Welcome to the RTSC
Dawn of War: Dark Crusade pages!
Dawn
of War (DoW) is developed by Canadian developers Relic
Entertainment and published by Californian publisher THQ.
It's based on the Warhammer
40,000 (W40K) tabletop and figurine hobby/gaming system that has been
doing the rounds for well over two decades. A venerable franchise, produced
by British outfit Game
Workshop, W40K is arguably the most popular
tabletop wargaming system on the planet. Its players are renowned for the
colossal amount of time and effort they put into assembling and painting
armies of figurines, and then pitting their creations at each other on battlefield
dioramas. W40K tabletop games are turn based, dice throwing, and ruler measuring
affairs that can take either several hours or a long weekend to resolve,
depending on the scale of the game concerned.
Warhammer
40,000 is wild space opera, but it feels more like Tolkien in space
with a gothic horror feel. References include pop culture, Lovecraft's
Cthulhu mythos, the Alien
films, Anime
(Japanese animation and manga [i.e. comics]) and classic science
fiction, bolstered with strong historical references. Set in the 41st
Century, the entire galaxy has been waging total war on itself for tens
of thousands of years. There's a huge library of game lore (known as fluff
to Warhammer fans) accumulated over the years, and a bewildering menagerie
of military figures, monstrous creatures, arcane Gods, demons, strange
aliens and killer robots fighting for survival. All the armies are essentially
your classic fantasy races transplanted into the future: heroic space
knights, the Space Marines, the armies of Man
called the Imperial Guard, the turncoat Chaos
in league with the devils, brutish hordes of Space Orks,
and the refined but fading Elvish Eldar. This
is a bleak future, with little or no hope. The forces of Order
and Chaos have replaced Good and Evil. "Order"
is nothing more than a corrupt totalitarian theocracy, and "Chaos"
is wanton and self destructive nihilism.
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The original
Dawn of War in one of its quieter moments. I'm serious. |
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There's well over a dozen major races in Warhammer 40,000,
each with its own culture, clans, tribes, Gods, histories, heroes and campaigns.
The Space Marines, for example, are W40K's signature
hero units. They are like twisted paladins crossed with Special Forces:
the elite of humanity's space forces. By far the most popular and extensive
forces in the game, the Space Marines come in dozens of separate armies
called Chapters, each with their vehicles, weapons,
heroes, storylines, and elaborate colour schemes for you to collect and
paint. Each race gets their own special game rules book (called a Codex)
which is used as a guide to assemble their forces, fill in back story, create
colour styles and resolve tabletop battles. Customising models and painting
them up is just as important as actually playing the game, and "kit
bashing", or customising is all part of the game and its appeal. Its
a collectable hobby as much as anything else.
Dawn of War itself is a translation of the original
tabletop rules (or TT).
Its a simplified version of Warhammer 40,000,
opened up to mainstream players, and adapted to fit a fast moving, real
time engine. Relic apparently had free reign to interpret and adapt the
game as they saw fit. They seem to have largely succeeded: Dawn of War
brings W40K battles startlingly to life. All the units have a surprising
amount of charisma and appeal (in the animator's sense of the word). Relic's
enthusiasm for the subject was almost palpable during its release - a
rare thing, indeed, these days - and it shows. There's a real sense of
vigour with this one.
While DoW is ostensibly a WarCraft
clone when you look at its structure as a game and its internal logic,
there are three things that make it stand head and shoulders above its
rivals and push the genre forward. The first big thing you notice is the
use of the Capture the Flag game to build your
economy. Your front line troops must set aside their weapons occasionally
to capture Strategic Points around the map to
generate Requisition Resource, your primary building
resource. The more flags you control, the more Req
you get to play with. Literally, map control is synonymous with a major
economy. Its a welcome change.
Secondly, Squads are the heart of DoW's game, along
with its Strategic Points. While most modern strategy games use squads,
none have gone anywhere near the level of detail and control that DoW offered.
(Relic has extended their squad model with Company
of Heroes) You can build them up, equip them with heavy weapons, assign
leaders to them and have them fight either hand to hand or stand and shoot
at range. Unlike most games, you can reinforce on the fly, rather than wait
for reinforcements to struggle to the front lines from their barracks. Its
a beautiful mix of resourcing and front line tactics, streamlining gameplay
no end without dumbing it down. The way you move your squads on the field
and how and when you deck them out is critical to success. And thirdly,
this title sports some of the most startlingly detailed and richly animated
RTS units in any game. It has an amazing sense of solidity, although the
game engine cuts corners everywhere to be able to draw all those characters
and effects in action. Its a selling point in its own right, and presentation
is just as important - and affects gameplay - as much as your tactics
on the field. While you can't pause in a network game and you'll almost
certainly spend most of your time in the default view, you do have the
luxury of wallowing in the action replays of game recordings. Like Relic's
previous effort, Homeworld
2, the camera can move around most angles and give you some amazing
close ups. You can follow a single unit fighting its way through a big
scrum, or freeze the action and see an instant Warhammer diorama from
all angles. Dawn of War simulates the intensity
of the Warhammer 40,000 battlefield like no other.
Its the multiplayer Skirmishes and the networked
gaming that you're really buying this thing for. Be warned: it requires
some of the most aggressive play for an RTS out there; many seasoned RTS
veterans have crashed and burned trying to play it. Relic designed it
to be easy to pick up, but hard to master - and they've succeeded. Its
well worth the time and effort to invest your time in, but you really
do need a good circle of trustworthy players to really get the most out
of it. Dawn of War is an excellent translation
from what I imagined the tabletop game to be. And finally - a title that
gives those stupid Orks what they've desperately needed: a vintage 2000AD
comic book flavour. Grud on a greenie! Its all good.
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Notes:
Dark Crusade
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Without the first two games, you can only play the Necrons
and Tau. You can still play against the
other five races in the single player campaign or in Skirmishes
against AI's or other people Online. Keen
beginners can pick up the entire series at once with the Dawn
of War Anthology package. If you already bought Dark Crusade
and want to catch up with the first two packages, you should be
able to find them bundled together.
If you have the original game
installed, then the first four races unlock.
If Winter Assault is installed,
the Imperial Guard also unlock.
These requirements are purely for copy protection purposes,
since all seven races appear within the DC package.
Dark Crusade will ask for those
game's disk registration numbers if you have them, and also double
checks to see if the main executables (i.e. the actual program files
you run) for the old games are present. If you have no intention
of playing the first two games anymore, then there's no point in
cluttering up your hard drive with what effectively amounts to a
5Gb CD key. Follow this excellent
tutorial to on how to remove them and still access all the goodies
in DC.
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Warhammer 40,000: Dawn of War OVERVIEW |
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Version
& Install |
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DC
1.2. Simply install Dark Crusade,
then install the two
patches for the game.
The original Dawn of War (DoW)
presented gamers with four distinct races: the Space
Marines, Chaos, Eldar
and the Orks. It covered
versions 1.0 to 1.3.
The first expansion, Winter Assault
(WA), updated the game to version 1.4,
rearranging it considerably. It added the Imperial
Guard and gave the first four races an extra unit each. DoW
and WA were two concurrent packages that updated in parallel progressively
to version 1.51.
Dark Crusade (DC) is the second
expansion. It installs independently of the first two, resetting
back to version 1.0. It adds two new races:
the Necrons and the Tau,
rearranges the rules a bit more, and adds an extra unit or two to
the existing five races.
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Demo |
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Yes! The 319(!)
Mb demo from THQ
or from Relic
itself.
Also: DoWFiles link to DoW
and WA
demos. |
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FAQ's |
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Relic
Entertainment's Dawn of War FAQ
THQ's
version of the same
RelicNews's
excellent Technical Assistance Forums.
DoW uses UDP port 6112 in
network games. Check your port forwarding
via RelicNews
technical thread with test applet.
The test applet can also be found at dow.lerp.com.
Game Workshop's downloadable
Warhammer FAQ's.
Excellent descriptions of Dawn
of War and Warhammer
40,000 from the Wikipedia,
the Open Source Encyclopedia of the Internet. This is an good start
for any paranoid teachers, rattled parents or other normal human
beings. |
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Networks |
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Up to 8
human (or AI's) on LAN TCP/IP, Direct TCP/IP
or via Gamespy's online gaming service.
If you go to www.gamespyid.com
and log in then you can edit your profile there as well as your
nickname.
DoW multiplayer games use very little network bandwidth
- 56K modems can play with full broadband connections. Lag
in DoW is usually caused by computers with their graphic
settings set too high. The game syncs to every frame, so if someone's
machine renders at only 10fps, then everyone will slow
down to match it - regardless of how powerful their T1 connections
might be. |
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Maps |
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Maps can't
be uploaded in a game lobby. You'll need to download them separately
and then rejoin.
You can play foreign language versions of the standard
maps, even though they might appear black in the game lobby screen.
All maps are faux-3D environments, making use of cover
(in craters or under trees) or exposed "anti-cover"
in open shallow water. |
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Armies |
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Space
Marines: powerful starting race for the beginners. The Space
Marines are like the Special Forces of the Human
Imperium; a flexible, hard hitting army of all rounders,
enjoying many perks and overlapping advantages.
Chaos: Space
Marines gone bad, working in league with the Gods
of Chaos and Demons from the mysterious
Warp. Chaos is a hard hitting assault force
with a soft underbelly. Short on vehicles, long on demons.
Orks: soccer
hooligans from outer space. The Green Horde
is a melee orientated swarm of cheap cannon fodder and scrap yard
salvage. Their economy takes some getting used to, but they can
deliver a serious whumpin' to their enemies.
Eldar: ancient and failing
alien empire with some serious tricks and psycho-powers up its sleeve.
Elves in space, basically. Light, fast
infantry - difficult to master.
Imperial Guard: the regular
footpads of the Human Imperium. They are
expendable light infantry, and rely on tanks and fortifications
to obliterate their enemies with.
Tau Empire: a young, Anime
flavoured coalition of high tech shooters and vehicles, and feral
close combat troops. The Tau have a primitive
companion race called the Kroot, who deal
with all their close combat work, and the Vespids,
an insectile race of flying assault troops.
Necrons: a millions of years
old race of cadaverous robots driven by lost souls within them.
They use no Requisition, start off very
slowly and then building up into an implacable juggernaut. |
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Units |
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Ground
units only.
Vehicles play a support role
only, generally trumping infantry, and have their own Vehicle
Cap. |
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Resources |
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Requisition
Resource is the primary fuel of your economy, obtained by
capturing and fortifying strategic points
around the map.
Power is the secondary resource
used to gain heavier weapons, vehicles, upgrades and is generated
by Plasma Generators.
Ork Resource is a unique resource
that only affects the Space Orks.
Necrons have a time
and Power based economy, with no Requisiton. |
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Research |
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Base building
follows the usual conventions of the WarCraft
clone's build tree, but with many variations: each side has the
equivalent of a Headquarters, Barracks, Research Buildings, Vehicle
plants, lone workers, etc.
DoW build trees work roughly in Tiers,
where higher tier units and builds will trump lower ones, even if
they wield superior numbers. Units can become obsolete in DoW, unlike
many other RTS games. More details. |
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