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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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