Although
this blog’s focus is less on current releases but rather on timeless milestones,
I could not help but rejoice as I heard the news: Dawn of War 3 is coming – and large armies and base-building are
back! I tried its predecessor, Dawn
of War 2, but the focus on small squads of heroes just isn't my cup of tea. Instead, I present to you my favourite Add-On of the series. The real-time stragegy game series Dawn of War is based on Games Workshop’s giant
science fiction tabletop-franchise Warhammer
40,000, a grimdark future where
there can only be war between aliens, religious fanatics and demons.
Warhammer 40k: Dawn of War – The Dark Crusade, released in 2006, is the second
Add-On of the first Dawn of War from 2004. It adds two new factions (Necrons and Tau), a new unit to each existing race, and a wholly new campaign,
which will be the focus of this article (Notice that for multiplayer matches
playing as one of the “old” races, you need the predecessors; for the campaign
and everything else, having Dark
Crusade installed will suffice).
Intro.
A unique feature about the Dawn of War games is
that instead of collecting natural resources, the player has to conquer
requisition points and maintain a good energy supply by building power plants.
But what really makes this game stand out among nearly every other real time
strategy game ever is that you can
play a total of 7 (!) different races, each with its own carefully crafted
campaign and viewpoint on the overall setting – the conquest of planet Kronus.
Kronus is genuinely
inhabited by the Necrons, robots
reminiscent of those seen in The
Terminator-series of movies, but they don't bother hiding their mechanical bodies. The planet is also inhabited by the Imperial
Guard, whose soldiers and tanks are reminiscent of 21st
century military, but with some laserguns, medieval inquisition and technology worshipping
priests thrown in. Also, there are the Eldar
(space elves) and some Orks (green hooligan
aliens with a fetish for scrap metal).
Among the
invaders are the Space Marines
(genetically modified superhuman monks), the Chaos Space Marines (genetically modified superhuman sectarians) and
the Tau (blue aliens with high tech
stuff and primitive allies). Each race has standard and special troops, tanks
and a super unit that can be unlocked by collecting enough resources and
conquering a relic. These super units are demigods, demons or giant tanks –
loads of fun!
Ingame-screenshot of Necrons fighting against Chaos Space Marines. Source. |
The voice
acting adds a lot to the atmosphere: While some races sound very proud and determined
such as the Space Marines and the Eldar, the Chaos Space Marines sound just as insane as they are, Necrons are silent for the most part and
Orks prattle as much gibberish as you would expect from space hooligans ("Dakka dakka dakka!"). Fortunately, too, Relic has managed to make each of the
forces play differently and added some unique gameplay mechanics to each race:
While Necrons don’t need requisition
points to make units unlike every other race but solely rely on energy, Orks need an extra resource to control
their rowdy minions, and differences in upgrades, abilities etc. offer various
tactical options making an actual difference between the races. However, it
has been argued that the races are not perfectly balanced in Multiplayer, which players who have fought the Eldar in the campaign probably already know.
The campaign screen. Source. |
The
campaign setup is not a linear follow-up of missions, but instead presents you
with a map where you can choose which of the neighbouring provinces to visit
first. Depending on whether you own that province or not, you can choose what
to do: Move to or conquer a province or planetary fortress of one of the
other factions or just stay where you are and skip a round. If you choose to
fight, the game switches into real time strategy gameplay. As you finish your turn on the campaign map, the computer takes over and shows how the
other 6 factions move and fight on the map. This means that the player not only
gets to conquer, but also defend provinces, which is made easier by the fact
that the computer memorizes what you built in each province, so you won’t have
to start from scrap again, and you may add to it each time you defend it.
Each province
you own earns you control points on the campaign map (independent from those in
RTS mode), which can be invested in stationary forces to make defending your
provinces even easier. Also, conquering certain provinces not only comes with
special goals other than killing the enemy’s base, but unlocks additional
benefits, such as the opportunity to move twice (instead of once) during your
turn or to buy an honour guard for your general. The leader himself gets weapon
and armour upgrades that make him more powerful in battle. These RPG elements
definitely enhance the gaming experience, since they reward your efforts appropriately (without making the game too easy).
Each race's leader can be upgraded during the campaign, for example the Necron Lord. Source. |
If you
leave an area of the campaign map untouched for a long time and leave its
destiny to your enemies, there is a chance that your decision will backfire
sometime. Playing as Chaos Space Marines
I once had to face an Imperial enemy who had gathered an honour guard
consisting of 9 units, including a tank. Ultimately, I had to give up several
provinces because the AI general would just overrun each colony with his honour
guard. Playing on difficulty level “hard”, it really felt like an achievement
when I finally destroyed his planetary fortress with my Chaos Space Marines, lead by my general who had turned into a Demon Prince by the time I had
reconquered everything. Another great moment was beating the Tau, because those blue faced bastards
have, very much like in the tabletop version, a reputation for using big, nasty
guns, while Chaos Space Marines
prefer melee weapons (in the 41st century, melee combat is still pretty viable).
Dark Crusade's successor Soulstorm, is
alright, too, but having to travel from planet to planet felt like less fun
than just having all the factions squeezed together on one big map. Also,
rebuilding your bases when defending is not
fun – it forces you to play the same map under the same conditions over and
over again. These are the reasons why Soulstorm,
although it added another two races –
Dark Eldar (evil space elves) and Adeptus
Sororitas (female Space Marines) – was not
an improvement to the series but just a mediocre addition.
Dark Crusade, however, is a milestone in the series, as it
masterfully captures the grimdark
feeling of the Warhammer 40,000
franchise. The different factions with their unique gameplay and story and the
random interactions of the AI generals in the campaign provide enough
replay-value for weeks. Of course, there are some bugs and the Eldar are a bit imbalanced, but the game is fun, nevertheless. Whether you are hyped for DoW 3 or not familiar with the franchise at all: I seriously
recommend playing Dark Crusade.
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