The RTSC Guide to Dawn of War
Part 15: Stances

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Know your Stances!
These stances determine how a unit behaves moves and shoots, regardless of whether its ranged, close combat, or whatever. Each of these five stances is mutually exclusive.

Hold Ground (F1): Units will actively defend a patch of ground, running off to defend it where necessary. This is the game default. Its not a shabby one, but a lot of people prefer their units to Stand Ground (F2) as it gives them more control.Back

Stand Ground (F2): Units will actively defend - but not move. This is probably the most useful stance in a game, especially for ranged units with set up times or valuable meks. It stops squads from being lured to their deaths one at a time and keeps weapons like Heavy Bolters and Rockets firmly planted on the ground so they don't constantly disable themselves taking a single step every other second. Unfortunately, if the target is a mere three millimetres out of range they won't do a thing to get closer to it. On Melee units, it can also prove dangerous, since they won't even try to punch out an opponent even if they're only two inches away (unless ordered to), filling them full of lead. Unless, they happen to have a pistol handy. Be warned!Back
Burn Stance (F3): Units will prefer to shoot at buildings when given the choice over mobile units - even ones standing right in front of them trying to bury an axe in their skull. This can be exceptionally useful, especially with one or two Rocket crews tucked at the sidelines in a big fight, but it will mean that any squad or unit set to this mode near an enemy structure will be vulnerable to defenders and any close combat squads.Back

Hold Fire (F4): Exactly as it says. Your units hold fire, no matter what . Even if you set an Attack order on an enemy squad, your guys will simply interpret that as a Move command and will not fire a single shot or even defend themselves in melee. This has uses especially for organising artillery or establishing an ambush. For general infantry in the fight, its probably not that advisable: even retreating troops will still return fire, if they get the chance.Back

Attack Stance (F5): Units attack enemies on sight and pursue them around the map to the bitter end. This is like Hold Ground, except your forces won't return to the spot they originally started from. One perk of Attack Stance is that your guys will keep pushing forwards towards any new enemies, whereas Hold Ground units will often be seen running away from the battle back to their starting point instead of moving forward or staying put on the front line.Back
Melee Stance (F6): exactly like a normal attack move, except your guys will attack using hand to hand rather than shoot at range. This is not the sort of command you want to accidentally give to a bunch of units that are hopeless in close combat, or to guys that are holding heavy weapons that need setup times. You make a squad set to Ranged stance to attack hand to hand by using the Z Melee Attack command.Back

Ranged Stance (F7): Units will move to maximum firing range and attack all enemy units at range, regardless of what weapons they carry. Generally speaking, a Ranged Stance squad will move up to a enemy unit and stop at the longest weapon range before firing. This can mean a lot of squad members with shorter shooting ranges can be standing around doing nothing (unless other enemy units stray into their range). For example, having a 8 man Ork Shoota squad with only one Big Shoota might result in just that lone Big Shoota attacking the selected target once it gets into range, while the other 7 guys stand around waiting for something to happen.Back


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Last modified Sat, Sep 30 2006 by Lindsay Fleay