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Warhammer 40.000: Dawn Of War


Dark0ne

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Warhammer 40,000: Dark Crusade

 

 

 

Ad you likely know, it adds 2 new races.

 

 

 

The necrons, (who are my favorite). The necrons are a race of skeletal robotic warriors. Their basic infantry unit, the necron warrior is the most powerful basic infantry unit in 40k. In addition, they have the ability to revive after being killed if another unit of the same type, a necron lord or a tomb spyder is nearby. Being emotionless machines, they are also completely fearless.

 

 

 

And the tau.I know little about the tau except that they fight in huge battlesuits remeniscent of a certain anime. *cough*gundam*cough

 

 

 

I don't know much about the tau, but I can give you a lot more in depth info on necrons if you will hear it (i collected them :happy: )

 

 

 

The single player campaign is the other big draw. It completely throws the linear campaign structure of previous games out of the window. Instead, you get a total war-esque camoaign map, divided into territories. Each territory representing a map. The whole thing is set on planet Cronos, where all 7 factions are trying to take the planet for heretofore unknown reasons.

 

 

 

Capturing a territory makes it yours, and establishes a base there so that anemies have to fight to take it from you. Each territory will also come with some sort of bonus, making certain areas more valuable than others.

 

 

 

WarKirby

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Ok. Most of this is based on the tabletop game, but it should hold true as long as Relic don't do anything stupid.

 

 

 

I'm going to post this a bit at a time, in case the internet eats my post.

 

 

 

Necron warriors.

 

 

 

The most powerful foot troops in 40k. They match space marines in almost every way except for 3 crucial differences.

 

 

 

1. All necrons without exception have 10 leadership, making the practically invulnerable to the effects of morale. When necrons do retreat, it is only a tactical move. They never experience fear.

 

 

 

2. Initiative. The primary drawback to necrons is that they are slow. Necron warriors have a lower initiative than just about every other race out there, and as such will almost always go last in melee combat. In Dawn of War, this translates to a significantly reduced movement speed.

 

 

 

3. Immortality. All necrons apart from a few exceptions have the ability to revive. At the end of a turn, as long as there is another unit of the same type, or a necron lord within 6" the unit can revive on a 4+. That's 50% of the time. This is what makes necrons so unstoppable.

 

 

 

WarKirby

 

Immortals

 

 

 

Necron elites are tougher, more heavily armed warriors.

 

 

 

They use the gauss blaster, which is slightly more powerful, and fires twice as fast as the standard necron weapon. They're pretty cool.

 

 

 

 

 

Pariahs.

 

 

 

The codex seemed deliberately vague on what pariahs actually are, but I think that they are humans in armor that makes them look like necrons. This is base on the fact that they have a much less skeletal frame, and they have eyes. Real eyes, not just glowing sockets.

 

 

 

Anyway. Pariahs are incredible weapons. They use perhaps the coolest weapon ever. The warscythe. this thing ignores armor saves and invulnerable saves. It also has a gauss blaster incorporated in it.

 

 

 

As pariahs are human, not necron, they cannot raise themselves from the dead like necrons. They don't suffer the initiative penalty either though.

 

 

 

WarKirby

 

 

 

Necron Lord

 

 

 

The lord is the commander of necron forces. He has strength and toughness 5, and 3 wounds making him a force to be reckoned with. He is also armed with a warscythe same as pariahs

 

 

 

WarKirby

 

Wraith

 

 

 

Wraiths are fast close combat specialists. They move twice as fast as foot troops, and have strength and toughness 6. They also have 6 initiative making them horribly powerful and capable of taking on just about anything (tanks excluded!)

 

 

 

Destroyer

 

 

 

A fast moving skimmer, the necron destroyer wields a gauss cannon. Str 6/ 3 shots. These things truly kick ass.

 

 

 

Heavy Destroyer

 

 

 

Similar to the destroyer, the heavy destroyer carries the heavy gaus cannon. Although it only has one shot, it is on par with a lascannon for power. Plus it can move and fire. These things are primarily for anti vehicle duties.

 

 

 

WarKirby

 

Flayed One

 

 

 

These creepy things wear the skins of their enemies. They are obviously close combat specialists, and can burrow underground to come up near enemies. Also decent initiative.

 

 

 

Tomb Spyder

 

 

 

Strange things, these have strength/toughness 6 and 2 wounds. making them a challenging opponent. They are also counted as monstrous creatures which makes their melee attacks much more effective against vehicles. They can also revive necrons within 12" even if the unit is totally wiped out.

 

 

 

They are merely automatons, and not necrons so they are incapable of reviving themselves.

 

 

 

Scarabs

 

 

 

These come in huge swarms and are fairly weak. They are mostly cannon fodder as they are very difficult to kill without flamethrowers or explosives

 

 

 

WarKirby

 

Monolith

 

 

 

unless you cont destroyers, the monolith is the only vehicle employed by the necrons. AFAIK it is also the most powerful vehicle in existence.

 

 

 

It has 4 gauss flayers, for general anti infantry use, and the crystal on top is the Particle whip, a strength 10 ordinance weapon that will blow the crap out of anything.

 

 

 

In addition, it can teleport groups of warriors to it's position through the portal in front, it is made of a living metal which makes it immune to attacks which get anti vehicle bonuses, like monstrous creatures.

 

 

 

It flies, allowing it to bypass terrain ostables, But unlike other flying vehicles, when disabled it does not crash and burn. but merely sinks to the ground and keeps on fighting.

 

 

 

The Nightbringer

 

I believe the nightbringer is the single most powerful unit in 40k. As far as I can remember his stats are as follows: Strength: 10 Toughness: 8 Weapon/ballistic skill: 10 Wounds: 5 attacks 5 Leadership 10 initiative 6 or 7.

 

 

 

He has a 2+ save, and if hit by something that ignores saves, still gets a 4+ invulnerable save. He can also throw energy bolts, and create a big shockwave around himself.

 

 

 

For those of you who don't understand all those numbers. He kicks ass.

 

 

 

WarKirby

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Wow, I just read all of that and knowing some 40k stuff understood the numbers. I am even more eager to see how the Necrons play out in the expansion.

 

I keep seeing it stated that the Necrons bring a new type of resource system to the game. In one of the videos it is explained that the Tomb Spyders collect the pieces of the dead Necron infantry and can use those pieces to either resummon them or create more powerful ones. It would be like if 2 squads of Necron warriors died and were collected could bring out the next tier infantry unit (numbers obviously might be off). What this makes me wonder though is how their building system is going to be with all of this. Are they going to have all the standard buildings? Just the monolith and maybe the Listening posts? Should be interesting. Oh and i'm pretty sure the Nightbringer is in the exp... just wonder if he'll live up to those stats!

 

Thanks for the info WarKirby. If you ever want to play a game of Winter Assault (until the exp comes out) gimme a yell. :)

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