The RTSC Guide to Dawn of War
Part 3: Tiers
Dawn of War changes how an real time strategy
game collects resources, but it still builds a base and tech
tree that you've seen in every WarCraft clone
out there. You know the ones: the headquarters
with a set of Add-Ons, the barracks,
the armoury, vehicle factory,
turret, etc. For those not familiar with RTS
games, this is a sequence of buildings with push-button
techs you can buy, where each structure (and some upgrades) act as
prerequisites to unlock progressively more powerful units to play with.
If you lose a building somewhere, then units and techs down the chain
that rely on that building are disabled. You have to replace all the missing
prerequisites to re-enable all your units and abilities again. Losing
part of your build tree is known as being de-teched.
De-teching an opponent is usually worth sacrificing a lot of your
forces for. While you simply replace your losses with fresh reinforcements,
your opponent has to replace their missing building (or buildings) before
they can even start to replace their missing squads.
The whole base building and teching process in DoW is roughly grouped
into three teching stages known as Tiers. Each
Tier roughly corresponds to your start, mid and end game. I like to think
of "tiering" and "teching" as two different things,
even though they're all part of "teching".
Tiering is building up your army's build tree;
that is, building your base and unlocking all your units and abilities.
These are essential upgrades, buildings and add-ons that you simply
can't do without if you want to survive the game. Tiering
is usually "live". That is, if any of your base buildings get
demolished, then you immediately lose any access to all the units and
techs those buildings unlocked, and you're forced to replace all those
missing structures and add-ons before you can get them back again.
Teching, by contrast, usually covers things
like simple upgrades or any one shot researches. Techs
are permanent. Once researched, they stay researched, regardless of how
badly damaged your base or forces get. Usually, techs are optional - although
more often than not they spell the difference between victory and defeat.
Point is, you can bypass a lot of them. For example, if you "hard
tech" straight to Tier 2, you can skip
a lot of Tier 1 upgrades (and save a few resources)
because a lot of those early forces of yours will be rendered obsolete
by Tier 2.
Tiers have less importance in Dark
Crusade than in previous versions of this game. For more details,
see below.
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Tiers
There are roughly three tiers in DoW, loosely based on each Headquarters
add-on upgrade. |
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Tier
1 |
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Establishing your economy and capturing the map are all important
at this stage. Most players will be trying to harass each other,
attempting to decap enemy flags before any Listening
Posts can be built. At the same time, you should be trying
to cap as many of your own as you can, and fortifying them as soon
as possible.
During this period the Barracks and the
Armoury will be built. Most people build
a Barracks as soon as the game starts,
making available their primary Leader
and their regular infantry. Most battles in Tier 1 are fights using
light and regular infantry, with the presence of a single Hero turning
the tide. With no vehicles or anti-vehicle units in sight, buildings
are substantial obstacles. You'll need most of your forces just
to demolish a Listening Post. Turrets
and Minefields are at their most dangerous
early on before the vehicles and anti-vehicle units start to show.
However, the option to go first with an Armoury
allows people to leapfrog straight to Tier 2
in a matter of minutes. Armouries unlock
your squad leaders, heavy weapons and
a line of infantry upgrades. Whether or not you upgrade your early
forces or decide to bypass them and jump up to Tier
2 really depends on the situation or your own preferences.
You build options have expanded mightily in Dark
Crusade.
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Tier
2 |
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The First HQ Add-On (or its equivalent)
heralds the start of Tier 2. At Tier
2, Vehicles and advanced
infantry appear, along with anti-vehicle
(or AV) and any secondary Heroes. At this
stage you should be consolidating your economy and forces with upgraded
LP's, unit upgrades and heavy weapons. Your army can now be built
up to tackle just about anything - except Tier
3.
Unless your Tier 1 units can scale up
adequately with some upgrades, there's a good chance they are simply
going to get crushed in Tier 2. If you
haven't got your own anti-vehicle (AV) or vehicles by then, then
the rest of your game will be a hard slog. With vehicles and AV
on the field, LP's and turrets become noticeably weaker. Buildings
can be readily demolished. Minefields start to lose their effectiveness,
although they can still disrupt. Usually, you'll have sufficient
resources to produce lots of guys, or lots of vehicles; but rarely
enough for both at the same time, unless you're playing Quickstart.
An army reaches Tier2 when...
Space Marines, Chaos, or the Imperial Guard build their
first HQ add-on.
Eldar gets a Soul Shrine up.
Orks build a Pile of Guns
and four Waaagh! banners.
Tau build their Path to Enlightenment.
Necrons build their upgrade to an Awakened
Monolith..
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Tier
3 |
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The
second HQ Add-On (or its equivalent) heralds Tier
3 - the Dawn of War end game. The really heavy duty
units start to appear, demolishing all other Tiers before them.
These squads are the elite squads: Terminators, Flash Gitz and Nobs;
Kaskryn and Ogryn; Warp Spiders; Krootox and Pariahs. All these
units have been hard capped to just one or two squads. While lacking
numbers, they make up for it with awesome firepower, more so than
in previous versions. The big, potentially game finishing spells
arrive to wreak havoc on the field. The following armies reaches
Tier 3 when...
Space Marines, Chaos and the Imperial Guard build their
second HQ add-on.;
Eldar builds their Support Portal
(vehicle yard);
Orks build their Orky Fort add-on.
Tau build either the Mont'ka Command
Post or the Kauyon Command Post.
Necrons upgrade to an Engaged Monolith.
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More
tiers
But wait - there's more! |
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Tier
0 |
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This is really
a subset of Tier 1. Tier
0 is game start: nothing more than
a builder and a vanilla headquarters. There's only one type of very
light unit to fight with. The first skirmishes take place between
small, un-reinforced squads squabbling for map control as players
try and save req for teching or tiering. With the flatter,
cheaper tech tree, its highly unlikely that Dark
Crusade games are going to be lingering here. |
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Tier
1.5 |
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Tier 1.5 used to be when both the Armoury
and the Barracks had been built, but since
you can have one or the other and then leapfrog into Tier 2, Tier
1.5 has sort of been redefined partially out of existence. The Armoury
is simply just a prerequisite for heavy weapons and Squad Leaders
now - you only build it if you have some specialised infantry builds
in mind. You can read up on what the old Tier
1.5 in Winter Assault was all about
here.
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Tier
4 |
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This is really a subset of Tier 3, but
its useful to think of Tier 4 as the end
game, where all techs, upgrades and add-ons have been completed.
There are very few Tier 4 units: usually its a pair of uber-tanks
and a God unit - and you can only reach them after you've built
the second HQ add-on, and an expensive and slow tech is studied
at the vehicle factory. In some cases, you'll have to capture and
hold a Relic too. These uber-units include the Obliterators,
the Land Raider, Squiggoth,
Fire Prism, Leman Russ
and Looted Tanks, or the Chaos
Predator with the Chaos Projectiles
upgrade. The Necrons HQ can take off as a Restored Monolith, trundling
across the map and laying waste to all before it.
Tier 4 is reached when...
The Space Marines research Heavy
Armour Deployment at their Machine Cult.
The Imperial Guard research Full
Scale War at the Mechanized Command.
Chaos researches Chaos Projectiles
in their Machine Pit.
The Eldar researches Annihilate the
Enemy in the Soul Shrine.
The Orks research Extra
Vehicle Armour at Da Mek Shop.
The Tau either researches Teachings
of Mont'ka at the Mont'ka Command Post
or Teachings of Kauyon at the Kauyon
Command Post.
Necrons set their Restored Monolith
on the loose.
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Notes:
some background
In the original Dawn of War,
working through the Tiers was an arduous
and expensive process. Most games in Automatch
were often resolved at Tier 1, with big
opening skirmishes using infantry and the occasional tech. You'd
be lucky to make it to Tier 2 (the mid-game)
in Auto. In team games, Tier 2 was very
common, and big battles were commonplace with lots of heavy infantry,
vehicles and anti-vehicle (AV) counters in play. But the big end
game units, like Terminators, Obliterators, etc. were considered
too expensive for relatively little power, and few people chose
to use them outside of Quickstart games.
DoW also used a hard
counter system. What tended to happen was that a specialist
unit would absolutely murder its quarry in seconds, and barely scratch
targets it wasn't designed for. What made it difficult for people
trying to learn the original game was that it wasn't immediately
obvious what countered what - unless you were prepared to put up
with a long run of (humiliating) losses before things started to
make sense. Most people simply didn't have the time or the inclination
to wade through pages of forum threads, balance bitching and Gamespy
Automatch losses just to learn what most other RTS games made quite
plain in the first game or so. You'd die so fast that you'd barely
have a chance to tech. There was much weeping and wailing and gnashing
of teeth for changes. Balance was considered so bad in the 1.3
patch, that it saw the creation of swag of balancing mods
like DowPro
and Fairness. It also saw RelicNews
establish the original Balance
Forums in an effort to contain the screams of imba and the nasty
bitching and flame wars that were threatening to undo their excellent
forums.
Winter Assault
In response to all the weeping and wailing, Relic changed
quite a few rules in the Winter Assault
expanison. Much of the build trees were "streamlined"
and the cost of teching up to later Tiers was much reduced. The
hard counter system was toned down to a soft
counter system. Unlike a lot of RTS games, many units in the
game now had a tendency to become obsolete as you teched up. Not
all players were happy with this. In particular those that considered
"skill" (read: micro heavy unit control) as the dominant
criteria for a "proper" win felt the game had been dumbed
down. It may have been, but it was also opened up - Automatch
duels weren't decided by the end of the opening battle and many
team games could make it to Tier 3 and 4.
In Winter Assault, tiering
up was more important: players who failed to tech up to the next
Tier of units generally lost. Unfortunately, this also meant that
the Tier 3/4 units were the ultimate ones, so many games became
a frantic tech race to the top, becoming massive spamfests
of end-game units. You can read up on the Winter
Assault Tier system here.
Dark Crusade
Dark Crusade has modified all
the basic game rules again. Tiering has been flattened still further
and made slightly cheaper, with the need for many prerequisites
removed. If you want to get to Tier 2,
you simply need your Barracks or your Armoury; you don't
need both. To reach Tier 3, you only need
one Tier 2 building, not all of them. The practical upshot of all
this is that the variety of builds and approaches you can take have
skyrocketed. You don't progress linearly through a long tech tree,
but assemble a custom force up front. You can go straight for a
vehicle build, or an infantry build, or play around with all kinds
of variations. On top of that, elite end-game units have been hard
capped to only one or two squads. Wall to wall spamming of end game
units have disappeared. The (unpleasant?) side effect to all this
is that in winning 1v1 duels sometimes veers dangerously close to
a random guessing game, where one opening build can demolish another.
Its still a too early to say one way or another whether
this has "broken" the game. My initial feeling about DC
is that its a giant step up from WA, give or take some balance issues
and bugs - and in version 1.11 there's
a fair few. This has upset a lot of old pre-DC players, who were
getting used to the almost-there balance of the last version of
Winter Assdault.
As a rough rule of thumb, Tier 2
units still dominate Tier 1 units, while
Tier 3 will usually overpower everything
else. However, end game Tier 3 units have some serious hard caps,
and with changes in Infiltration rules,
most units in Dark Crusade are now useful
throughout the game.
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