Warhammer 40,000: Dawn of War/Destroy the Xenos

Again, the objective is rather simple – destroy Ork base, end.

You start with some Whirlwind missile artillery tanks and Assault Marines on a ledge over a small Ork base. The Whirlwinds are set on cease fire (F4) so switch them to stand ground (F2) and start blowing up buildings. When the structures are gone, there should be a couple of infantry squads shuffling about. Killing them with Whirlwinds will take forever, so just knock them around a bit so they're demoralized and then jump in your Assault Marines to do the cleaning. Set the Whirlwinds back to cease fire (F4) to avoid wounding your Marines.

When the Orks are gone, you get to build a base. The enemy will probably jump in a squad of Stormboyz over the northern trees every now and then (until you control the other side) so keep a squad there for now. Build what you think you need to take down a couple of upgraded Listening Posts and some infantry squads. Then move on and take the two Strategic Points nearest to your base. Bring an Assault Marine Squad to get the one on a ledge.

Around the bend and to the south there is a smaller Ork base – up north is the main base. If you want to be really careful, you can advance with infiltrated Scout Marines and whittle away the defenses with 2–3 Whirlwinds. Or you can bring a bunch of Dreadnoughts (most with melee setup and maybe a couple with the assault cannon) followed by Space Marine Squads with heavy weapons. There will be commander units (target them with plasma squads and Dreadnoughts) and vehicles (bring 1–2 missile squads). If you have Whirlwinds, manually select armed targets away from your melee units for them. Banners are good as they are armed and fragile.