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{{Header Nav|game=Warhammer 40,000: Dawn of War}}
{{Header Nav|game=Warhammer 40,000: Dawn of War}}


[[Image:W40k-dow_mission09_ss01.jpg|thumb|Defending one of your original SPs. This could use more turrets.]]
This is another mission where you may have to weather some uncomfortable attacks. Your objective is to capture and hold all four Relics for a short time; destroying Chaos bases/troops is not required, but trying to get the Relics without at least crippling their production is probably a bad idea. The enemy has two bases (behind the north Relic and south Relic from where you stand) and they will send attacks from both bases by various routes.
This is another mission where you may have to weather some uncomfortable attacks. Your objective is to capture and hold all four Relics for a short time; destroying Chaos bases/troops is not required, but trying to get the Relics without at least crippling their production is probably a bad idea. The enemy has two bases (behind the north Relic and south Relic from where you stand) and they will send attacks from both bases by various routes.


[[Image:W40k-dow_mission09_ss02.jpg|thumb|Defending a southern SP. Could still use more turrets to free one of the squads.]]
You start at the west corner; you are given some Imperial Guardsmen and damaged Leman Russ tanks (these are automatically – and slowly – repaired and handed to you one at a time) in addition to the standard couple of Marine squads. Take the first four Strategic Points right away but think before expanding more – you have to spread your forces pretty thin if you do. Build several turrets around your outer Listening Posts and have a Tactical Squad in front, Guardsmen at the back. The attacks will be infantry-based for a while, but think ahead for eventual vehicles (missile turrets and a missile squad).
You start at the west corner; you are given some Imperial Guardsmen and damaged Leman Russ tanks (these are automatically – and slowly – repaired and handed to you one at a time) in addition to the standard couple of Marine squads. Take the first four Strategic Points right away but think before expanding more – you have to spread your forces pretty thin if you do. Build several turrets around your outer Listening Posts and have a Tactical Squad in front, Guardsmen at the back. The attacks will be infantry-based for a while, but think ahead for eventual vehicles (missile turrets and a missile squad).


[[Image:W40k-dow_mission09_ss03.jpg|thumb|Stop to destroy buildings like this.]]
(At some point Commander Angelos will be dropped up northeast with some Scout Marines, a Terminator Squad and a Servitor. The assumption is that you would build a secondary base here, but you may want to consider abandoning the whole operation and moving Gabriel away (he respawns there) when the enemy is gone. Defending this outpost seems like a pain and requires stretching your forces/resources even thinner.)
(At some point Commander Angelos will be dropped up northeast with some Scout Marines, a Terminator Squad and a Servitor. The assumption is that you would build a secondary base here, but you may want to consider abandoning the whole operation and moving Gabriel away (he respawns there) when the enemy is gone. Defending this outpost seems like a pain and requires stretching your forces/resources even thinner.)


[[Image:W40k-dow_mission09_ss04.jpg|thumb|Attacking the north Chaos base from the secondary HQ built on their south base. Those Machine Pits would be a priority.]]
When you have a couple of squads to spare, start expanding. Southeast might be the easier direction; capture a point, fortify it with several turrets and a squad or two, move on. Chaos troops may attack any one (or two at a time) of your outposts, so if you want to keep them they should be well defended. The worst-case scenario seems to be 2–3 vehicles (Defilers and Chaos Predators) with missile-equipped infantry; this setup can seriously mess up your defense, which is probably turret-based in order to spare troops for expanding and attacking. If you can only spare one squad for a location, mixing two heavy bolters with two missile launchers may help as they are somewhat effective against both infantry and vehicles from long range. If the enemy brings anti-infantry units your squad should be behind the turrets, and vice versa for anti-vehicle attacks. Also try to have a Dreadnought ready for a defensive Deep Strike in case of emergency.
When you have a couple of squads to spare, start expanding. Southeast might be the easier direction; capture a point, fortify it with several turrets and a squad or two, move on. Chaos troops may attack any one (or two at a time) of your outposts, so if you want to keep them they should be well defended. The worst-case scenario seems to be 2–3 vehicles (Defilers and Chaos Predators) with missile-equipped infantry; this setup can seriously mess up your defense, which is probably turret-based in order to spare troops for expanding and attacking. If you can only spare one squad for a location, mixing two heavy bolters with two missile launchers may help as they are somewhat effective against both infantry and vehicles from long range. If the enemy brings anti-infantry units your squad should be behind the turrets, and vice versa for anti-vehicle attacks. Also try to have a Dreadnought ready for a defensive Deep Strike in case of emergency.


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