Warhammer 40,000: Dawn of War/Space Marines: Difference between revisions

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{{Header Nav|game=Warhammer 40,000: Dawn of War}}
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This is a comprehensive listing of the '''units in the ''[[Warhammer 40,000: Dawn of War]]'' series''', a series of popular [[real-time strategy]] [[Personal computer game|computer games]]. The first, eponymous Dawn of War game was released on [[September 20]], 2004 as a production of [[Relic Entertainment]]. ''[[Dawn of War]]'' was released to critical acclaim, and due to its popularity, two expansion packs were released; [[Warhammer 40,000: Dawn of War: Winter Assault|Winter Assault]] and [[Warhammer 40,000: Dawn of War: Dark Crusade|Dark Crusade]], on 2005 and 2006 respectively. A third expansion pack, [[Warhammer 40,000: Dawn of War: Soulstorm|Soulstorm]], is slated for release in June of 2008.


The Dawn of War series was praised as very innovative, as it simplified the traditional resource-gathering stage of real-time strategy games by having only two resources to collect, similar to [[Starcraft]]. Unlike Starcraft's system, Dawn of War instead requires that players capture strategic locations for the requisition resource, and build power generators for the power resource. Workers are not tasked to gather resources; rather, a player must build the buildings to generate resources and defend them in order to win the game.
[[Image:W40k-dow space marine wallpaper.jpg|thumb|A Space Marine of the Ultramarines chapter.]]
'''Space Marines''' are the elite warriors of the Imperium of Man. They are huge super-soldiers enhanced by numerous implants (such as a secondary heart and other neo-organs), extensive medication and hypnotherapy. These enhancements and inhuman amounts of training grant them superhuman physical and mental abilities. Cybernetic implants allow the use of their trademark power armor, a heavily armored suit that augments their strength and provides basic survival/medical functions.


The first game, Dawn of War, featured four races; the [[Eldar]], [[Space Marines (Warhammer 40,000)]], [[Chaos Space Marines]] and [[Orks]]. The first expansion pack, Winter Assault, introduced the [[Imperial Guard (Warhammer 40,000)]]. The second expansion pack, Dark Crusade, introduced the [[Necrons]] and [[Tau (Warhammer 40,000)|Tau]]. The third pack, Soulstorm, will introduce the [[Dark Eldar]] and [[Sisters of Battle]].
Space Marines are organized in around 1,000 Chapters consisting of 10 companies of 100 men each. Each Chapter is a completely self-sufficient force with its own space fleet, support personnel and so on. They are fiercely loyal to the Emperor, but also autonomous and tend to serve as they see fit. The Imperium they serve is a massive (about 1,000,000 worlds) but thinly spread dominion locked in endless war with Chaos and numerous alien species. The whole society is a dystopian war machine where entire planets are dedicated to weapon factories and the average citizen's life is barely better than being killed by Orks.


Almost all infantry in the series come in squads, which may be 'reinforced'; units are added to the squad to increase its firepower and health. Also, these squads may be upgraded with better weaponry, and sometimes have special abilities, which may be innate, granted by research, or due to the inclusion of a leader unit in the group.
The Space Marines are a small force of extremely skilled and tough individuals. In addition to elite infantry they have good vehicles and orbital support. If you don't mind a little fanaticism, there's nothing not to like.


<!-- Leave this line and the two lines directly below it alone, please -->
==Commanders==
<br>
<br>
{| class="toccolours" style="margin:0 auto; width:55em;"
!Table of contents __NOTOC__
|-
| style="padding:0 2% 0 2%; text-align:center;"|
'''[[#Space Marine units|Space Marines]]:'''
[[#Infantry|Infantry units]] •
[[#Vehicles|Vehicles]] •
[[#Commander units|Commanders]] •
[[#Special units|Special units]] •<br />
'''[[#Chaos Space Marine units|Chaos Space Marines]]:'''
[[#Infantry 2|Infantry units]] •
[[#Vehicles 2|Vehicles]] •
[[#Commander units 2|Commanders]] •
[[#Special units 2|Special units]] •<br />
'''[[#Eldar units|Eldar]]:'''
[[#Infantry 3|Infantry units]] •
[[#Vehicles 3|Vehicles]] •
[[#Commander units 3|Commanders]] •
[[#Special units 3|Special units]] •<br />
'''[[#Ork units|Orks]]:'''
[[#Infantry 4|Infantry units]] •
[[#Vehicles 4|Vehicles]] •
[[#Commander units 4|Commanders]] •
[[#Special units 4|Special units]] •<br />
'''[[#Imperial Guard units|Imperial Guards]]:'''
[[#Infantry 5|Infantry units]] •
[[#Vehicles 5|Vehicles]] •
[[#Commander units 5|Commanders]] •
[[#Special units 5|Special units]] •<br />
'''[[#Tau units|Tau]]:'''
[[#Infantry 6|Infantry units]] •
[[#Vehicles 6|Vehicles]] •
[[#Commander units 6|Commanders]] •
[[#Special units 6|Special units]] •<br />
'''[[#Necron units|Necrons]]:'''
[[#Infantry 7|Infantry units]] •
[[#Vehicles 7|Vehicles]] •
[[#Commander units 7|Commanders]] •
[[#Special units 7|Special units]] •<br />


<br />
===Force Commander (Gabriel Angelos)===
'''[[#References|References]]''' {{space|3}} '''[[#External links|External links]]'''
[[Image:W40k-dow force commander screenshot.jpg|thumb|Force Commander with bolt pistol and power sword.]]
|}
[[File:W40k-dow force commander icon.gif]]
*'''Class:''' Commander
*'''Role:''' Melee, support
The Force Commander is your main commander unit, available through every mission. He is an uber-veteran with superior combat skills. He has good ranged damage and great melee damage, and can be upgraded with better weapons and armor. Attached to a squad, he provides a big morale bonus (twice as much as a Sergeant). He has two active special abilities that you should be using often:
* ''Battlecry:'' Temporary damage bonus for nearby units. Use when surrounded by own troops (that have targets).
* ''Orbital Bombardment:'' An airstrike from the orbit. May take down a building or a vehicle, infantry will be knocked off your screen (if still alive). Best when called on a big horde of infantry and light vehicles. Takes a while to set up; can be interrupted by attacks with knockdown.
In low-level fights, you can send the Force Commander in solo; his melee attack will disrupt infantry squads while your ranged units shoot them up. In a pinch he can even kill a light vehicle. If the enemy has many advanced units, you should be more careful and attach him to a squad. If you lose him, he will respawn around your Stronghold for free after a while.


==Space Marine units==
===Librarian (Isador Akios)===
[[Image:W40k-dow_isador_ss.jpg|thumb|Isador.]]
[[File:W40k-dow_librarian_icon.gif]]
*'''Class:''' Commander
*'''Role:''' Melee, support
The Librarian is your secondary commander, a Space Marine "psyker" (i.e., has psychic abilities). He's fairly tough and pretty good at melee, though his main purpose is in his support abilities. He has a higher squad morale bonus than a Sergeant (though not as high as the Force Commander) and has a decent ranged attack as well. The Librarian has three special abilities:
* ''Smite:'' A psychic attack that damages most units and can knock down infantry. Smallish area of effect. Best used on clumps of ranged infantry.
* ''Weaken Resolve:'' Demoralizes a target squad. Doesn't seem very effective. Use it anyway whenever it's charged.
* ''Word of the Emperor:'' Nearby infantry units refuse to die as long as this lasts. They still get damaged, though; they just stop at 1 health point. Still, obviously very useful.
Sadly, the Librarian cannot order Orbital Bombardment strikes. Some of his abilities also require research so some are unavailable in early campaign missions.


{| class="wikitable"
===Inquisitor Toth===
|-
[[Image:W40k-dow_toth_ss.jpg|thumb|Toth and Angelos.]]
!colspan="3"| <h3>Infantry</h3>
[[File:W40k-dow inquisitor toth icon.gif]]
|-
*'''Class:''' Commander
!style="background-color: #CCFFCC;"|Unit
*'''Role:''' Melee, support
!style="background-color: #CCFFCC;"|Unit Type
Toth isn't really a Space Marine - he's a member of the Inquisition, an Imperial organization that does just what it sounds like. He's the only representative of his faction, though, and player-controllable, so he will be described here. Toth functions as a secondary commander who has somewhat lower health than the Force Commander or the Librarian and special abilities sort of halfway between the two:
!style="background-color: #CCFFCC;"|Description
* ''Smite:'' Like the Librarian's ability.
|-
* ''Weaken Resolve:'' Like the Librarian's ability.
| [[Space Marine Scouts|Scouts]]
* ''Orbital Bombardment:'' Like the Force Commander's ability.
| [[Infantry]] in [[Equipment of the Imperium (Warhammer 40,000)#Power Armour|Power Armor]]
The ability to order Orbital Bombardment strikes is probably the best thing about him - this makes for some extremely devastating orbital attacks when you target a double OB on an area with Gabriel and Toth simultaneously.
| These are the basic units of the Space Marine race. Outfitted with light power armor and optical enhancements, they have a superior field of view and are very agile. However, they lack the protection of heavier infantry, and are vulnerable to most other units.  
|-
| [[Space Marines (Warhammer 40,000)#Devastator Squad|Space Marines]]
| [[Infantry]] in [[Equipment of the Imperium (Warhammer 40,000)#Carapace Armour|Carapace Armor]]
| The backbone of the Space Marine armies, these Tactical Squads are composed of fully-initiated Space Marines. They may be reinforced with more members and given a Sergeant, who is an elite unit that boosts morale in the squad. The average Space Marine is a genetically-engineered, physically perfect being, and is more than a match for an entire squad of Imperial guardsmen; however, due to the rigorous training program of the Space Marines, which usually kills a majority of recruits, they may only field limited numbers of these units. Devastator Squads may receive armor and power upgrades, and may also be upgraded with special weapons.
|-
| [[Space Marines (Warhammer 40,000)#Assault Squad|Assault Space Marines]]
| [[Infantry]] in [[Equipment of the Imperium (Warhammer 40,000)#Power Armour|Power Armor]] with a mounted [[Equipment of the Imperium (Warhammer 40,000)#Jump Packs|Jump Pack]]
| These are regular Space Marines who have been given jetpacks and [[Weapons of the Imperium (Warhammer 40,000)#Chainsword|chainswords]]. They are specialized to be powerful in close combat, and utilize their jetpacks to bridge the gap between them in their enemy before attacking them.
|-
| [[Space Marines (Warhammer 40,000)#Veterans|Sergeants]]
| [[Infantry]] in [[Equipment of the Imperium (Warhammer 40,000)#Power Armour|Power Armor]]
| These are seasoned Space Marines who are placed in command of Devastator and Assault Squads. They are armed with more sophisticated weaponry than most Space Marines, such as [[Weapons of the Imperium (Warhammer 40,000)#Power Swords|Power Sword]] and [[Weapons of the Imperium (Warhammer 40,000)#Plasma gun|Plasma Rifles]], and have tougher armor.
|-
| [[Grey Knights]]
| Heavy [[Infantry]] in [[Equipment of the Imperium (Warhammer 40,000)#Power Armour|Power Armor]]
| In the service of the infamous [[Inquisition (Warhammer 40,000)|Inquisition]], Grey Knights are powerful [[Psyker|psyker]] units, resilient to most conventional attacks and able to dominate lesser minds with their [[Grey Knights#Abilities of the Grey Knights|psychic abilities]]. They also wield deadly [[Grey Knights#Equipment|force weaponry]]. These units were introduced in the Dark Crusade expansion.
|-
| [[Terminator (Warhammer 40,000)|Terminators]]
| Heavy [[Infantry]] in [[Equipment of the Imperium (Warhammer 40,000)#Terminator Armour|Tactical Dreadnought Armor]]
| Comprised of the most seasoned Space Marines, Terminators are the heaviest infantry in the service of the [[Emperor of Mankind]]. They wear the fabled Tactical Dreadnought Armor, which is highly resilient to all damage. They also wield [[Weapons of the Imperium (Warhammer 40,000)#Storm bolter|Storm bolters]] by default, and may be upgraded with heavier weaponry, such as [[Weapons of the Imperium (Warhammer 40,000)#Assault cannon|Assault cannons]].
|-
| Assault Terminators
| Heavy [[Infantry]] in [[Equipment of the Imperium (Warhammer 40,000)#Terminator Armour|Tactical Dreadnought Armor]]
| Though they lack jump packs, Assault Terminator squads have much heavier firepower than Assault Space Marines. They wield [[Weapons of the Imperium (Warhammer 40,000)#Power fist|Power fists]], which allow them to terminate most units who engage them in close combat.
!colspan="3"| <h3>Vehicles</h3>
|-
!style="background-color: #D1E8EF;"|Unit
!style="background-color: #D1E8EF;"|Unit Type
!style="background-color: #D1E8EF;"|Description
|-
| [[Vehicles of the Space Marines (Warhammer 40,000)#Land Speeder|Land Speeder]]
| Hovering fast-attack vehicle
| Land Speeders are weakly armored against most heavy assault, but devastate infantry.
|-
| [[Dreadnought (Warhammer 40,000)|Dreadnought]]
| Heavy [[mecha]]
| Dreadnoughts are armed by default with power fists, bolters and flamers. They are effective against all unit types, but slow-moving; however, they may be delivered to the battlefield by orbital drop pods.  
|-
| [[Dreadnought (Warhammer 40,000)#Variants|Hellfire Dreadnought]]
| Heavy [[mecha]]
| This Dreadnought is outfitted with an assault cannon and missile [[Weapons of the Imperium (Warhammer 40,000)#Missile launcher|missile launcher]], which may be upgraded to a [[Weapons of the Imperium (Warhammer 40,000)#Lascannon|Lascannon]]. Hellfire Dreadnoughts are mainly used against fortified positions.
|}
<!--
== Egyptian units ==
{| class="wikitable"
|-
!colspan="3"| <h3>Regular units</h3>
|-
!style="background-color: #CCFFCC;"|Unit
!style="background-color: #CCFFCC;"|Unit Type
!style="background-color: #CCFFCC;"|Description
|-
|[[Spearman]]
|[[Infantry]]
|The Spearman is a fast infantry unit that is good against cavalry, but also useful against some ranged units such as Slingers due to its speed.
|-
|[[Axeman]]
|Infantry Counter
|The Axeman is the Egyptian infantry counter. It is very powerful against Infantry, but nothing else.
|-
|[[Slinger]]
|[[Archer|Ranged infantry]]
|The Slinger is the Egyptian counter to Archers and counterinfantry such as the Throwing Axeman or Axeman. It is not very powerful against anything else, though.
|-
|[[Camel cavalry|Camelry]]
|[[Cavalry]]
|Camelry are tough and fast units that are good against other cavalry - however their speed and power also make them effective against archers and siege weapons.
|-
|[[Chariot]] Archer
|Cavalry Archer
|The Chariot Archer is a long ranged and highly mobile archer, good against infantry.
|-
|[[War Elephant]]
|[[Cavalry]]
|War Elephants are very tough cavalry units that are good against buildings. They are also good against archers, however their slow speed sometimes hampers their ability to counter faster moving ranged units.
|-
|[[Siege Tower]]
|[[Siege]] weapon
|The Siege Tower is the most powerful siege weapon, but must get adjacent to an enemy building to attack. 5 units can garrison inside. The Siege Tower has a weak ranged attack which it uses against units.
|-
|[[Catapult]]
|Siege weapon
|Catapults are the most powerful long ranged siege weapon in the game. They can strike from long distance, and do heavy damage. They're the perfect building killers.
|-
|Caravan
|[[Economic]] unit
|Caravans gather gold by making a trip between a market and a friendly town center. They are a good way of gaining gold once you have exhausted your gold mines.
|-
|Laborer
|Egyptian Villager
|Villagers are essential to gathering resources that will fund your army, and building structures to expand your empire. A strong empire has many villagers.
|-
!colspan="3"|


<h3>Boats</h3>
==Infantry==
|-
!style="background-color: #D1E8EF;"|Unit
!style="background-color: #D1E8EF;"|Unit Type
!style="background-color: #D1E8EF;"|Description
|-
|Fishing Boat
|Economic Unit
|Fishing Boats gather food from fish patches in the ocean. Like farms, fish patches are infinite, but only one fish boat can use one fish patch. Fishing is a cheaper source of food than farming, but harder to defend from enemies.
|-
|Transport Ship
|Transport unit
|Transport ships carry land units over water. They are easily destroyed if not escorted by friendly units, and will lose their precious cargo if sunk.
|-
|Kebenit
|Warship
|The Kebenit is the Egyptian arrow type ship. It counters ramming ships.
|-
|Ramming [[Galley]]
|Warship
|The Ramming Galley is the Egyptian ramming type ship, and counters siege ships. Ramming ships are also good against naval myth units.
|-
|War [[Barge]]
|Warship
|The War Barge is the Egyptian siege type ship. It not only counters arrow ships but is also effective at taking out shoreline fortifications due to its long range and high attack.
|-
!colspan="3"| <h3>Special units</h3>
|-
!style="background-color: LemonChiffon;"|Unit
!style="background-color: LemonChiffon;"|Unit Type
!style="background-color: LemonChiffon;"|Description
|-
|[[Mercenary]]
|[[Infantry]]
|Mercenaries are extremely powerful units, units that have 'no true counter'. They are trained almost instantly and take no pop slots, and are useful for when you are fighting near a Town Center. However, be careful when using Mercenaries as they cost a lot of gold and die after 40 seconds.
|-
|Mercenary Cavalry
|[[Calvary]]
|Like the Mercenary, the Mercenary Cavalry is an extremely powerful unit trained at lightning speed, but has an expensive gold cost and dies after 40 seconds. The Mercenary Cavalry is faster and tougher, but more expensive than the Archaic age Mercenary.
|-
|[[Pharaoh]]
|[[Hero]]
|Egyptian hero unit. You start with a pharaoh, and he regenerates if killed. As well as countering myth units, he can heal units, gather relics, and empower buildings. Set's Pharaoh's can summon animals to fight for you.
|-
|[[Priest]]
|Special class
|Priests are lesser versions of the Pharaoh - but you can have as many as you want. They cannot ordinarily empower buildings and cannot carry relics (Ra's priests can empower buildings, and he has an improvement that lets them carry relics), but instead they have the ability to summon Obelisks, which are cheap structures that provide LOS, and heal units.
|-
|Son of [[Osiris]]
|[[Hero]]
|Osiris' god power converts the Pharaoh into mighty Son of Osiris. The Son of Osiris has a massive attack, and his lightning attack will hit up to four units at once. Because he retains his bonus to myth units, the Son of Osiris is even more devastating than the Pharaoh against them, but he cannot be healed in any way.
|-
|Minions
|Melee
|Minions are good melee units that are created whenever a mummy uses its special attack, or when the player uses the ancestor god power. Minion are fast with a powerful melee attack but with low hit points. A minion will die one minute after it is summoned.
|-
|Lost Ships
|[[Warship]]
|Lost Ships are the result of using the ancestor god power in water. They are fairly strong ranged attackers with good accuracy. They are effective against mortal ships but not so weak against buildings. Like minions, lost ships will die one minute after it is summoned.
|-
|Egyptian Titan
|Titan
|The Egyptian titan is a colossal, bird-like creature. It is meant to be Horus, the son of Osiris.
|-
!colspan="3"|


<h3>Myth units</h3>
===Servitor===
|-
[[File:W40k-dow servitor icon.gif]]
!style="background-color: Violet;"|Unit
*'''Class:''' Infantry
!style="background-color: Violet;"|Unit Type
*'''Role:''' Builder unit
!style="background-color: Violet;"|Description
The Servitor builds your structures and repairs your vehicles, and that's about it. You can set two on the same project to make it happen faster. Servitors take up Squad Cap, so don't keep unnecessary units around. Note that you can Deep Strike them through the Orbital Relay (can be useful if setting up a secondary base).
|-
| [[Sphinx]]
| Melee
| The Sphinx is a myth unit that is good against buildings. Its special attack is a whirlwind of sand that damages every adjacent unit.
|-
| [[Wadjet]]
| Archer
| The Wadjet is a tough but slow ranged unit, which like mortal units is good against infantry. Its special ability is constantly regenerating hit points. It has an appearance similair to a cobra.
|-
| Anubite
| Melee
| The Anubite is a fast but weak myth unit that with a jump attack that does bonus damage to enemies. Because of its jump attack, it is also especially effective at getting at units normally kept in the back of the action, siege weapons, archers and the like.
|-
| [[Petsuchos]]
| Archer
| The Petsuchos is a long ranged unit that does a large amount of pierce damage, but has a slow rate of fire. It is quite effective against melee units, but not so much so up close to enemies. Unlike regular ranged units, the Petsuchos fires with 100% accuracy.
|-
| [[Roc (mythology)|Roc]]
| Transport unit
| The Roc is a flying bird that cannot attack, but can carry 15 land units via air to any point on the map. As a flying unit, only ranged enemies can attack it.
|-
| [[Khepri|Scarab]]
| Melee (siege) unit
| The Scarab is a mythical siege weapon. Like regular siege weapons, it is not much use against normal units. When killed, the Scarab sprays acid blood that damages nearby units.
|-
| Scorpion Man
| Melee
| The Scorpion man is a tough myth unit that is good in close combat, with quite a bit of hack armour. Its special attack is poisoning an enemy, causing them to take a small amount of hack damage every second for 15 seconds after the attack.
|-
| [[Mummy]]
| Melee
| While not normally very powerful, the Mummy's special attack instantly kills any human unit and turns it into a minion the player can control. Minions are fairly tough melee units, but die after one minute.
|-
| [[Avenger]]
| Melee
| The Avenger is a very tough melee unit that is good against other melee units. Its special attack is a whirlwind of spinning blades that damages every adjacent unit. It has an appearance that you had assume a bird man would have.
|-
| [[Phoenix (mythology)|Phoenix]]
| Air unit (archer/ranged)
| The Phoenix, being a flying unit, can only be attacked by enemy ranged units. When killed, a Phoenix egg is created on the battlefield. Unless the enemy destroys this egg, the player can retrain the Phoenix almost instantly from that location.
|-
| [[Leviathan]]
| Transport unit
| The Leviathan is a mythical naval transport that can also attack enemies. It can carry 15 land units.
|-
| War Turtle
| Naval unit (Melee)
| The War Turtle is a powerful, but slow mythical naval unit. Its special attack flings nearby ships out of the water, doing additional damage.
|-
|}


== Norse units ==
===Scout Marine Squad===
{| class="wikitable"
[[File:W40k-dow scout marine squad icon.gif]]
|-
*'''Class:''' Infantry
!colspan="3"| <h3>Regular units</h3>
*'''Role:''' Scouting, sniping
|-
Scout Marines are light infantry that can infiltrate, making them invisible to most enemy units as long as they do not attack. They are lightly armored and have a maximum squad size of 4, so they should generally avoid fights. In single-player they are mainly used to scout enemy positions and spot targets for long-range firepower. When upgraded with sniper rifles they can also take out leader units and destroy enemy morale from behind your lines in bigger scraps. You should get Scout Infiltration Research from the Stronghold right away to make them less vulnerable (besides, it's pretty cheap).
!style="background-color: #CCFFCC;"|Unit
!style="background-color: #CCFFCC;"|Unit Type
!style="background-color: #CCFFCC;"|Description
|-
|Ulfsark
|[[Infantry]]
|Ulfsarks are the basic Norse infantry unit. They have a higher attack than comparable Greek and Egyptian units and are good against cavalry units and can also build buildings.
|-
|Throwing [[Axeman]]
|Ranged Infantry
|Throwing Axemen are the Norse infantry counter. They are ranged and very powerful against enemy infantry, but not much else.
|-
|[[Raider]]
|[[Cavalry]]
|Raiders are the basic Norse cavalry unit. They are weak, but only take two population slots. Raiders are good against Archers and Throwing Axemen.
|-
|[[Housecarls|Huskarl]]
|Infantry
|Huskarls are elite infantry with high pierce armour and a large attack bonus against archers. They are the ideal Norse counter to enemy archers.
|-
|[[Earl|Jarl]]
|Calvary
|Jarls are Elite cavalry units - they are very tough, but expensive and slow. Like other cavalry units, they are good against Archers, but the Jarl in particular also has bonus damage to myth units
|-
|Portable [[Battering ram|Ram]]
|Siege unit
|Portable Rams are the generic Norse siege weapon. While they have to get close to buildings to attack, they have a large amount of pierce armour to withstand enemy fire, and are more affordable than Greek and Egyptian siege weapons.
|-
|[[Ballista]]
|Siege unit
|Ballistas are not as good as Portable Rams at taking down buildings - but instead they are also fairly good against units, as well as having the advantage of long range.
|-
|Caravan
|Economic unit
|Caravans gather gold by making a trip between a market and a friendly town center. They are a good way of gaining gold once you have exhausted your gold mines.
|-
|Gatherer
|Villager
|Gatherers are essential to gathering resources that will fund your army. A strong empire has many villagers. Unlike Egyptian and Greek villagers, Norse Gatherers do not build structures; instead Norse Infantry (including the Hersir) have this ability.
|-
|[[Dwarf]]
|Villager
|Dwarves are similar to gatherers, however they gather gold 20% faster, and gather food and wood 20% slower - thus they are best used only for gold mining.
|-
|Ox Cart
|Economic unit
|The Norse, unlike the Greeks and Egyptians, do not construct resource dropoff points. Instead they train ox carts at the town center. Ox Carts allow villagers to drop food, wood and gold in order to add them to your stockpile.
|-
!colspan="3"|


<h3>Boats</h3>
===Space Marine Squad===
|-
[[Image:W40k-dow space marine squad screenshot3.jpg|thumb|Tactical Marines with plasma guns, heavy bolters and standard bolter guns.]]
!style="background-color: #D1E8EF;"|Unit
[[File:W40k-dow space marine squad icon.gif]]
!style="background-color: #D1E8EF;"|Unit Type
*'''Class:''' Heavy infantry
!style="background-color: #D1E8EF;"|Description
*'''Role:''' Versatile
|-
The Space Marine Squad - Tactical Squad in the tabletop game - is your basic infantry unit. They hold their own in both ranged and melee combat; mostly you want them shooting but sometimes charging at ranged specialists. They can be upgraded with a variety of heavy weapons, making them useful in all situations. Upgrading one squad with only one type is best for managing your Marines (i.e., correct range and correct targets).
|Fishing Boat
{{-|left}}
|Economic unit
* ''Flamers'' have short range and moderate damage, but will quickly wreck enemy morale, making infantry very ineffective.
|Gathers fish. Fish boats gather food at a lower cost than farms and at a higher speed, however are easily destroyed by enemy warships.
* ''Heavy bolters'' have long range and great damage against infantry, but cannot be fired while moving and require a short setup time to fire.
|-
* ''Plasma guns'' have shorter range but can be fired on the move and are more effective against heavy infantry and commander units.
|Transport Ship
* ''Missile launchers'' have very long range and good damage against vehicles and buildings. They do little damage against infantry, however they will disrupt and demoralize.
|Transport unit
|Transport ships carry land units over water. They are easily destroyed if not escorted by friendly units, and will lose their precious cargo if sunk.
|-
|[[Longboat]]
|[[Warship]]
|The Longboat is the Norse arrow type ship, and the most basic Norse naval unit. It counters ramming ships.
|-
|[[Drakkar]]
|Warship
|The Drakkar is the Norse ramming type ship, and counters siege ships. Ramming ships are also good against naval myth units.
|-
|[[Dragon Boat]]
|Warship
|The Dragon Boat is the Norse siege type ship. It not only counters arrow ships but is also effective at taking out shoreline fortifications due to its long range and high attack.
|-
!colspan="3"| <h3>Special units</h3>
|-
!style="background-color: LemonChiffon;"|Unit
!style="background-color: LemonChiffon;"|Unit Type
!style="background-color: LemonChiffon;"|Description
|-
|[[Hersir]]
|Infantry and Hero
|Hersir are the Norse hero units. They are not very tough against anything but myth units, but unlike other heroes are easy to mass produce. Hersir slowly generate favor on their own, and generate twice as much favor from combat than regular units.
|-
|Norse Titan
|Titan
|The Norse Titan is a huge, troll-like creature that wields a large sledgehammer used to crush buildings. It is based on [[Ymir]], said to have been the founder of the race of [[frost giant]]s.
|-
!colspan="3"|


<h3>Myth units</h3>
There are several global upgrades that apply to Space Marine Squads. You want all, probably starting with the Bionics and Heavy Weapon Increase upgrades. Each squad can be upgraded with a Sergeant who increases squad morale and has the Rally special ability (instant full morale) which should be used a lot. Also get the Frag Grenades upgrade and frag ranged squads to disrupt them.
|-
!style="background-color: Violet;"|Unit
!style="background-color: Violet;"|Unit Type
!style="background-color: Violet;"|Description
|-
|[[Raven]]
|Air unit
|Ravens are scouted units granted to players who worship [[Odin]].<ref name=NorseMyth>{{cite web|url=http://aom.heavengames.com/gameinfo/units/norse/myth|title=Norse Myth Units|publisher=Age of Mythology Heaven|accessdate=2007-09-09}}</ref> Historically, [[Hugin and Munin]] were two ravens who would travel the world bearing news and information to Odin.<ref>{{cite web|url=http://altreligion.about.com/library/glossary/symbols/bldefshuginmunin.htm|title=Hugin and Munin|publisher=About.com|accessdate=2007-09-09}}</ref>
|-
|[[Valkyrie]]
|Melee
|Valkyries are weak soldiers also capable of healing allied troops.<ref name=NorseMyth /> According to Norse mythology, Valkyries were war-maidens who escorted the dead to [[Valhalla]].<ref>{{cite web|url=http://www.etymonline.com/index.php?term=Valkyrie|title=Valkyrie|publisher=Online Etymology Dictionary|accessdate=2007-09-09}}</ref>
|-
|[[Einherjar]]
| Melee
|The Einherjar is a melee myth unit that is capable of raising allied units morale by blowing on a large horn.<ref name=NorseMyth />  In Norse mythology, Einherjar were spirits of warriors who had died in battle.<ref>{{cite web|url=http://www.pantheon.org/articles/e/einherjar.html|title=Einherjar|publisher=Encyclopedia Mythica|work=M.F. Lindemans|accessdate=2007-09-11}}</ref>
|-
|[[Troll]]
|Ranged
|Trolls are long ranged units capable of throwing large stones at the enemy.<ref name=NorseMyth />  In Scandinavian folklore, trolls were a race of giants, sometimes represented as [[goblin]]s.<ref>{{cite web|url=http://www.fas.org/news/reference/probert/D4.HTM|title=The Probert Encyclopedia - Norse Mythology|accessdate=2007-09-11}}</ref>
|-
|[[Jotun|Frost Giant]]
|Melee
|Frost Giants are [[giant]]s capable of freezing enemy units with their breath.<ref name=NorseMyth /> Historically, the Jotun were a mythological race with superhuman strength in Scandinavia.<ref>{{cite web|url=http://wordnet.princeton.edu/perl/webwn?s=jotun|title=Jotun|publisher=WordNet|accessdate=2007-09-11}}</ref>
|-
|[[Mountain Giant]]
|Melee (siege)
|Mountain Giants are [[giant]]s which attack enemy units with a large club.<ref name=NorseMyth />
|-
|[[Jotun|Fire Giant]]
|Ranged
|Fire Giants are powerful ranged attackers, hurling fireballs at enemy units from long range.<ref name=NorseMyth />
|-
|Battle Boar
|Melee (''also'' siege)
|The Battle Boar is a fast unit capable of attacking units all around it.<ref name=NorseMyth />
|-
|[[Fenrir|Fenris Wolf]]
|Melee
|Fenris Wolves are [[wolf|wolves]] that are more powerful against enemies when fighting in packs.<ref name=NorseMyth />
|-
|[[Kraken]]
|Naval
|The Kraken is a mythological beast capable of instantly killing an enemy unit.<ref name=NorseMyth />
|-
|[[Jormungandr|Jormund Elver]]
|Naval
|The Jormund Elver is a fast beast with a long ranged spitting attack.<ref name=NorseMyth />
|-
|[[Nidhogg]]
|Air unit (Ranged)
|Summoned by Hel's god power, the Nidhogg is a Norse myth unit.<ref name=NorseMyth /> Mythically named [[Níðhöggr]], the Nidhogg was a serpent monster in Norse mythology responsible for eating away the roots of the World Tree, [[Yggdrasil]]. <ref>{{cite web|url=http://www.dragon-warrior.com/Bestiary/dragon.shtml|title=Bestiary of Modern Fantasy: Dragons|accessdate=2007-09-11}}</ref><ref>{{cite web|url=http://www.polenth.com/myth/europe/nidhoggr.html|title=European Dragons: Nidhoggr and Yggdrasil's Serpents|accessdate=2007-09-11}}</ref>
|}


== Atlantean units ==
===Assault Marine Squad===
{| class="wikitable"
[[Image:W40k-dow_assault_marine_ss.jpg|thumb|Assault Marines jumping on the enemy.]]
|-
[[File:W40k-dow assault marine squad icon.gif]]
!colspan="3"| <h3>Regular units</h3>
*'''Class:''' Heavy infantry
|-
*'''Role:''' Melee anti-infantry
!style="background-color: #CCFFCC;"|Unit
Assault Marines are jump infantry, meaning they can jetpack over impassable terrain. They are melee units, most effective when jumping on enemy ranged specialists. Because of their mobility they can quickly reinforce a weak spot in a fight or prevent an enemy squad from escaping. Assault Marines can be equipped with short-range melta bombs so they can jump in, bomb a vehicle or building, and jump out. You can also jump them into an enemy base to spot good targets for artillery or a place for some Deep Striking.
!style="background-color: #CCFFCC;"|Unit Type
!style="background-color: #CCFFCC;"|Description
|-
|[[Murmillo]]
|[[Infantry]]
|The Murmillo is a general infantry unit. During the [[Roman Empire|Roman Imperial age]], the Murmillo was a strong class of gladiator.<ref>{{cite web|url=http://depthome.brooklyn.cuny.edu/classics/gladiatr/types.htm|title=Types of Gladiators|publisher=Brooklyn College Classics|accessdate=2007-09-07}}</ref>
|-
|Katapeltes
|Infantry (against cavalry)
|The Katapeltes is the main infantry counter against cavalry. Although the Murmillo is also strong against cavalry, the Katapeltes is far more specialized, and thus is far weaker against archers, as well as other infantry.
|-
|Turma
|[[Cavalry]] ranged
|The Turma is a cavalry archer only effective against other archers. It is very much like the Egyptian slinger, though far more mobile.
|-
|[[Arcus]]
|Archer
|The Arcus is a very powerful archer, and they are cheap to train, and have a huge base range of 20. Other archer units with comparable ranges - Chariot Archer & Gastraphetes - are considerably more expensive than the Arcus. Despite their great effectiveness against infantry, they are weak against cavalry units.
|-
|Contarius
|Heavy Calvary
|These units comprise the heavy cavalry of the Atlanteans. Particularly effective against archers and ranged units, the contarius has the added advantage of a decent speed.
|-
|[[Destroyer]]
|Siege infantry
|The destroyer is an anti-building unit that is weak against other infantry. Rather slow, the Destroyer has substantial pierce armour, so it can stand withstand even strong hails of arrows. As a result, they are somewhat strong against archers, but quite weak against infantry units.
|-
|[[Fanatic]]
|Melee
|The Fanatic fights very well against infantry, but is quite susceptible to archer fire. The Fanatic acts as a melee unit counter, but it is only trainable in the Mythic Age.
|-
|[[Cheiroballista]]
|siege unit, anti-infantry
|The Chieroballista is a siege unit which can work excellent against buildings and infantry, but poorly against cavalry. Similar to the Norse Ballista, it is more of a 'anti-personnel' weapon than a siege engine. Massed, Chieroballistas and their hail of bolts can easily kill many infantry, though the quick-moving cavalry can usually cut them down if unguarded.
|-
|Fire Siphon
|Siege unit
|The Fire Siphon is a siege unit with high pierce armour, high attack, but almost no hack armour. As its main attack, it shoots fire, and is quite effective against buildings.
|-
|[[Llama]] Caravan
|Caravan
|Llama Caravans gather gold by making a trip between a market and a friendly town center.
|-
|Citizen
|Villager
|The Atlantean Citizen is accompanied by a donkey. This donkey will act as a personal resource dropping point for the citizen, which allows them to be better economically, then the other civilizations; similar to the Palmyran villagers of AoE:RoR. However, though they are economically efficient, they cost 3x as much as a normal villager and train far slower as well.
|-
!colspan="3"|


<h3>Boats</h3>
===Terminator Squad===
|-
[[File:W40k-dow terminator squad icon.gif]]
!style="background-color: #D1E8EF;"|Unit
*'''Class:''' Heavy infantry
!style="background-color: #D1E8EF;"|Unit Type
*'''Role:''' Ranged firepower
!style="background-color: #D1E8EF;"|Description
These are the most senior veterans of an already elite army, equipped with a heavier version of power armor. The squad can carry 2 vehicle-class heavy weapons; they are slow but fire on the move and also teleport (with a delay). They are excellent - the only drawback is that they take 4 Squad Cap, meaning you could get 2 Tactical Squads (8 heavy weapons) instead, so you must weigh whether they are worth it. In cramped surroundings where it's difficult to fit many squads, definitely - in many other cases, probably not.
|-
|Fishing Boat
|Economic unit
|Gathers fish. Fish boats gather food at a lower cost than farms and at a higher speed, however are easily destroyed by enemy warships.
|-
|Transport Ship
|Transport unit
|Transport ships carry land units over water. They are easily destroyed if not escorted by friendly units, and will lose their precious cargo if sunk.
|-
|[[Bireme]]
|[[Warship]]
|The most basic ship of the Atlantean fleet; an arrow ship. It effectively counters ramming ships quite well.
|-
|Fire Ship
|Warship
|This ship takes the place of the ram ship in the Atlantean fleet. Like that of its RoR and AoK counterparts, this ship will have to close in on its victim to let loose its stream of fire to destroy it.
|-
|Siege Bireme
|Siege warship
|The Siege Bireme is the Atlantean's siege ship. It not only counters arrow ships, but is also effective at taking out shoreline fortifications due to its long range and high attack.
|-
!colspan="3"|


<h3>Special units</h3>
Note: When you buy Terminator Squads, they come teleport-ready but without reinforcement or upgrades. It's usually best to Deep Strike them inside your own base, get the upgrades, then put them back in the Chapel-Barracks for full-strength insertion.
|-
!style="background-color: LemonChiffon;"|Unit
!style="background-color: LemonChiffon;"|Unit Type
!style="background-color: LemonChiffon;"|Description
|-
|[[Oracle]]
|Scout
|The Oracle is the Atlantean scout. However, it does not work like a normal scout does. While moving, the Oracle has almost no LOS. However, as it stands still, its LOS increases until it reaches a point; a very large radius.
|-
|[[Carnivora]]
|Myth unit
|Upon using the Carnivora God Power, the Carnivora plant appears, ready to attack units and kill when necessarily. Mostly used defensively, the Carnivora plant can be placed both on land and in water; However, it is not very strong, and can be killed easily if used offensively.
|-
|[[Dryad]]
|Myth unit
|The Dryad is a unit created at the Hesperides tree, which is used primarily for defense against enemy attackers. Fast, fairly cheap, cost no population, and respectable fighters, they can do quite a lot of harm on mortal units; However, you may only be able to create five Dryads at a time.
|-
|[[Tartarus|Tartarian Spawn]]
|Myth unit
|Tartarian Spawn are a strong, devastating gang of wolves that emerge from the Tartarian Gate, (after casting the Tartarian God Power), and re-emerge once killed. With a fairly high attack, high hitpoints, and a quick speed, the Tartarian Spawn can cause havoc if placed effectively. Usually used offensively, Tartarian Spawn are usually effective against a wide range of mortal units, buildings and myth units. Although, if the Tartarian Gate is destroyed the Tartarian Spawn stop re-emerging. Though you have casted the Tartarian God Power, the Tartarian Spawn are not controlled by any player, and are liable to kill your units if you get too close to them.
|-
|Atlantean Titan
|Titan
|The Atlantean Titan is a large, black-bodied creature whose back is studded with big, blue gems. It may be based on [[Chaos]], the god of chaos.
|-
!colspan="3"|


<h3>Myth units</h3>
===Assault Terminator Squad===
|-
[[File:W40k-dow assault terminator squad icon.gif]]
!style="background-color: Violet;"|Unit
*'''Class:''' Heavy infantry
!style="background-color: Violet;"|Unit Type
*'''Role:''' Melee specialist
!style="background-color: Violet;"|Description
These are a close-combat version of regular Terminators, effective against everything. They take 4 Squad Cap as well, but replacing them with 2 Assault Marine Squads isn't the same - these guys have crazy health and beat even vehicles to scrap. Throw in the teleport with decent range (and Deep Strikes from your base) and they can really stir up trouble. Attach a commander unit to them for best results.
|-
|[[Promethean]]
|Melee
| The Promethean is particularly unique for its ability to split into two smaller forms when it is killed.
|-
|[[Automaton]]
|Melee
|The Automaton is a decently fast metal myth unit. Strong against both buildings and units, Automatons are able to repair themselves and each other. As a result, they are perfect for hit and run operations. Take out a building or two, retreat, repair, repeat ad infinitum.
|-
|Caladria
| Scout/healing unit
|The Caladria is a flying unit that has the ability to automatically heal non-fighting units within its LOS. However, if those units are fighting then you must actively target them to heal. Though Caladria are excellent scouting units, they have no attack. But for healing, they are extremely effective. One only needs a couple for keeping an army at optimum shape.
|-
|[[Behemoth]]
|Siege unit
|Basically like an organic tank, the Behemoth is extremely effective against buildings...but mainly only buildings. Against units, they are not nearly as powerful. But since the Atlanteans do not have an actual anti-building siege engine by the Heroic, Behemoths prove to be very useful for that purpose until player can get to Mythic to train Fire Siphons.
|-
|[[Satyr]]
|Ranged
|Fairly slow, Satyrs are ranged myth units that hurl spears at their enemies. All in all, they're solid ranged support.
|-
|[[Stymphalian Bird]]
|Air unit (Ranged)
|The Stymphaliam Bird is a flying unit which has an excellent ranged attack, making them effective support units for an army. Along with simple army support, Stymphalian Birds can also serve as raiders, picking off enemy villagers.
|-
|Hekagigantes
|Melee
|Hekagigantes are multi-armed myth Units which do excellent against buildings and infantry units. Their special attack is to smash the ground, causing minor earthquakes and causing enemy units to go flying in a large radius.
|-
|[[Argus]]
|Melee
|Argus are curious little green blobs that are surprisingly strong against most units. On top of that, they have an instant kill special attack: green acid spewing from their body.
|-
|[[Lampades]]
|Ranged
|Lampades are not as straightforward as most myth units. Their biggest strength is their ability to instill chaos into enemy units, causing them to become neutral and attack any nearby unit.
|-
|[[Oceanus|Servant of Oceanus]]
|Naval
| Servants can heal both land and sea units, though they are far more effective in healing sea units. Like the Caladria, Servants automatically heal non-fighting units; fighting units need to be healed by being actively targeted.
|-
|[[Nereid]]
|Naval
|The Nereid is a fairly run-of-the-mill sea myth unit. It's fairly strong against most mortal ships, but weak against ram ships.
|-
|[[Man O'War]]
|Naval
|Similar to a jellyfish, Man O'War is a sea unit which uses electrical bolts to attack enemy ships and units. Like all sea myth units, it is extremely effective against mortal ships with its huge attack.
|}


-->
===Apothecary===
[[File:W40k-dow aphotecary icon.gif]]
*'''Class:''' Heavy infantry
*'''Role:''' Healer unit
The Apothecary can be attached to a squad like a commander unit; he doesn't improve the squad's morale or fighting capacity, but boosts the squad's health regeneration (and that of other nearby units). He has a chainsword and can hold his own in melee, but he's not really a combat bonus like a commander. There's no reason not to get and attach the maximum number (4) of Apothecaries.
 
==Vehicles==
 
===Rhino===
[[File:W40k-dow rhino icon.gif]]
*'''Class:''' Vehicle
*'''Role:''' Transport
It's an unarmed transport - you put guys inside and drive around. In theory it's very smart as it can nullify lots of anti-infantry fire and you can move your infantry around faster. In practice it seems pretty useless (in campaign play). Build armed vehicles instead and tell your guys to walk.
 
===Land Speeder===
[[File:W40k-dow land speeder icon.gif]]
*'''Class:''' Vehicle
*'''Role:''' Anti-infantry
The Land Speeder is a light vehicle that can jump (like Assault Marines) and deal out a good amount of anti-infantry fire. If the enemy has no anti-vehicle capacity, even one of these could be a pain. For example, take one to scout around and kill any lone infantry squads. Mass several and jump them to an enemy base through the back for some sabotage. They are fried pretty quickly by anti-vehicle weaponry, however, so heavier vehicles are preferable most of the time.
 
===Dreadnought===
[[File:W40k-dow dreadnought icon.gif]]
*'''Class:''' Vehicle
*'''Role:''' Close combat
The Dreadnought is your walker vehicle, a war machine operated by a horribly wounded Space Marine veteran permanently implanted within. It is heavily armored and comes with two melee weapons. Don't get the ranged weapons, the Dread does huge melee damage and you have tons of other ranged units already. Put it in front to draw useless anti-infantry fire or (the best part) drop it right on the enemy from the Orbital Relay. Always have some.
 
===Hellfire Dreadnought===
[[File:W40k-dow hellfire dreadnought icon.gif]]
*'''Class:''' Vehicle
*'''Role:''' Ranged combat
This is a ranged Dreadnought variant with no melee capacity. It's less durable and a bit cheaper. You probably won't want this; you already have ranged infantry, and if you want a vehicle with ranged weapons, get a Predator tank instead.
 
===Whirlwind===
[[File:W40k-dow whirlwind icon.gif]]
*'''Class:''' Vehicle
*'''Role:''' Missile artillery
It's like a Rhino transport with a ballistic missile launcher. Huge range, effective against buildings and disrupts infantry like no tomorrow. It also needs a spotter unit to utilize the range and is very inaccurate (you will probably hit your own scouts occasionally). If you use these, you should have 2-3 and keep an eye on them to avoid shooting yourself in the leg; they will happily fire at enemy melee units engaged with your troops, who can subsequently be found all over the map. Consider using the Cease Fire stance when not manually choosing targets.
 
===Predator===
[[File:W40k-dow predator icon.gif]]
*'''Class:''' Vehicle
*'''Role:''' Main battle tank
The main Space Marine tank. Durable with good upgrade options. The default configuration is anti-infantry with autocannon & heavy bolters. All weapons can be upgraded to a lascannon for (very roughly) about double anti-vehicle damage and half anti-infantry damage. The basic choice is mixing the big lascannon with the default bolters. If you want a dedicated tank killer, then upgrade the small guns as well - though the difference may not be huge.
 
===Land Raider===
[[Image:W40k-dow land raider screenshot.jpg|thumb|Ultramarines chapter Land Raider.]]
[[File:W40k-dow land raider icon.gif]]
*'''Class:''' Vehicle
*'''Role:''' Super-heavy tank/transport
Yes, it's as cool as it sounds. It's a behemoth tank effective against everything and it can also transport one squad, including Terminators, who can't fit in normal transports. The only problem is the Vehicle Cap cost of 5, which means you can almost get 2 Predators instead. Still, you probably want one of these anyway... The Land Raider is your Relic unit, meaning you have to control a Relic on the map in order to build them.
 
The Land Raider has two twin-linked lascannons, so it's most efficient to use it as a tank killer. Make use of the transport capability; load an infantry squad (remember it doesn't ''have'' to be Terminators, a Tactical Squad can be powerful too) or, alternatively, bring along a Servitor to repair your tanks. Also remember to activate the Machine Spirit ability (-40% damage) when drawing fire.
 
==Structures==
 
===Heavy Bolter Turret===
[[File:W40k-dow_heavy_bolter_turret_icon.gif]] [[File:W40k-dow_missile_turret_icon.gif]]
*'''Class:''' Building
*'''Role:''' Stationary defense
Well, it's a box with heavy bolters. Decent against infantry, can be upgraded to missile launchers so it's decent against vehicles. If you really need them to defend something, build several and mix both types (missile launchers in the back row as they have longer distance). Even if the enemy has no vehicles, have some missile turrets - they will knock infantry around and your bolter turrets will pick them off.
 
===Orbital Relay===
[[Image:W40k-dow_mission08_ss04.jpg|thumb|Deep Strike markers - always bad news for your enemy.]]
[[File:W40k-dow orbital relay icon.gif]]
*'''Class:''' Building
*'''Role:''' Deep Striking
This structure allows you to Deep Strike most infantry units and Dreadnoughts and enables the Orbital Bombardment special ability. You walk your units inside and after a delay you can drop them anywhere on the map (that's not covered by fog of war). The obvious tactic is using it to drop melee units on/behind enemies but of course you can put a ranged squad in a good position or use it for transportation on large maps. You should hotkey your Orbital Relay to a number for ease of use.
 
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