The RTSC Guide to Dawn of War
Part 11: Armour
Dawn of War has only one theatre of operations:
ground forces only. There are no air or sea units to shake things up; and
with little or no "proper" game physics the developers have resorted
to all kinds of weird and wonderful weapon types, armour, tactics and other
arbitrary rules to keep things interesting. There are six types of unit
in the game, each represented by their armour types: infantry,
heavy infantry, monsters,
commanders, vehicles and
buildings. If you select a unit you can see this
displayed in the game GUI (right). Your unit's armour class is displayed
under its name, and the armour types that it is designed to counter are
shown to the far right of its stats.
Armour types are simply categories. They're
used describe a unit, not place it on some innate scale of superiority.
You usually find lighter armour is less durable than heavier armour.
I don't believe there's anything in the game code that arbitrarily determines
that one type of armour naturally trumps another. For example, Shoota
Boyz are anti-infantry units, so they can take on anything deemed to be
infantry or heavy infantry.
But they're all but helpless to any vehicles
in the field, and they don't affect monsters
as efficiently. Fire Dragons are anti-vehicle units; their big splashy
Fusion guns go great damage to vehicles, good damage to buildings... but
can barely scratch infantry.
Or, to put it another way, the amount of damage a weapon does to different
units is preordained within the weapon's description itself, not by
the armour.
There's also very little consistency between the same weapons. For example,
the Ork's Big Shoota machine gun looks the same
on the Waaagh! tower, Listening Post, the Shoota Boy
and the Wartrukk, but they all have wildly
different effects on different armour types. The double Big Shoota on
a Waaagh! Banner or Listening Post does not have double damage as a single
one, thanks to all the modifiers and numbers in play. The Bolter guns
on Chaos and Space Marine units fall into the same boat. Scouts, Chaos
Marines, Space Marines, Bosses and others all use Bolter guns that look
and sound ostensibly the same, but all do completely different amounts
of damage to each other. As does Plasma. And Flamers. And Heavy Bolters.
This even applies units. As another example, the Imperial Guard's Priest
(the loony monk with the giant chain saw) has completely different stats
when he's a member of the Command Squad or whether
he's created on his own at Tier 2.
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Infantry
armour types
Regular guys and gals in armour. Dawn of War makes a distinction between light and heavy forces.
Some forces, like the Eldar, are considered "lighter" in
weight to others, like the armoured Space Marines,
who tend to use heavy infantry. |
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inf_low |
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This is builder
armour. As far as the game is concerned, if most weapons
so much as burp in the direction of a builder, they'll all but
kill it. It sits on all builders except
for the Imperial Guard's TechPriest. |
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inf_med |
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This is Light
infanty armour. Or, the basic cladding on the first fighting
units that pop out of your Headquarters at the start of the game,
usually the lighter than light capping units
that come from your headquarters, like Scouts, Cultists, Guardians,
Imperial Guardsmen, Tau Pathfinders and . |
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inf_high |
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This is regular
infantry Armour: Tier1 fighting unit's
for "lighter" (in weight) races in the first half of the
game. All of Ork's Shootas and Tankbustas, and Eldar's Banshees, Reapers
and Rangers. |
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Heavy
Infantry armour types
"Heavier" races, like the Space Marines and Chaos seem to have battleship
plate by comparison. Lighter forces tend to have a lot of inf_high soldiers,
while the bulk of heavier races have more inf_heavy_med.
Since Heavy Infantry doesn't have any builders in its class, there's no inf_heavy_low. |
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inf_heavy_med |
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This is Marine Armour. The heavy infantry
races wear this stuff, as well as the second half of the "lighter"
armies like Orks and Eldar. Those races' lightweight Squad
Leaders wear this stuff too. Its shown as Heavy
Infantry in the game GUI. Its worn by Space Marines, Assault
Space Marines, Space Marine Sargeants, Raptors, Chaos Marines, Khorne
Bezerkers, Warlocks, Warp Spiders, Nob
Leaders and Nob Squads.
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inf_heavy_high |
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This is Terminator
Armour. Heavy Infantry's extra heavy armour is reserved
for the more advanced units found in Tier3 and
beyond: Terminators, Assault Terminators, Obliterators and Possessed
Space Marines. Interestingly enough, Eldar's Fire Dragons and
those strange Eldar grav platforms use this armour type as well.
I think Nob Squads might gain this armour when the Orky Settlement
is upgraded? (Probably not!)
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Monster
armour types
This is for all the mutants and demons in the game. Monster armour
is simply a different category to differentiate between the monstrous units
in the game from the regular infantry and vehicles. |
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monster_med |
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This is called Daemon
Armour in the game GUI. Chaos's Horrors and the Imperial
Guard's brutish Ogryns are the only units in the game to wear this
armour type. I'm really not sure how good, bad or indifferent it
is in relation to any other armour type. |
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monster_high |
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This belongs exclusively
to the non-vehicular God Units: Eldar's Avatar, Chaos's Bloodthirster
and Ork's Squiggoth. |
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Commander
armour
All the big bosses in the game get their own
armour class. As a general rule of thumb, its the toughest armour
in the game, and a Boss can seem to wade through the most intense
combat against horrific odds without falling - well, for a while
at least! |
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commander |
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Reserved exclusively for
any standalone big boss. Commander Armour is
generally considered by the game to be the toughest of the lot. Its
used on any attachable Leaders: Force Commander, Librarian, Chaplin,
Chaos Lord, Sorceror, Big Mek, FarSeer, Command Squad, Commissar,
Psyker, Priest, etc. It's also found on the special squads like the
Seer Council and Ork's Mega Armoured Nobs. You can only ever have
one of these elite squads in a game at any moment. Strangely enough,
the Imperial Guard's Techpriest builder unit also wears Commander
armour. |
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Vehicle
armour types
Its pretty straightforward here: there are three
armour class that literally describe light and fast vehicles, regular
vehicles and heavy end-game vehicles. |
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vehicle_low |
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This is your basic Light
Vehicle Armour for the first light vehicles you can churn
out. Usually these guys are fairly cheap and fast moving, they
lord it over light infantry (in numbers) but invariably croak at
the first sign of any anti-vehicle (AV). This is for the light
and speedy Landspeeder and Vyper,
and the easily wiped out Sentinel. |
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vehicle_med |
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The bog standard Vehicle
Armour for most walking mechs and vehicles in the game,
including most of the high end tanks as well: Dreadnaught, Hellfire
Dreadnaught, WhirlWindDefiler, Chaos Predator, |
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vehicle_high |
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This is reserved exclusively
for the God level vehicles: the Space Marines' Land Raider and Imperial
Guard's BaneBlade. It also includes the Ork's Killa Kan. |
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Building
armour types
...as are the buildings. |
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building_low |
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This is your basic armour
type for all resourcing structures, turrets and population cap buildings.
In other words: Listening Posts, Plasma
Generators (both big and small); any type of Turret (which
is why you can never hide behind them after Tier 2); the Ork's Waaagh!
banner and the Eldar's Webway Gate.
Building_low is the easiest to demolish. |
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building_med |
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The bog standard
armour for most regular buildings: the barracks, armouries, vehicle
plants and so on. Its the "everything else" Armour outside
of your HQ and your resourcing buildings. |
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building_high |
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This is reserved exclusively
for the headquarters building in every
race. Headquarters are big on points and heavy on hardened armour. |
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