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

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{{Citations missing|date=December 2007}}
{{Header Nav|game=Warhammer 40,000: Dawn of War}}
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 March 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 (Warhammer 40,000)|Eldar]], [[Space Marines (Warhammer 40,000)|Space Marines]], [[Chaos Space Marines]] and [[Orks]]. The first expansion pack, Winter Assault, introduced the [[Imperial Guard (Warhammer 40,000)|Imperial Guard]]. The second expansion pack, Dark Crusade, introduced the [[Necrons]] and [[Tau (Warhammer 40,000)|Tau]]. The third pack, Soulstorm, has introduced 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.


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==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 />
'''[[#Dark Eldar units|Dark Eldar]]:'''
[[#Infantry 7|Infantry units]] •
[[#Vehicles 7|Vehicles]] •
[[#Commander units 7|Commanders]] •
[[#Special units 7|Special units]] •<br />
'''[[#Sisters of Battle units|Sisters of Battle]]:'''
[[#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)#Carapace Armour|Carapace 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)#Power Armour|Power 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 jump packs and can use these to easily move around the battlefield. Specializing in close combat, Assault Space Marines are armed with bolt pistols and [[Weapons of the Imperium (Warhammer 40,000)#Chainsword|chainswords]] and can take down lightly armored infantry easily. They will not last long against heavy firepower or armour, though. Like conventional Space Marines, Assault Marines have the option of being upgraded with a Sargeant. The player also has the option of upgrading their Assault Space Marines with Meltabombs, which do considerable damage against enemy armor and vehicles. 
|-
| [[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. The Sargeant has the ability to rally his squad, fully restoring their morale.
|-
| [[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]]. Terminators can teleport directly onto the battlefield, and can be upgraded with teleporters to move around the battlefield easily.
|-
| Assault Terminators
| Heavy [[Infantry]] in [[Equipment of the Imperium (Warhammer 40,000)#Terminator Armour|Tactical Dreadnought Armor]]
| Foregoing the ranged weaponry of the conventional Terminator, Assault Terminators are more heavily armored and favor close combat. They wield [[Weapons of the Imperium (Warhammer 40,000)#Power fist|Power fists]], which allow them to defeat most units who engage them in close combat.
!colspan="3"|
|-
!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.
|-
| [[Vehicles of the Space Marines (Warhammer 40,000)#Whirlwind|Whirlwind]]
| [[Artillery]]
| This tank is armed with a turret-mounted multiple missile launcher capable of long range bombardment of enemy units. Although inaccurate at range, especially when firing blind, the Whirlwind is effective at destroying massed ranks of infantry and also fixed enemy positions.
|-
| [[Vehicles of the Space Marines (Warhammer 40,000)#Rhino|Rhino]]
| Light [[transport]]
| A fast tough transport capeable of moving 3 squads of marines (not assault marines or terminators). Can be upgraded to have smoke launchers that lower damage from ranged weapons. Note that the Rhino, while armored, is unarmed and must rely on the protection of other vehicles for protection.
|-
| [[Vehicles of the Space Marines (Warhammer 40,000)#Predator|Predator]]
| medium [[tank]]
| The predator is armed with a turret mounted autocannon and two side sponsons of heavy bolters. It can be upgraded to have a twin-linked lascannon on the turret and either or both of the side sponsons can be upgraded to a lascannon. Limit of 2
|-
| [[Land Raider (Warhammer 40,000)|Land Raider]]
| Heavy [[Transport]], relic unit
| The Land Raider is armed with twin-linked lascannons on each side sponson and a twin linked heavy bolter on the front. It is capable of carrying one unit of Space Marine infantry (not Assault Marines) and the only vehicle capable of carrying Terminators.
|}


==Chaos Space Marines==
==Infantry==


{| class="wikitable"
===Servitor===
|-
[[File:W40k-dow servitor icon.gif]]
!colspan="3"| <h3>Infantry</h3>
*'''Class:''' Infantry
|-
*'''Role:''' Builder unit
!style="background-color: #CCFFCC;"|Unit
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).
!style="background-color: #CCFFCC;"|Unit Type
!style="background-color: #CCFFCC;"|Description
|-
| Heretic
| Basic building unit
| Has the ability to turn health into increased construction power
|-
| Cultist Squad
| Swarm unit
| Weak unit with high numbers useful as a meat shield. Can be upgraded to detect infiltrated units, have plasma guns and Grenade launches.  
|-
| Chaos Lord
| Commander unit
| Close combat unit that can attach to squads to boost moral.
|-
| Chaos Sorcerer
| Heavy infantry
| powerful damage and movement restricting special abilities. Can teleport short distances.
|-
| Chaos Space Marines
| Heavy infantry
| Similar to standard space marines however tainted by chaos. Can be upgraded to have heavy bolters and plasma guns.
|-
| Raptor Squad
| Jump-pack unit
| Close combat unit capable of short distance flying.
|-
| Khorne Berserker
| Heavy infantry
| Fast moving close-combat unit.
|-
| Horror Squad
| Daemon
| Ranged attack daemon summoned from the warp into the map.
|-
| Possessed Squad
| Heavy infantry
| "the ultimate combat unit" with a variety of upgrades.
|-
| Bloodthirster
| Reic unit
| most powerful chaos daemon, can fly short distances
|-


!class="wikitable"|
===Scout Marine Squad===
|-
[[File:W40k-dow scout marine squad icon.gif]]
!colspan="3"| <h3>Vehicles</h3>
*'''Class:''' Infantry
|-
*'''Role:''' Scouting, sniping
!style="background-color: #CCFFCC;"|Unit
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 Type
!style="background-color: #CCFFCC;"|Description
|-
| Chaos Rhino
| Light Transport
| Similar to the Space Marine Rhino.
|-
| Defiler
| Artillery/ Combat mecha
| Very inaccurate artillery that throws units, strong combat unit effective against most units.
|-
| Chaos Predator
| Heavy tank
| Effective against infantry, can be upgraded to be effective against vehicles and buildings.
|}


== Eldar units==
===Space Marine Squad===
{| class="wikitable"
[[Image:W40k-dow space marine squad screenshot3.jpg|thumb|Tactical Marines with plasma guns, heavy bolters and standard bolter guns.]]
|-
[[File:W40k-dow space marine squad icon.gif]]
!colspan="3"| <h3>Infantry</h3>
*'''Class:''' Heavy infantry
|-
*'''Role:''' Versatile
!style="background-color: #CCFFCC;"|Unit
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).
!style="background-color: #CCFFCC;"|Unit Type
{{-|left}}
!style="background-color: #CCFFCC;"|Description
* ''Flamers'' have short range and moderate damage, but will quickly wreck enemy morale, making infantry very ineffective.
|-
* ''Heavy bolters'' have long range and great damage against infantry, but cannot be fired while moving and require a short setup time to fire.
| [[Eldar (Warhammer 40,000)#path of the warrior|Guardians]]
* ''Plasma guns'' have shorter range but can be fired on the move and are more effective against heavy infantry and commander units.
| basic worriors
* ''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.
| These are the basic warriors of the Eldar race, who are described as a type militia to defend the craftworld. they are armed with shuriken catapults. The warlocks (squad leaders) can detect infiltrated units
|-
| Rangers
| [[Snipers]]
| Rangers are the Eldar snipers, they come with ranger long rifles and can be upgraded to use infiltration.
|-
| [[Eldar (Warhammer 40,000)#Howling_Banshees|Howling Banshees]]
| Close combat specialists
| These fierce Eldar warriors excel at hand to hand combat. They are armed with a shuriken pistol and a power sword.
|-
| [[Eldar (Warhammer 40,000)#Dark Reapers|Dark Reapers]]
| Anti-infantry
| These ranged specialists are armed with reaper launchers that are very effective against infantry and heavy infantry.
|-
| [[Eldar (Warhammer 40,000)#Warp Spiders|Warp Spiders]]
| Hover-infantry
| Similar to assault marines, they are capable of teleporting short distances. They are armed with a Death Spinner that is effective against all infantry types. They may be upgraded to have haywire grenades and have a limit of 3.
|-
| [[Eldar (Warhammer 40,000)#Fire Dragons|Fire Dragons]]
| Anti-tank
| Armed with Fusion Guns which are effective against vehicles and buildings.
|-
| Seer Council
| Bodyguards
| specialist commander retinue armed with powerful double ended power weapons and shuriken pistol. The more warlocks in the squad the faster the recharge rate for abilities of attached units. Can detect infiltrated units.
|-
| Harlequin
| Close combat specialist
| Secondary commander, with special powers harlequin's kiss that kills a victim instantly and dance of death that knocks down several units in the area of the harlequin.
|-
| Avatar
| Relic unit, [[daemon]]
| A powerful avatar of the war god. All of your nearby units are immune to moral damage while near him and all units are produced faster. It is one of the most powerful relic units. Only one may be built.
|-
!colspan="3"|


<h3>Vehicles</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: #D1E8EF;"|Unit
!style="background-color: #D1E8EF;"|Unit Type
!style="background-color: #D1E8EF;"|Description
|-
| Falcon Grav tank
| Hover, transport
| Can transport two units and fly short distances to get over difficult terrain. Armed with twin-linked shuriken catapults on the front, a bright lance and a pulse laser on the turret. It can be upgraded to have a star cannon.
|-
| Vyper
| fast, hoverbike
| A fast moving unit that can fly short distances. Armed with twin-linked shuriken catapults and an Eldar missile launcher.
|-
| Wraithlord
| heavy [[mecha]]
| A towering unit that is effective against all unit types. Armed with two powerfists with a flamer on each and a sholder mounted shuriken cannon that can be upgraded to a bright lance.
|-
| Fire Prism
| hover tank
| when flying the unit uses more of the special power, so it cannot fly 2 trips like other units it needs more time to recharge. Armed with twin-linked shuriken catapults and a prism cannon.
|-
|}


==Ork units==
===Assault Marine Squad===
[[Image:W40k-dow_assault_marine_ss.jpg|thumb|Assault Marines jumping on the enemy.]]
[[File:W40k-dow assault marine squad icon.gif]]
*'''Class:''' Heavy infantry
*'''Role:''' Melee anti-infantry
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.


{| class="wikitable"
===Terminator Squad===
|-
[[File:W40k-dow terminator squad icon.gif]]
!colspan="3"| <h3>Infantry</h3>
*'''Class:''' Heavy infantry
|-
*'''Role:''' Ranged firepower
!style="background-color: #CCFFCC;"|Unit
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.
!style="background-color: #CCFFCC;"|Unit Type
!style="background-color: #CCFFCC;"|Description
|-
| Gretchin Squad
| Builder unit
| Basic building unit that can be reinforced to have greater numbers for meat shield or greater production. can be upgraded to use infiltration.
|-
| Slugga Boy Squad
| Basic infantry unit
| Combat unit effective against infantry, can be upgraded to have burnas.
|-
| Mad Doc
| Healer
| Contrary to popular belief an ork healer actually can heal their units.
|-
| Warboss
| Primary Commander
| detects infiltrated units, effective against all units, excels in combat and can teleport short distances.
|-
| Mega Armoured Nobz
| Heavy infantry
| Tough combat unit can detect infiltrated units.
|-
| Shoota Boy Squad
| Ranged infantry
| effective against infantry and heavy infantry.
|-
| StormBoyz Squad
| Jet-pack infantry
| Can fly short distances, effective against infantry.
|-
| Nob Squad
| Heavy infantry
| Can be upgraded to be effective against all unit types.
|-
| TankBustaz Squad
| Heavy Infantry
| Anti-vehicle unit that can use infiltration.
|-
| Big Mek
| Heavy infantry, secondary commander
| Boosts morale when attached to units.
|-
| Flash Gitz
| Advanced ranged unit
| Powerful ranged attacks with special weapons.
|}


==Dark Eldar units==
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.


{| class="wikitable"
===Assault Terminator Squad===
|-
[[File:W40k-dow assault terminator squad icon.gif]]
!colspan="3"| <h3>Infantry</h3>
*'''Class:''' Heavy infantry
|-
*'''Role:''' Melee specialist
!style="background-color: #CCFFCC;"|Unit
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.
!style="background-color: #CCFFCC;"|Unit Type
!style="background-color: #CCFFCC;"|Description
|-
| Mandrakes
| Combat specialists
| Close combat units that can be upgraded to use infiltration (stealth).
|-
| Warriors
| Basic infantry
| Common Dark Eldar unit good at ranged attacks.
|-
| Wyches
| Combat specialists
| Armed with deadly weapons and combat drugs, they hit morale of the enemy unit hard and fast.
|-
| Haemonculus
| Secondary commander
| Can attach to squads to improve damage to morale by weapons.
|-
| Warp Beast Pack
| Fast attack combat unit
| Without a beastmaster the squad will attack friendlies when panicked
|-
| Hellion
| Hover-infantry
| Mounted on skyboards these units look similar to the [[Green Goblin]].
|-
| Scourge
| Jet-pack infantry
| Armed with Splinter Cannons by default they can be upgraded to have Dark Lances to be effective against vehicles. Unlike in the tabletop game this unit must stop in order to fire the Splinter Cannons. They can fly short distances.
!colspan="3"|
|-
!colspan="3"| <h3>Vehicles</h3>
|-
!style="background-color: #D1E8EF;"|Unit
!style="background-color: #D1E8EF;"|Unit Type
!style="background-color: #D1E8EF;"|Description
|-
| Raider
| Light Transport
| Armed with a dark lance this fast moving transport can fly short distances and the squad onboard can fire out.
|-
| Jet-Bike
| Hover-bike
| Fast moving anti-infantry hover-bike.
|-
| Talos
| Heavy Hover Mecha
| Similar to a dreadnought but shaped like a scorpion, armed with claws and a wild fire gun. Can harvest Soul resource from dead biological enemies.
|-
| Ravager
| Hover-Tank
| Armed with 3 dark lances that can be upgraded to anti-infantry disintegrators.
|-
| Raven
| Aircraft
| A modified jetbike that flies, can prevent turrets from working.
|-
| Dais of Destruction
| Relic vehicle
| Asdrubael Vect on his modified ravager, projects an aura that protects nearby units from ranged attacks


|}
===Apothecary===
[[Category:Warhammer 40,000 video games|D]]
[[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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