From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search
(started mission walkthrough, incomplete)
m (footer nav link)
Line 14: Line 14:


==Imperial Guard part 2==
==Imperial Guard part 2==
{{Footer Nav|game=Warhammer 40,000: Dawn of War: Winter Assault|prevpage=Order Campaing|nextpage=Hold the Line!}}
{{Footer Nav|game=Warhammer 40,000: Dawn of War: Winter Assault|prevpage=Order Campaign|nextpage=Hold the Line!}}

Revision as of 00:31, 6 December 2009

You must breach the Chaos fort through a succession of destructible gates with the Imperial Guard. To advance to the final part, you must also help the Guard out a bit with an Eldar strike force. This mission walkthrough assumes Insane difficulty setting.

Imperial Guard part 1

You start out with your Command Squad and a hefty bunch of Guardsmen, displaying the "strength in numbers" approach of the Guard right away. You must take two Strategic Points close by, both guarded by a turret. Take these out one at a time by charging with the Command Squad and helping out with a couple of squads while it's drawing all the fire. When you have the SPs, stay put for a while and build your base. Get a Tactica Control and purchase all available upgrades; build Commissars and attach to squads; buy Sergeants and heavy weapons. Don't waste resources on too many Plasma Generators, you don't need much Power and you'll be short on Requisition.

When you have a full Command Squad and some upgraded infantry squads, you can start moving up. It's probably easier to take one side at a time - you can focus your troops and attention better (the other side will be left alone by Chaos). Left side will get you a Mechanized Command with a Sentinel Depot and right side will get you a Hellhound Depot. Either will do; you'll mostly face infantry, but also some Defilers. Take one side and build Listening Posts and an Infantry Command there. 1-2 Raptor Squads will keep jumping over the wall from the central Chaos base, so you need to put something there to handle them (try a Hellhound).

When you're set and have your 3 vehicles, shoot up the second gate on your chosen side and move up. You'll probably see largish hordes of Cultists, some Marines, and a Defiler. There are three "hills" with a Chaos Temple on each, but these seem to push out basic Cultist Squads so they're not too dangerous - you may want to take down the central base first, since it's sending all those annoying Raptors. The enemy has no anti-vehicle capacity to speak of, so lead with vehicles and follow with Guardsmen who stay away and make use of their good range. Capture SPs when you pass them and build LPs on them right away, this will keep single Cultist Squads busy while you destroy the Raptor base.

When the central base is gone, sweep those "hills" and destroy the Chaos Temples. You can build a secondary base over the Chaos base, but it's not really necessary. Take a couple of vehicles and squads back down on the other side to get that second Mechanized Command you skipped before. Reinforce/repair/build and gather your units in the area between the 2nd and 3rd gates.

Eldar

Imperial Guard part 2