hide results

    FAQ/Walkthrough by NightmareHunter

    Version: 1.11 | Updated: 04/01/08 | Search Guide | Bookmark Guide

    Dawn of War: Dark Crusade
    Version ?.??
    By NightmareHunter
    1  - INTRODUCTION                     - DOW-INTR
    It's been a few years since I played 40K on the tabletop, but thanks to Relic,
    in recent times I've been able to get my fix of the Warhammer 40,000 universe
    playing Dawn of War and it's two expansions. The second expansion, Dark
    Crusade, takes the game to a whole new level, adding two new playable factions,
    an open-ended campaign and new units to all the existing armies. And what's
    more, the expansion doesn't require the original game. This, however, limits
    you to only the two new factions, the Necrons and Tau, in skirmish and
    multiplayer games. To get the most out of it, you really do need the original
    game and the Winter Assault expansion. Still, trust me when I say that if
    you're looking for a fast paced, action based real time strategy game, you've
    come to the right place.
    At the moment, the whole FAQ is fairly basic, due to the facts that, firstly, I
    haven't written an FAQ like this before, so I'm still trying to organise and
    properly articulate some ideas, secondly, because, like the theory behind
    my GT4 Tuning FAQ, I would like to see this FAQ more as a set of guidelines
    which encourage people to think for themselves and develop their own style.
    Thus, I'm hoping that, over time, the FAQ will grow with both my contributions
    and those of the readers. Finally, I thought it would be better to provide basic
    information for all races and scenarios in the first version, rather than go in
    depth on only a few things.
    Also, please note that it has been a while since I've played this game, and
    as such I'm no longer responding to emails regarding it. Feedback is always
    lovely, but I just don't have the time to do so anymore.
    2  - VERSION HISTORY                  - DOW-VERS
    5/01/07, 8/01/07, 12/01/07-18/01/07
    Completed Introduction, Contents, System Requirements, Armies, Single Player
    Campaign, FAQs, E-mail Policy, Thanks and Copyright Information.
    1  - INTRODUCTION                     - DOW-INTR
    2  - VERSION HISTORY                  - DOW-VERS
    3  - CONTENTS                         - DOW-CONT
    4  - SYSTEM REQUIREMENTS              - DOW-SYSR
    5  - ARMIES                           - DOW-ARMY
       5.1 - NECRONS                   - DOW-NECR
       5.2 - TAU                       - DOW-TAU
       5.3 - SPACE MARINES             - DOW-SPMR
       5.4 - CHAOS SPACE MARINES       - DOW-CSMR
       5.5 - ELDAR                     - DOW-ELDR
       5.6 - ORKS                      - DOW-ORKS
       5.7 - IMPERIAL GUARD            - DOW-IMGD
       6.1 - CAMPAIGN MAP              - DOW-CMAP
       6.4 - HONOUR GUARD              - DOW-HONR
       6.5 - WARGEAR                   - DOW-WARG
       7.1 - BY ARMY                   - DOW-STBA
         7.1.1 - NECRONS             - DOW-NECS
         7.1.2 - TAU                 - DOW-TAUS
         7.1.3 - SPACE MARINES       - DOW-SPMS
         7.1.5 - ELDAR               - DOW-ELDS
         7.1.6 - ORKS                - DOW-ORKT
         7.1.7 - IMPERIAL GUARD      - DOW-IMGS
         7.2.1 - PAVONIS             - DOW-PAVO
         7.2.2 - ERES BADLANDS       - DOW-ERES
         7.2.3 - ACERIA FORESTS      - DOW-ACER
         7.2.4 - HYPERION PEAKS      - DOW-HYPR
         7.2.5 - ARIEL HIGHLANDS     - DOW-ARIE
         7.2.6 - VANDEAN COST        - DOW-VAND
       7.3 - STRONGHOLDS               - DOW-STHD
         7.3.1 - NECRONS             - DOW-NEST
         7.3.2 - TAU                 - DOW-TAST
         7.3.3 - SPACE MARINES       - DOW-SPST
         7.3.5 - ELDAR               - DOW-ELST
         7.3.6 - ORKS                - DOW-ORST
         7.3.7 - IMPERIAL GUARD      - DOW-IMST
    8  - SKIRMISH                         - DOW-SKIR
    9  - MULTIPLAYER                      - DOW-MULT
    10 - FAQs                             - DOW-FAQS
    11 - E-MAIL POLICY                    - DOW-EPOL
    4  - SYSTEM REQUIREMENTS              - DOW-SYSR
    Minimum Requirements
    DirectX 9.0c (included on Disc)
    2.0 GHz Intel Pentium 4, AMD Athlon XP or equivalent processor
    512 MB RAM
    3.5 GB free hard drive space
    4x DVD-ROM drive
    64 MB DirectX 9.0b compatible AGP video card with Hardware Transformation and
    DirectX 9.0b compatible sound card, 16 bit
    Recommended Requirements
    DirectX 9.0c (included on Disc)
    2.4 GHz Intel Pentium 4 or equivalent processor
    512 MB system RAM (required for 8-player multiplayer games)
    nVidia GeForce 3 or equivalent with 64 MB of Video RAM
    Sound Blaster X-Fi series
    Requirements for Multiplayer
    1 disc per computer
    Internet: Cable modem, DSL modem, or better
    Network: LAN or broadband WAN
    5  - ARMIES                           - DOW-ARMY
    Provided you have the original game and the Winter Assault expansion, there are
    seven playable factions in Dark Crusade, including the two new races, the
    Necrons and the Tau, both of which are very different from the five existing
    races, not to mention each other. As for the other five, they're pretty much the
    same, except they each get a new unit type.
    This information is really just a summary of the different races, for strategies
    and anything else gameplay related, see the Single Player Campaign Section,
       5.1 - NECRONS                   - DOW-NECR
    The Necrons are an ancient race, and in many ways they're the futuristic undead.
    They're a race of robots which house the souls of the Necrontyr, who lived some
    60 million years ago. Since that time those on Kronus have slumbered in
    underground catacombs, at peace in their un-death. They are offended by all
    life; they see all those who cling to their lives as misguided and deluded, and
    whenever there is life the Necrons rise to destroy it and bring the peace of
    death. Thus, the presence of all the other races on Kronus has awakened the
     - Melee Combat  - The Necrons are powerful in combat, they have several units
                       which excel in melee, and even the basic warriors are quite
     - Ranged Combat - Necron ranged attacks are also powerful, and they have a good
                       range as well. Defensive structures have extremely powerful
     - Toughness     - The Necrons give Space Marines a run for their money as the
                       toughest race in the game. They have a lot of health and good
                       defences, and they also have a chance at resurrecting after
                       they've been killed.
     - Structures    - It's debateable as to whether this is a good thing, but the
                       Necrons train all their units at one structure: the
                       Monolith. Being their HQ building you don't have to build a
                       separate barracks or vehicle depot, but, if you only have
                       one of them, you really have to be, to borrow the words of
                       Mike Walker: 'The sort of person who doesn't mind all their
                       unhatched infant hens being in a lone woven wood
                       receptacle.' Needless to say, building more than one is
                       often a good idea.
     - Economy       - Again, this is debateable, but the Necron economy relies on
                       power, and you don't get any requisition at all. You capture
                       strategic points to increase the population and vehicle
                       caps, and provide a bonus which reduces the time it takes to
                       train units and research technology. However, getting the
                       'You don't have enough power, build more plasma generators'
                       message when you're trying to build generators can be
     - Cost  - Necrons ain't cheap. In fact, they're quite expensive. There's no
               doubt that you're getting good units, but you'll need a good flow of
               power to get your army off the ground and maintain it. You will
               find, in the end, that if you can keep a high power rate you won't
               have a problem, but in the early days, or if you lose the momentum,
               it can be a challenge.
     - Speed - Necrons are really slow. So slow, in fact, that I need to say it
               again. NECRONS ARE REALLY SLOW!! There are very few Necron units
               that move at a reasonable speed. These are the Lord and elite units
               like the Pariahs, as well as Destroyers. This can be really
               annoying, because if you're not careful your fast units will end up
               leaving the slow ones behind. And it's not just movement. The more
               units you have, the longer it takes to train new ones, and it's the
               same with building structures (regardless of the bonus you have for
               captures strategic points). So when it comes to the Necrons,
               patience really is a virtue.
       5.2 - TAU                       - DOW-TAU
    The Tau are almost the opposite of the Necrons; young, idealistic and tolerant
    of other races (provided they join the Greater Good). The Greater Good is what
    the Tau's ruling class, the Ethereals, believe to be the ultimate goal for
    society at large, centred around peace and tolerance, although not that much is
    known about the Ethereals, so there's probably a dark side nobody's seen. They
    lack abilities in melee combat, so they have enlisted the help of alien
    mercenaries; the Kroot and Vespid.
     - Ranged Combat   - The Tau excel at destroying their enemies from afar. They
                         have some of the most powerful guns in the game, and some
                         of them have phenomenal range. A Tau army, if composed and
                         used properly, is almost impossible to outshoot.
     - Manoeuvrability - A Tau army can be surprisingly mobile if well composed,
                         although this type of army tends to lose some of its
                         shooting prowess, as some of the heavier guns are
                         obviously less mobile.
     - Melee Combat - The Tau are bad up close, and, while the Kroot and Vespid can
                      provide melee skill, this is more as a support role, as an
                      army composed entirely of Kroot isn't going to be the
                      strongest in melee combat.
     - Cost         - The Tau aren't exactly cheap either, especially considering
                      some of the technologies you need to research to access tier
                      three units. You will find, in the end, that if you can keep
                      a high requisition rate you won't have a problem, but in the
                      early days, or if you lose the momentum, it can be a
       5.3 - SPACE MARINES             - DOW-SPMR
    There's not really much that needs to be said here, is there? Genetically
    engineered, superhuman warriors fighting the enemies of the Imperium of man.
    Tough as old boots and really killy, if you're new to Dawn of War this is the
    place to start.
     - Melee Combat  - Space marines can dish out the damage in melee; they have
                       units geared specifically to close combat, and the standard
                       marines can hold the own. This is incredibly useful; knowing
                       that your range based army won't capitulate when the enemy
                       starts hitting it with big sticks.
     - Ranged Combat - Space marines can shoot just as well as they can fight; a
                       space marine army consisting of tactical marines with heavy
                       weapons, supported by predators and dreadnoughts, can
                       devastate most opponents, the key however, is to equip your
                       tactical marines with the right weapons.
     - Toughness     - It's been said a million times before, but space marines
                       just don't die. One of the reasons space marine armies are
                       so successful at dealing the damage is because it takes the
                       enemy so long to kill them. Admittedly they may have lost
                       the title of toughest race to the Necrons, but they are, at
                       the very least, the second toughest race in the game.
     - Versatility   - This is probably the space marines' biggest strength. Their
                       ability to engage both at range and up close and the
                       equipment options for tactical marines make them quite
                       versatile; a well composed space marine army will be able to
                       meet almost any challenge head on.
                       This ability to adapt to the situation can, however, be a
                       double-edged sword. The space marines are a 'jack of all
                       trades, master of none' race, so an army dedicated to ranged
                       attacks will be able to outshoot them, and an army dedicated
                       to melee will be able to outfight them. If you can't read
                       the situation and adapt your tactics accordingly, then your
                       space marines will get chewed up and spat out. This isn't
                       always as easy as it sounds, because it often involves more
                       considerations than; are they sooting me or hitting me?
     - Cost - Space marines aren't cheap. Building up an army of any reasonable
              size can cost quite a bit, and maintaining it in the field can prove
              to be just as expensive. You will find, in the end, that if you can
              keep a high requisition rate you won't have a problem, but in the
              early days, or if you lose the momentum, it can be a challenge.
       5.4 - CHAOS SPACE MARINES       - DOW-CSMR
    Chaos Space Marines: for those who like their space marines to be a little bit
    evil. They're still genetically engineered and superhuman, but other than that
    they're actually quite different from their former battle brothers; now they
    worship the Chaos Gods and are capable of all sorts of nasty things.
     - Melee Combat - Chaos space marines are scary in close combat. They have
                      numerous units dedicated to melee; they can swamp the enemy
                      and break them surprisingly easily, and then finish them off.
                      Some of these units are also very effective for destroying
                      vehicles and buildings.
     - Toughness    - While not as tough as space marines (they certainly break
                      more easily), they are still difficult to kill, and are more
     - Ranged Combat - Chaos space marines can't shoot in any real way. Some of
                       their vehicles function well in a support role, but trying
                       to create a Chaos army which relies on shooting isn't a good
                       idea. They have few infantry units that can shoot well, so
                       they have problems simply bringing enough guns to bear.
                       That's why you need to be wary of enemies who attack you
                       from afar, as you'll need to close quickly and get into
                       melee, rather than try to shoot back.
       5.5 - ELDAR                     - DOW-ELDR
    Eldar, aka Pansies. The Eldar are the futuristic equivalent to elves. They're
    an ancient race (they fought the Necrons aeons ago, and have fought Chaos for
    longer than any other race) whose time has passed, and they are now trying to
    destroy the evils of the galaxy before it's too late. Despite this, the Eldar
    are quite conceited; and it's apparent in most of the words of the Farseer.
    Note: I don't play with the Eldar very much, so this summary and the strategies
    in section 7 will be quite basic, I hope to improve them over time.
     - Speed             - The Eldar are a fast moving army, they specialise in
                           fast strikes, where they can get in, do some damage,
                           then get out again before they get killed. Almost all of
                           the Eldar vehicles are skimmers, making them very fast
                           and manoeuvrable, and most Eldar infantry have the Fleet
                           of Foot ability, allowing them to move faster at the
                           cost of weapon accuracy. This isn't really a problem
                           though, since you can simply turn Fleet of Foot off when
                           you need to shoot.
     - Stealth           - Stealth is another component of the Eldar's ability to
                           deliver fast strikes where the enemy is unprepared, and
                           it also serves as an effective defensive mechanism.
                           Using Rangers to pinpoint the location of an attack can
                           be useful, although it is undoubtedly the ability to
                           have you entire base concealed from enemies which is the
                           most helpful. All you need be wary of is enemies that
                           can detect infiltrated units.
     - Special Abilities - The Eldar have a lot of special abilities; just look at
                           the Farseer. These abilities range from defensive to
                           offensive, to augmentative, and using them well can make
                           all the difference. They can help you rally your troops,
                           or kill or break the enemy, as well as a few things
                           which are useful in less obvious ways.
     - Toughness - The Eldar aren't exactly tough. In fact, they're disturbingly
                   fragile. If you don't use their speed and stealth, you could
                   very well find yourself in a lot of trouble.
       5.6 - ORKS                      - DOW-ORKS
    We'z da Orkz an' we'z da best!! Orks aren't exactly the brightest race out
    there. Put simply, they like to hit things. And shoot things. But mostly hit
    things. And just generally kill things. They're the futuristic version of the
    fantasy race, and they live for fighting and war. They believe they're superior
    to all races and that they can't be beaten in battle because, well, day'z da
    Note: I don't play with the Orks very much, so this summary and the strategies
    in section 7 will be quite basic, I hope to improve them over time.
     - Melee Combat - The Orks are great in melee, it is what they live for after
                      all. They have a number of units which excel in close combat,
                      most of which have different secondary characteristics, like
                      jetpacks or heavier armour. This can create a flexible and
                      powerful melee based army.
     - Numbers      - There are a lot of Orks. Their population caps increase as
                      you build more Wagggh!!! Banners, and you can amass quite a
                      large number of Orks before it hits the maximum.
     - Ranged Combat - Ranged combat for the Orks is similar to ranged combat for
                       Chaos, its best used in a supporting role. Most Ork vehicles
                       have good firepower, if you use them to take out targets
                       your masses of infantry will have problems with, ranged
                       combat isn't that much of a weakness. It's really just a
                       matter of knowing how to use it.
       5.7 - IMPERIAL GUARD            - DOW-IMGD
    The Imperial Guard is the army of humanity. It's the men and women of the
    Imperium fighting the enemies of The Emperor. They often work alongside the
    space marines, however not on Kronus; the Blood Ravens on the planet are there
    for reasons of their own, while the Imperial Guard of the 1st Kronus Regiment
    are there to reclaim the planet.
     - Ranged Combat - The Imperial Guard can shoot. The combined firepower of an
                       entire army is something to see; while a single squad of
                       guardsmen shooting with their lasguns may look pathetic,
                       eight squads with special weapons and the support of Leman
                       Russ battle tanks, Hellhounds and Basilisks and, if you had
                       the time to research it, a Baneblade, is anything but
     - Numbers       - You can end up with a lot of Imperial Guardsmen, which
                       results in the ability to swamp an opponent. This can be
                       very handy; send your guardsmen in to attack the enemy while
                       your tanks lay waste at a distance. Your enemy will get
                       tangle up in your guardsmen and (because they're so quick
                       and cheap to reinforce) have a lot of trouble getting
                       through them. Your guardsmen will probably end up splattered
                       across the battlefield, but you can't be a true Imperial
                       Guard Commander unless you have a total disregard for the
                       men at your disposal (besides, there's always more where
                       they came from).
     - Bases         - Imperial Guard bases are useful for several reasons.
                       Firstly, you increase your population and vehicle caps by
                       building barracks and vehicle depots. This means that you
                       don't have to spend much more requisition than most other
                       races to increase your caps, but you get multiple infantry
                       and vehicle producing structures, thus minimising any
                       'unhatched infant hens in a lone woven wood receptacle'
                       incidents. Secondly, Imperial Guard bases contain vast
                       tunnel networks, allow any infantry unit to travel from one
                       structure to another (excluding Listening Posts) with only a
                       slight delay, which is extremely useful if your base is
                       built over a large area, which can be common due to the
                       number of buildings you can end up with, or if you have more
                       than one base.
     - Melee Combat - The Imperial Guard don't fare to well in melee. They only
                      really have one unit that can do well in combat, they can be
                      handy support if you find the enemy manages to get to grips,
                      but otherwise, keep your distance and get as many guns as
     - Toughness    - Imperial Guard infantry are weak. Vehicles are a different
                      story; the Guard have some of the hardest vehicles in the
                      game, but since you'll have so much infantry in your army,
                      it's something you need to be aware of. Guardsmen can be
                      reinforced quickly and cheaply, but it can be difficult to
                      keep track of all the squads while directing the battle,
                      unless you're clever with your grouping.
    The single player campaign in Dark Crusade is different from those of the
    original game and Winter Assault in that it is completely free-form. You are
    presented with a battle map of Kronus, which is divided into 25 provinces, and
    tasked with conquering the planet any way you like. This will not be an easy
    task though, as all of the other six races are attempting to do the same thing.
       6.1 - CAMPAIGN MAP              - DOW-CMAP
    The campaign map is where you will control your army's movements between the
    different provinces, as well as allow you to do many other things, such as
    create honour guard units, station troops in friendly provinces and track your
    kills and conquests.
    There are 25 provinces in the game, seven strongholds, six provinces providing
    special bonuses and twelve normal provinces. However, regardless of the type
    of province, they all have some basic information in common, which indicates
    how valuable that province is and how hard it will be to conquer:
    This is a number from 1 to 15 representing how heavily fortified a province is.
    In the case of a enemy province, it will let you know the kind of
    resistance you will face should you attack it. In the case of your own
    provinces, it will let you know what kind of attack you will be able to fend
    off (This only really applies to auto-resolve, see below). You can increase
    your defensive rating by garrisoning troops in a particular province, your
    rating is also affected by the number of structures you built when you
    conquered the province in the first place. Typically the most heavily defended
    provinces are strongholds.
    This is a number between 50 and 100 showing the amount of planetary requisition
    that the province will generate for you each turn (see below).
    There are three possibilities here. Firstly, the bonus for a normal province
    will be an honour guard unit that you can train using planetary requisition.
    Secondly, a special bonus can be earned from six provinces (see below).
    Finally, strongholds do not provide any bonus, but they always provide 100
    planetary requisition.
    If an enemy army is in the province you are looking at, you will see the units
    currently in that army's honour guard, and will have to click the Recon button
    to see the basic information.
    Province Types
    Strongholds are the HQ provinces for each of the seven races, and are vital to
    the success of an army on Kronus. Successfully attacking an enemy stronghold
    will drive that race from Kronus, regardless of what other provinces the may
    still hold. Conquering all six enemy strongholds will result in victory and the
    completion of the campaign. This is, however, a double edged sword: you have a
    stronghold as well, and if you are defeated at your stronghold you will fail the
    campaign and reload a previous save or restart.
    Special Bonus Provinces
    There are six provinces on Kronus which provide unique special bonuses for the
    faction which controls them. They are as follows:
     - Pavonis               - Spaceport - This allows you to launch an attack on
                                           any enemy province, excluding
                                           strongholds, regardless of where your
                                           army is.
     - The Eres Badlands     - Fury      - This allows you to move or attack twice
                                           in a single turn, which is a potent
                                           ability, as you will amass planetary
                                           requisition and honour guard units more
                                           quickly than everyone else. Note that
                                           with Fury and Spaceport you can attack
                                           an enemy stronghold from anywhere, by
                                           first moving to an adjacent province to
                                           the stronghold, and then attacking it
                                           with your second move.
     - The Aceria Forests  - Increased Manpower   - This increases the population
                                                    caps for all of your battles,
                                                    allowing you to field more
     - The Hyperion Peaks  - Forward Base         - This allows you to use
                                                    planetary requisition to have
                                                    certain structures dropped with
                                                    you HQ building when the battle
     - The Ariel Highlands - Bulwark              - Reduces the amount of planetary
                                                    requisition needed to garrison
                                                    troops at a province, as well
                                                    as the amount of requisition
                                                    returned when troops are
     - The Vandean Coast - Industrial Production  - This allows you to start every
                                                    battle with additional
    Normal Provinces
    Normal provinces are just that, normal. They have no special bonus and an
    average amount of requisition, although they do add a unit to your honour
    guard, just remember you still have to spend the planetary requisition to
    train them.
    Planetary Requisition
    Planetary requisition is essentially requisition spent on the Campaign Map. You
    get it at the beginning of every turn, and the amount depends on the number of
    provinces you control, and the amount of requisition each one provides. Thus,
    the more provinces you conquer, the more planetary requisition you get. Each
    type of province gets it's own amount of planetary requisition:
     - Strongholds             - +100
     - Normal Provinces        - +75
     - Special Bonus Provinces - +50
    There are two things you can spend it on:
     - Reinforcing Provinces (see below)
     - Training Honour Guard units (see 6.2)
    Reinforcing Provinces
    Reinforcing involves spending planetary requisition to station troops at
    provinces currently in your control, and thus increasing your defensive
    capability should any of those provinces come under attack. The number of squads
    you can reinforce a province with is limited, and so garrisoning the maximum of
    squads in a province will not limit the number you can garrison in others, or
    the caps on the battlefield. If you decide that a province is no longer under
    threat, you can recall the troops there, but you will only get back half the
    planetary requisition you spent in the first place. Also, should a province come
    under attack and the garrisoned troops be destroyed, you must re-train them if
    you want to keep them there (provided you won the battle).
    To reinforce a province, simply click the province, then click the Reinforce
    button to bring up the list of troops you can garrison, and their respective
    costs of planetary requisition. You can play around with the number of squads
    you want to garrison, provided you have the requisition; the reinforcements
    aren't actually sent until you hit the Accept button.
    The Commander Screen
    Clicking the Commander button in the lower right hand corner of the screen will
    bring up a screen which shows details about your campaign. It lists the enemies
    you've defeated, the units currently in your Honour Guard as well as those
    available for training, the Special Province Bonuses you currently have, as well
    as your kills, Conquests and Defences. Also listed are the health and damage
    stats of your Commander.
    If you click on the Wargear button you are taken to the Wargear screen, which
    shows all of the wargear your Commander can obtain, the pieces they already
    have, and their current stats. If you have any available selections you may
    double click on a piece of wargear to obtain it. If you change your mind simply
    double click again to de-select it, the wargear isn't added until you hit
    Continue, and once a piece of wargear is added it can't be removed or changed,
    so choose wisely, even though you'll end up with all of them.
    Moving and attacking on the Campaign Map is really easy. Your army's position is
    represented by a small model of you Commander, and from this province will be
    arrows leading to all adjacent provinces. If a province is controlled by you,
    then the arrow will be green, and if it is controlled by an enemy it will be
    red. If you click on one of these friendly provinces and click the Move button,
    your army will move there. If you click on an enemy province and click the same
    button, which now says Attack, you will bring up a screen displaying the
    province's information as well as the enemy presence there. From here you may
    add Honour Guard units if you have the requisition, then either Attack the
    province or Cancel, by clicking the relevant button.
    While you're moving around the Campaign Map attacking and conquering provinces,
    the enemy is doing the same, and sometimes they'll have the nerve to attack one
    of your provinces. Now, you can Auto-resolve them, but you stand more chance of
    retaining the province if you fight the battle yourself, plus if you want all
    ten pieces of wargear you'll have to fight five successful defences.
    It's now that you'll realise why it pays to build a big base whenever possible.
    The game remembers what you've built in a province and when you start the a
    defence, you start with all those structures. This means that you'll start with
    capped Strategic Points and Plasma Generators for a good economy, and the
    structures necessary to train and upgrade infantry, as well as build vehicles.
    This is why, when conquering a province, if you ever find your builder units
    standing around with nothing to do while your army goes off to attack the enemy,
    have them build as many unit producing structures as possible, along with Plasma
    Generators if you don't already have the maximum. You should also upgrade
    Listening Posts at this point.
    Now if you have to defend the province, you'll be much better equipped to do so.
    You'll be able to build several infantry squads straight away (you may have to
    wait a bit for extra power to build vehicles), you should use these to rush the
    enemy; remember how fragile you are in the first few minutes of attacking a
    province. Well, now it's the other way round, get in there fast (within two
    minutes if possible), even if it's only with a couple of squads, and start
    wreaking havoc while newly trained units come to join the fight.
    Against enemies attacking from an well entrenched province, they'll start with
    two bases, but each one will be just as vulnerable. Speed is paramount here, you
    need to knock out one base very quickly, then get all your troops together and
    charge into the second base.
    The only problem you could run into is a large enemy Honour Guard. You don't get
    to see their Honour Guard on the screen where you choose to fight or auto-
    resolve, so make ure you keep track of Honour Guards at all times. If you do run
    into a big one you'll either find yourself in a big fight right at the outset
    where you'll need to keep pumping troops into the enemy, or, if your base is big
    enough and you train your troops as quickly as possible, the enemy Honour Guard
    may very well end up being nothing more than a speed bump on the road to
       6.4 - HONOUR GUARD              - DOW-HONR
    Your Honour Guard is like a standing army. They are troops you can train using
    planetary requisition that will begin the battle alongside your commander.
    You'll start off with no Honour Guard units, and for every normal province you
    conquer, you'll add a unit to your honour guard list, so by the later stages of
    the game you can have quite a large army at the beginning of every battle. Just
    remember that your enemies will have Honour Guards too.
    There are a couple of things about Honour Guard units which make them different
    than their standard counter-parts. For squads, the Honour Guard units usually
    have less members, but are also usually some sort of veterans, making them more
    powerful. Vehicles are usually the same, although in most cases they're only
    light vehicles. It's also worth noting that Space Marines and Chaos Space
    Marines don't actually get squads, they get individual marines. This may seem
    quite bad, but the marines are capable of taking down quite a lot, especially
    the Chaos Marines. In fact, a full Chaos Honour Guard, despite being very small
    in numbers, is surprisingly powerful.
    The other good thing about Honour Guard is that they only need to be re-trained
    if they're killed. If they don't die in one battle, they'll be right there for
    the next, in fact, if you lose control of a province, you keep the Honour Guard
    bonus it gave (if you currently have it trained), until it dies. This can be
    incredibly helpful, and allow you to save quite a bit of planetary requisition
    in the long run.
    There are twelve Honour Guard units for each race, and they are as follows:
    The Demes Northlands     - Tomb Spyder
    The Panrea Lowlands      - Wraith
    The Orestan Plains       - Crypt Warrior Squad
    The Pavonian Heartland   - Crypt Immortal Squad
    The Agamar Desert        - Catacomb Flayed Ones
    The Western Barrens      - Builder Scarabs
    The Van de Mar Mountains - Crypt Warrior Squad
    The Janus Savannah       - Crypt Warrior Squad
    The Rhean Jungle         - Catacomb Flayed Ones
    The Rhean Floodlands     - Destroyer
    The Morriah Coast        - Crypt Warrior Squad
    The Murad Swamplands     - Crypt Pariah Squad
    The Demes Northlands      - Fire Warrior Bodyguard
    The Panrea Lowlands       - Veteran Stealth Team
    The Orestan Plains        - Crisis Suit Guard
    The Pavonian Heartland    - Kroot Alpha Pack
    The Agamar Desert         - Fire Warrior Bodyguard
    The Western Barrens       - Vespid Elder Strain
    The Van de Mar Mountains  - Veteran Stealth Team
    The Janus Savannah        - Kroot Alpha Pack
    The Rhean Jungle          - Crisis Suit Guard
    The Rhean Floodlands      - Kroot Hunting Pack
    The Morriah Coast         - Skyray Missile Gunship
    The Murad Swamplands      - Kroot Elder Shaper
    Space Marines
    The Demes Northlands      - Veteran Assault Marine
    The Panrea Lowlands       - First Company Veteran
    The Orestan Plains        - First company Veteran
    The Pavonian Heartland    - Veteran Assault Marine
    The Agamar Desert         - Dreadnought
    The Western Barrens       - Land Speeder
    The Van de Mar Mountains  - First Company Veteran
    The Janus Savannah        - Hellfire Dreadnought
    The Rhean Jungle          - Reclusiarch
    The Rhean Floodlands      - First Company Terminator
    The Morriah Coast         - Senior Librarian
    The Murad Swamplands      - First Company Terminator
    Chaos Space Marines
    The Demes Northlands      - Daemonkin Obliterator
    The Panrea Lowlands       - Berserker Champion
    The Orestan Plains        - Berserker Champion
    The Pavonian Heartland    - Raptor Champion
    The Agamar Desert         - Chaos Sorcerer
    The Western Barrens       - Defiler
    The Van de Mar Mountains  - Possessed Champion
    The Janus Savannah        - Chosen Champion
    The Rhean Jungle          - Raptor Champion
    The Rhean Floodlands      - Raptor Champion
    The Morriah Coast         - Chosen Champion
    The Murad Swamplands      - Chosen Champion
    The Demes Northlands      - Veteran Ranger Squad
    The Panrea Lowlands       - Veteran Ranger Squad
    The Orestan Plains        - Fire Dragon Exarch Council
    The Pavonian Heartland    - Warp Spider Exarchs
    The Agamar Desert         - Reaper Exarch Council
    The Western Barrens       - Banshee Exarch Council
    The Van de Mar Mountains  - Vyper
    The Janus Savannah        - Vyper
    The Rhean Jungle          - Seer Council
    The Rhean Floodlands      - Wraithlord
    The Morriah Coast         - Banshee Exarch Council
    The Murad Swamplands      - Warp Spider Exarchs
    The Demes Northlands      - Killa Kan
    The Panrea Lowlands       - Wartrak
    The Orestan Plains        - Big 'Eavy Nob Squad
    The Pavonian Heartland    - Mega Armoured Nobz
    The Agamar Desert         - 'Eavy Shoota Boyz Squad
    The Western Barrens       - 'Eavy Shoota Boyz Squad
    The Van de Mar Mountains  - 'Eavy Tankbustaz Squad
    The Janus Savannah        - Mad Dok
    The Rhean Jungle          - 'Eavy Shoota Boyz Squad
    The Rhean Floodlands      - 'Eavy Stormboyz Squad
    The Morriah Coast         - 'Eavy Stormboyz Squad
    The Murad Swamplands      - Killa Kan
    Imperial Guard
    The Demes Northlands      - Sentinel
    The Panrea Lowlands       - Vindicare Assassin
    The Orestan Plains        - Regimental Commissar
    The Pavonian Heartland    - Regimental Bodyguard
    The Agamar Desert         - Bone'ead Squad
    The Western Barrens       - Hellhound
    The Van de Mar Mountains  - Vindicare Assassin
    The Janus Savannah        - Sanctioned Psyker
    The Rhean Jungle          - Sentinel
    The Rhean Floodlands      - Veteran Kasrkin Squad
    The Morriah Coast         - Regimental Bodyguard
    The Murad Swamplands      - Veteran Kasrkin Squad
       6.5 - WARGEAR                   - DOW-WARG
    Wargear turns your Commander from a basic character in an army killing machine.
    Well, almost. Each Race has ten pieces of wargear which increases the
    Commander's power, and is also reflected aesthetically on the character model.
    The wargear will increase health, morale, melee damage and ranged damage, as
    well as a few other things which are more specific to each race. Generally
    speaking the upgrade that allows the Commander to detect infiltrated units is
    the most useful, given the new infiltration system, which allows units to attack
    while still hidden.
    Wargear is earned by completing ten different requirements over the course of
    the campaign, all bar one of the requirements are based on progression, so you
    don't really need to do anything special to get them. They are as follows:
     - 3 to 1 Kill Ratio
     - 1 Conquest
     - 5 Conquests
     - 15 Conquests
     - 1 Defence (Auto-resolve doesn't count)
     - 3 Defences (Auto-resolve doesn't count)
     - 5 Defences (Auto-resolve doesn't count)
     - 2000 Kills
     - 5000 Kills
     - 3 Defeated Enemies
    The pieces of wargear are as follows:
    Skinning Blades   -  Increases melee damage and morale lost.
    Reaping Blades    - Requires Skinning Blades, increases melee damage.
    Necrontyr Sigils  - Increases ranged damage.
    Gauss Flayer      - Requires Necrontyr Sigils, increases ranged damage.
    Death Mask        - Reveals infiltrated units, increases health.
    Reinforced body   - reduces damage from melee, greatly increases health.
    Mantle of Doom    - Requires Reinforced Body, increases health and morale.
    Heart of Darkness - Increases health regeneration.
    Death Grip        - Increases damage and health.
    Death Shroud      - increases speed, reduces damage from ranged attacks.
    Flamer                - Additional weapon, effective against infantry.
    Fusion Blaster        - Replaces standard burst cannon, effective against
    Plasma Rifle          - Requires Fusion Blaster, effective against all units.
    Missile Pods          - Additional weapon, effective against vehicles.
    Advanced Sensor Array - Reveals infiltrated units, increases health.
    Iridium Armour        - Reduces damage from all attacks, greatly increases
    Jetpack               - Enables jump capability.
    Stealth Field         - Enables infiltration.
    Shield Drone          - Commander can train one shield drone, drone can draw
                            fire and generate powerful ion shield.
    Gun Drone             - Requires Shield Drone, Commander can train gun drones,
                            drones can protect against infantry.
    Space Marines
    Alexian's Blade      - Replaces standard chainsword, increases melee damage.
    Daemonhammer         - Requires Alexian's Blade, increases melee damage.
    Plasma Pistol        - Replaces standard bolt pistol, increases ranged damage.
    Melta Gun            - Requires Plasma Pistol, increases ranged damage.
    Iron Halo            - Protects against ranged attacks, increases health.
    Veteran's Pauldrons  - Greatly increases health.
    Azariah's Cincture   - Protects against melee attacks, increases health.
    Champion's Gauntlets - Increases health and damage.
    Custom Greaves       - Increases speed and health.
    Teleporter           - Enables teleportation.
    Chaos Space Marines
    Manreaper          - Replaces standard power sword, increases melee damage.
    Accursed Crosius   - Requires Manreaper, increases melee damage.
    Plasma Pistol      - Replaces standard bolt pistol, increases ranged damage.
    Melta Gun          - Requires Plasma Pistol, increases ranged damage.
    Helm of Lorgar     - Reveals infiltrated units, increases melee damage and
    Daemonic Armour    - Protects against melee attacks, greatly increases health.
    Daemonic Gauntlets - Increases damage and health.
    Runic Boots        - Grants immunity to knockdown, increases health.
    Banner of Chaos    - Damage enemy morale, increases health.
    Daemonic Ascension - Requires all other wargear, Commander permanently ascends
                         to become a Daemon Prince.
    Witchblade           - Replaces standard power sword, increases melee damage.
    Singing Spear        - Requires Witchblade, increases melee damage.
    Shuriken Pistol      - Replaces basic pistol, increases ranged damage.
    Twin Shuriken Pistol - Requires Shuriken Pistol, increases ranged damage.
    Ghosthelm            - Increases ability recharge rate and health.
    Wraithbone Armour    - Greatly increases health.
    Gauntlets of Isha    - Increases ability recharge rate and health.
    Runes of Warding     - Protects against ranged attacks, increases health.
    Runes of Witnessing  - Reveals infiltrated enemies, increases ability recharge
    Rune Aura            - Greatly increases regeneration of Farseer and nearby
    Bigga Claw        - Replaces standard claw, increases melee damage.
    Mega Claw         - Requires Bigga Claw, increases melee damage.
    Kustom Shoota     - Replaces standard shoota, increases ranged damage.
    Mega Blaster      - Requires Kustom Shoota, increases ranged damage.
    Big Horns         - Increases melee damage and health.
    Red Iron Gob      - Increases melee damage and health.
    Mega 'Eavy Armour - Greatly increases health.
    Fasta Legs        - Increases speed and health.
    Skullz            - Damages enemy morale, increases health.
    Boss Pole         - Increases Ork population and vehicle cap, increases health.
    Imperial Guard
    Master-Crafted Power Claws - Replaces standard power claws, increases melee
    Power Fists                - Requires Master-Crafted Power Claws, increases
                                 melee damage.
    Storm Bolter               - Replaces standard Bolter, increases ranged damage.
    Plasma Pistol              - Requires Storm Bolter, increases ranged damage.
    Targeting Optics           - Reveals infiltrated units, increases ranged damage.
    Carapace Pauldrons         - Protects against ranged attacks, increases health.
    Carapace Chest Plate       - Protects against ranged attacks, increases health.
    Carapace Greaves           - Increases movement speed and health.
    Victory Sash               - Increases Morale of all Guardsmen squads, increases
                                 overall requisition rate.
    Governor's Raiment         - Adds Squad and Vehicle Cap, allows Kasrkin
                                 bodyguard in Command Squad.
    This section contains, as the name suggests, strategies to use against the AI,
    including the specific scenarios which have special victory conditions. It is
    grouped by army, enemy, bonus dependent scenarios (the battles played on
    provinces providing special bonuses), and stronghold battles, which also have
    their own special victory conditions.
    As noted in the introduction, the strategies outlined are fairly basic, my aim
    is to provide simple and effective tips and tactics now, and add more complex
    and advanced strategies over time, along with reader contributions.
    This is a brief outline of tried and tested RTS strategies, which can prove
    effective in Dawn of War for most, if not all of, the races.
    Ah, the rush; the quintessential RTS strategy. If done correctly, it can
    provide almost universal victory in any number of real time strategy games, and
    it works well in Dawn of War. Rushing in Dark Crusade can be very powerful, and
    will defeat the AI on normal in almost any situation.
    The nature of Dawn of War is actually very conducive to the rush. It emphasises
    action over resource gathering and base building, so it is quicker and easier
    to build an army and also means that an opponent's base will be small and
    closely grouped, making a successful rush much easier to perform.
    Rushing, for those of you who don't know, involves, as the name suggests,
    quickly training units and attacking the enemy as soon as possible. In Dawn of
    War you don't need to be that fast, at least not against the normal level AI,
    and if you attack within the first five minutes or so, you'll only need two or
    three infantry squads to reach the enemy's HQ building and destroy it. There
    are only two things which can hinder this strategy in the campaign. Firstly,
    enemy Honour Guards, which, if they are large enough, can blunt a rush and
    leave you vulnerable to a counter-attack, although, if you add the strength of
    your own Honour Guard you can often overcome this problem, and be sure to check
    the size of an enemy's Honour Guard before you start the battle to know whether
    a rush is feasible. The second thing is an enemy who is well entrenched in a
    given province, and thus has two bases. This can provide problems if you are
    unable to knock out the first enemy base, or you are unable to find one of the
    bases, as the second will develop to the point where it can repel your rush.
       7.1 - BY ARMY                   - DOW-STBA
       7.1.1 - NECRONS               - DOW-NECS
    Basic Tips
     - The Necron economy relies on power; you don't even get requisition, so more
       Plasma Generators are needed than for other armies.
     - Don't neglect strategic points, you need them to increase the population and
       vehicle caps. Remember that these points mush have Listening Posts on them,
       and that only Builder Scarabs can capture points.
     - Necron infantry is slow, grouping your unit types by speed can provide a
       simple way to regulate the formation of your army as it moves across the
       battlefield and attacks opponents.
     - Necrons are proficient at both range and in melee, so it can be useful to
       create your army based on whichever your opponent is weakest at.
     - Upgrade your Listening Posts. They have more powerful weapons than other
       Races' Posts, and they can provide a valuable defence.
     - If you're going to use the Awakened Monolith, make sure you build a second
       one; sending your only HQ building out towards the enemy is not a smart
       thing to do.
    Strategies and Tactics
    Your objective in the single player campaign is (obviously) to win, and to do
    this you need to maximise your strengths and exploit the enemies weaknesses
    while protecting your own. This means you need to create an army which will be
    effective and efficient at what it does, and also be the deadliest one you can
    create against the particular race you are fighting.
    The Necrons are an easy race to achieve this, as their strengths are quite
    versatile, and their weaknesses are not very encumbering. Their speed is simply
    something you have to live with; an army is only as fast as it's slowest unit,
    and their cost can be overcome with an effective use of Necron Warriors (which
    are free to create), so that you can use early power resources to create Plasma
    Generators. Their offensive capabilities are extremely useful and just about
    take care of themselves; building an army based on Warriors supported by
    Immortals, Pariahs and Destroyer variants will be capable of fighting both at
    range and in melee. This really comes into play when you consider the Necrons'
    toughness. Their health and armour, combined with the chance to get back up
    after being killed (not to mention the Resurrection Orb, an upgrade for the Lord
    which allows the resurrection of all dead Necrons in the area around the Lord),
    make them able to withstand attacks that would destroy other armies. This allows
    you more time to change your tactics should you come across a specialised enemy;
    if you're suddenly attacked by a Tau army with a million guns, you'll have more
    than three seconds to get your troops moving in to melee before it's too late
    and you're reduced to a heap of molten slag.
    If you're planning on rushing with your Necrons, you'll need to be quicker
    getting your army on its way than you would for other races, as it'll take them
    longer to reach the enemy base. You'll only really need three squads of
    Warriors, plus an Honour Guard that you may have, and you should be able to take
    out the enemy base with ease. If you're fighting an enemy with two bases, keep
    training troops after your first rushing force has left, just in case you have
    trouble finding one of the bases or you encounter more resistance than expected.
       7.1.2 - TAU                   - DOW-TAUS
    Basic Tips
     - The Tau themselves don't do well in melee. If the enemy gets close you need
       to make sure you troops can retreat to keep shooting.
     - The Kroot and Vespid are useful auxiliaries, even of all you use them for is
       to provide a screen for your Fire Warriors.
     - Unlike other races, Tau can't build defensive turrets, so leaving more
       troops to defend at your base can be a good idea. Deployed Broadsides are
       great for this purpose.
     - At the upper technology tiers, you should decide between using the Mont'ka
       Command or the Kauyon Command, depending which one suits your style. You
       don't have to use either, but they provide bonuses you wouldn't otherwise
       get, so you should use one of them.
     - Tau aren't cheap, so make sure you always keep a good economy, and always
       upgrade Listening Posts near your base for that extra defensive boost.
    Strategies and Tactics
    The biggest strength the Tau have is their ranged attacks. The Tau can shoot
    really well, thus the backbone of your army should be Fire Warriors supported by
    Battlesuits and vehicles sporting bigger guns. You also shouldn't overlook the
    Kroot and Vespid; they have melee skills which can hold an enemy in place while
    you shoot them or other parts of the enemy army. These troops also have a less
    obvious benefit. If you send them at the enemy while your Tau units stay back,
    you'll increase the line of sight distance and allow you to shoot from farther
    away (some Tau troops can actually shoot further than they can see!!) One of the
    tricks to using the Kroot and Vespid effectively is knowing how many you need.
    Having a few squads means they can survive longer and do more damage in combat,
    but for every squad you have, that's one less squad of guns, which is where the
    Tau really excel. You should also steer clear of using an army composed almost
    entirely of Kroot and Vespid, while it isn't automatically doomed to failure,
    I've found that they don't always do so well; unsurprisingly, the auxiliaries
    work best when used in an auxiliary role.
    As for the minimising the Tau weaknesses, your first and foremost consideration
    should be keeping them away from all enemies, especially those proficient in
    melee combat. Fire Warriors are some of the worst melee fighters in the game, so
    you want to keep them in a position where they won't have to fight against
    anything, to both minimise the weakness and maximise the strength (they can't
    shoot if they're in melee). If an enemy army happens to come charging at you,
    you're confronted with an interesting problem. You may be tempted to leave your
    troops where they are if you think you can destroy the enemy before they reach
    you, be warned that if they fail you'll be in big trouble. In the long run
    you're better off forsaking the extra fire in favour of moving your forces out
    of harms way, or better yet, use Kroot and Vespid to keep them safe without
    having to move them.
    Rushing with Tau can be easy if you can establish a solid economy. Only a few
    squads of Fire Warriors are necessary for a rush, but since they cost 210
    requisition to train, and you need to spend that much again to get them from
    three warriors to six, if you don't have the economy or the Honour Guard, then
    it may not be the best idea.
    One more thing, if you get far enough along the technology tree, you'll be able
    to train an Ethereal. The Ethereal is quite powerful, not because of his
    abilities but rather the bonuses he provides to all Tau on the battlefield
    (increases in health, morale and damage). The downside is that all Tau will
    suffer temporary, but large losses in each of those stats should the Ethereal
    die, so it can be a good idea just to leave him in the protection of your base.
       7.1.3 - SPACE MARINES         - DOW-SPMS
    Basic Tips
     - A couple of units of Scouts in the early days can be useful for capturing
       Strategic Points and, once the Infiltration research is complete, scouting
       the enemy position.
     - Tactical Marines are the backbone of the Space Marine army, start making
       squads as soon as you have a barracks and keep making them.
     - Grey Knights, the new unit for the Space Marines, are a potent unit, capable
       of taking on infantry at range or in melee, and vehicles and buildings in
       melee. They're not invincible though, and need support or they'll end up
       dead really quickly.
     - With the heavy weapon capacity upgrade, tactical squads can wield five heavy
       or special weapons, so use them all. The most effective way to do this is
       with five of the same weapon, to create a squad that is extremely effective
       at it's given role.
     - Terminators and Assault Terminators no longer require a Relic to train, but
       are limited to one unit of each type. Use both if you get that far along the
       technology tree, they are very powerful, provided they receive good support.
     - Space Marine Honour Guard infantry units are single marines rather than
       whole squads, grouping them together with your Commander and the Librarian,
       and a squad of Assault Marines for extra support can create a very strong
       melee unit to spearhead any attacks.
    Strategies and Tactics
    Space Marines, being the most versatile race in the game, have plenty of
    strengths, allowing you to easily create an army which is designed to exploit
    the weaknesses of the enemy. This means that, on the most basic level, you
    should compose you army with units your enemy will have problems dealing with; a
    melee based army against Tau, a range based army against Chaos and so on. You
    need to be wary of enemies who are also quite versatile, particularly Necrons,
    and against them you need to decide at the outset what you want your army to do
    and stick to it, rather than trying to cover all your bases, which can leave you
    vulnerable to a more concentrated foe.
    If you're unsure as to your final army composition, a few tactical squads are a
    good place to start. Reinforce them and equip them with heavy weapons, support
    them with vehicles that can take on opponents the marines can't, and make sure
    to research at least some of the upgrades, they can be very helpful. If you're
    looking for a fast strike army, Assault Marines and Landspeeders can be
    effective at fast attacks; groups of Landspeeders can be surprisingly effective
    against buildings, are cheap and only take one slot in the vehicle cap, while
    the Assault Marines can take down vehicles if equipped with Melta Bombs. To take
    out an enemy quickly, this force can be easily used, as to win a campaign battle
    all you have to do is destroy your opponents HQ building. This army is somewhat
    fragile for Space Marines though, so if you aren't successful quickly, you'll
    need to get out of there or you'll be in trouble.
    One of the biggest weaknesses of the Space Marines can be the economy, in order
    to build and maintain a force, you need to make sure you have a good requisition
    and, particularly, power rate, if you're unable to do this you'll be overrun
    very quickly. The key here is to take as many Strategic Points as you can, but
    stop before you overextend yourself. If this happens and your points are
    attacked, you may have to just let some of them go; if you try to take too much
    rope, you may very well end up hanging yourself.
    Basic Tips
     - Cultists are useful in the early days for capturing Strategic Points, but
       after that, really can't do much.
     - Chaos Space Marines don't have nearly as many weapon upgrade options as
       their good-guy counterparts, your best bet is Heavy Bolters, in large
       numbers they are devastating anti-infantry weapons, and can take on some
       vehicles and buildings.
     - Chaos Space Marines can now infiltrate, which, combined with the new
       infiltration rules allowing units to attack while still concealed, makes
       them quite scary; a few squads with Heavy Bolters that the enemy can't
       attack without a unit that can detect them can provide a disturbingly
       powerful stealth attack.
     - Raptors and Khorne Berzerkers make a good backbone for a melee based army,
       and are quite fast, making rapid assaults a real possibility.
     - Possessed Marines are now limited to only one squad, but with other melee
       squads they are still very powerful, provided you upgrade them.
     - The new Chaos Space Marine unit, the Daemon Prince, is a powerful unit and
       adds a lot of punch to an army, but like other, similar units, will be
       easily outclassed if not supported. Also, given you need all other wargear
       to have your Lord become a Daemon Prince, it will be late in the campaign
       before you'll be able to use him.
     - Defilers make good melee support units, but if you need ranged support, use
       Predators upgraded to take on vehicles and buildings, they'll still be
       somewhat effective against infantry.
    Strategies and Tactics
    Chaos Space Marines thrive on melee combat; they're fast, powerful, tough, and
    more numerous than Space Marines. Admittedly they do break more easily, but if
    you compose your army well, most of your squads will be immune to breaking.
    When you first start out you'll won't have access to some of your best melee
    units, use Cultists and Chaos Marines to capture Strategic Points and build an
    economy, and don't be afraid to use the Forced Labour ability of the Heretic
    builders. Yes, it will kill them, but they'll build that much faster, and
    they're cheap and quick to replace, so you can build up a base quite quickly.
    Once your cultists are finished capturing points, feel free to get rid of them,
    but keep the Chaos Marines. In fact, two or three squads in addition to your
    main force of melee fighters will provide great fire support, especially if you
    research the Infiltration ability, because the enemy will be distracted by the
    melee squads and thus less likely and less able to send a unit to detect the
    infiltrated marines, leaving them quite safe while they whittle away at the
    enemy with their heavy bolters. If you gain access to Possessed Marines, don't
    hesitate to use them, they make the perfect spearhead for a fast attack.
    One of the keys for a successful melee based assault is to swamp the enemy, and
    with a good composition you can do this. Sending your possessed and Khorne
    Berzerkers straight into the enemy base will draw all the defensive forces out,
    which provides a great opportunity to drop your Raptors in at the side or rear
    of the base, where they can use their Melta Bombs to deal some serious damage to
    vital enemy buildings. The other nasty surprise you can use, if you take the
    time to research far enough along the technology tree, is the Bloodthirster.
    Having your army reinforced by a Bloodthirster springing out of nowhere (well,
    actually out of an Aspiring Champion) while in the middle of the enemy army or
    base is a great thing.
    In terms of vehicle support, Defilers are useful if you want something to get
    stuck in next to your melee troops, but don't count too much on their ranged
    abilities. If you want so anti-tank punch from your ranged support, take
    upgraded Predators, Chaos Marines don't have access to dedicated anti-tank
    weapons and Defilers tend to be inaccurate with their main gun (which is only to
    be expected, they are the Chaos artillery).
    If you plan on rushing with your Chaos, make it a melee rush using Raptors and,
    if you're quick enough, Khorne Berzerkers. It can be done with chaos Marines,
    but a melee oriented rush will be easier and more efficient.
    Chaos' two biggest weaknesses are firstly, their ranged power, although this
    isn't a huge problem unless you try to take on an enemy with a dedicated ranged
    army (which may still not be a problem, unless the enemy is able to shoot you
    back, in which case you could very well end up being outshot). Secondly is cost.
    It takes a lot of resources to research some of the technologies which make
    Chaos as deadly as they can be, and to be most effective with Chaos, you need to
    be fast, so take a similar approach to the Chaos economy as you would to the
    Space Marines; build plenty of Plasma Generators early on, and take as many
    points as you can, placing Listening Posts on all of them, but don't over-extend
       7.1.5 - ELDAR                 - DOW-ELDS
    Note: I don't play with the Eldar very much, so the strategies here will be
    quite basic, I hope to improve them over time.
    Basic Tips
     - Eldar are fast, probably the fastest race in the game, use this to your
       advantage; it's helpful in a rush or a stealth attack, as well as many other
     - Eldar are fragile, throwing them headlong at the enemy will almost always
       result in disaster. But if you do have to run away, at least you've got the
       speed to do it.
     - Eldar builders, Bonesingers, can teleport, so use this ability if you need
       to repair a building that's far away. It can also be helpful in expanding
       your base; teleport your Bonesingers, make a Webway Gate to make a control
       zone, and then start building.
     - Webway Gates have the ability to infiltrate all units and buildings around
       them, once you research the technology. This is infinitely useful, so make
       sure you've got plenty around to conceal your base.
     - Guardians are useful in the early game, but once you get going you should
       devote more of the squad cap to Aspect troops, who are more specialised and
       thus more efficient at what they do.
     - While the Eldar have a few good melee units, their lack of toughness means
       they don't fare well in melee against enemies who can fight back. Consider
       range based armies against Chaos and Orks, particularly.
     - Eldar have a lot of technology and special abilities, many of these are
       extremely beneficial, so don't be afraid to spend resources on them.
    Strategies and Tactics
    The Eldar's greatest strengths are speed and stealth, so use them to your
    advantage. Firstly, stealth have both offensive and defensive capabilities; you
    can stealth your whole base using Webway Gates, this means that an enemy attack
    must include units which can detect infiltrated units, or it will come to
    literally nothing; they won't be able to attack you, while all your defensive
    forces can destroy them at their leisure. It's also a good idea to build a
    Webway Gate at each of your Listening Posts to further defend them against
    In an offensive role stealth is much more limited, due to the fact that only
    Rangers can infiltrate; a few squads of them can make a great scouting party
    which is potent against infantry, but this is really the only directly
    offensive tactic using stealth. Rangers can be used to scout the enemy position
    though, and can be used in a defensive role, positioned outside the main base as
    spotters in order to see the enemy coming from farther away.
    Speed is much more offensive, and can be used in several ways. It's a great
    strength to have for those planning to rush, as it will allow you to cross the
    map much more quickly, and also allow you to spend some time looking for the
    enemy base if you have trouble finding it. Lightning attacks are a great
    strategy of attack for the Eldar, several Aspect Warrior squads; Dark Reapers,
    Fire Dragons etc., and a Seer Council if you can afford it, supported by
    Vypers, Falcon Grav Tanks and Fire Prisms can strike very hard and fast, just
    remember to use Fleet of Foot when you're moving your army into position. An
    effective variation of this strategy is to have a second, smaller group of only
    a couple of squads of Guardians and a couple of Vypers or Falcons. Attack first
    and from a different position with your small force, to draw the enemy out. When
    they take the bait, start moving the small force away while your main army moves
    in to strike against the now open base. You need to be sure to keep your
    diversionary force in there as long as possible though, as the enemy AI is smart
    enough not to follow too far.
    The Eldar have a big weakness; toughness, or specifically their total lack of
    it. Avoid direct confrontations with an enemy army wherever possible, the speed
    of the Eldar allows for quick withdraws, and the enemy usually breaks off
    pursuit quite quickly if they are being outpaced, so keeping out of trouble
    isn't that hard. You have to make sure you dictate the situation, because if
    you're your attacks could end very quickly and messily.
       7.1.6 - ORKS                  - DOW-ORKT
    Note: I don't play with the Orks very much, so the strategies here will be quite
    basic, I hope to improve them over time.
    Basic Tips
     - Gretchin are free but also die pathetically easily, so make sure you keep
       training them.
     - The Orks are great in melee, so build your army around close combat with
       fire support.
     - The Orks achieve real superiority when they are able to bog the enemy down
       with large numbers, so whatever you do, keep training infantry.
     - Ranged support in an Ork army should come primarily from vehicles, Looted
       Leman Russ', Wartraks and Wartrukks can all provide good fire support.
     - Killa Kans are great combat support units, they are incredibly tough, and
       can inflict large amounts of damage against most enemies.
     - Ork bases become very large and sprawling, you should keep building
       structures so that you can keep training Orks as often as possible.
    Strategies and Tactics
    Note on the Ork Resource
    The Ork resource allows you to train Orks. You increase it by building Waaagh!
    Banners, and, as you train more Orks, your Waaagh! meter increases, allowing you
    access to better units and technologies. So keep building Waaagh! Banners and
    training Orks!
    The Orks excel at two things; swamping their opponent with superior numbers and
    melee combat. These two things combine well to create a race that can be very
    powerful if used well. The first thing to note about the Orks is that their
    bases aren't exactly well organised. In fact, they're usually a total shambles;
    you need Waaagh!!! Banners to increase the number of Orks you can field, and
    there are numerous unit producing structures to build, so quite quickly you'll
    just end up throwing them wherever there's room. You should be making Gretchin
    constantly; they die really easily, so if you train them whenever you can you'll
    be able to keep building up your base. The other thing to do is to keep making
    structures whenever you have the requisition to do so, as the more Boyz Huts you
    have, the more Orks you can train quickly. This is important, as the Orks are
    best used in numbers to bludgeon the enemy, if your first attack is repulsed,
    then you can quickly follow up with a second.
    When it comes to attacking with Orks, there really isn't that much subtlety.
    You've got a lot of Orks to get across the battlefield and into combat, the
    easiest way is simply to charge with your giant horde. While you still don't
    want to run headlong into the enemy army, it is sometimes unavoidable due to the
    sheer size of your army. If you do get to the enemy base, let your army run
    rampant, attacking the enemy's HQ building primarily, because this is all you
    need to destroy to win in the campaign. If you do run into the enemy army, then
    it becomes a war of attrition, which is where that huge base comes in handy. If
    the two armies end up destroying each other, it simply becomes a race to rebuild
    your army more quickly than  your opponent. If you can do this you should be
    able to get to the enemy base the second time round, or just keep training
    troops until you can overwhelm the enemy. If your army gets overrun, you'll be
    able to train squads to defend against the remains of the enemy army should it
    attack your base, and if you overrun the enemy, you should be able to get to
    their base and begin your attack while you train reinforcements. The fact that
    you won't be at full strength when you attack shouldn't be too much of a
    problem, as the enemy will have even less troops than you.
    The Orks primary weakness is a lack of concentrated firepower; the ranged
    capacity they do have is limited in terms of both numbers and effectiveness.
    This means that against enemies with dedicated shooting armies you need to close
    quickly or you'll suffer great losses without inflicting many in return. If you
    know you're up against an enemy with ranged power, move your army quickly and
    keep fast units like Rokkit Rangers at the front to engage the enemy and prevent
    them shooting at you while the rest of your army moves up to engage.
       7.1.7 - IMPERIAL GUARD        - DOW-IMGS
    Basic Tips
     - The Imperial Guard rely on number like the Orks, so start training guardsmen
       straight away and keep training them.
     - Imperial Guard require multiple Infantry Commands and Vehicle Commands to
       increase the population caps, but you're best off building one of everything
       first; you'll be onto your second barracks before you need the extra
       population anyway.
     - The Imperial Guard are most effective if you take the time to build a huge
       army; some of the best vehicles take a lot of research to build, so if you
       don't rush you're best off waiting until you're unstoppable.
     - The new Imperial Guard unit, the Heavy Weapons team, can be useful, while
       it's only one gun, the autocannon/lascannon can pack a punch, and, because
       it's only two guardsmen, it won't a attract a huge amount of attention.
       That, and it's also tougher than you'd think.
     - Guardsmen provide the best fire support if equipped with special weapons and
       upgraded, so build a Tactica Control early on and make sure to research as
       much as you can.
     - Use the Commissars, Sanctioned Psykers and Priests; they provide useful
       bonuses and special abilities.
     - Imperial Guard base have tunnels which allow infantry units to travel
       between structures. Admittedly this is most useful if you build two separate
       bases, but given the number of structures you need to build, this isn't
       always a bad idea.
    Strategies and Tactics
    The Imperial Guard's two biggest offensive strengths are numbers and ranged
    ability, so make sure you have both. You can train guardsmen from your HQ, so
    the first thing you should do, before you train any Techpriests, is to create a
    couple of squads to capture points. Then, once you have your Techpriests, you
    should keep training guardsmen. This is useful regardless of what you do, if you
    want to rush you'll need quite a few guardsmen to do so, and if you want to wait
    to create an all-powerful army, you'll need all the guardsmen you can get. You
    want to keep the requisition flowing in, because you need to make a lot of
    structures to get the most out of the Guard. This is made easier if you have
    more points to build around, but it's also worth noting that unit producing
    structures actually increase the control zone in which you can build. If you
    ever run out of room to build, and it does happen on some maps, send a
    Techpriest out to a different area (not too close to your initial base, this
    will make it harder for the enemy to destroy you, and build a second HQ to start
    a second base.
    Attacking the enemy can require some coordination, more so than other races,
    because with so many guardsmen and vehicles, you'll need to be careful how you
    approach the enemy base, or you could end up trying to force your army through a
    chokepoint and feeding them to the enemy piecemeal. Attacking from multiple
    angles is a good way to avoid this problem, send your infantry in on one side,
    then when the enemy troops rush at them, send your tanks in on the other side to
    start blowing up buildings. An important thing to remember with the Guard is
    that, generally speaking, they are designed to destroy their equivalent; tanks
    are designed to take on vehicles and infantry to take on infantry. The upside to
    this though, is that Imperial Guard tanks have so many guns on them they're good
    at taking out infantry as well, so leading an assault with your tanks can be
    devastatingly effective.
    Normally I don't really use artillery, but the Basilisk is too useful to pass
    up. It has tremendous range and hitting power, so camp a couple out behind a
    ridge opposite the enemy base while the rest of your army goes in, just make
    sure you tell the Basilisks to shoot an area away from your troops, because that
    fire is anything but friendly. What really makes the Basilisk great though, is
    its ability to fire special shells. These do outrageous amounts of damage, and,
    because you get to manually select the target location, are incredibly
    The Imperial Guard have a couple of weaknesses. Firstly, they don't do melee
    combat well. If it's nothing really serious, they can survive, but you can't win
    battles up close with them. The best way to combat this is to kill the enemy
    before it reaches you, and, while this is easier said than done, if you
    concentrate your fire you can usually get the AI to pull his troops back once
    they start taking heavy losses, giving you time to shoot as they run away, and
    keeping you out of combat. The other thing to be wary of, with regard to
    infantry, is toughness. Guardsmen die pretty quickly when faced with serious
    opposition, so you need to be ready to reinforce them. This can be done quickly
    and cheaply, but you have to be on the ball to keep the production queues up.
    Finally, the Imperial Guard can be vulnerable to a mid-game attack. They don't
    reach full strength until late game, so you could find the enemy on your
    doorstep mid-game with a force that you may struggle to defeat. If you have a
    lot of guardsmen (you are still training them, right?), and a good Honour Guard,
    you should be able to take care of it, but you won't have much in the way of
    vehicle support, so you need to be careful and bring heavy tanks into play as
    soon as possible.
         7.2.1 - PAVONIS             - DOW-PAVO
    Objective: Find six Servitors and return them to your base before the enemy
    The bonus for Pavonis is the Spaceport; a Techpriest found the Spaceport's
    ancient systems and left his Servitors to investigate, so the first faction to
    bring six Servitors back to their base will gain control of the Spaceport.
    This battle can be played without a direct confrontation with the enemy, but it
    may be necessary to go into their base to steal the Servitors they've captured
    (there are 10 Servitors in total). When you begin the mission there will be
    three Strategic Points around your base, and a Servitor near the northern-most
    one. Capture the points and post them; the more troops you can train in this
    mission, the easier it'll be. Once you have a couple of squads of basic infantry
    trained, send them out to look for Servitors, when they find one it'll
    automatically head back to your HQ, but if you don't shepherd it back it may
    very well be intercepted by the enemy. Keep sending out troops as you train
    them, and you should find three or four quite quickly. At this point it's
    actually easier, and safer, to steal the two or three at the enemy base. Now the
    enemy actually has two bases, one in the north corner and one in the south
    corner, but the Servitors are almost always at the north base, so head there
    will a few squads and destroy the base (the resistance should be quite low, as
    most of their troops are out looking for Servitors). Once it's destroyed
    shepherd the Servitors back to your base.
    Once you have five you're pretty much safe; the enemy has to steal one of yours
    to win. If you have trouble finding the last ones, try heading over to the far
    east side of the battlefield, where they're usually not picked up by the enemy.
    If you're having trouble finding any at all, you can go the cheap route of
    building up a force, waiting until the enemy has four, then going in and
    stealing them, then repeating the process to win, that way the enemy does all
    the hard work. Just be sure to move in before he could get the necessary six
    (you receive a notification every time they find one, and you should never let
    him get five at once).
    Alternately you can just destroy the enemy, that works just as well.
       7.3 - STRONGHOLDS               - DOW-STHD
    10 - FAQs                             - DOW-FAQS
    None yet.
    11 - E-MAIL POLICY                    - DOW-EPOL
    Questions, comments, critiques? Email me at devilmaycryfreak@hotmail.com, and
    let me know what you think. And make sure you put the words Dawn of War in the
    topic or it just might get deleted as spam. What and what not to email me with
    are as follows:
    What to email me with:
    1. - Constructive criticism about my FAQ. Let me know if you found it useful,
         what you liked and didn't like, and anything you had trouble
         understanding. Anything that can help me improve the quality of the FAQ
         is greatly appreciated, so please tell me what you thought of it.
    2. - Helpful tips or other info about Dark Crusade not already included in
         the FAQ.
    3. - Mistakes I've made in the FAQ.
    4. - If you need help with the downloaded content and the answer is not
         already covered in the FAQ.
    Also, I'm an Aussie, so if you're emailing me about a typo, make sure its
    actually a typo, not just a word spelled differently between Australian/
    American English. I know its a pretty insignificant detail in this FAQ, but
    you'd be surprised how many people emailed me about my GT4 Tuning FAQ saying
    that the word tyre is spelt with an i.
    What not to email me about:
    1. - Anything that has nothing to do with the Dawn of War: Dark Crusade.
    2. - Anything that has already been covered in the FAQ.
    3. - SPAM, I hate it as much as everyone else.
    Thanks go to the following people:
    You - for reading my FAQ.
    Relic - for making such a great game.
    CJayC - for running the best video game site for all these years.
    Mike Walker - for his numerous and hilarious contributions to the Games
    Workshop magazine, White Dwarf (The quote in Section 5 is from the WD 261
    article 'To Kill a Bloodthirster').
    And anyone else I forgot to thank.
    Websites with permission to post this FAQ:
    This FAQ may be not be reproduced, in part, or full, under any circumstances
    except for personal, private use. It may not be placed on any web site or
    otherwise distributed publicly without advance written permission. Use of this
    guide on any other web site or as a part of any public display is strictly
    prohibited, and is a violation of copyright.
    This FAQ Copyright(c)2007 Michael Green aka NightmareHunter.

    View in: