your Space Marines to target there's now, but also dance with your scouts! Although a complex example, it's stuff like this that gets you the upperhand in ranged on ranged battles. -As mentioned before, cover is very important in these battles. If they have superior cover on you, then simply restreat and let your morale and health recharge. If you have superior cover (or have them trapped in negative cover) then press on after them. Don't let them retreat unless they get additional re-enforcements (or retreat back to a turret). -Having a sqaud of assault marines is a good mid-game tactic to disrupt the enemy, because it's a lot easier then the transfer technique in the first point. Assault Marines are also a good way to get the enemy out of cover (as is artillery). And there you have it, some essential stuff you should review and practise in a skirmish mode. I go over some of these tactics in the race strategy sections, just incase some people didn't read this. This is an important section, for it gives you the foundation of the micromanagement required to be succesfull in Dawn of War. 000000000000000000000000000000000000 Sec.3.3: Upgrades management [UMNN]0 000000000000000000000000000000000000 By definition, upgrades are enhancements which better the quality of your troops. I know, you're probably thinking: why buy more upgrades when I could just buy more Space Marines? Thisis because Space Marines become inferior to other units(even with numbers) if their quality is not bettered. When you get the armory, you have a wide option of upgrades to choose from. Thec hoices can be tough, as can figuring out the timing. Luckily for you, I'm here to give you both! Upgrades Timing: This is actually a lot easier than most think. See basically, with upgrade timing, you get each upgrade one after another, as soon as the armory comes in! Upgrades are cheap, and they usually benefit a large variety of troops, so whynot get them one after another? Basically just get the upgrades one after another, but don't queue up multiple upgrades. This means you have to pay attention. Upgrades Order: Although this could vary from strategy to strategy, I'll give you a general, all purpose order of upgrades: Target Finders level 1: Nothing better than starting out your guys to be stronger. Heavy Weapons Increase: Why not arm your guys with more weapons to multiply the effect of target finders? Bionics level 1: Now you're going to want to make your guys more durable, because as the enemy advances in tech tree, they'll be finding more ways to close the distance your heavy weapons pose. Personally I tend to get the plasma gun upgrades for all Sergeants, Force Commander, and Librarian. This upgrade is incredibly cheap (60/35 or something like that) and now your leaders are fully equipped to out-do the other leaders in combat. Remember,Ork Nobs don't get plasma, so at a range your sergeants with decimate them. After that, I will usually continue with the lvl 2 target finders/bionics upgrades, to make my guys even more powerful/durable. These are just the first few. The others are up to you based on whatever you feelis the right thing to do. Luckily, you can't go wrong with upgrades: they're all cheap,and useful in the end. Just remember: one after another, once the armory comes in. 000000000000000000000000000000000 Sec.3.4: Economics tips [ETETET]0 000000000000000000000000000000000 Running an economy can be hard, because very often there are a lot of choices. Although the build orders aim to set you up with a very good and easy to manage economy, sometimes doing something different can work out quite well. In this section I will go through the build orders I've taught you, and tell you economically what's up. Regular Build: Personally I find this build order very tight for resources, but luckily it tends to work out very well up until later Tier 2. Remember how you finish with 2 generators on the way to Tier 2? Well, this will get you your artifact and machine cult stuff, but in Tier 3 you'll be sunk with the power defficiency.Even in Tier 2 there can be a power shortage, so here's my suggestion: -Get a third generator while waiting for Tier 2. -Get a fourth generator while building the artifact. -Get a fifth generator while building the Machine Cult. This is a sure method to get you your power. However, what about requisition? That's the beautiful thing: if you follow the 3 pointers I've given above, you'll have enough excess power to get a Requisition rate increase from the listening post. Do this when the Artifact is coming in. Delayed Teching: Delayed teching is actually a really good build order economically. The only problem is the excess of power (and usual shortage of requisition) in tier 1.5/2. To solve this, get the increase requisition rate upgrade from the listening post as soon as Tier 2 hits. Other than that, the 4 generators will hold fine until Tier 3, when you may want to look into getting an additional 2 (for the total of 6) and/or a thermogenerator. See, in tier 3, requisition seems to always build up. Don't forget the power rate increases in Tier 3 either! 4-scout build: This build order does not work very well for teching, but it gets you units fast for harassment. The amount you delay your opponent with your harassment should be enough to buy you time for your own delayed teching. Usually they'll be enough power (after 4 gens in tier 1.5) to go machine cult and dreadnoughts right away. Plasma guns only cost 10 power a pop, so don't worry about that. Requisition is generally fine, as long as you harass the enemy's supply while constantly checking up on your own: if you don't check your own constantly then you'll be wasting time as it builds up. Although technically not good economically, the key to make this work is that your opponent wont do very well either with you hindering him. Plasma Build: The major need is always requisition, in every tier. You can limit your requisition troubles by... -Always fortifying your posts at some time (especially early on as you'll need them for defense) -Research Requisition rate increase (which you'll have enough power to do) Very simple really: just remember these, and you should do fine. Also, when at the later stages of the game, try to purchase power-orientated units (like dreadnoughts). If requisition starts building up instead of power...Then build more generators and get a power rate increase! That covers everything I wanted to say about economics. Although this is very basic,it should help for now. Later I plan to update this section giving economic tips when THEY harass. 000000000000000000000000000000000000000000000000000000000000 Sec.4.0: Introduction: Strategy versus other races [INTRO2]0 000000000000000000000000000000000000000000000000000000000000 All of my testing was done on a combination of harder and insane computers and human opponents. The testing helped lead me to my conclusions and strategies I've formed against each race. 0000000000000000000000000000000000000000000 Sec.4.1: Space Marines versus Chaos [VCHA]0 0000000000000000000000000000000000000000000 Chaos is like a clone of Space Marines, thowing away some of strengths while gaining others. The first point I would like to talk about is that Chaos Space Marines are very similar to regular ones, gaining the same upgrades, heavy weapons, and sergeant upgrades. The only difference is that they're morale drains a tiny bit faster than yours, and some of their heavy weapons are a pinch stronger. However, they make up for this by having a larger sqaud cap. So overall I would say Chaos has the advantage, just because of the late game possibilities with massed units. Aside from that, early game this advantage doesn't show. Their Chaos Lord is slightly stronger than your Force Commander, so avoid one versus one battles. Don't worry, even with the regular build order you can stand to come out on top, with the Marine squads backing up the Force Commander. If you get desperate, use scouts to help. The FC needs all the help he can get against the Chaos Lord. Tier 1 is advantageous for Space Marines, with the advantages stated above. The Chaos have a second barracks where they can requisition demons, but your Force Commander is effective against demons. Infact, only Possesed Marines pose the real threat to your infantry. Horrors are countered quite easily and can't be re-enforced, but mid game they can be bothersome to your vehicles (even the hellfire). Tier 1, usually the Chaos wont go for the sarcrificial circle (which is their demon barracks) but if they do you'll be fine. Your force commander will help fend off the demons, while your slightly superior marines will help save the day. Since Chaos morale breaks easier, I usually upgrade frag grenades (very cheap, gives sqauds greandes, effective against morale). The only other Tier 1 tip I can think of is this: don't go for heavy bolters, wait until Tier 2 so you can get plasma. Plasma chews up heavy infantry like Chaos Space Marines. Beware this is a 2-way street though: they'll likely do the same. And if they do, only your use of tactics will pull you through (which there is an extensive section on, see table of contents). Tier 2 is very hard against Chaos, cause by now they will have demons and their vehicles rolling out, which could include a preadator tank nearly identical to yours! Yes, Chaos can get a predator at Tier 2, which is why I must stress the hellfire being your first built machine. One popular combination Tier 2 is to have massed out Chaos Marines (which only cause req.) and a predator, which costs heavily on power. It's a very effective combination, so watch out. Your guys should be armed with plasma mainly, but you need at least one missile squad, and now a days I'm finding even more is necessary versus the early predator. But if you get two missile sqauds, how will you hold off the infantry? This is a dilemma I'm currently in the process of solving. See with 2 missile squads you might only have 2 plasma squads, which is really bad. So far my solution is to upgrade Target Finders are Bionics a lot faster than you regularly would, maybe even get level 2 for both upgrades. Sergeants with plasma pistols is very important also. As of version 0.82, I have yet another, more effective solution to this. See the hybrid build orders section, particularly the Heavy Weapons Mass build. Even with WotE this can be hard to defend against. The mass Chaos will break your sqauds easily. Also, get a hellfire, incase I haven't said it already, because in Tier 2 it's your best bet against the Predator. If you manage to get through the Chaos tier 2, then you will rein supreme once again in Tier 3. Don't go for predators, it's a bit of a waste when you could be getting other things. Go for an early Orbital relay, while getting some more hellfires (of course, economically, be sure to improvise and build more generators). I only recommend getting regular dreadnoughts from the orbital relay, so they can be deepstriked and thus put that awesome melee to good use. Terminators of both kind are simply amazing against Chaos, especially if they are still using their regular Chaos marines. Even fully upgraded, their Chaos marines are no match for your regular ones, especially with WotE. Now, what build will get this done well? Delayed teching is not to my liking here. The early predator with massed Chaos marines is a very deadly combination and teching is required asap. Even with WotE, the predator/marine combination is fatal to 4/5 squads. I've been having a lot of luck with the regular build. 4-scout builds are absolutely amazing on the right type of map (a small map) because the harassment can kill of the heretics which will be hurt from forced labour. Couple that with your already existing Tier 1 advantages, and you could have a very dead Chaos opponent. I mean, with the 4-scout build if you can kill their Chaos Lord first (which usually happens with support from scouts and marines) then the game will be yours. Remember, when harassing Chaos, take their strategy points that haven't been fortified then run and kill their heretics. On the way to Tier 2 with a 4-scout build, be sure to get like 4 plasma generators so you can go early machine cult and finish your crippled opponent (remember, you have to cross into their territory and harass). If you're harassment went well (dead heretics, lost strategy points, ect) then they'll be delayed enough for this plasma to dreadnought build to work. All in all, versus Chaos I recommend the 4-scout build. On any 1v1 map harassment can work well with a bit of micro (and re-enforcing scouts at the right time). On a larger map you can't count on harassment, but you can count on the fact that you will get more Req. with your 4 scouts running around capturing points. Remember, most Chaos opponents only go for 2 cultists sqauds (which are their equivilent to scouts. They come in 4 and are weaker then scouts healthwise). Don't be afraid to engage scouts with cultists: as long as you re-enforce to 4, scouts easily beat cultists. There is the odd chance that you will face a bloodthirster demon, the Chaos uber unit. If you have your main forces, a few vehicles, and an upgraded Force Commander and Librarian, then this abomination will go down quite quickly. Of course, backed up by predators and massed Chaos marines, you better have some dreadnoughts and Terminators to deep-strike, so you can hold them back. NOTE: After some study and research, I've realised the Bloodthirster is incredibly weak, as your commanders are super-effective against it. Couple that with focus fire and it'll go down in a few seconds. Now, if he's able to afford a bloodthirster, then there's no way you wont be able to afford a land raider. Land Raiders will not be used to take down the Bloodthirster, rather the land raider will be used to hold off the enemy's main forces, and maybe take down a predator. Remember, land raiders are the ultimate bullet magnet, and they are tough as hell to kill without a lot of lascannons. A bigger tier 3 Chaos threat are the Obliterators, who are like Terminators except super-effective against everything with their morphing weapon. Luckily, Obliterators are seldom used, but if they get into your base while you're attacking, they can cause quite some trouble. A good solution is to quickly buy a dreadnought (or even hellfire) through the Orbital Relay and quickly drop it by the Obliterators. All in all, Chaos versus Space Marines is a very even match up. You just have to know your limitations versus Chaos, as well as when you're strong. Use the information above to exploit a Chaos player's weakness in Tier 1 or 3, but be wary of Tier 2. 000000000000000000000000000000000000000000 Sec.4.2: Space Marines versus Orks [VORK]0 000000000000000000000000000000000000000000 For as long as I can remember, the Orks have always been the hardest opponent for me to beat in Dawn of War. See with the Orks, their tech tree works based on population, so the more Orks you have the more you can tech. As you can imagine, Orks receive huge Tier 1/early Tier 2 advantages. That being said, players have decided to call the time that the Ork's advantages last as the window. The Ork's window versus Space Marines is approximately 8-12 minutes. By 12 minutes you will be at mid to late Tier 2 and the Ork's advantages will have disappeared. So basically Orks have their chance, and believe me, they WILL take it, because they are aware of the window as well. Delayed Teching and other variations of delayed teching seems to be the build order which works best. Some people even do delayed teching with 4 scouts, just to throw the Orks off. Aside from delayed teching, 4 scout builds can work well as well. The beginning can be really tough if you're not careful. Since the Orks already start off with a squad of slugga boyz (which are much like a stronger variation of socuts coming in 4) they will be able to capture more and thus get resources faster. Also, they can use this sqaud to launch some early attacks with their Big Mek (which is the Ork secondary commander unit, the one they'll get first). The Big Mek is inferior to your FC 1v1, but his teleport and strong ranged attack can make him a good harasser. Big Mek and a sqaud of Slugga Boyz is the usual beginning Ork attack, and it's real easy to defend against because your Force Commander is stronger than the Big Mek and you will usually have your first squad of Space Marines to back up the fight. Other early attakcs include adding shoota boyz (the rough Ork equivilent to Space Marines, which can be upgraded as well). Shoota Boyz seem to be INFERIOR to Space Marines at everything: shooting AND melee. However, you must remember they'll always be more of them than you... The build order I will recommend is Delayed Teching. This build order does not require the heavy harassment other builds do, and can still guarantee victory if played carefully. So most of my tips and strategies will be concerning delayed teching builds. Tier 1 Orks have a huge advantage, especially in Tier 1.5 (which is the unofficial name for the time of the game near the armory). Careful precautions must be taken, or you'll soon find that 30 Orks will swarm your 3 sqauds (which actually can happen). Luckily, with delayed teching, you will keep building sqauds and you'll have fortified listening posts to fall back to should you feel threatened. When the armory comes in, be sure to start upgrading bionics/target finders. With the fortified listening posts, requisition will come easy, and with 3 generators so will plasma. Now, something I would like to mention is: what happens if they get a control area countdown victory from critical locations? This situation is extremely dangerous and hard to fend off. Why? Well, if the Orks have 2 critical locations they can afford to split up their forces, but Space Marines cannot. Hopefully the countdown will last well into Tier 2, giving you time to get an assault sqaud to jump in and stop the countdown. If they get the countdown early, things are really going to be tough. You wont be able to make a good move early on, because their numbers dominate you. And you move out too much, their main forces might just decide to run into your undefended base and kill your listening posts. Now the trick to this situation is to sort of BLUFF the opponent. What you want to do is go one direction, make him think you pose a huge threat to that criticla location. With any luck, he will retreat from the other critical location. Now you quickly send one squad to quickly uncapture the critical location he moved away from. This is a very nifty tactic that has an excellent success rate against human opponents, but against insane computers it's harder. It can still work, but it's harder, and your timing must be excellent. Hotkeys really do help and work wonders here. If the countdown is in Tier 2, then you can simply jump in assault marines wherever their forces are least. Otherwise, you can simply push by force with whirlwinds. If you have made it to Tier 2, then congradulations, you have an excellent chance. Continue to get and upgrade Space Marine sqauds. Give existing squads sergeants as well as some heavy weapon upgrades. You should have 1 or 2 sqauds have missiles, and the rest heavy bolters (or plasma if they have lots of heavy infantry instead of mass infantry). As always, invest in sergeant upgrades or those 900 health Nob leaders are really going to ruin your battle. Remember, from Tier 2 and on, it's an uphill battle for the Orks. Their last chance of victory will most likely be the Killa Kan. As stated before, it is weaker than a dreadnought. Since you've teched late, you'll have enough money to build a dreadnought. Even without one, some missile sqauds will hold it off. The Killa Kan's accuracy isn't great, so you don't have to worry too much. By the way, make sure to block off the missile sqauds, and maybe distract the Kan with some assault sqauds. Aside from the Killa Kan, watch out for early Wartrakks. They are anti- infantry transports with weapons similar to the land speeder. However, they are very frail so a missile sqaud will quickly dispatch it. Even without a missile sqaud, the combined force of your marines and the Force Commander's melee should kill it easily. NOTE: A new threat to Space Marines in the Ork later game is the Looted (Leman Russ) tank. It's basically a whirlwind with over 4000 health, with heavy bolters (big shootas) defending it. That being said, it's the ultimate weapon's platform for the Orks (besides their squiggy). So what do you do against this? As usual, hellfires can work well, but should you now have vehicles just make sure you focus on it with missiles. If you have a couple of missile sqauds (2/3) with 4 missiles each (heavy weapons upgrade) then you should do fine. Another cool tactic is to distract the tank with a melee sqaud. Of course, a smart opponent will make sure the tank doesn't focus on the melee sqaud as you'd want, so don't rely on that tactic much. Just remember to think: if you see an early Mek shop (early vehicles) than prepare more missile sqauds. Tier 3 is really easy. Make sure you have a relic, and make sure you reach the maximum amount of plasma generators allowed for one HQ. You'll want that much power, because you're going to want a predator with lascannons (at least the main one). You'll want these because every Ork building has a turret by default, and lascannons outrange them. The Relic will be used to make Terminators, specifically assault Terminators. Why? Because the Orks only have a few Tier 3 threats that could arise. I will list them and list their counters. The counters should be part of your Tier 3 forces. -Nob sqauds are heavy melee sqauds that can do 200 damage in melee when given their weapons. COUNTER: Assault Terminators and Plasma sqauds. Don't worry, you'll have both by then. -Looted tanks are artillery cannons with 2 anti-infantry guns attached. The anti-infantry guns are rough equivilents of heavy bolters, so watch out. They can knock around infantry and cut them up at close range. COUNTER: Predators with lascannons, or regular predators (although lascannons do the job faster). Even dreadnoughts can do the job, when deepstriked. SEE NOTE 2 PARAGRAPHS ABOVE. -Warboss. The Ork Warboss is the primary commander unit in Tier 3. He has an ability similar to battlecry, making all nearby infantry a lot more effective. In terms of combat ability, unupgraded he's better than a fully upgraded Force Commander. He can stand toe-to-toe with a hellfire, and he can decimate weaker vehicles. COUNTER: a regular dreadnought does the trick, as well as massed focus fire on him. The Force Commander and Librarian together can defeat him as well. -Killa Kans: If the orks decide to continue investing in Killa Kans, then you should continue investing in dreadnoughts, as well as missile sqauds. Economically, you're fighting a winning battle because you need a lot of Killa Kans to kill off the Space Marine forces in Tier 3. Lascannon predators do the trick as well. So basically the Ork Tier 3 has very little going for it, and a lot going against it. So in Tier 3, still be wary of the threats listed above, but remember overall you have it best. The Squiggoth will likely compliment the existing Ork forces. 3 Dreadnoughts meleeing it plus your main forces' focus fire (which should be around 5 sqauds upgraded) will kill this beast quite easily. It counts as a vehicle, so missile squads work quite well. Lascannons are another option, whether they're on a hellfire or a predator. Overall, Space Marines versus Orks is a hard fought battle, until later when the Space Marines gain the upper hand. Tier 2 is especially dangerous because a smart economic Ork player can get to around 65 ork population by Tier 2. Couple that with some early Wartrakks, and you've got a hard fight. But once that fight is done, Tier 3 is a walk in the park. And remember, Delyed Teching is the build order I recommend here. 0000000000000000000000000000000000000000000 Sec.4.3: Space Marines versus Eldar [VELD]0 0000000000000000000000000000000000000000000 The Eldar are a tricky opponent. They can sneak units in and out of areas via teleports or webway gateways, which act like tunnel systems. This can be a real hassle, particularly if your Eldar opponent likes harassing. The build order of choice is the 4-scout build, but your Tier 1 strategy will still differ from most. Facing the Eldar is a delicate process. If you go for too many upgraded Space Marine squads, you face obliteration from mass numbers. If you get too little units, the Eldar will use their specialized units to kill the type of units you already have. So for Tier 1, do a 4-scout build. Get the Force Commander and 2 Space Marine squads to compliment your forces. Re-enforce every sqaud, and keep running after the Eldar units, since they will dictate the flow of battle. Don't venture too deep into Eldar territory or they will start making new sqauds and trap your forces in their territory. Get an armory at the usual time in the build order. Don't forget to fortify a few listening posts on different flanks. Believe me, you'll need it. When you get the armory, here's where things change. You will want to arm every squad with plasma: including the re-enforced scout marines. Still, even with plasma, the battle is tough so definitely make sure to get target finders. Remember, target finders increase heavy weapons damage. Also get bionics. Before Tier 2 you should have both level 1 target finders and bionics. There is the odd circumstance where you will need to make a heavy bolter turret. This is not part of any build order, but in multi-directional maps, I am recommending a heavy bolter turret versus Eldar now. With a heavy bolter turret, covering one of your flanks will be A LOT easier and thus make you run around less. But is it a good tactical choice? Yes. Because heavy bolter turrets are twin- linked, meaning 2 heavy bolters. And as we know, that's around 180 damage to infantry. And luckily, the Eldar uses very little heavy infantry early on, and more light infantry. Plus, heavy bolter turrets are effective at damaging/killing the Farseer when the Eldar attacks. Against the early Howling Banshees (Eldar specialized melee units) make sure you have plasma, and dance around. By dance around I mean this: find the sqaud the banshees are attacking. Now run them around so the banshees have to chase them. Now, while the banshees are on the run, get another squad (preferably with plasma) to open fire on them. This technique will generally kill most melee units, so it is important to learn. This is a micromanagement technique, by the way. Other than what mentioned above, Tier 1 shouldn't be horribly hard. At all costs avoid the Force Commander dying. This isn't hard because he can beat the farseer, and generally an Eldar opponent wont try to engage the force commander early on. What you have to watch out for is the force commander running in and getting himself killed by mass units. With the Force Commander on a hotkey, this is not difficult. Tier 2 is tricky versus Eldar, and requires careful scouting. The common Eldar tier 2 tactic is to continue to build up infantry and maybe get in some grav tanks, which are transports with weapons. Again, I recommend one missile squad at Tier 2. You should always get the artifact first. Apothecaries and WotE will be needed and can be fatal against the Eldar in Tier 2 because of their heavy focus on infantry. After the Librarian and WotE, proceed to a machine cult. And by the way, make sure to build an extra Space Marine squad upon Tier 2 completion (so you have a total of 3). This third one will be your missile squad. So an ideal situation is Tier 2 is to have: -Force Commander, Librarian, and WotE. Commander veteran upgrade is nice as well. -4 scout marine sqauds, re-enforced, armed with plasma. -3 re-enforced Space Marine sqauds. 2 of these will have plasma while the other one has missiles. Believe it or not, this is an ideal force versus the Eldar, and will generally allow for an earlier machine cult. The reason this small force is enough is because the Eldar focus on ranged, because if the focussed on melee they would be danced around by the scouts (and hit by the Force Commander). In the odd event a WraithLord is built, watch out. WraithLord is like a miniature Dreadnought, with around half the health and a similar melee damage. Your missile squad and commander units meleeing it should do the trick, but be careful and remember you can always dance around while the missiles hit it. When the Machine cult is build, go for a regular dreadnought. Yes, for once the first thing to come from the machine cult will be a regular dreadnought. This dreadnought will give your forces the added punch they lacked. *By the way, for this particular build, I typically get the improved power grid research from a plasma generator. 4-scout builds like this usually have an excess of requisition. This upgrade will help you get that dreadnought right away. If the game makes it to Tier 3, I firmly believe Space Marines still have the advantage. Fully upgraded Space Marine sqauds are too much for the Eldar rangers, dark reapers, or even Warp Spiders. Banshees are easily countered by plasma, commanders, and dreadnoughts. I usually go for 2 assault marines by Tier 3, since I'll have extra requisition from building dreadnoughts. Hopefully the 3 (or more) sqauds wil still be intact. If I have dreadnoughts, I couldn't care less about scouts. Eldar prisms are anti-vehicle/building, and hurt a lot to dreadnoughts or listening posts. Again, this is another reason I recommended assault marines: prisms are frail and a squad of assault marines will hack it to death before long. Even better: GET MELTA BOMBS FOR ASSAULT MARINES! I think melta bombs were made just for defeating the Eldar, because this matchup is the only one I find melta bombs useful. I do not investing in predators, rather I'd prefer a land raider, since prisms are less effective against them, and they do not need to be upgraded to be effective against anything, as they already are. NOTE: The Eldar can have 10 Fire Prisms, rough equivilent to Predator tanks, except with artillery. Now, I know a lot of people complain about this, and thier complaints are well founded. My solution is to simply not let them get the prisms. As long as you decide to move up before (or by) tier 3, then you'll be fine. Why? Because you can build the Orbital Relay to re-enforce your ground troops while you're covering ground with your existing forces. In the odd chance the avatar is used, remember, it will most likely be a last hope chance thing, or a compliment to a main force. Either way, WotE should be activated immediately, and everything should focus fire it. Deepstriking assault Terminators and dreadnoughts is very advisable, and effective. 3 Dreadnoughts can bring down the Avatar, with a bit of support. If you happen to kill an avatar, your opponent will likely be defeated, as he will have nothing left. On the odd chance of facing 10 Fire Prisms, an Avatar, and a fully upgraded infantry army, be prepared for hell. Dreadnoughts of all types get struck down rather quickly, and although your infantry is superior, you still have the prisms and avatar to deal with. If you can, target the prisms first while building dreadnoughts via Orbital Relay. If your infantry can kill most of the prisms before dying (an assault termie sqaud is surprisingly effective against Eldar vehicles) then you could likely rebuild enough to down the Avatar soon. Aside from prioritizing the Fire Prisms, I recommend just reviewing other tier 3 tactics, such as Orbital Bombardment, Librarian abilities, and whatnot. Even micromanagement on a small scale (see tactics section) can help a lot. Melta bombs on assault sqauds can help as well, should you have any. All in all, this matchup is very fun and challenging, even in Tier 3. Careful study of the above tips and tactics is recommended. Against the Eldar, assault marines are very useful Tier 2/3, but either way you should have 4 scout sqauds and 3 marine squads by then, upgraded with plasma. The Eldar are very weak against melee, and generally don't invest in melee, so don't be afraid to charge in with those upgraded sergeants in your sqauds, as they will rip the Eldar infantry apart. Don't worry about the ultimate Eldar mass (fire prisms + avatar + infantry) because as long as you move out before the 30 minute mark you'll be perfectly fine. Also, please review the brand new economics section. 00000000000000000000000000000000000000000000000000 Sec.4.4: Space Marines versus Space Marines [VSM]0 00000000000000000000000000000000000000000000000000 If you thought facing Eldar was a delicate process, wait until you play this matchup... Fortunately (or unfortunately for some) this matchup is very common because there are a lot of Space Marine players out there, and this comprehensive section will help you immensely. Something important to note is that this gametype rarely makes it to Tier 3, and often ends early. To start, no matter what you want a 4-scout build, not a regular one, and I'll tell you why: -You will want to harass and decap his points. -If his build order is not a 4-scout build, then you will easily win with early harassment, and thus you'll kill his Force Commander easier. -You will want to prevent all rushes, and this is what the 4-scout build does. Similarly, if he doesn't rush then you'll want to. -If playing offensively with a 4-scout build, him getting to Tier 2 will be very hard. Also, the micromanagement in this battle is tough, and you'll want to utilize a different setup from my recommended one, maybe one which includes hotkeying scout sqauds. The battle at Tier 1 will mainly be between the Force commander, scout sqauds, and Space marine sqauds, re-enforcing when possible of course. Good use of cover is very important, as is the ability to dance around their Force Commander when he engages for melee. Also, be sure to focus fire whatever you want to kill, especially the Force Commander. Hypothetical scenario: You both have 4 scouts, 2 marines, and the force commander, re-enforces equally (or very near equally). Now if these similar forces engage eachother, if you focus everything on their Force Commander, you can win and kill everything else later, since your force commander will be alive with around 400 health or so. The next Tier 1 tip I can give is this: don't be afraid of listening posts, they fall fast. Even if they are fortified, the combined might of your Force Commander and various sqauds is enough to bring it down (assuming the Force Commander melees). At 10/10 with every post (around 4) and relic caped with a listening post, take the servitors and start building 2 plasma generators next to one of your listening posts. When they are done, build an armory near the plasma generators and fortify the nearby listening post. Then build another 2 plasma generators. When done successfully, your fortified listening post should be guarding your 4 generators and armory. Take note though: you may not want to put everything important in one area, because a Force Commander with some forces will decimate the Listening Post and plasma generators, which really sucks. At Tier 1.5, immediately get your target finders and bionics level 1. If you get these before your opponent does, then consider yourself at a big advantage. And naturally if you harass well then you will get these upgrades faster, and the opposition may have to spend time re-capturing points or re- building listening posts. In the odd chance that this build order does not get you more troops or upgrades faster then your opponent than something is wrong. This 4-scout build I recommended for this matchup is excellent at harassment and the only excuse for them getting a good army/upgrades faster is that either A) you weren't harassing well enough, or B) your multi-tasking is really bad and you forgot the armory/generators. However, option B will only happen if you are busy harassing, which is good anyways... When you are at 10/10 with fully re-enforced sqauds (4 scout sqauds re- enforced, 2 space marine squads re-enforced and the Force Commander), then proceed to Tier 2. In the time between Tiers, this time is usually really good for harassment. If you find yourself with extra cash then keep re- enforcing if possible, or spend some money on fortified listening posts or more generators. If you manage to kill so many of his troops that he retreats, then congradulations. You can continue to keep him pinned down. And now, before Tier 2, I would like to list all the possible counters your opponents might have in mind, and how they're dealt with: -The opponent goes for early assault marines. If this is the case, either way your Force Commander comes before the assault marines. The combined might of scouts and the Force Commander can kill these sqauds quite easily. If he decides to integrate them into the main force instead, then remember to be able to dance while focus firing on them (and getting your commander to bash them around). If they attack with assault marines AND the Force Commander, remember to focus everything on their Force Commander first. You can simply dance around with whatever sqaud the assault marines are trying to kill. Remember, scouts and Space Marines can fire while on the run (although they become less accurate). If they double team your commander with assault marines AND their Force Commander, then watch out. If they are all focussing on your commander and you are all focussing on theirs, then it will be really close, so please refer to the next tip to solve this problem: -Inbetween Tiers (or at armory tech) give every sqaud 1 flamer (including scouts). Flamers can take morale, and once their morale is down you have a much greater chance of killing them from focus fire. -Flamers can still work even if they're not using assault marines. Just make sure you charge in for the melee when you have flamers. Melee attacks are complimented great when a few flamers are taking down enemy morale. Note that a sqaud in melee cannot use the flamer, so the tactic here is to have some sqauds meleeing while others (like scouts) are shooting up the enemy with their flamers. -If they go 2 scouts instead of 4, then the harassment from the re-enforced scouts will simply devastate them. Remember though: you must strike early or else they can get 3 marine sqauds later on (as apposed to your 2) and it can be a tough fight. The Force Commanders come out at roughly the same time for every build (except for plasma generator builds which you wont be using anyways) so remember when their FC comes out you can focus fire it more and kill it easier. -If they go for more than 4 scouts, you actually wont have that hard a time, as expected. See by then, you'll have been spending some money re-enforcing existing squads. The difference between 5/6 sqauds and 4 sqauds re-enforced is very little in actual combat this early. In fact, the difference is that they'll have less space for Space Marine sqauds later on, once you defend. And believe me, with some focus fire and use of cover, you'll win the opening scout battles. That about covers it. I've given tactics on all the Tier 1 attacks/counters to your superior 4-scout build. You should also by now have a lot of harassment techniques in mind, as well as an offensive game plan right from the start. For a very quick review... -Do a 4-scout build and harass. Get 4 scouts, Force Commander. -Then get 4 listening posts. -After 4 Listening posts, get 2 Space Marine sqauds (to make 10/10). -Now get 3/4 plasma generators and an armory. -Go Tier 2. -Go either artifact or Machine Cult Remember though, this build is very slow, and will only work if you harass the enemy, like decapping points, quickly killing Listening posts (Force Commander melee does it well), and even killing building units quickly. This very standard 4-scout build is actually called a MIRROR when played versus Space Marines, because a lot of people do the same. Basically the most daring and better tactician will come out on top in mirrors. Tier 2 is where things get tricky, because you don't necessarily want to tech up. Rather, you'll want to have quite a bit of requisition and plasma saved up, because you will want to ARM ALL SQAUDS WITH PLASMA GUNS and buy the heavy weapons increase asap. Also, get target finders and bionics. You do not need the artifact or machine cult..Yet. With 4 plasma guns per sqaud and some upgrades (target finders, bionics) killing the enemy's forces shouldn't be too hard, because likely they'll have tried to tech up a little bit. Pressure will keep them from teching up, and as long as you apply that pressure, the worst that could possibly happen is that they will pump out a single vehicle to help out their dying forces, which will die to your plasma and superior upgrades. On the other hand, they could go for wote. Don't worry though: the plasma and superior infantry forces will break their sqauds, rendering them useless even with wote. Also note that you can retreat temporarily. Bottom line: in either case, they will die to this build if they try to climb the technology tree. Superior amounts of heavy weapons as well as superior target finder upgrades will decimate their infantry if they waste resources teching up. However, this will only work if you are aggressive! Here's a tip for knowing when to attack: research infiltrate at some point and just run scouts in and out, and that way you'll know when to attack them (you'll know when they're weak). Generally the only time you'll even tech up to the artifact is when your opponent is using the EXACT same build as you: 4-scouts, heavy harassment, and heavy weapons. If you are facing the same type of build as the one your using, then eventually you'll both reach a stalement. When this stalemate has been reached (fully re-enforced sqauds with sergeants, all plasma, target finders and bionics upgrades) then this is a good time to get the sacred artifact along with the librarian and wote. This could help you break the stalemate. Another way to break the stalemate is to get a machine cult, which isn't exactly preferable to the artifact, unless you have A LOT of plasma (enough to make a regular dreadnought right away) then go for the machine cult. To be honest, I've never played an SM vs. SM match that made it to Tier 3: either one of us harassed well enough to defeat the other with our superior build, or we broke a stalemate in Tier 2 with wote or vehicles. In any case, if for some reason the match gets into Tier 3, make sure to out- upgrade him, with your Space Marine sqauds. By Tier 3 you should have wote for sure, and hopefully enough cash to purchase a predator, maybe. Even dreadnoughts remain good in Tier 3. If you want, purchase a third SM sqaud in Tier 3 and upgrade it with 4 missiles, because quite frankly you could be facing anything in Tier 3. Predators are the way to go in Tier 3, and arming them with lascannons ensures certain death to other vehicles/walkers (even landraiders will die to the upgraded predator). Don't worry, if this match makes it to Tier 3 you'll have enough generators (or atleast enough requisition to produce more). Assault sqauds (and even deepstriking terminators) is not advisable because of the sheer amount of plasma you stand to be facing. If anything, deepstrike terminators outside your base to re-enforce/upgrade them, THEN put them back inside the barracks to deepstrike. All in all, this matchup can be very fun and easy if you use the right build and are willing to play aggressively. Practise playing aggressively against the computer first, should you be scared at first. I've given a lot of pointers on playing aggressively and countering various strategies, so feel free to re-read this section should you feel it necessary. Should this match make it to Tier 2, go for either wote or vehicles depending how much plasma you have. In either case, make sure to maintain upgraded infantry. If for some reason this match reaches the third tier, remember predators are the way to go, as well as deep-striked dreadnoughts. Plasma generators will be needed immensely, and a third SM squad to have missiles is advisable as well should the match reach T3. Remember to practise and learn this matchup extensively, as it will be very common in your career as a Space Marine player. 000000000000000000000000000000000000000000000000000000000 Sec.5.0: Multi-player and map specific strategies [MMSS]0 000000000000000000000000000000000000000000000000000000000 **This section is very long, and will cover a lot of different maps and strategies, so please feel free to use the ctrl+F feature to find anything desired that you're looking for. ***This section will be geared more towards map-specific strategies as you already know the build orders and the race versus race stratagies. If you are unsure, please review those sections before proceeding to this one. ****And a final note, please don't be disappointed to find that this map by map guide is written in a diary/journal format. I believe that the step by step process of me learning the maps bit by bit is the best way for you to learn, as you will probably relate to my early findings with similar conflicts. Better yet, you will understand my thought process when I come to a conclusion about something. Basically this is me taking the time to go through all of the maps and writing down some important stuff to compliment the strategies you should already know. This section will cover every single map which is NOT a modification. Instead, it covers the 36 current official maps released with the Game of the Year edition. I do not recommend learning every single map, because for the most part only a select handful of the maps will be popular online. Besides, some of the maps are unbalanced for certain races, and are generally not used. I mention all of this information, if it applies for a certain map. The different map section are divided up like so: -2-players maps [2PM] -General teamplay strategy [GTS] -4-player maps [4PM] -6 plus-player general strategy [6GS] -6-player maps [6PM] -8-player maps [8PM] -Free for all strategies [FFAS] -Odd numbered maps [ONM] Although this is yet another indication of my lack of organizational skills, I have thrown in general teamplay strategies right before we start talking about 4 player and up maps. Similarly, I have thrown in 6 plus player team strategy which includes my miniature guide on resource donation. Enjoy this very long section. 00000000000000000000000000000 Sec.5.1: 2-player maps [2PM]0 00000000000000000000000000000 ******************* Battle Marshes (2)* ******************* At first glance this map is really hard: especially against the races which outnumber you, which is every other race... To start, I would like to say that a delayed teching build works very well here, because you will need the numbers to look intimidating or the enemy will walk all over you. Another build which works well is the regular build. The 4-scout builds are actually a lot harder than one would expect, because although your mass numbers will overwhelm the enemy, they will likely move out on your base! This scenario will lead to a who can kill the enemy's base the fastest, and versus Chaos or even Ork (since every Ork building has turrets). Instead, you might decide to take a defensive approach, which is perfectly alright, but special measures must be taken. For example, in Tier 2 it might be advantageous to cover one of your sides with a heavy bolter turret; not because it can hold off the enemy, but because it can buy you time to retreat your main forces from the critical location. And there's another point. You will have to hold onto a critical location. I recommend going for the short one, while using that turret to cover your long side. See first time I tried doing the opposite (holding the long critical) and it was really hard to move back and forth. However, holding the short end allows easy movement from side to side, and once you hold it it's easy because of the abundance in cover along the short critical location side. But what if you cannot hold the short side? You can. Space Marines have the strongest opening in Dawn of War, and when you apply tactics like dancing and focus fire, your victory is sealed. (the SM vs. Eldar and SM vs. SM list extensive details on dancing and focus fire). So for now just hold the close critical location while fortifying the bottom listening post (facing the long side). If have done this, then you can officially declare youself the positional leader. And position is an extremely important concept for Space Marines as they must make due with their low numbers. So using the regular build, you might be hard-pressed against a high number enemy, like the Orks or even Eldar (and in some cases chaos!). However, a build that works exceptionally well here is the DELAYED TECHING build order (see build orders section). This build is generally all-purpose and can work wonders since you (for once) will be dictating the action with your superior numbers. In fact, with the delayed teching build, you can easily capture either critical location or relic. As always though, this build order will require special precautions, which I will demonstrate wuth an example. It's the hypothetical 1v1 game, and you decide to use the delayed teching build against chaos. Now remember, this can be risky against chaos. The game goes normal for tier 1: both of you take your fair share of the map and you take the closer critical location (and your relic). You are proceeding to tier 2 and building up your forces nicely, with 6 space marine sqauds so far. Now, what I recommend against chaos is this: research infiltration and do some active scouting. Naturally their commander unit (detector) will be on the side of the critical location they captured, so go in the other way while infiltrated. If you just reached tier 2 and you see a machine pit making something, then immediately arm 2 squads (instead of 1) with missile lauchers. Also, put up a heavy bolter turret on your weaker flank as the chaos might try a 2-pronged attack. Thanks to active scouting (which means scouting regularly) you have saved yourself from not having enough missiles to deal with the vehicle, and thus probably gained the upper hand after killing their vehicle (which costed a lot of plasma). Tier 3 is very fun on this map, because of the deepstrike combinations the Space Marines can use. My personal favorite: have 3 dreadnoughts queued up inside the orbital relay. Also have a few assault terminators queued up as well inside the barracks. Now build an assault sqaud. Jump over the mountains to their base, and deepstrike everything. Target the buildings, and believe me, 3 dreadnoughts and some assault terminators are going to finish off the base very quickly, since they all have killer melee. More important than being able to pull off this tactic is being able to defend it. If you are opting for holding the short critical, this will be easier since you'll be able to quickly move different forces back and forth. Otherwise, just put some extra turrets there to buy you some time atleast. Most races can do this attack. **************** Blood River (2)* **************** Blood River is one of the most widely used 1 versus 1 maps, and for good (or bad depending on how you look at it) reason. See, in every single possible way and strategic aspect, Blood River is balanced and very challenging. If fact, aside from the build orders section and race versus race strategy, there's not much I can really say, since the map is perfectly symmetrical. For the build you plan to use, I would recommend something fast, especially against the Orks or Eldar who could come knocking on your door with fast vehicles (wartrakks, prisms, grav platforms, ect). So I would recommend regular build or 4-scout build if your harassment is good (remember you can always work on it). Another option is the plasma build, but only against Eldar. Remember, this is a small map and it takes mere seconds to cross into the enemy's base through the middle. Since the Farseer has weak melee, the listening posts will hold her off for now (in this map most strategy points are very close to the HQ building). As mentioned before this map is very vehicle orientated, and a fast vehicle with proper infantry support could mean certain death. Hellfires do excellent on this map, as do whirlwinders (but I recommend the former over the latter). Regular dreadnoughts are surprisingly useful as well if you have a lot of power at Tier 2. See on most maps the dreadnought's low speed made him hard to use. But in this map, the dreadnought could reach an enemy's listening post in a few seconds on foot. However, the dreadnought still remains impractical in most builds (except the delayed teching, since naturally that build will have a lot of req. and power). Back to the 4-scout build, it can work really well to kill the enemy in Tier 1 if they do not counter it well. Either way, the harassment has a good chance of crippling the enemy. But remember: every other race has their version of the 4-scout build which can really hurt yours. So should you always 4-scout build if they can to? Not necessarily. Remember, defense is a lot easier than offense, because of the blood river in the middle, which is negaive cover. This map is a true test of skill, and aside from the other tips in other sections and the limited bit of wisdom I can offer here, all I can say is this: good luck and stay aggressive. *********************** Deadman's Crossing (2)* *********************** This map is also quite symmetrical, and features both bases at a rather far distance to start. That being said, we can assume 4-scout builds might not be great. On the other hand, Plasma builds can be excellent, but at the beginning go for the thermo on the slag deposit instead of the 2 regular ones. However, try to mix in missile sqauds, especially against Eldar. To make the Plasma build work against Chaos or Orks, through in some heavy bolter turrets early on. Yes, this might delay the build order a bit, but it's better safe than sorry. But remember: key is the ability to mix in missile sqauds to your army. Holding the front line (the 2 strategy points closest to the water) can be hard unless you capture them quickly, so do that and throw up a turret. Also, another beginning tactic to compliment the plasma build is this: arm your scouts with plasma when the armory hits. It only costs 5 plasma, which you will have plenty of. With this type of build, Tier 2 can still be difficult. Obviously go for dreadnoughts (with all your power) but also build some marine sqauds and research target finders and heavy weapons increase to make the missile launchers better. Remember: the most common counter to the plasma build is the enemy going heavily for vehicles. So, with a few dreadnoughts and missile sqauds (and your scouts) to hold off at Tier 2, it is time to get to Tier 3 ASAP. (By the way, if the enemy takes the critical location in the middle, send forth the early dreadnought first, then follow with your scouts and Force Commander and 1 or 2 missile squads. The key is dreadnought first to force them back). By Tier 3 your force comabination will mainly depend on the enemy, but either way regular dreadnoughts are going to be a huge part of that army. If you can, capture and secure the relic, because assault Terminators help greatly. The Orbital relay is very important here. You will need it because: -You will want to deepstrike dreadnoughts instead of making them walk with their slow legs -You will want Terminators (if you have a relic). But either way, Orbital bombardment is just too cool from the Force Commander. I would say the hardest part of the plasma build is incorporating infantry into the mix, because you might be tempted into making a strictly vehicle force, which is perfectly fine against Orks. But against the other opponents (ESPECIALLY ELDAR) vehicle-only forces will be tough, and thus I recommend still going for missile sqauds and word of the emperor from the librarian. Going for infantry after the plasma build (where you're already getting vehicles) is very hard to get used to, since you'll be used to doing it the other way around (infantry THEN vehicles). This map is very unique as it is single-choke and has a slag deposit. This is the contrary to most 1v1 maps, as they tend to be the opposite. The reason I have decided to go in-depth teaching you about the plasma build is because this will probably be the first map where it's advisable 1v1. Deadman's crossing, or DMC for short, is a very popular map and I recommend you give it some practise, because a nicely done plasma build will bamboozle an unprepared enemy, and probably give you a victory. ****************** Edemus Gamble (2)* ****************** Now this map is a bit different, because of the way the resource system is set up: there are only 6 strategy points (meaning 3 per side). The other maps covered have 4 per side or even 5 per side, you have a significant amount of resources more than this map. This small map has a quite simple layout: relics in corners for people to capture (although there are paths leading to the relics) and a single critical location in the middle (like deadman's crossing). This single critical location is surrounded by negative cover though, so not too many people can fit on the platform where the critical location is without being in negative cover. Thus, we can assume that capturing and de-capturing the critical location will be quite easy. As stated before, this is a very small map and resources must be used wisely. So, I recommend either the delayed teching or the regular build (although I tend to prefer delayed teching because that build makes map control a lot easier). Remember, the critical is easy to over-take, so generally I do not waste time early on capturing it. If they want it so bad, fine, they can have it. But I'm going to assault that area with everything I got come to 2-minute mark. And since you wont be in negative cover (and some of them will) you have a great tactical advanatage. Games will usually not go past Tier 2 and here's why: -If you go to Tier 3 the 3 strategy points will not provide enough income to keep up and upgraded infantry army and vehicles. Thus, people stay at Tier 2 to get cheap vehicles (like hellfires). Back to the builds, I do not recommend the 4-scout build. Unless you plan to do some do or die rush, there's not point: there's not even enough strategy points for all 4 scouts to capture! Yes, you could harass with 4 scouts, but who says you can't harass with 2 (or 3 if you want)? The map is small enough to move quickly between yours and the enemy's territories and back in quick time. Incase you forget, still get a missile sqaud: just because this is a small map doesn't mean they can't afford machines: most vehicles cost more power than requisition anyways. Word of the Emperor is even more lethal, because you could trigger it on the defensive, fight off their forces, and then quickly advance to their base. This tactic is dangerously effective and will probably be used against you if you are playing Space Marines versus Space Marines. On the whole, this map is not very popular at the beginning or professional level, so don't waste too much time reviewing strategies for this map. Instead, practise something more popular. The low strategy point setups are seldom played, and it is believed that they take less skill on a whole. ************ Faceoff (2)* ************ Now here is a brilliant map. Although less popular than other maps, it is still played quite a lot, and for good reason. The actual map setup is probably what's so invigorating. Both sides start rather close to eachother, and can go directly on foot to eachother's bases. However, they both have to move out away from eachother to capture strategy points, relics, and critical locations. There are 3 criticals: 1 is inbetween the 2 starting bases, and the other 2 are in corners closer to each team. So basically in the corner there is 1 critical location to each respective team. Then, for the third one, there is 1 for the teams to fight over. The build over of preference here is up to you really: just remember regular builds are best for dealing with Chaos, and delayed teching builds are best for dealing with Orks. Plasma builds are an option, but you'd have to go for 2 regular plasma generators because early on the thermo generator location is too hard to defend. The only major problem with plasma builds here are that there are 3 critical locations instead of 1, so you may have to run across the entire map to stop the countdown. This is especially difficult because the plasma build generally only gets you a force of units to use by Tier 2, and if the counter is under 3 minutes then you're done. Regular builds can work well against all opponents, especially Chaos. Against Chaos, the regular dreadnought is a fabulous counter to the early predator, especially with word of the emperor to help kill infantry. In either case, 1 missile sqaud is good, with a heavy weapon's increase. Delayed teching I see as quite powerful for this map, and the ability to have a larger force and divide it up a bit more really opens up your options regarding map control. You can move between critical locations fairly quickly. Speaking of position, get one critical location on your side (near the bottom) while holding the middle (or planning to decapture it in time). Something I always end up doing is getting cocky on this map: I will have around 30 seconds to go, and when I try to take the critical away I end up doing it too late and losing. Remember, criticals take longer to decapture than strategy points. Hellfires are very useful. Regular dreadnoughts do have their uses, but they can be complicated and hard to use if their melee sees no good use: a lot of the time the dread will get stuck between infantry. Something else to note is that this map has an ODD number of strategy points: 9 to be exact. Personally I'm fine holding off with 4, because most build orders revolve around having 4 strategy points. Really, I do not think it's a huge deal to have the extra post. If anything, the extra post will become a liability when the going gets heavy, and armies are moving about. In some cases, the game will get to Tier 3. Surprisingly it does not happen all that often: usually the teams will build up armies and eventually they will take up so much space near the main bases that they'll start a huge all- out war in Tier 2. Luckily this isn't bad for Space Marines, as Tier 2 commonly features upgraded sqauds of Space Marines with heavy weapons (usually plasma), some vehicles, and word of the emperor. If you have all of these things, don't be afraid to make a stand. Just watch out for the morale damage. Some opponents think that since the distance between bases is small, flamers (and melee units) who drop morale will be effective. And that theory isn't all that bad. Rally is there for a reason, and if it wasn't you'd be in deep trouble against this strategy. Back to Tier 3. At Tier 3, the Orbital Relay should be purchased ASAP, and if you haven't already claimed and fortified your relic (which you should have earlier) now's the time. Assault Terminators and Dreads are very powerful when deepstriked, especially on a small map like this. Or, if the action is taking place on the lower half of the map, something I like to do is infailtrate scouts near the enemy barracks (or their race's equivilent). Then I'll deepstrike a dread or 2 and kill it off quickly. Although in reality this doesn't do too much since they'll already have their main infantry forces, it does make the enemy panic since they know that those forces cannot be re-created. Also, if possible, hit the machine creator building. For Chaos, killing off the Sacraficial circle or Daemon pit helps loads. Another really nice deepstrike tactic that's effective (especially against Chaos) is this: infiltrate scouts and put them near the enemy's relic. Now have a dread deepstrike and kill the listening post/nearby defenses. Now uncapture the relic with your scouts. Again, this is brutal to Chaos Tier 3. Overall, I say that this is an important map to learn and practise, and why not? It's very fun and rewarding after a long game, even if you lose. **************** Fallen City (2)* **************** Fallen city is a hard map for the Space Marines, because, again, they face the question of whether or not to divide their forces up. See, there are two bridges and usually you can only cover one of them. And, to top it off, next to both bridges there are important things your opponent could quickly run in and take away, and the run back out. One bridge, the one closest to your starting location, features a critical location and a strategy point near it. The other one features several other strategy points and a relic near it. Now, I'm not going to pick favorites and recommend which one to defend; that would be stupid. Instead, I'm going to help you effectively cover as much as possible, keeping your loses to a minimum. Besides the 2 relics in the corners, this map features 2 slag deposits near the middle for each team, and 4 critical locations: 2 per side. The even number of criticals can make for some standoff-ish scenarios. The slag deposits aren't used too much, because they are hard to defend in the beginning. And besides, the only other time you could possibly have 495 Req. will be in Tier 3. So what I'm getting at is this: don't go for the Thermo build. For that matter, don't attempt the plasma build either. Since the strategy points are diversely spread apart, doing a plasma build would be fatal should your opponent see you do this: he will simply keep harassing with his scouts until you have only 2 strategy points. And that's certainly not going to win the game for you. I like the 4-scout build here, especially again Eldar/Chaos. Not so much Ork because if you both engage in a who-can-kill-the-other-guy's-base-the-fastest competition you may lose not because your base is weaker but because their base has turrets which over time may cut down all your numbers. Space Marine on Space Marine has to be the funnest matchup, because they face the same problems you do, and since they most likely don't know how to harass as well as you do (because you read this guide :) you can be a real nuisance and cross into their territory early on with scouts and decap their points: maybe even kill a servitor or 2 if you're lucky enough. Then you can kill their force commander (and other forces) via focus fire. Remember, SM vs. SM is usually best played with a 4-scout build. At tier 1 be prepared to do some running back and forth between strategy points that are uncapped. Also, re-enforcing your scouts (even if there's only 2) can be effective to buy time as well as harass for yourself. So basically: -Defend your workers with the FC and SM sqauds -At the same time, cross scouts into their territory and pick off their workers. What if you run into their scouts? Don't worry too much about this: scout marines are better than cultists when in even number, and generally the other scouts (sluggas, guardians) wont be able to kill them before they can escape. The most obvious solution to the enemy harassing you is to harass yourself. Do a 4-scout build and cross into their territory. If you start harassing before they do, then you will field much better results. Should they retreat, so can you. That will give you time to tech to tier 2 and get some plasma. It'll also give you time to fortify some listening posts so you can go back on the offensive without having to worry too much. Tier 2 on this map plays out like other maps usually do: now you have the power, and you get to dictate the action. See, at tier 2 the enemy has very little room for error or WotE will destroy them, as will the vehicles. Speaking of vehicles, beware when using the dread: it can get stuck on the bridge (well, blocked by the enemy) while the bombard it with missiles. Save regular dreads for tier 3 (orbital relay). Until then, just get hellfires or whirlwinds (or even speeders). Back to Tier 1, 2-scout builds (delayed teching for example) can still work, just make sure to re-enforce the 2 sqauds a bit. Tier 1.5 is great for delayed teching builds, because you can send one sqaud to cover the relic easily. See, near the relic is heavy cover, and if you put a heavy bolter sqaud in their the enemy will have a tough time getting to you, unless they have jump-melee units. Another reason I like getting heavy bolters early is because they can cover the bridges very well. A heavy weapons increase will allow a sqaud to field 4 heavy bolters. Couple that with target finders, and you've got around 380 damage to infantry covering that bridge. A popular tactic is to have 2 heavy weapons sqauds covering one bridge, while everything else stays in the middle: ready to strike either bridge. If the heavy weapons squads get overwhelmed by the bridge your covering, you can retreat them while moving those main forces in the middle to help. Better yet, those forces in the middle can quickly run to the bridge you're not covering. Although this defense is quite annoying because you'll be doing it often, it really does help, and is very effective at minimizing losses. Tier 3 is where this game get's intresting. Armies will be fully teched and will try to cross the bridge with their superior range. Again, the main forces in the middle tactic works well into Tier 3. With a lot of upgraded sqauds, some hellfires, apothecaries, librarian and wote, it will actually be hard to cross the bridge, because this type of attack force benefits from working with one another. Crossing a bridge compresses them into little tiny attack forces that can be slaughtered bit by bit. My idea to cross the bridge is this: don't worry about firing, just cross the bridge. Simply tell all your units to go to the opponent's centre. Then, when they're all facing the enemy in a line, tell them to open fire. This way, they cross as a line facing sideways to the enemy, and when they turn to attack as much as possible is facing the enemy. To compliment this, I recommend deepstriking dreadnoughts to occupy the enemy for a bit, to give your forces some leeway to cross the bridge. On the whole, this map is still somewhat played but it is less popular because it's not a very dynamic map. Instead it's more simplistic, and for that reason, somewhat frowned upon. ******************** Hellfire Canyon (2)* ******************** Hellfire canyon is the very first map I started playing skirmishes on, and for good reason: this is a very noob-friendly map. It's small, simple, and has one choke point to the enemy's base. Plus, it's very easy to secure your strategy points and relics. Furthermore, there is no need to go out and be offensive. There are an even number of everything, so everyone gets their fair share of strategy points, relics and critical locations. That being said, this map can provide some very boring turtle-like games. Often, this map can be won by a four-scout build by re-enforcing and then rushing when your force commander comes out. This is another reason this map is seldom played. On the whole the Tier 1 portion of the game tells you what's going to happen: either someone wil harass and cripple (or destroy) the enemy, or both players will sit back and turtle defensively, putting up turrets and hiding sqauds inside of heavy cover by the choke point between the bases. So the 4-scout build can achieve a quick win here. I do not like delayed teching on this map just for the reason that you do not need map control, and that's what delayed teching is all for anyways. So don't go delayed teching: you need to tech fast on this map, and map control isn't too important. Regular builds are decent and will tech you up fairly qucikly, so that's a good one. Plasma builds, again, only against the Eldar on this map. There are no slag deposits on this map. Tier 2 action is also quite standoff-ish, because of the turtling tactics most use on this map. If you decide to get regular dreadnoughts on this map, then hopefully you can kill some turrets, but watch out for massed anti- vehicle armies (which is what most will do as they expect to play a Tier 3 game). So generally in Tier 2 continue to muster your forces and tech up. Now Tier 3 is where this game is mostly played. Eventually the built up armies get so big they just collide in one massive war in the middle, usually started with a bit of harassment. Now, here are some very useful Tier 3 tactics that can give you the upperhand: -If a battle breaks out in the middle and you have an orbital relay, start bombing them back to the stone age with orbital bombardment. Use some sqauds as bait to lure them into the area. -On this map, you can jump an assault sqaud directly to their relic. Do this when you can, because on this map there's nothing worse than a squiggoth using its rampage ability to clear all your forces. -Use that patch of heavy cover near the choke point to cram as much anti- vehicle infantry as you can in there. Vehicles are exactly what you'll be up against, and keeping your missile sqauds safe in cover ensures an advantage. -Remember, the absolute cheapest and best anti-vehicle response you could want to have are Space Marine sqauds with heavy weapons increase (with missiles) with level 2 target finders. Target finders make heavy weapons (including missiles) a lot stronger. Bionics aren't so important for anti- vehicle because as long as you use your missiles superior range, you'll be fine. -As always, deepstriked dreadnoughts can form a wall between the enemy and yourself. The melee of the dreads will keep them occupied while your sqauds can hit them hard. -An extremely effective anti-infantry tactic (especially useful versus Orks) is this: buy an assault terminator sqaud (needs relic which will be easy to get anyways). Now deepstrike them outside your barracks where you can re- enforce them to full. Now attach the force commander, and make sure he has battlecry (and hopefully all the commander upgrades). Now put this killer squad inside your orbital relay and deepstrike them near enemy infantry while you push forward with everything else. Use battlecry and your assault terminators become 40 percent stronger! -Another similar tactic to above is to put the librarian and some terminators in the orbital relay (of course re-enforce the terminators first). Now deepstrike it all in a similar area near the enemy and cast word of the emperor. Now you're terminators (assault or regular) will not die! Overall, I would say this map is quite popular among beginners, and you may end up playing it a few times. Personally I recommend getting to Tier 3 and using your supreme Tier 3 tactics to win the day for you. Defense is generally easy until Tier 3 because they probably wont attack and you have heavy cover to put your sqauds in. ********************* Meeting of Minds (2)* ********************* In a lot of ways this map reminds me of Blood River, because you will do many the same things as on Blood River. Not to mention the very similar setup: 3 critical locations, a relic per team. Now, there are some differences from Blood River. For example, strategy points are a lot more spread out, as are everything else: the map is larger than Blood River. Gameplay will also play quite similarly to Blood River, which is good or bad depending how well you can move your forces about the map. See, the critical locations and the natural small size of Space Marine armies force the player to move his army around quite a bit. With the similarities mentioned, there are some differences. For example, Blood River featured a lot of negative cover to separate the middle, while MoM (meeting of minds) features a lot of positive cover, such as light and heavy cover. Now we must ask ourselves: how does this affect our play, and overall strategy? Well, for starters, movement can be a bit limited, and fixed heavy weapons become better. Yes, this means that bunkering down in some heavy cover with heavy bolters is more useful than plasma in a lot of cases. The positive cover also means vehicles move even slower than they already do, which is horrible for the dreads. Land speeders become a lot more useful, though. As for build orders, a lot of people like mixing things up. For example, imagine a 3-scout build, with a 4 th scout at the end. It's a variation suited rather well to this type of map. Also imagine what delayed teching would be like with 4 scouts. On a map with spread out points (like this one) it would work quite well, and provide quite a surprise to your opponent when they see 4 scouts AND a bunch of marine sqauds. Tier 1 against Eldar is usually full of harassment of their end because of fleet of foot (which makes them faster). 3 or 4 scouts usually fends off quite well. Against other races, the distances between bases are far so they usually wont bother too much with harassment. If they do harass, it wont be much. Now we come to the question: should you harass? I personally say no, since you'll want an early lead on captured strategy points/critical locations. However, I definitely like the idea of infiltrating scouts at Tier 1.5 and going in for some REAL scouting. Tier 2 is where things get intresting. Personally, by Tier 2 (or before) I usually arm my scouts with snipers to help break morale of people in heavy cover. Then I'll give my marines some heavy bolters/plasma. I recommend getting the artifact and wote (with librarian) first, before machine cult, because the distance makes even the hellfire dreadnought a liability, since it'll be too slow to catch up to your other forces. Also go for a third SM sqaud and arm it with missiles. Heavy weapons increase and target finders you should already have by Tier 2. If you do go for early Tier 2 vehicles, make it the whirlwind, since its artillery can get dug-out infantry out of their cover. Land speeders with jump ability work nice as well, but I still prefer whirlwinds. Tier 3 on this map plays out like any others: dreads become useful again since they can be deepstriked. Assault Terminators are also invaluable because they can be deepstriked on enemies in cover. Remember: cover doesn't affect melee. Melee works the same in or out of cover. Infantry orientated armies (assuming there are some missile sqauds) with only a bit of vehicle support is better than less infantry and more vehicles, just because of the large number of upgrades you can get for infantry, as apposed to vehicles. Plus, with more units on the field moving from critical to critical location isn't even that bad. If you want, with a large T3 infantry force you can even split them up a bit. All in all, this map is very similar to Blood River, except thanks to MoM's dynamics, infantry becomes more useful than usual, and vehicles become less useful than usual. Units that jump should be given more priority than usual because of their ability to disrupt ranged sqauds in heavy cover. Furthermore, it's recommended that you experiment with different builds on this map. MoM is actually quite popular, so give it some practise and don't forget to try out some modified builds. ****************** Outer Reaches (2)* ****************** Here's another fun and very popular map for 1v1 play. The main feature that makes this map so popular is the fact that it is balanced. Bases are relatively close, and the most action lies ahead of the bases, near the relic. Like Blood River and MoM this map features 3 critical locations, and thus a constant battle. The Relic is, in my opinion, of little importance because these games rarely make it to tier 3. Instead, there's usually a lot of harassment early on, followed by one player taking a lead and finishing off the opponent in Tier 2. Since this map features a lot of small harassment battles, I will teach you my anti-morale 4-scout build, which plays very effective on this map. To start, do your regular 4-scout build. Be aggressive and get 4 strategy points right off the back. When you've started an SM sqaud, start re- enforcing all of your scouts, so you have 4 sqauds of 4 (and thus 16 scouts). When the Space Marines come out, re-enforce them to 8 as well, and get the fourth listening post. Now, with your forces, move out towards to enemy control points. You will be able to kill off the enemy listening posts fast with your force commander's melee and the combined focus fire of your sqauds. Should the enemy commander and basic units attack you, make sure to focus on their commander with everything. Hopefully you will win the fight, even if you do suffer casualties. Retreat to cover (or just run away and build/re-enforce more) if worst gets to worse. The key is movement, since everything you have can shoot on the move, should you have to retreat. Don't forget to get a second Space Marine sqaud after you've re-enforced your first. With 4 listening posts, build 3 plasma generators (and fortify a point or 2). You can do this after you've retreated (after some harassment) or, preferabley, WHILE you're harassing. Then, get an armory. Here's where the morale breaking part comes into play. Right away, arm your Space Marines with flamers. Then, arm your scouts with Snipers. The flamers are excellent on the run towards the enemy, and the scouts can fall behind and snipe the enemy. Their sqauds will break extremely fast, and generally when squads break, they retreat. If they don't retreat, get in their and melee them to death. Now, if they do retreat, you have extra time to attack enemy listening posts and decap them! Just make sure the Force Commander is there to melee them (don't worry he shouldn't die). Now you'll want armory upgrades before Tier 2. Get the target finder's (to make regular space marines stronger) and heavy weapons increase. Remember how your sqauds have 2 flamers? Well the other 2 weapons will be plasma: effective against heavy infantry and like flamers can be fired on the move. Here's your checklist to Tier 2 (just make sure you have all of these before Tier 2): 4 scout sqauds (2 snipers each), 2 Space Marine sqauds (2 flamers each), and your force commander. You will also have 3 generators and 4 listening posts (with atleast 1 fortified). Keep up the harassment. When the armory upgrades come through and you get to Tier 2, you'll arm your SM sqauds with sergeants and 2 more heavy weapons (plasma guns preferably). Now, get the artifact. Remember, it's a lot better to be doing these things (getting artifact and additional armory upgrades) WHILE you are on the offensive, killing off listening posts and decapping points. This army management can be a bit difficult, but here's a good setup for your hotkeys: 1: This is still your Force Commander 2: Space Marine sqauds 3: Scouts 0: Barracks 8: Artifact Basically the only difference is that scouts are given the kotkey 3 to make army control easier. At Tier 2, while harassing, get the librarian and some apothecaries. Heck, get some assault marines with all the extra requisition. Don't forget Word of the Emperor: if you're harassment hasn't been enough to force the enemy to give up, then WotE sure will do the trick. On the odd chance that harassment and WotE doesn't do the trick, continue to the machine cult (get some regular dreads) and then to Tier 3. This is very rare, because proper harassment will lead to a crippled opponent earlier on. All in all, this map is popular, balanced, and fun. Practising the strategy I've given above will really help out your games on this map, as most opponents are little skilled and bad at defending from harassment. Furthermore, this build is so good that it can beat an insane Ork comp (although it lasts into tier 2/3). In fact, I taught it to someone who could barely beat the harder comp and right away they were able to beat the insane comp with a tiny bit of practise. The key: don't be afraid to cross into the enemy's territory. Just do it. ************ Railway (2)* ************ Railway is a non-conventional map because it only features 4 startegy points! That means 2 per team, or in other words, a very boring and lack-lustre game, where beginnings are what make or break the game. This map requires very careful use of your resources, so a regular build does well. Or, if you want to be risky, you can do a 4-scout build. If you catch the enemy early (which you will with the 4-scout build) then you can re- enforce a sqaud and kill the enemy as they try to capture the point. However, they may do the same, especially Eldar. And if it's eldar, that's problematic because guardians > scouts, since guardians are a bit stronger and can be re- enforced to have much larger sqauds. Usually what happens is one enemy harasses the other very early on, maybe even killing the enemy's scouts with their own. This can guarentee them the upperhand, and they'll have more units to focus fire on the enemy's commander, and thus win. Seldom does this match make it to Tier 2 or 3, unless both opponents choose not to harass at all: and that simply means that they're bad, since harassment is the most important aspect of 1v1 matches. As mentioned before, the Eldar have an upperhand on this map, because of guardians being scouts AND a basic combat unit. However, the farseer is weak, and unless the Eldar has decent micro you could kill it off. If the Eldar are smart, they'll use guardians to form a little meat shield inbetween the farseer and force commander, while the farseer uses its abilities to weaken the force commander. Should you do a regular build, be sure to re-enforce your 2 scout squads at all costs to 4 each. This should help you survive until you have some Space Marines to back up your forces. Overall, I can write very little about this map: it's unbalanced, it's unpopular, and generally it's very boring. ************* Riverbed (2)* ************* This map is akin to maps like Blood River and MoM. There are 5 control points an army (10 in total), and 3 critical locations to ensure a constant battle. That's were the similarities end though. This map is a gigantic pain to play as Space Marines, because there are 3 distinct flanks and they take a while to walk from one to another! Further more, you cannot split up your forces early on, so you must pick a flank. The reason it takes so long to move from flank to flank is because this map is set up like a maze, in a way. I say this because the forces cannot walk directly to another flank, but they must instead walk around an annoying system of walls and what not. But why do you have yo move between flanks? That's because there are relics on on side, strategy points on another, and criticals in the middle. It's very irritating and hard to play, especially versus Ork, because even if you don't experience Tier 1 harassment, the Orks can split their forces in Tier 2 to make defense hard. What do I recommend? I recommend keeping your forces together and patrolling the distict flanks, in order of importance. By that I mean if you're building something on one flank, defend it then go to another flank. Further more, even if you're doing a regular build, be sure to fortify a lot, even before Tier 2. Speaking or Tier 2, space marines still have it hard. Play defensively during Tier 2, and maybe even get some heavy bolter turrets on the sides you feel are weak. Now in Tier 2, keep your forces centralized so you can go for the critical locations. Get to Tier 3 quickly, because this is the only time the Space Marines can claim supremacy - or atleast more supremacy than the other tiers. So what I'm recommended is to get apothecaries, librarian, wote, and one vehicle then go Tier 3. As for the one vehicle, you'll probably want a hellfire or land speeder. Whirlwinds aren't too versatile and regular dreads are too slow to be of use. Tier 3 is better, especially once you're able to deepstrike terminators and dreadnoughts more. However, since you'll need to do a lot of deepstriking, I recommend going for hellfire dreadnoughts and regular terminators, to save money (hellfires are cheaper) and to be more versatile (regular terminators can be armed with autocannons). Personally I wouldn't recommend too many SM sqauds at Tier 3, maybe have 5 at most, deleting scouts and servitors not needed. You can have 12/20 at tier 3 with 5 SM sqauds and 2 servitors, which'll be all that's needed then. This leaves room for 2 terminator sqauds. In the end, this map is quite unpopular, and if you play it be aware that Tier 1 and 2 will be extremely hard if you're opponent tries to harass. Remember, don't split up your forces, do active patrolling. Tier 3 is also tough, but with deepstrike, it's a lot easier with all the deepstrike options. Just be sure to save squad room for terminators, and remember to use hellfires for their versatility and lower cost. This battle is very hard-fought, and I would recommend practising it a bit. Although unpopular, you never know what map you'll be playing on. ***************** Tainted Pair (2)* ***************** Tainted Pair is another very standard map: relics, 8 or more strategy points (12 actually) and 3 critical locations to ensure a constant fight. Also, this map has slag deposits. Since there are more strategy points than the average map, I would recommend a 4-scout build, capturing your 6 points before deciding to harass. This atleast ensures you an economic advantage. From there, a strategy I like to do is to get a sqaud cap increase on the 4- scout build and keep pumping out Space Marine sqauds (while getting more listening posts). The economic advantage gained by early captures will allow this to be possible. Then, with your force commander, 4-scouts, and a bunch of Space Marine sqauds, you can cause some major damage to the enemy, but make sure you do something because if you don't harass they'll get to Tier 2 faster. If you harass, atleast with your 6 listening posts you'll be able to get plasma generators, armory, and tier 2 at roughly the same time (maybe even faster than them if your harassment is good). This strategy is good, especially if you go for their first closest strategy point earliest. I once got it from them early and put a listening post on it. I find that strategy can apply great pressure on them. Now here's a tip for tier 1.5 if you're doing my recommended strategy (with the 4-scout and sqaud cap increase). Watch out at Tier 1.5, do NOT get flamers. Instead, get weapons which could help hold an area well enough. For example, instead of flamers, give your space marines heavy bolters and get them to hold the area (F2) and watch the heavy bolters shread everything. Morale breaking weapons are not good, because you'll be in negative cover a lot of the time, where firepower is more useful. Something fairly underhanded I like to do is capture their closest strategy point and fortify it, and then make a little camp by adding some heavy bolter turrets. With previous harassment, I'll have atleast 7/12 or even 8/12, giving me a count-down victory. At this point it doesn't matter what happens: I'll tech faster with more resources, and if he starts teching too much, I'll take advantage of this and move in on his remaining points. Tier 2 or 3 will usually come later than your opponent, but if you're applying pressure (and have a forward camp set up like last strategy) then you're doing a good job, and chances are, even if you tech later you'll be able to pump out a constant stream of vehicles with your superior resources. If you both have half the map, and have both been applying equal pressure (or no pressure) then hopefully you've armed your space marine sqauds well to prepare for whatever threat that may come your way. 1 or 2 missile sqauds, and the rest plasma works well, with whatever vehicle support (hellfires, ect), and commanders (with wote) should do very well tier 2/3, and with the builds I've been teaching throughout this guide, you'll be going for those things anyway. A word of advice for Tier 2/3 fights: since these fights tend to be big, make sure you AVOID the negative cover, because if most of your infantry force takes 10 percent more damage from ranged attacks, it'll actually affect a lot. Since the battle almost always happens near or around the middle for this map, try using a small strike force as a flanking force. For example, deepstriking something on the side could help, as could just walking a sqaud over there prior to the battle. All in all, I would say this map is semi-popular, so definitely practise it quite a good bit. Constant pressure and effective use of the strategies I've provided (achieved through practise) should ensure a victory. Don't overlook this map, you may need to play it someday. Maybe not as much as Blood River or MoM, but still practise this one. ********************* Valley of Khorne (2)* ********************* As the very last 2 player map to worry about, I can safely say that we are home free. Like MoM and Blood River (and other popular ones) this one features 3 critical locations to ensure constant fighting. But it's a lot easier than any of the other ones. This map is idiosyncratically split into 2 sides, with 4 strategy points and a relic very close to the starting location! This means a few things: -You will not be harassed, atleast not by a smart enemy. -There will be no pressure on you to harass. -Finally, a relic which you don't have to fight for with your men's lives. So as for builds, I recommend something nice and easy that you're comfortable with. Regular builds work well, delayed teching builds work well, and against Eldar, even plasma builds work well. 4-scout builds obviously work, but not well, because you wont be wasting time harassing, unless you're really risky and don't mind the enemy teching up before you, which you don't want to have happen. Now, I will tell you what a game might be like on this map using a regular build. To start, you will capture your points and relic easily, while getting the force commander and a few (3) Space Marine sqauds. During armory tech, these sqauds will be re-enforced, and target finder's will be upgraded. Having 3 sqauds of 8 (24 SM in total) and 1 force commander, you will proceed to Tier 2. At this time, you will probably move out. Hopefully you've captured you're first critical, maybe having to re-enforce some scouts in the process. If not, then you will get it now with your force. With one critical location in your command, Tier 2 will see you arming all 3 sqauds with plasma, then getting a sacred artifact (which increases sqaud cap while it's being built). Then you will get a fourth sqaud and arm it with missiles, hopefully getting heavy weapons increase from the armory (as well apothecaries and librarian). Don't worry about getting the machine cult right after the artifact. Just keep building up the infantry forces, especially against the Ork. Should the Ork attack, hopefully you'll have some cover to use, should WotE (word of the emperor) not arrive in time. When everything useful from the artifact has been purchased, you'll get a machine cult, while holding onto your critical. If the timer for them winning (having 2/3 criticals) gets within the 2 min range, then I recommend using WotE and going in to take it away quickly. Try to do some damage to their army while WotE is still on. Don't skip out on your armory upgrades. Ahh, the machine cult. Should things get desperate against the Orks, retreat and pump out some land-speeders. When you feel the amount of vehicles you have is sufficient enough to stay alive, proceed to Tier 3. Don't be afraid to get more Space Marine sqauds and give them plasma/missiles (depending on what's needed). Tier 3 will see you getting an orbital relay, getting dreads of either type (depending what you can afford). One sqaud of assault terminators is always nice to have, especially since they can get enemy rangers out of cover when deepstriked (melee not affected by cover). Hopefully you'll have practised Tier 3 strats enough to win in the end. I have already listed a lot of Tier 3 strategies, either in the vs. race section or in other map strategy guides. So here is you're somewhat typical game. I left out the details, which you'll learn through practise. Instead, I just focussed on the main stuff, such as army distribution and simple tactics. Another something you can do to get more resources (with your 4 points) is upgrade power/req rates, by clicking on generators/listening posts and pressing U. The rate will increase and help out a lot. All in all, this map is like an easier MoM or Blood River. Not easier for everyone, just easier for Space Marines (and maybe some Chaos strategies). Other races prosper on other settings. I recommend reviewing strategies that I've given for other 3-critical (or regular) map types. This map is just like them, but easier. If you did well on those regular maps, then congradulations, this one will see success for you as well. I recommend practising this quite a bit as it is popular. Everyone likes the supposedly easier setting: little do they know that this advantage works best for the Space Marines. ****************************** Final thoughts: 2 player maps* ****************************** Two player games are what really define a player as good, or as needs some work. I do not recommend studying all of the maps intensely, that will take simply too much time. Instead, I recommend practising the regular 3-critical location maps (which I've noted for every map whether it is or not). Just go to skirmish, and face a computer level that challenges you, NOT one you can beat. If like me and some others you can usually beat the insane computer, then try experimenting and using different build orders then you usually would. This ensures you'll have a challenge. Try beating an insane Ork comp by using a plasma build on the map Tainted Pair! I can ensure he will crush you the first hundred times. And for a final note on practising, don't be afraid to lose. You learn a hell lot more losing then you do winning a game. Seriously. Don't sweat a loss, just think why you lost and how you can improve. If you're unwilling to challenge youself or learn from your losses, then there's absolutely no way you can improve at one versus one matches, or RTS in general. 0000000000000000000000000000000000000000000 Sec.5.1.1: General Teamplay Strategy [GTS]0 0000000000000000000000000000000000000000000 By now, I will assume that you are a decent player. I will assume you can beat the hard computer, and that you've learned a build order or two. These are not high requirements: I've provided a mountain of information to help you do all of this anyways. Just keep reviewing prior sections until you meet those expectations. I also assume that you will be playing 2v2 and up teamgames, either against real people or against computers on atleast hard. For your teammates, I assume that you will be playing with humans you've never met before, just from some game you've joined. Does this mean you can't practise team games with computers? Of course not. It simply means you wont be able to practise the finer skills of teamwork: namely communication. You can always practise your skills with computers in team games; there's absolutely nothing wrong with it, and if you're still preparing for online play, I recommend it. Let us commence. - The Golden Rule of teamwork: know your teammates' races and know how they function. Go ahead, play a skirmish against the easy comp as Eldar and learn how they work. This is extremely important, because you'll want to know what Tiers of the game the enemy is weak or strong, so you know when to help or ask for help. I cannot stress enough how important this rule is. It is simply key. - And now some combat basics: if you're enemy is being attacked, help defend him, even if he could probably handle himself. Help him anyway, unless you are desperately needed elsewhere. By helping him even though he could win, your team stands to kill the enemy faster and cut off their line of retreat, as well as minimize your own team's casualties. - Try to avoid doing things alone. If you want to attack, tell your team (next tip). If you cannot communicate to them, then just help them out with what they're doing. - To communicate to your team, you must click the teamchat button located to the top. Make your messages very short, but precise and informative. Also, never type in the heat of battle. Instead, find a safe time when you're not being attacked to type. Now as for shortening your messages, I'm fairly sure you can figure it out for yourselves, but I'll give an example anyways: Instead of saying *I need help on the left flank I'm being double teamed. You could say *help left asap. So basically you do not need to indicate you're being double teamed, because if you need help, then you need help, no matter how large the threat is. The difference being one person overpowering you and 3 people overpowering you is very small: if you need help, then you need help. - As part of the above tip, remember, this works both ways. If they need help, then help shall be provided by you. If you're both being attacked at the same time, then send whatever reasonably small force you think you can afford to send without losing yourself. - If a teammate wants to attack somebody with him, then do it. Not until you become a good veteran of team games should you try to co-ordinate attacks, because too much could go wrong. Generally, people online who co-ordinate attacks have some good experience in team games, because they are the most common. -Unless you and your teammate are planning something special, stick to 2 scout builds, because team games are very tier 2/3 oriented, and 4-scout builds generally don't get you there fast. -Team games are extremely orientated towards the later tiers (tier 3), so expect to see more tier 3 content than anything. There is a heck lot of tier 1 content in the 2 player map strategy guides, should you need review. Tier 1 content is also located in a dozen other places in this guide (build orders, race vs race, combat tactics, beginning tips, ect.) As you can see, this list is extremely basic, but rest assured, I will update this. As long as you have a grasp of this basic info, you should do fine reading and learning the map strategies about to be presented. 00000000000000000000000000000 Sec.5.2: 4-player maps [4PM]0 00000000000000000000000000000 ****************** Biffy's Peril (4)* ****************** This is a nice and standard map. The bases are relatively easy to defend, as they are islands with negative cover (water) dividing them. Further more, the actual starting bases are up on a hill with some walls to hide from, so if worst comes to worst atleast defending yourself is easier. The map setup is rather rice: 4 relics, 1 critical, 20 strategy points, and 4 slag deposits. However, thermo builds and not possible unless you have very good co-ordination with your teammate and he can afford to spare some forces for you. However, the thermo build can work, and here's why: -Remember how every build has their equivilent of the 4-scout build? Well, get your teammate to do it while you get the slag. Type it to him, if neseccary. -You can use the slag deposit in between you and your teammate to ensure better defense of it. Otherwise, I recommend doing one of the 2-scout builds. Delayed teching is good for tier 1.5 harassment, since you'll be in close proximity to their listening posts, and you'll have a superior number of sqauds. Just don't forget to get the Force Commander to lead in with the melee (and also don't forget to decap their point). There will be 5 strategy points a player, and it will be very easy to secure them, you you'll naturally tech up faster with more money than normal games. That being said, I can truthfully say that your army of Space Marines wont be useful unless they are fully upgraded by tier 3, and you have 20/20, re- enforcing and upgrading every sqaud. Don't worry about any vehicles except deepstriked dreads. This map is small, and with the natural large army size, vehicles get stuck everywhere and are a hassle to deal with. Heavy bolter turrets actually fair quite well on this map, because they can cut off the enemy in the negative cover. This will really hurt their infantry. Furthermore, during tier 3 you can upgrade them to missiles, if needed. The critical location shouldn't pose a huge problem, but mind the negative cover. Make sure sqauds don't run in: instead let them stay still and let their heavy weapons cover the distance. If you can type to your teammate important messages on who to double team, then do so. See, even if the enemy has more forces than you, you can still claim a quick victory by targeting unit-producing buildings fast. And as soon as they die...You win. However, don't try to do this unless you have a lot of missile squads/anti-building units. If your main forces consist of plasma Space Marine sqauds (which is perfectly fine) then just target their infantry. All in all, I'd say this map is quite popular, as well as simple and easy. It's very nice to practise on, because of the simplicity and the sole reason that it's balanced very well. ******************* Mountain Trail (4)* ******************* This map is another quite popular map to play on, because THIS MAP IS THE 4 PLAYER VERSION OF BLOOD RIVER! If you look at it closely and consider the strategic layout, it is: -A river which is negative cover divides the map in 2 for the teams. -3 criticals, one per team, and one neutral in the middle. -1 relic per person That being said, aside from co-ordinating with your teammate, it can be safely said that Blood River strategies can work quite well on this map. For example, use your heavy weapon's range to trap the enemy's army in the negative cover. Also, quick finishes work well on this map, because you can quickly walk over with dreads and missile sqauds and finish off their HQ and other buildings. This tactic works very well, especially when you ask your teammate for help. However, this 2v2 map is large, so you might consider a delayed teching build to have extra space marine sqauds to spare for your teammate. Plus, with the critical locations being so spread out, that's another good reason to delay tech. If the enemy goes for early tier 2/3, then your delayed tech wont be too effective until you get to the point where you have 8 to 10 fully upgraded Space Marine sqauds. If the enemy opens up with an early vehicle, retreat and ask your teammate for backup. Heck, even retreat to his base. Meanwhile, get your missile sqauds ready to open fire. Remember, with delayed teching, there's nothing wrong with delaying the artifact or machine cult for full upgrades, like heavy weapons and target finders/bionics. Nothing can beat 3 SM sqauds with plasma and 3 with missiles (ESPECIALLY with heavy weapon's increase). When you eventually fight for the middle critical location, remember the following tactics: -Use your weapon's range to keep you out of negative cover and trap them in it. -Have an assault sqaud jump over the mountain into the middle to disrupt the enemy. Overall, I'd say this map is quite popular, and fun. Practise this with computers if you must, just make sure it gets practised somehow. *********** Quatra (4)* *********** Now here's an intresting one: the first 4 player map which is unbalanced: 1 of the 4 starting positions starts horizontally while the other 3 start vertically. Plus, this map is not arena format. But is position 1 (the uneven one) advantageous or not? Neither, really. Although awkwardly placed, this position is the same distance from everything else that the others are. Another consideration is the uneven number of stategy points (15). To claim more than three, you will need to be aggressive, maybe even teaming up with a teammate if you're close enough. That being said, I suggest a 4-scout build for an early rush while your teammate techs up quickly. Or the other way around. Just make sure you co- ordinate with some quick typing. The one critical location almost always makes for a late tier 1/early tier 2 engagement. This big engagement is usually life or death: whoever wins the engagement usually gains map control and wins now, or into tier 3. See, with the map control gained, a player can safely claim a slag deposit and get to tier 3 quickly. I do not recommend a regular build, because the forces to start will be too small, and tier 1.5 will be the end of you, assuming you're opponent can figure out what you're doing. Besides, if you do manage to get to librarian tech with wote, your small numbers will break under the sheer numbers of 2 opponents. So for now forget about regular build orders. So remember: either go for a strong opening with a 4-scout build, or go for a strong middle (tier 1.5/2) with a delayed teching build. Tier 3 isn't very common on this map, but if it happens, utilize the awesome power of the Land Raider. Since each base features narrow choke points, you can distract the enemy and use the land raider to fill the narrow choke point. Everything will fire on the land raider, while the units behind your land raider can use their heavy weapon's range to kill them off. Assault sqauds and anything deepstrikable compliment the land raider extremely well. They can jump in and disrupt the enemy while they're firing at the huge land raider. So is this map worth practising? Yes, but not too much. Although unique in the fact that it appears unbalanced (even though it isn't), this map is still played somewhat online. Early game co-ordination via typed messages is an extremely important skill for this map, since the uneven number of control points and 1 critical location ensure an action packed match. ******************* Saint's Square (4)* ******************* This map is a very well balanced one, with 3 critical locations, making it a standard map with lots of aggressive fighting over the odd number of critical locations. The map is split up into 8 areas of importance: 4 bases located between the corners, and the corners themselves, having relics. The middle is important, as well: in the middle are 3 critical locations. So basically you're fighting for everything possible. What build will get this done? Whatever. Close range builds like 4-scout ones work fine because of the proximity of the bases. Regular builds work fine, because of the powerful tier 2, and there's almost always a huge tier 2 fight, as the armies get so big they can't contain themselves anymore. Heck, delayed teching works great as well: the powerful tier 1.5 can give you a quick victory, especially if you double team. Even alone, delayed teching and accomplish a lot in Tier 1.5, with harassment. You could force an enemy off their strategy points and just leave them with an HQ and barracks. This build can help capture you the relic and strategy point between you and your opponent. As I said before, Tier 2 usually sees a huge fight. Luckily there's LOTS of heavy cover in the middle (where the fight is likely to happen). That being said, against Eldar and Ork go for heavy bolters (and a sqaud of missiles). Although plasma is advantageous, heavy bolters are better than plasma if you have the heavy cover advantage on your side. This Tier 2 fight is often very fun because you can strategically place your heavy bolter sqauds in different cover patches and trap the enemy when he enters the middle. Or if he's already there and YOU have to enter the middle, then you can enter a few sqauds from your teammates' side to flank the enemy. Remember how flanking was usually bad for the Space Marines' small numbers? Well, not here. This map is absolutely perfect: it's small enough to split up your forces, but not small enough to be forced into melee fights. Tier 3 usually just comes while a team is dying, since the main battle was usually won earlier. However, should both teams be even into Tier 3, try to refrain from deepstriking dreads into the middle, because all the heavy cover makes them move even slower. Assault terminators follow this rule as well. Regular terminators can be deepstriked into cover, where their ranged weaponry can really help. Especially the autocannons upgrade which does double that of a heavy bolter! So all in all, this map is quite popular so I recommend looking this over quite a bit. This map is very well set-up because every location on the map is important. Remember though: heavy bolter sqauds in cover work really, really well, and there's usually some huge fight between tier 2/3, so claim the middle early. Early game, try to grab and fortify a relic so you can get terminators. Aside from regular tier 3 strats, remember terminators with their cannon upgrade are killer in heavy cover. ****************** Tainted Place (4)* ****************** This is another standard 4-player map. It features 20 strategy points, 4 relics, and 1 crtitical location. 5 strategy points and 1 relic per person make for a very nice and fun game. The critical location in the middle (the only one) is surrounded by negative cover, making defending it EXTREMELY hard, even for Space Marines. You're going to need a lot of heavy bolters early game should you want to go for a quick take and hold victory. This map is unique in that the deciding fight could happen anytime, and is always affected by use of tactics. Heavy cover is located near the bases and relics, so usually if the enemy comes at you expect them to melee. Be careful when dancing in cover though: speed is reduced in cover. This map is like tainted pair, but 4 players. So, obviously, every strategy which worked there will work here as well. Rush tactics are usually used early on to cut off the enemy's resources by pushing him back into his base. 4-scout builds actually work decently if you and your teammate can co- ordinate a rush of some sort. Tier 2 can be harder for the Space Marines because WotE is less effective: in the negative cover, morale goes down faster (or recharges slower, one or the other) and thus your sqauds will break, and wont be too useful. Instead, go for heavy bolter sqauds and attack the centre from a variety of different directions. Delayed teching achieves this best. The one relic per person system often gets people to sit back and wait until tier 3. If you have barely seen any units from an enemy (or you see an excess of defensive structures), then consider double-teaming his TEAMMATE, not him. With defensive structures, there's little one can do to help out his teammate. When you kill his teammate, the enemy teching up wont be hard to handle 2v1. If they both go for defensive structures, then some missile sqauds (or artillery) will do the job just fine. Tier 3 is relatively uncommon unless an enemy is able to successfully tech up without your team interfering. If so, don't stress too much: 3 or 4 dreadnoughts can kill any super unit (which is likely what they'll be going for with their own relic). Obliterators are a pain en masse, because their autocannon is extremely powerful. You best have plasma sqauds and sergeants with plasma guns. With your own relic, you could have an assault terminator sqaud to help counter obliterators (should any of your SM sqauds die out). All in all, the map is more common than it's clone, tained place, because of the relic access each player has. Practise this one quite a bit, as a lot of games are played here. This is one of the 5 most popular 4 player maps. ***************** Tainted Soul (4)* ***************** This map is the clone of tainted place (and very similar to tainted pair). The only fundamental difference is that instead of 1 critical location in the middle and 4 relics on the side, there is 1 relic in the middle and 4 criticals on the side. The difference doesn't change tier 1 that much; one team will outplay the other and gain the relic early on. Usually the other team will fall back and prepare for a later battle. Trying to re-gain the relic in the middle is often stupid because they'll be negative cover to get there and they'll have a fortified listening post (and humans usually build heavy bolter turrets there). Whatever build order you would have used on tainted place feel free to use here. The real difference lies in Tier 2 and 3. In tier 2, there will be no pressure to go for the criticals, because each team will have 2 a piece. With no pressure in tier 2, we can safely assume that most of these games will go to tier 3, where the pressure for the middle will be tremendous, and eventually 4 fully teched up armies will go at it. The difference? Only one of the 4 armies will have their super units (from the relic). The team with the relic gains a considerable advantage, because you must remember that not only do relics give super units, but they also give extra requisition. What I've found is that the best way to win in tier 3 is to use a specific set of units, which I will list. This tier 3 army setup I'm going to give you is extremely effective against any opponent. I assume that they have control of the relic. -You will (obviously) have both fully upgraded commanders. -For your infantry, you will have 16/20 Space Marine sqauds (upgraded as much as possible and around 6 sqauds depending on scouts) and one Assault Terminator sqaud. Be sure to deepstrike the sqaud outside the barracks and re-enforce fully until putting it back in. -In the orbital relay, have 3 (regular) dreadnoughts. That will leave room for 14/20 vehicle cap, which should ALL BE SPENT ON WHIRLWINDS. The artillery plus negative cover in the middle will mean that the enemy will lose there morale almost instantly, and regain in slowly. Big advantage for your team. Now to execute this battle, lead with your force commander's orbital bombardment near the middle. This should clear out something or another. Place the whirlwinds on the plateaus to keep them protected and give them a nice vantage point. Now spread out your sqauds so they ALL get to enclose on the middle. Advance with them, and be ready to deepstrike everything you can (dreads and termies) behind the enemy's main line of defense. Keep whirlwinds on hotkey to target their infantry. Aside from that, all you need to do is make sure to type to your teammate to back you up. The only other considerations I can think of are these: in a stand-off game, in Tier 2 and 3 don't forget to get the requisition and power rate upgrades, because they help immensely. Overall, this is another popular one. Not as popular as tainted place, but just as played, because a lot of people couldn't care less to learn the names and the distinct differences each map has. This map should come naturally if you've practised the tainted map series. ******************** Tartarus Center (4)* ******************** Here we have another absolutely fabulous regular map, which, in my opinion, deserves to be played a lot more than it usually is. However, it's still played, and thus should still be learned. Here's the basic rundown: 16 strategy points (4 per person), 4 relics (on per person) and 5 critical locations (2 per team and one to fight for in the middle). The map is very interesting in that it's set up in difference lanes, if you will. Consider these lanes as circles inside of a large circle. The large circle is the map. The smallest circle is where the critical location in the middle is. The next outer circle (very close to middle) is where the 4 bases are, meaning the bases are quite close. However, most people send there armies in to the next outer circle, where the relics are located. From here, they can continue to travel that outer circle and get to other people's relics (and thus be near the enemy's base). On the outskirts of the map (the large circle) there are the 4 critical locations each man claims for himself. So the questions are: what build to use, and what circle to attack by? For the builds, Just about anything works well, as this map is extremely flexible. However, 4-scout builds are only useful for a rush tactic. Otherwise, stick to a 2-scout build order. I recommend attacking with middle circle, where the relics are. That way you can move to either of the other circles fairly easily. Since people usually like to hang around out front, you can take away their critical locations. You could also attack their bases from behind, which is deadly in tier 2, especially with dreads and missile sqauds. What about your base? I recommend building a heavy bolter turret or 2, only to buy time for your retreat though; don't expect it to save you. So what about your teammate? What if he doesn't pick up on your plan? If that's the case then really it's not that bad, he'll serve as a nice distraction. Should they double team either of you, then obviously forget everything and help one another. Luckily if you're travelling in rings this isn't so hard. Tier 3 is nice for Space Marines because by then you can split up your forces on the rings and do a lot of damage to the enemy. Hellfire dreads with lascannon upgrade is very powerful and can roll over any enemy structures near the relic (because they relic features a lot of open space people build things there, like Ork Waaaagh banners). Predators work too, but they just cost too much with lascannons. Instead stick to dreads. Go for massed Space Marines with space for 1 terminator sqaud, and you should be good. On the whole this map is very fun and underrated. Don't worry too much about this one being played, rather play it for your own enjoyment. ********************** Volcanic Reaction (4)* ********************** This map is very interesting because there are only 2 people (1 per team) facing eachother, while the other 2 teammates start off behind. This fundamental difference is what makes this map the most unique of any of the other maps (because every other map features EVERY person facing the middle of the map). Aside from being unique, this map is also a standard one, with constant battles over the 3 critical locations. Relics are generally easy to hold off (one per per person). They are quite secluded on the side. Then, we have 2 slag deposits. They are generally centralized on the map, although each team has one slag deposit which generally is a bit closer than the other slag. So basically each team can secure one slag, but DO NOT attempt a thermo build, it's suicide as defense will be very hard to comeby, should the enemy double team you (and they will since they both face the same direction). Now, what about tier 1? Well, there are several things you should do depending if you're in the front or the back. If you're in the front position, then just keep your troops rallied by where the enemies will come. If you're in the back, then rally your troops to the front position, by your teammate. In a lot of cases there is a tier 1 fight because both teams usually see this map as an opprotunity to double team the forward position. So what I recommend is to get an early fortification on your listening posts if you're in the front. If you do a 4-scout build then you're find, and don't have to take this precaution. In tier 2, I recommend that the back position take the thermo generator and quickly get to tier 3. While that is happening, I recommend the forward position delay their tech to tier 3 and focus on getting and upgrading more infantry squads. Be sure to set up heavy bolter turrets by your team's thermo generator as it may come under attack in an attempt to attack your team's economics. Similarly, send some missile sqauds, assault sqauds, or whatever you can to take your enemy's thermo generator should they get one. Heck, you can even charge forard with WotE and claim the position. But remember that the thermo generator is going to be a big target for both teams during tier 2. Tier 3 is extremely easy if you've been able to maintain your thermo generator while killing theirs. If both teams have a thermo generator then expect an even game. Now in tier 3, try not to build too many walker vehicles from the machine cult, as they will get in the way as your infantry tries to navigate the somewhat narrow passages. Instead, only get whirlwinds or landspeeders from the machine cult (whirlwinds are artillery and don't need to move with army, and land speeders are fast and can jump out the way to avoid any hassles). Build dreads from your orbital relay later on. Another useful alternative is to clog up the narrow passages with the land raider, while following through with your sqauds. This tactic works very well on narrow passage maps (like this) because the land raider is a bullet magnet. Overall, I would say this is one of the more popular maps for its unique and exclusive style. People like playing maps with security, and this one appears to provide plenty of that, with a single direction of attack and a teammate starting from behind. ****************************** Final thoughts: 4 player maps* ****************************** 2, 4, and 6 player maps are the most common types of maps, so 2 on 2 gameplay should be reviewed. Luckily, if you excel at 1v1, then you're going to excel here. See, 1v1 is 100 percent skill and 0 percent teamplay. 2v2 is 75 percent skill and 25 percent teamplay. Victory still favours the skilled without teamwork, than the unskilled with it. Some may argue this, but here's what I say: if you are getting attacked and you're with a skilled teammate, then he'll automatically know to come to your aid. And 2v2 really is more about outplaying the enemy. But now you are about to take the plunge and learn about 3v3 gameplay (which I have a sub-section introduction for). I estimate 3v3 at being around 66.7 percent skill and 33.3 percent teamwork. The sub-section intro to 3v3 will cover an important concept I sort of left out here: donations. In teamplay, you can donate requisition or power to a teammate. This opens up a whole new world of possibility. The reason I did not touch on this in 2v2 is because skill matters so much that a team playing without sharing can beat a worse team with supreme resource sharing tactics. By all means feel free to learn about resource donating in the next section and apply it to your 2v2 game. Try to practise some 2v2 here and there. The real challenge is still 1v1, but luckily if you excel at that then you stand an excellent chance in 2v2. 888888888888888888888888888888888888888888888888 Sec.5.2.5: 6 plus-player general strategy [6GS]8 888888888888888888888888888888888888888888888888 Six player games are actually played slightly more than 4 player games, and are more popular because generally they require more teamwork and less skill, which personally isn't my favorite. For example, the first time I played with some friends they were getting mauled by the enemy, but I decided not to help them and go for the enemy myseld. I ended up killing 2 of the enemy bases, but both my allies died, so they ended up not wanting to play with me until I learned to play more like a team. Well, I learned my lesson, and now I'm going to teach you the importance of teamwork and HOW to use teamwork effective in 6 person and above match ups. Some of this might be a review from the 4 player general strategies, so bare with me. My expectations by now? Same as for the 4 player maps: I expect you to be able to easily beat a hard computer (and you'll probably have conquered harder with all the tips I've given you). I practise my team skirmishes on insane, and you should to, even if you can't beat an insane comp. -The Golden Rule, like before, is this: know your teammates' races and know how they function. Go ahead, play a skirmish against the easy comp as Eldar and learn how they work. If you thought this was important in 2v2 matches, it's even more important here. For example, if I asked you what would likely happen in a 3 orks versus 3 Space Marine game, could you answer me? The answer is in the next little point. Play more skirmishes with different races as teammates and you'll begin to appreciate this golden rule. -Matchups: (long point) Majority Ork team versus Majority Space Marine team: In this matchup the Orks will likely know that they're screwed if this match makes it to tier 3 (not even squiggoths can help much). That being said, they'll likely do a rush. So here's what you need to do: You need to alert your teammates (type) that this is what's going to happen. Tell them to get heavy bolter turrets and fortify listening posts likely to come under seige. Don't back down though, still hold your most outward position. Just be sure to have extra defenses there. Now what you need to do is make sure that every teammate is prepared to help the others should they get double-teamed. That means you to; I've already taught you an excellent hotkey setup to refer to. But what if the attack doesn't come? Then you're free to tech up and punish the Orks for there mistake. You wont be behind in teching much at all. The only difference is that you'll have bought a heavy bolter turret or 2 (to aid the force commander and 3 or so SM sqauds), which in cost is relatively low. To make up for the slightly delayed teching due to turret spending, I recommend you research both requisition and power rate upgrades. Tier 2 versus an Ork team you should proceed regularly with a regular build strategy: additional SM sqaud (to have missiles), apothecaries, librarian, wote, machine cult, and a hellfire or 2. Finally you reach tier 3, where you get access to everything: orbital bombardment (via orbital relay), deepstriking dreads, hero upgraded commanders, a terminator sqaud, and around 6 fully upgraded sqauds, which will take 100 Orks. Think about it: 6x9 meaning 54 members (also meaning around 24 heavy weapons). Couple that with apothecaries and sergeants and 100 Ork population wont do much, if you've fully upgraded target finders and bionics. So bascially in tier 3 you can steamroll the Orks, and with some good use of artillery and orbital bombardment, can even hold off being double teamed for a while (a while being a few minutes for your allies to send backup). I've played many a game where I've been double teamed by Ork tier 3, but with 3 dreads ready to strike at their squiggoth, and artillery and orbital bombardment, I survived. So bascially hold out until tier 3 in this matchup, and don't worry about purchasing a few heavy bolter turrets for tier 1 defense. Majority Eldar team versus Majority Space Marine team: Here it's not a good idea to try to wait until tier 3, because the Eldar, with proper resource management, can amass 10 pire prisms! And believe me, not much in the SM arsenal can beat the combined force of Eldar infantry and 10 fire prisms (not to mention an Avatar accompanying them). See with Fire Prisms, they have anti-infantry guns like the Predator, but they have a laser cannon of some sort that acts as artillery against infantry AND is super effective against vehicles. Your predator can do this also, but you can only have 6 predators while they can have 10 Fire Prisms! That's not to say that tier 3 isn't possible to best the Eldar at, I'm just saying that you'll have to do some serious harassment, maybe killing some strategy points or thermo generators. Without thermo generators, the Fire Prism threat is greatly decreased. Does this mean that facing the Eldar is like facing a ticking time bomb that explodes in your face 30 minutes into the game? Sort of. If you do not harass at all and make all the right choices for unit selection, you're still going to have an extremely tough time against the Eldar forces. Dreadnoughts of any variant die too quickly against the Fire Prism. Predators are your best bet against Eldar in team games, because in team games there will be fire prisms. At least with Lascannon predators, you stand to meet the fire prism range. However, I only recommend doing a predator lascannon strat late game if you have 8 generators, a thermo generator, and both upgrades. Back to the point, the Eldar are best taken out early, because the Space Marine economics can often not handle that of the early Fire Prism tactics. I've seen these things come out as early as the 14 minute mark. Always remember when going to tier 3 to get requisition and plasma rate upgrades. The aboslute best time to attack an Eldar is Tier 2, because you'll have your 4 upgraded sqauds, force commander, librarian, and WotE. The best they'll have is their same tier 1 units, maybe with one vehicle. Eldar have to build a lot before vehicles, and during tier 2 this takes out of their infantry army a lot. Of course, communicate that you plan to kill an Eldar in tier 2 to your team. If you have to go alone, then you might have to retreat after the enemys help eachother. Just be sure to do as much damage as possible. The listening shrines and webway gates are nice and easy targets to kill before you have to retreat. As always, be sure to mind your base while on the attack. You need to upgrade and build more units too. Majority Chaos team versus Majority Space Marine team: Here the Chaos seem to have the advantage in tier 2, because of the mass possibilities with an accompanying predator. Tier 1 you do have a slight advantage, but I don't recommend trying to take them on because if you get double teamed you could lose your force commander which would throw off your entire build order. Against Chaos, delayed teching with plasma armaments for each sqaud should ensure you slughter their infantry, leaving only predators to handle. Chances are good the enemy will retreat the predators, but if not, be sure to prepare before hand and build a heavy bolter turret and upgrade it to missiles. You can fall back to this missile turret (and your missile sqaud) which will help immensely. Tier 2 can also be hard if they decide to accompany their main CSM (Chaos Space Marine) forces with possesed marines. Possesed Marine rip throw ordinary Space Marines easily with their melee, so make sure to have sergeant power sword upgrade and keep your commanders in the front for melee. What if Chaos decides to go for only upgraded Chaos Space Marines? Luckily yours are slightly better in a few statistics, so in an even numbered fight you'd win. Plus, usually you'll have abilities to help you out, like rally. Chaos has beserk fury ability which makes them stronger. I still feel rally is the superior sergeant ability because when sqauds break they're useless (or very close to it). Against a Chaos team you can gain supremacy in Tier 3, and not have to worry about many threats. Infantry with mostly plasma and 1 rocket sqaud does very well, especially with hellfires with lascannon upgrades, which can really help against predators early tier 3, should you not be able to afford to orbital right away (and face the predator threat in tier 3). Since in Dawn of War CSM have a the ability to almost anything regular SM can (heavy weapon upgrades, bionics/target finder, ect.) it's important to watch out for the tier 1 rush tactics that you might do, for example, with a 4- scout build. As always, remember to call for support early on when needed. Overall I'd say this match is very well balanced, with both sides having an even game in tier 1. Then Chaos pulls ahead. And finally, if the loyal Space Marines have survived, then they will reign supreme in tier 3, with all of that vehicle power (artillery, deepstriked dreads, orbital bombardment, ect). So there is my basic introduction to some race versus race matches in team games. Majority Chaos, for example, means over 50 percent of the players are Chaos. In a 6 person game, 2 people out of 3 on the other team using Chaos would mean a Chaos Majority team. But what if teams are mixed races? What if you're facing a majority Ork but you're the only Space Marine team? With some good teamwork and communication, you can get the enemy to fill in the gaps of your game you know aren't great, while helping them where they aren't great. For example, an Ork-SM team works well because Orks help SM at tier 1 while SM help Orks at tier 3. -My resource donating guide: As you probably know, donating in dawn of war is the act of giving resources to your teammates. This was not touched upon in 2v2 gameplay, so feel free to learn a thing or two from here for 2v2 gameplay. Other then that, know this: donating opens up a whole new level of gameplay. So, how do you donate? When in a teamgame, look at the top-right corner. You will see a taskbar displaying menu, ect. Well, click on Dip, which means Diplomacy. Here you have a list of everyone, and for teammates there will be a requisition button and a power button (for each teammate). Clicking on whichever button for whichever player puts 100 of whichever resource towards them. Keep clicking to put more. Click cancel if you change your mind. And finally, click send to finalize the transaction. Giving teammates your money obviously means losing for yourself. So what you want to effectively do is give teammates money when their race/strategy requires it, and receive the same for yourself. Doing this requires knowing every race reasonably well (golden rule). However, doing this with random teammates can be near impossible, so this complimenting races/strategies tactic isn't that useful unless you have a specialized team or clan where you regularly practise (see miscellaneous section). By quickly talking, though, you can set up some very effective and practical resource sharing techniques. I will quickly give you some little pointers on some basic resource sharing techniques you could do. 1. A player (or you) needs additional power for an early dreadnought which could be an extremely big advantage early on. So what the player will type is the following: [Need 350 req and 450 power for early dreadnought] This is sure to yield some responses, because mostly everyone knows the destructive force of an early dread set to melee. You might not get everything you want, but still, getting 200 req from one player and 250 power from another still helps immensely. This strategy I call the early vehicle donate strat. It can work for any race and any vehicle, a Fire Prism even, or an early Mek shop for Orks to make a Wartruck rush. 2. Another typical resource-sharing strategy you could use would be the early super unit strategy. For example, you could play defensively while donating power to an Eldar opponent so he could quickly rush to tier 3 and get the Avatar. While doing this, I recommend a plasma build with heavy bolter turrets for support. The plasma donated to him will get you a quick avatar, and you wont do bad either: you'll likely end up having a deepstrike army, maybe with 2 Orbital relays (you did do a plasma build remember). All the un- necessary requisition can be donated to your other teammate! Meanwhile, the enemy can waste their forces going for you. This system I have provided (#2) works very well with plasma builds, and is generally a lot better then not sharing at all, so if you ever want to spice up your team games try this. However, only certain maps are safe enough for this to work, as you will be weak at tier 1 and 2. Furthermore, this build generally gets you no glory, even if it does win your team the match. -And finally, know this: 6 and above people games are geared towards tier 3 play, because the distance between bases to start is often too large to make any type of attack effective. So obviously stick with your build orders, just take time to do more useful research when you normally would not have 1v1 (because in 1v1 you often needed the money for additional re-enforcements). These two very basic systems I've provided you with will give you at least some ideas for improvisation on the field. 8888888888888888888888888 /SECTION CONCLUSION888888 Here I've taught you some of the important foundations for team matchups, resource donating, and I've even reviewed a lot of the team strategies mentinoed earlier. That being said, there will actually be very little to say for these maps. Instead of going indepth (like the 2 and 4 player maps) these guides are going to be short and to the point. I no longer feel the need to discuss indepth strategies that I've been over quite a lot in every other section leading up to this. These guides might only be a few paragraphs in length, but seriously, I feel that's more than fair considering what I've provided thus far. Without further impediment, here it is, your six player (and eight player which will be of the same format) guides. 888888888888888888888888888888888888888888888888 Sec.5.2.5: 6 plus-player general strategy [6GS]8 888888888888888888888888888888888888888888888888 ******************** Bloodshed Alley (6)* ******************** Strategy points: 22; 11 per team; very easy to secure. Relics: 4; 2 per team; relatively easy to secure your teams' 2 relics. Critical locations: 3; 1 per flank (left, right, center). Lies inbetween both teams, ensuring a hard fight. General layout: Divided into 3 flanks, middle flank baren and clear, left and right flanks littered with heavy cover. Notes: This map is quite popular bceause both teams start on their own ends. Here teamwork is very important, and rush tactics are a no-no. One of the more popular 3v3 maps out there right now. *************** Crossroads (6)* *************** Strategy points: 24, 12 per team; very easy to secure, except 2 strategy points which lie directly between the 2 forces. Relics: 6; 1 per person, moderately hard to hold down (relics are centralized). Critical locations: 3; 1 per flank (left, right, center). Lies inbetween both teams, ensuring a constant fight. General layout: a large map divided into 3 distinct flanks but the map offers unique features such as narrow accessways to the middle for everyone, and generally this map doesn't have much in the way of cover; negative or positive. Just narrow entries to the map's center. Notes: This is the second most popular 3v3 map out to date right now, because of the same reasons as Bloodshed Alley: they'll be no rush tactics so people feel more confortable turtling. That being said, I say you try to catch someone off guard in tier 2 and make a nice large assault with a delayed teching build. Practise this one a lot, seeing as onely one map is more popular 3v3. **************** Dread Alley (6)* **************** Strategy points: 30, 15 per team; can be hard to secure (close quarters map). Relics: One per team (2 in total). Very easy to secure. Critical locations: 2, 1 per team, extremely easy to secure. General layout: Each base starts very close to its opponent's, so rush tactics can work. Everywhere is connected by roads. Roads are quite wide, seeing as most are double-laned. Roads typically feature cover, so be sure to set a squad in there on F2 mode. Notes: Although this map gets rid of the pressure to capture criticals and relics, it presents a new danger: elimination. Simply put, you could actually be attacked early. No more sitting back on Crossroads, waiting 20 minutes before moving out. Early communication is important, and it's also important to decide who gets the Relic. My vote goes to Chaos, then Eldar, then Orks, then Space Marines (in order of decending importance). So early communication is very important. A 4-scout build is even advisable, for the harass/rush possibilities. This map is actually not popular because people like sitting back and relaxing until tier 3 in team games. Still, mastering the design of the map with a few quick skirmishes can help immensely. ***************** Jungle Walls (6)* ***************** Strategy points: 28, 14 per team; very easy to secure. The 3 teammates will have to decide who doesn't get one of the 2 reamining strategy points. Space Marines do fine without it, so don't worry. Relics: 4, 2 per team. Again, remember my descending list of importance for Relic control: Chaos, then Eldar, then Orks, then Space Marines. Critical Locations: 3; 1 per flank. Ensures a constant battle. General layout: The bases themselves don't provide much open space to move about in, but the center does, making flanking techniques a nice possibility. Also, mind the negative cover (water) when approaching a critical location. You do not want to get there before your opponent and get trapped in negative cover when they attack; this is what you must do to them. Active scouting always helps. Notes: Again, another very uncommon map even though it has the standard set up most enjoy. I consider this map like Bloodshed Alley, only it's setup horizontally instead of vertically, and has negative cover instead of positive cover. A few skirmishes and you should learn the dynamics of this map fairly easy. ***************** Kasyr Lutien (6)* ***************** Strategy points: 26; 13 per team very easy to secure. Relics: 6, 1 per person, very easy to secure. Critical Locations: 3, 1 between each flank to ensure constant action. Slag Deposits: The first 6-player map with slags. 4; 2 per team (sharing/communication required). General layout: An extremely simple and standard map, with everyone one could ask for. There are some narrow but most are wide (enough) roads. Also, cover is littered in a lot of places. Notes: This is, bare none, the most popular teammap, maybe even the most popular map period. Everyone feels secure since a variety of build (including plasma ones) could work, and nobody is going to rush early. Unfortunately, noobs often ruin this map by playing quickstart on it, but don't worry, it's still possible to find standard games on it. This is the most popular team map. If you're wondering what to practise that'll also be fun, this is the answer. ************* Mortalis (6)* ************* Strategy points: 24; 4 per person; exrtemely easy to secure. Relics: 6, 1 per person, moderately easy to secure. Critical Location: 1, in center, which everyone will fight for. General Layout: This map is small and very symmetrical with everyone facing the exact same direction, the middle that is. There is heavy cover by the entrance of all bases, and by the critical location, making dug-in heavy bolters very useful. Notes: Everyone starts with 4 strategy points and a relic, and faces the single critical location. Nice and easy. This map presents some rush tactic opprotunities, but luckily everyone is close enough to help out one another, so the best you can hope to achieve is some good harass with the 4-scout build. This map is fun and somewhat popular, so give it a go or 2. You'll likely enjoy this dynamic setting, which, I might mention, benefits the Space Marines more than anyone else. ******************** Testing Grounds (6)* ******************** Strategy points: 32, 5 per player (16 per team) with 2 that must be fought for. Every player has 4 which are very easy to control, but the other 1 (or 2) are difficult to hold down, but well worth the effort. Relics: 6, one per player, located on ramps near each person's base. Moderately hard to secure; easy to capture but hard to defend (since you'll be elsewhere). Critical Locations: 5, all in a circle near the center, to ensure constant carnage. Slag Deposits: Yes, 1 per player (6 total). General Layout: Very unique. There are 6 locations all facing the middle but they are spread apart just enough to make most rushes unadvisable. However, this is not s sit-back-and-relax-until-tier-3 map, either. The 5 critical locations really force people to move. On the circumference of the map (passing through the bases) there is a stream of negative cover water, which you may navigate to get to the opponent's base. Towards the center (with the critical locations) there is positive cover. Notes: Easily my favorite map, because it clearly takes the most skill. Anyone who knows the dynamics of Dawn of War can probably tell this easily. The possbilties are immense: tier 1/5/2 attacks, tier 3 showdowns, plasma/thermo builds, 6 armies running around the middle...The list goes on and on. A favorite tactic of mine is to jump (or deepstrike with jump) units into the enemy's relic area, because there's no way their army will be near enough there. I can then kill off their relic and whatever else buildings they have there. Heck, I can even advance into their base and launch a two-pronged attack (frontal AND from the relic)! Unfortunately this unique map is extremely underplayed for its potential. Just for the heck of it though, I recommend you practise this vigorously for it provides all the essential skills for just about any 3v3 and above matchup. ****************************** Final Thoughts: 6 player maps* ****************************** Six player maps are very popular, and naturally having this basic knowledge I've given per map should help quite a bit. The starting part to this section provides some building blocks on advanced teamplay concepts like donating, communicating, and team majority race versus other teams. With all the tactics given before the 6 people and above maps, I fell you should be more than prepared, seeing as you'll know everything from builds order, to combat tactics, ect. Also, as always, reviewing the 1v1 section never hurts because if you can't take one opponent there's no hope you'll take multiple ones. 6-player maps are very popular, as mentioned, and Kasyr Lutien is probably one of the most played maps in Dawn of War, because of the noob friendly setup. Also, out of every team map in Dawn of War, I seriously believe Testing Grounds takes the most skill, and can be really fun if you get a game going. Now let's get into the 8 player games, which are significantly less popular than 3v3, but still 4v4 is played and incorporates very similar dynamics to 3v3, so if you excel here you'll do well there as well. 88888888888888888888888888888 Sec.5.4: 8-player maps [8PM]8 88888888888888888888888888888 ******************** Burial Grounds: (8)* ******************** Strategy points: 32; 16 per team with conflicts over middle 4. Generally each player can easily claim their starting 4 easily, but other ones lie inbetween enemies and can be hard to get. Relics: 4; 2 per team, hard to secure (centralized). Critical Locations: 2, both centralized and very close to eachother. If you control one then likely you control the other. Slag Deposits: 3, centralized, very hard to secure early on. General layout: There are 2 distinct sides facing eachother, with some positions closer to the enemy than others. Generally there's a lot of positive cover here and there, and all the action seems to flow towards the middle of the map. Notes: Like usual, this map is spread into 2 distinctive sides for each team. However, some opponents are closer to the front than others allowing rush tactics to be a possibility. Holding the middle right from the start provides a huge advantage (relic, you can build heavy bolter turrets, ect) so try to communicate that to your team. On the whole this map is semi-popular. There are more popular 4 player maps. ****************** Daturias Pits (8)* ****************** Strategy points: 32; 16 per team. Easy to secure for inner positions, but outer positions must push outwards towards the enemy. Relics: 4, in the corners. Each team can secure 1 but the other 2 are neutral in the corners between the enemies. Critical Locations: 5: 4 along sides (2 per team) and one in the map's center. General Layout: a very standard map with 2 sides facing eachother and a lot of neutral objects to aim for. Two positions are close to the enemy, so be sure if you're not one of them to re-enforce those areas. Lots of heavy cover near the middle critical location, so generally holding it is easier than taking it. Notes: A more popular map. This one is nice and simple, with a circle of starting locations. It is very important for the back positions to re-enforce the forward ones; communicate this to your team. Also, rush tactics can work should you be at the frontlines. At the very least you can harass the enemy and set them backwards. Practise this map a bit, it shows up in quite a few online games. ***************** Doom Chamber (8)* ***************** Strategy points: 24, 3 per person, easy to secure for the back positions but it can be hard to catch the third one if you start up close. Relics: 1 in the middle, very hard to secure. Critical Locations: 3 in middle, very hard to secure. Slag Deposits: 3 in middle, very hard to secure. General layout: This map is split into 2 distinct sides, but like the previous maps, there are forward and back positions, meaning re-enforcing forward positions is essential. As usual, everything flows to the middle, where the slags, criticals, and lone relic stands. Negative cover covers the middle by the relic. Notes: This map is interesting, because the Relic is what everyone wants yet it is surrounded by negative cover, making it extra hard. What I recommend is getting heavy weapons (heavy bolters) a bit earlier then you normally would. This is because your weapon's range can keep you out of the middle whilst trapping the enemy. As usual, co-ordinate to capture the middle early. If you can fortify and put heavy bolter turrets by the relic then you stand at a great advanatage, because the enemy still takes extra damage from your buildings! This map is somewhat more popular than Burial Grounds, but still seldom played compared to other maps in Dawn of War. ************** Lost Hope (8)* ************** Strategy points: 30, 15 per team. Most are easy to secure, but the forward position will have to fight hard for his fair share. Relics: 3, all away from bases. But generally, every team can have 1 with a neutral relic in the middle. Critical Locations: 3, all neutral, running in a straight line down the map. As always, hard to secure. Slag Deposits: 2, one per team. Easy to secure for back positions. General Layout: Very unique. Two induvidual bases start in a linear settlement on the top-left diagonal side of the map and the top-right diagonal side of the map. From there, everything branches outwards, such as relics and criticals. Units traverse the map by wide double-laned roads, with patches of light and heavy cover here and there. Notes: There is one forward position facing the enemy for both teams. All 3 of you behind him should re-enforce this person. You happen to be this person, go for a 4-scout build and some harassment. If you harass enough you may be able to double/triple/quadrouple team their forward position and play a 4v3. Just make sure you communicate quickly to your team. One of the more popular (and fun) 8 people maps. It really does teach you the importance of moving out. 0.84 Update: This map in particular (which I find is becoming more popular), should dictate the use of Rhinos. Why? Harassment. How? Easy: -Get a missile sqaud with all 4 missiles, and sergeant. -Load them up in Rhino. -Unload by enemy strategy point, kill listening post, run. -Rinse and repeat. Another 0.84 update note: I have finally concluded that once this map gets to tier 3, Space Marines have a clear advantage. They can deepstrike re-enforce- ments readily, and the long-range of the whirlwind makes map control a lot easier. So if you ever need to decide a good 4v4 map to play on as SM, make it Lost Hope. ****************** Penal Colony: (8)* ****************** Strategy points: 15, 2 per player, 1 up for grabs between the teams. Easy to get your 2. Relics: 4, in the corners. 2 per team, generally. Critical locations: 2, centralized somewhat, although one is clearly closer to a team than the other. Moderately hard to hold on to. Slag Deposits: 4, 2 per team. Easy to secure. General Layout: Arena-format map with everyone facing the center. Lots of wide roads/walkways with open space in the center. Positive patches of cover can be found fequently. Notes: This map is unpopular due to its 2-strategy point per person system. That being said, this game usually ends early with superior rush tactics and early teamwork. Rarely does this game get into tier 3, but can occasionally go into tier 2 if, say, 2 people from both teams are eliminated early. This map is most popular 1v1, not 4v4, because people like the idea of conquering lots of land while not playing on a 30 point map. ******************************** Closing thoughts: 8 player maps* ******************************** Eight player maps are less common than any of the other team play games, but they are still played. My educated guess as to why this is, is because of the lack-lustre list of maps for 8 players. Not that these ones are bad, just they don't entice a larger audience. Luckily, most 8 player maps have remarkably similar concepts behind them to master. That's not to say if you know one you know them all. Either way it is expected of you to take upon yourself the task of skirmishing on these various maps. /END MAP SECTION w00t 8888888888888888888888888888888888888888 Sec.5.4.4: Free for all strategy [FFAS]8 8888888888888888888888888888888888888888 COMING SOON, SORRY. 888888888888888888888888888888888 Sec.5.5: Odd numbered maps [ONM]8 888888888888888888888888888888888 COMING SOON, SORRY. 8888888888888888888888888888888888888 Sec.6.0: Miscellaneous Facts [MISCF]8 8888888888888888888888888888888888888 Here I will generally just put anything I feel did not have a proper section to put in, hence the name miscellaneous. It could be about gameplay, this guide, or whatever. - Update: As of version 0.81, the word dreadnought is now spelled correctly in every single instance! Too bad there were over a hundred of these instances to correct... - Luckily, I was able to make a quick update Febuary 28th, which included some minor fixes (see version history for more info). I still have no fan contributions. -WHEN TO EXPECT THE NEXT UPDATE: Things are clearing up much better than I expected for this year (evidence of this is that I updated in Febuary when I didn't plan to until March break). In March expect something to happen with this guide. I may not get to FFA and team FFA, but I'll atleast revise and add to the most important sections. - E-mailing me: Like most of you, I do not like spam or anything useless in general. So, here are the instructions: 1. Entitle it: Dawn of War GFAQS guide. I will open nothing but that regarding this guide, even if you type something a letter off. Seriously. 2. If you wish to submit tips, feeback (positive OR constructive) that's fine. If you want hosting priviledges, you may ask that as well. Usually I'm more than happy to let people host this, assuming the credit goes to me and my contributers to this FAQ. 3. Make your e-mails short and straight to the point. I don't have a lot of time on my hands, nor do you most likely. 4. And finally, some ground rules: nothing offensive, nothing personal, and absolutely no attachments. If I detect even the slightest trace of these bad e-mail symptoms, I will stop reading (or opening it) and delete it, and most likely block the sender. There you have it, simple yet (I feel) very reasonable expectations. lldeadgeorgell[at]yahoo.com. (those are L's) -------------- Fan Feedback:- -------------- Ian Wafer said: Hey your guide is really good. I'm using some of the tactics in it and they're working out really well for me. Nice work dude! Glad I could help Ian! 88888888888888888888888888888888888 Sec.6.5: Legal information [LLLLL]8 88888888888888888888888888888888888 This guide is protected by copyright. It cannot be copied, sold, or duplicated on another site without permission from me, the main contributer. This applies to all sections of this guide. And to make that as clear as humanly possible, I shall quote a section from Gamefaqs.com, which is where this guide is currently being hosted: ...if you write a FAQ and submit it to GameFAQS, it is protected by copyright. I do not think I could be more clear. Should you want to host this guide, please send an e-mail (see miscellaneous instructions). I'm usually more than willing to comply, should me and my contributers be given full credit. 888888888888888888888888888888888888888 Sec.7.0: Ending, includes credits [EC]8 888888888888888888888888888888888888888 To Relic and THQ - Thank you for making, patching, and popularizing the Dawn of War game. I hope people buy and continue to play this game. To me, SM_pwnerer A.K.A DeadGeorge987 - I started this long project and saw it all through, even if it needs some updates. Congradulations to me. To GameFAQS - I do not know much about GameFAQS, but like everything great I discovered it by accident. I love this site, it's got one of the best set ups any gaming site could have. **List of Players who contributed to version 0.8** Insinto - Commonly plays with me, and helped provide insight into Space Marines versus Chaos strategy, as well as a few maps, to mention the least. Aaronthepea - A fellow Space Marine player who helped me plan out the guide, telling me what sections the common player needed most. Also contributes in practise sessions. Jastin - An all-around player who plays every race. My games with him helped me form some strategies around the weaknesses of the various races. Also, jastin helped me learn the importance and application of donating in team games. **0.81 Contributers** Bennist - Similar to aaronthepea, this is another Space Marine player whom has helped me acknowledge what the beginning players need when going online, particularly in teamgames. And to me, who did the written contributions here. I don't think there will ever be anyone but me contributing to the writing of this FAQ. **0.82 Contributers** Ian Wafer - Thanks for the feedback man, it inspired me to make another minor update! If you want the most out of the Warhammer 40 000 universe, I recommend reading the various books. They truly are a good read should you be interested in the 40 000 universe. /END FAQ.