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==Orks==
==Orks==
For Orks, this mission is very frustrating. For some reason you get resources painfully slow – much slower than your Requisition and Power numbers indicate. It will be a while until you can do anything else than keep your few squads reinforced and build the occasional Listening Post. You can either start pushing north right away (struggling with your poor economy) or hang around your base (so you get no new Strategic Points and Requisition comes in even slower).
You must open the Psychic Gate by blowing up the Thermal Plasma Reactors on the east side and get someone through the gate. You don't need the west side of the map, but if you want it you should avoid the Chaos base and slip some units past (later, when you have the resources). For now, keep to the east because you have maybe two Nobz Squads and your commander.
So start going up and taking Strategic Points. Keep one group of Gretchins at your base and one with you to build Listening Posts and repair vehicles (if you have any). Keep them infiltrated. There will be places difficult to take with your meager forces so think ahead. At the first place where you find two Aspect Portals (near the second Eldar base relocation point) two squads of Eldar infantry will spawn periodically even when the portals are gone, so you'll need to leave some units to kill them every time they appear (say, two squads of fully reinforced and upgraded infantry).
Eventually you start building up resources, and you can bring your best units to the front. Don't make a Squiggoth if you don't want the west side of the map because he can't fit through the east side all the way. When you have destroyed the generators you will find the same final fight in front of the Psychic Gate. Again you could win cheaply by taking an unit through, but after all that annoyance you probably want to trample the Order good and proper.
When you win you get the [[Warhammer 40,000: Dawn of War: Winter Assault/Trophies|Trophies]] final mission.


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