The RTSC Guide to Dawn of War
Part 7: Infiltration
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Now you
see them... A squad of Space Marines in big trouble. |
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Infiltration is Dawn of War's version of unit cloaking.
If a unit is Infiltrated, then it is invisible
to your enemies and they are unable to target it. The Infiltrate rules changed
substantially in Dark Crusade. In earlier versions
of the game, cloaking your units had to be done by hand. When cloaked, they
held fire and remained passive until discovered, disrupted or they actually
did something. Then, Infiltrate would switch off, they'd be revealed. It
was all a bit of an effort. But knowing your Spotters was easy: all the
Heroes and attachable mini-Bosses were the only ones with sharp eyes.
Now, Infiltration is completely automatic, and
remains active permanently, unless countered or disrupted. All
kinds of units can Infiltrate and most leaders are now blind and helpless
to invisible units. Cloaked units can cap or decap flags or even fight
other units - who have no way of fighting back unless they can Spot the
infiltarted attackers. You may not be able to see them, but their weapon
flashes and other effects caused by give you a clue to where they are.
The counter to Infiltrated units is the Spotter.
Any unit that can Spot will reveal cloaked enemies
and force them to become visible, and thus vulnerable to attack. If just
one member of the squad is discovered, then the entire squad de
cloaks. Other methods of dealing with cloaked units are:
Ground Attacks using
artillery fire
Flamers
Minefields
Grenades? (must check)
Area effect spells that either throw units around (like Orbital
Bombardment) or reveal them (like Chaos's Tainted Auspex).
Turrets and Waaagh! Banners
can spot for you, making them more essential to your defences. Since you're
restricted to six turrets per headquarters, you'll need to place them
carefully.
Even captured Strategic Points
and Listening Posts can spot Infiltrated units, albeit at a very short
range.
Infiltration is a little counter intuitive,
but it works nicely as a game dynamic. It does take a little getting used
to, though - mainly because most beginners are scrambling to find out
how to stop "the invisible people" that don't even appear on
their mini-map. Fortunately, there are now many units and structures that
can Spot. In many ways, Infiltration has opened up as a major line of
strategy in DoW.
Infiltrated units become visible in your display when one of your own,
or a member of your team's Spotters gets within
Spotting range of it. You'll know you're own cloaked units have been picked
up by the enemy when they lost their transparency in your display. Bear
in mind that the Spotting range of some units
might be shorter than their normal visual range.
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Know
your Infiltrators!
Its more than a bit confusing to know who Spots who, and who Infiltrates
what... |
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Army |
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It Spots! |
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It
Cloaks! |
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Space
Marines |
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The cheapest, and easiest Spotting unit to
use must surely be the Skull Probe. Skull
Probes are dirt cheap and are built at any LP2
or LP3. This small, floating unit is hard to target by hand, and
attached to thousands of health points of a Space Marine squad, they're
even harder to take out than most infiltrated units. And best of all,
they no longer lose health and die after a time like they used to
in previous game versions: Dark Crusade Skull Probes
live forever! Until Spotted of course.
Psychic units are generally spotting units, and the semi-telepathic,
spell laden Librarian is no exception. He's
the only Space Marine Boss that can spot. |
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Scouts gain the ability after you build
the Barracks and research the very expensive Scout
Infiltration Research at your HQ. While they can't spot units,
having a dozen, invisible Scout Snipers
roaming the map and picking off your expensive Terminators at extreme
range is a rather unsettling thought. Scout mobility and their abillity
to quickly take and retake map control make them a particularly formidable
opponent, and hard to counter since the bastards will snipe any Spotters
before they get close enough to reveal them.
And did I mention? Apart from being a good spotter, Skull
Probes arrive Infiltrated! Imagine the sort of mayhem possible
with cloaked Sniper Scouts with attached
Probes... aye aye aye - scary! |
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Imperial
Guard |
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For the most part, the Imperial Guard relies on its Psyker
mini-bosses and its Turrets to ID cloaked
units. Psykers come as part of the Command
Squad, or separately after the Tactica
building is built.
The IG do get one of the more useful area effect spells in the game.
Each Headquarters has the Long
Range Scan ability, which can reveal through the Fog of War
everything on any part of the map at any time. Best of all,
it costs nothing to use, and can be used even when the HQ is busy
building or researching something else. It recharges fairly quickly,
in 60 seconds, and only a fool forgets to
use it. The only downside is that your opponent can see the effects
of the Scan taking place - and may time their cloaked counter offensive
when it finishes and you're waiting for the recharge. |
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Infilitration is a somewhat exotic ability
to the meat and spuds world of the Imperial Guard, which means basically
that they don't have any hidden units - except for the fearsome
Assassin. The Assassin, when he's not occasionally popping
a badly damaged tank or a Terminator in one shot , is easily the best
scout in the game. Assassins have something like a sight range of
50(!) - which is the entire diameter a Listening
Post's control zone... and then some. His only disadvantage
is that he appears at Tier 3 and you can
only have one of him! But tucked on the sidelines or within the enemy's
Fog of War, he can provide not only good targeting spotting for your
Basilisks but also exert some seriously intimidating
assassination skills. |
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Eldar |
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Eldar uses its psychic, spell casting Warlocks
to spot infiltrated units. Warlocks appear in two places, as squad
leaders for for your Tier 0 Guardian
squads, and in the form of the formidable Seer
Council. Oddly enough, the FarSeer,
queen bee of the Seer Council, can't Spot
anything. Lose your Warlock in your Guardian squad, and that squad
is struck blind to all hidden units and traps. This also means you
need to keep a few Guardians around for the end game. No more end
game spammage for Eldar, I'm afraid! |
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Eldar, for all its trickiness, has only one squad of mobile units
that can cloak: that's when Eldar buys Infiltration
Reseafrch for their Rangers. Rangers
make for an excellent Infiltration squad,
especially since their Long Rifles have insane
morale damage and scale up very nicely through the Tiers. They swiftly
break enemies whilst remaining totally hidden, allowing Guardians
and other Aspect Warriors to clean up. Unfortunately
(or fortunately, if you play everyone else) , they're hard capped
at only one squad.
No, the only infiltrated Eldar item that drives everybody else spare
is the Webway Gate. These structures require
the costly Shroud Ability Research tech
to be bought before they disappear, cloaking all Eldar structures
within its modest Control Zone. Right from the original DoW 1.0, finding
yourself forced to play Hunt The Eldar at the end of a long and exhausting
team game has taxed the patience of many players over the years. |
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Chaos |
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Cultists spot for Chaos. So, horrors of
horrors, you have to keep making the brittle buggers right to the
bitter end. Still, as part of an invisible horde, Cultists' beady
little eyes and powerful weapons more than compensate for their fragile
nature.
Luckily, the Chaos Lord gets an innate area
effect spell called the Tainted Auxpex.
This odd little artifact costs 15 Power to
use, and is dropped at his feet (he can't through the thing, dammit!).
It has an effect radius of xx, and recharges
in a snappy 45 seconds. |
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Both Cultists and Chaos
Space Marines cloak after the Infiltration
Skill tech. Think about that for a second, and tremble. Most
of Chaos's entire army cloaks, Aspiring Champions, Plasma, Grenade
Launchers and Heavy Bolters, all. Eep! |
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Orks |
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The Big Mek, Warboss and the Mad
Doks still Spot for the Orks, just as they've always done.
The only difference now is that Mega Armoured Nobz
can too. Let's get Orky! |
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Grots get the Gretchin
Infiltration tech as they've always done, building, repairing,
fighting (its true - sometimes they even hurt things) and tripping
up unsuspecting foes on the field.
Tankbustas, after losing their infiltration
skills in 1.51, are now returned to their sneaky ways by being innately
cloaked. This pretty much makes them the ultimate anti-vehicle units
in the game, wiping out vehicles invisibly, or just the penultimate
anti-vehicle unit if Spotted. Can't go wrong with Tankbustaz! |
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Tau |
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Tau has an odd Spotting system. The main Spotter is a single, very
expensive pre-built quad of Vespid flyers.
While the Vespid rush is a bit of a bastard in small 1v1's, overall
Vespid get owned horribly by most things, most of the time. Its far
too precious as a spotter to get killed. It seems to spot hidden units
all right, but its own regular field of vision seems really short.
In other words, Vespids, working as Spotters, only work best when
there are with other units spotting for them so they can Spot for
the other units. Make sense??
Probably the smart thing to do is pair them up with the Tau's main
Spotter, the Pathfinder, a sort of scaled
up cross between a nerfed Scout and a support unit with spells. Pathfinders
have incredible vision, crap firepower and they don't see cloaked
units any further than most units - so don't think that because they
push back the Fog of War they've revealed everything to you. Baddies
will suddenly pop up in front of them... |
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Tau can produce a whole swag of Infiltrated units, but they're lightly
armed and come with plenty of caveats. Right off the bat they can
build the Stealthsuit, a small, expensive
little unit with the worst firepower in the game (its actually less
than the Grots before you can upgrade
it) that can work wonders for map control. Eventually, you can upgrade
it into a sort of poor Tau's anti-vehicle unit - but its not a patch
on the Tankbustas. Oh, apart from the fact it can use jet packs. But
the moment its seen, its usually dead.
Tau also get the only cloaked vehicle: the Devilfish.
This must be one of my favourite Tau units. The Tau transport comes
cloaked, and cloaks whatever it happens to be carrying as well. Its
firepower is modest, but highly effective, and like IG's Chimera,
it is dirt cheap, easily spammed, and can often save the day for any
Tau players reeling for Tau's high costs, brittle spotters and easily
disrupted units. |
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Necron |
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The scary looking, but extremely fragile Wraith
is Necron's primary Spotter. But it's habit
of wanting to charge everything in close combat usually sees it getting
killed uselessly, so set its stance to Ranged
unless you're brilliant at micro, or using it to hunt down and kill
spies or rogue flag cappers.
The Necron Lord's Solar Pulse spell not
only blinds all enemy units in its sizeable 15
effect radius (causing them to stop fighting), it also reveals all
hidden tricks and spies, too. Recharging after 60
seconds, its a powerful, powerful spell.
Builder Scarabs also Spot,
making Infiltrated attacks on a Necron base very tricky. It makes
Scarabs a prime target for any Infiltrated
attackers taking on a Necron force outside the comfort of its Turrets,
as they are the only Necron units capable of capturing the map - and
revealing enemy spies at the same time. |
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No Necron unit actually cloaks, except when you research another scary
Necron Lord ability, the Veil
of Darkness. The Veil of Darkness
allows the Necron Lord to render all
Necron units Infiltrated within an operating
radius of 15 units. However, this effect
only works when the Lord is in good health (or at 75%
of his total health or more, according to the game files), and its
also a Tier 3 upgrade. If you get hammered by cloaked Necrons, try
and make a point of damaging their Hero, invisible as he is. |
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