Dawn Of War Soulstorm Tier List

I'm not sure how many play the game anymore, but I've recently downloaded and played Dawn of War: Soulstorm from Steam. Can anyone give me the rundown of each of the races and their tactics?Necrons- Slow, heavy, powerful ranged focus.Eldar- Highly mobile, powerful. In theory flimsy, in practice. Not so muchSpace Marines- Generalists with high durabilityOrks- Spam my, generally need to get into close combat fastGuard- Ranged hordeChaos- Similar to marines with more focus on deep strike, and their own niche unitsTau- Ranged specialistsDark Eldar, fast, fragile, and killySisters- marine variant. The original Dawn of War is an interesting game; I don't know if anyone is playing it all that much, but I do know that when Gamespy went down they moved the multiplayer service over to Steam, using a similar method as CoH2 does. But anyway, faction-wise, Dawn of War hits most of the major factions from the Warhammer 40k tabletop game:Space Marines - The quality faction. Units are durable and strong.

More of a shooty ranged faction, but it has a unit for every occasion and many units are pretty generalist. Great morale.Chaos Space Marines - Like Space Marines, but spikier and more close combat oriented. Average morale.Orks - Close combat oriented horde faction. Lots of dudes that generally prefer to smash things. Average to good morale.Eldar - Agile, ability focused units without too much HP. Average morale.Imperial Guard - Hordey and generally shooting focused. Also has great vehicles late game.

The third and final expansion to the genre-defining and critically-acclaimed RTS, Dawn of War. In Soulstorm, two new armies are introduced – Sisters of Battle and Dark Eldar - raising the total number of playable armies to nine. Mar 25, 2018  Top tier races are Tau, Eldar, Ork & IG/DE. Making a list is somewhat redundant tough since certain races have a easier time against some than against others, and the really good players can win almost any mu. Cron is good but really dependant on the map.

Guardsmen are cheap, but need force multipliers like officers and upgrades to be effective. Fragile morale (but sub-commanders can solve this problem).Tau - Very ranged faction.

Absolutely pitiful in melee outside of specialized units. Average Morale.Necrons - Necrons have a weird, alternate economy and are generally better at everything while being slower. Their basics units outshoot and outpunch anything the other races can put out at that tech tier; their only disadvantage is that they are slow, which can make harassment and raiding effective. The Necron Lord is notable as one of the best heroes in the game. Great Morale.Sisters of Battle - Like Marines, but cheaper in price and more dependent on their Acts of Faith system for force multipliers. Have some crazy vehicles including the best melee walker in the game. Average to Great morale.Dark Eldar - Fast and killy; squad sizes are small and units fragile, but they have high damage output in their chosen specialties.

Use the unique soul resource to activate special abilities to give them a hand. Average morale.Generally the Sisters and Dark Eldar are considered unbalanced compared to the rest, and Necrons are also a bit iffy sometimes because of their unique economics. Dawn of War is an aggressive game.

Resources are tied to points on the map, so more map means more resources, and if you have more resources you will be more likely to win, and top end units require a relic point to be secured. To that end, there aren't really defensive or aggressive races.

All races will want to move out across the map and secure points and territory to increase their resource flow and deny resources to the enemy. There are no farmer's gambits or turtle strategies in DoW; the game is focused around skirmishes and pushes for capture points, much like Company of Heroes, the game it is closest to.All races have the same defensive options for the most part; everyone gets access to turrets and mines, which can be useful in helping control key points of the map and perhaps buying time.

The Imperial Guard does have garrison-able buildings, which can have defensive applications, but a Guard player who tries to turtle will find himself out macro-ed and out-teched. As for aggression, as I said all races are intended to push for territory early as a result of the game's design.

Necrons slow speed can hamper their ability to push early on, but that is easily balanced out by the numerous combat advantages Necron Warriors have.My recommendation is to play the races that look interesting and explore their options. Commanders are generally good, powerful units.

There are no real downsides to them, other than the resources and pop cap spent on them being unavailable to be spent on something else; you're probably going to want to build the Commanders as soon as you can afford them, as they have very good stats/abilities for their price. Some, like Commissars and Priests of the Imperial Guard, or the Apothecary of the Space Marines are absolutely meant to be attached to units, and deprive most of their worth from buffing squads. Others can be ran solo, but that can lead to them being vulnerable to focus fire; generally attaching a commander to a squad is a solid move, unless the Commander has unique movement abilities that the squad can't keep up with.Some Commanders, like the Space Marine Force Commander and Chaos Marine Chaos Lord, are pure beatsticks meant for right click based murder. Others, like the Space Marine Librarian, Chaos Marine Sorcerer, or Eldar Farseer, are more useful for the spells/abilities they bring to the field. Of particular mention is the Necron Lord, who is both killy and can get tons of crazy abilities, and ranks as one of the most useful commanders.Overall, Commanders are pretty straightforward.

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They often provide excellent stats for their costs and often come with game changing abilities. Figuring out how to use one is pretty simple; the stats largely speak for themselves, and most of the spells in the game are very straightforward. Figuring out where to fit them in a build order versus buying more troops/upgrades or teching up can be a bit tricky, but can lie down to play-style.I can't think of a single commander I'd never build; some scenarios where I might wait to build a commander, perhaps, but they're all pretty much worth using. One thing to be aware of in the campaign, though, is that Honor Guard commanders and commanders who were part of the garrison (although I think only Guard can get a garrison commander) are considered to be casualties at the end of the battle (and thus need to be re-purchased) if they're attached to a unit when the battle ends, which limits their usefulness somewhat.Ah, right, that bug is very troublesome.

Thank you for the reminder. It's a real pain and sometimes not practical to unattach these commanders before the match ends. IG are the most powerful faction in my experience, because their relic unit has incredible firepower and is ranged. In fact, it's got a longer range than most things in the game. Also, since it's a tank, it can be repaired, unlike the bloodthirster, which constantly loses HP.Thus, while a bloodthirster has to suffer through pathfinding, and wade into the very frontline of combat, you can keep your baneblade at the center of a massive infantry blob, flanked by a vicious leman russ on either side. IG are the most powerful faction in my experience, because their relic unit has incredible firepower and is ranged.

In fact, it's got a longer range than most things in the game. Also, since it's a tank, it can be repaired, unlike the bloodthirster, which constantly loses HP.Thus, while a bloodthirster has to suffer through pathfinding, and wade into the very frontline of combat, you can keep your baneblade at the center of a massive infantry blob, flanked by a vicious leman russ on either side.That might certainly be a consideration in a big team game, or against the AI, but in a traditional 1v1 versus another player, Relic units often come too late; you could have (and most probably will have) won the game by the time they show up. You also forget that the Bloodthirster is 'built' by sacrificing a unit and can thus appear in quite unexpected places, can fly (and so do a jump assault like jetpack infantry) and while the Bloodthirster does lose HP out of combat, in combat it regenerates it at a decent pace.Another consideration is the context in which these two units occur; in order to build the Baneblade, you must secure a relic as well as enough points and map control to afford this expensive unit and its tech, and the Guard early game is very fragile.

Before you get Commisars/Priests and Tactica upgrades, Guardsmen are very fragile in both HP and Morale with an unimpressive damage output, especially in melee. A Chaos player, meanwhile, has lots of units that are very good in melee.

Dawn Of War Soulstorm Units

Early cultists can tie up and shred Guardsmen in melee, especially with their Aspiring Champion and upgrades; these will probably be back up by Chaos Marines fairly quickly, who are even more destructive in melee and can meet the Guardsmen at ranged as well. If the Guard can get some tech and upgrades they can deal with this, but there is an early game window where the Guard are at risk of being pushed off or wiped out from the field, costing them capped points (and thus resources) putting that Baneblade further away.If we judged purely by late game units, the Necrons would be the most powerful with their Monolith. But the game is honestly more oriented towards the early game; you don't always get to play the late game, but you always have to survive the early game. If we judged purely by late game units, the Necrons would be the most powerful with their Monolith. But the game is honestly more oriented towards the early game; you don't always get to play the late game, but you always have to survive the early game.Actually, my experience has been that the guardblob makes for better ablative armor than a necron blob, and that the banebladeBut I do see your point about 1v1 games tending to end early; I overlooked it because 1v1 games weren't very popular amongst my friends though. Guard is so not-fragile at early game its kind of ridiculous.

While yeah they wear tissue paper for armor, it doesnt matter much when you get 3 squads all spamming grenade launchers and letting the enemy do squat due to the knockback. Couple that with the repairable, build out of control zones wherever, bolter turrets and you pretty much can only rush them down if you get your chaos lord fast enough. And even then, they can just garrisson inside their listening points and come out the other side, while raining grenades down on you.Then when the Basilisks come out, good luck getting infantry anywhere even remotely close to them. And thats not even late game.Guard is an amazingly solid faction. Not unbeatable, but far from easy to rush.

Guard is so not-fragile at early game its kind of ridiculous. While yeah they wear tissue paper for armor, it doesnt matter much when you get 3 squads all spamming grenade launchers and letting the enemy do squat due to the knockback.

Couple that with the repairable, build out of control zones wherever, bolter turrets and you pretty much can only rush them down if you get your chaos lord fast enough. And even then, they can just garrisson inside their listening points and come out the other side, while raining grenades down on you.The squad cannot fire their grenade launchers at you if they do get tied up in melee, if even one squad member gets hit in melee.

It is true that grenade launcher be a serious disruption to a melee charge or to attempts at a ranged shootout, but the key here is that Grenade Launchers take power and tech. If the Chaos player is even (or ahead, as he really should be; when up against guard, you should sacrifice a tiny bit of capping power to make an early confrontation and decap their points or get a standing fight that you will win until they can get tech and upgrades) in tech and power, he can buy his own tech and get something to counter the grenade launchers. You can buy your own grenade launchers on cultists and fight fire with fire, giving another squad time to charge in, grab the Chaos Lord as you noticed, or go my preferred route: Raptors (hopefully with Flamers to pressure fragile Guardsmen morale), who can pounce on top of Guard without worrying about the grenade launchers at all. If you can get into Tier 2, you can grab yourself vehicles and METAL BAWKSES (Rhinos) or even cut the middleman out and go for Chaos Predators/Defilers (or fast-tech to Tier 3 for the awesome Possessed.)Another alternative is Khorne Berserkers, who require only the cheaper Sacrificial Circle and can be rushed out relatively quick.

They don't scale as well, however, so I end up not building them as much.Your memories seem a little old; Turret Rushes were a Dark Crusade thing, and in Soulstorm Turrets require area of control to build (as well as tech, where I think they used to not to.) And if a Guard player wants to stay holed up in a listening post, that's honestly fine by me; they can't contest map control in there, and I can leverage the map/resource advantage into a unit that does not care about garrisons. Turrets are only a light defense, anyway, that are useful for a small window of time. Heavy Bolters slightly outrange them, and a Chaos Lord can easily tank their damage and deal with them.Guardsmen in their initial stat are similar in HP and morale to cultists, but the squad of Guardsmen costs more to build and takes longer. In the crucial initial engagements. Then when the Basilisks come out, good luck getting infantry anywhere even remotely close to them.

Units

Dawn Of War Soulstorm Download

And thats not even late game.You don't get much Basiliks in 1 v 1s; less units to shoot at, and the thing is not solid against vehicles. But I'd imagine I could get Deep Striking Horrors onto it, perhaps getting line of sight by jumping Raptors in or using the Chaos Sorcerer teleport; the Sacrificial Circle is cheaper than the Chaos Vehicle route and can easily ramp into Tier 3. And Basilisks are easily the most expensive of the Mechanized Command options, and I would hope that if the Guard player can afford to get Basilisks, I can afford to get Chaos Predators. And to be fair, the same tech as Basilisks can give you Sentinels, which can help fight Machine Pit units.

But I still feel this is not as much of an open and shut case as you made it. Guard is an amazingly solid faction. Not unbeatable, but far from easy to rush.Overall in Tier 1, the Guard can vastly improve their position, but when I speak of 'weak early game' and 'rush 'em' I'm mostly talking about Tier 0/very early Tier 1 and the very first fights. I'm tlaking about opening meeting matches of capping units bumping into eachother in the power starved days when Cultists and Chaos Marines can seriously pressure Guardsmen squads. If you've got 3 squads full strength and fully kitted with Grenade Launchers, you honestly sound like you're near the transition to Tier 2 (and you'll still want to make sure you're getting Commissars and Tactica upgrades if you want those Guard to really scale.) I may be overstating my case, but my primary argument is when all you've got is lasguns, you face a dismal matchup against most faction's Tier 0 and Tier 1, which can cost you map control, and map control is resources and resources are life.

While you might not have to outright rush them, I think that if you aren't pressuring the Guard fast and early, and looking to pick off gens and pin the Guard in their base, you're giving up a golden opportunity to advance your cause. If you can out-tech your opponent, you can beat your opponent.Keep in mind the Chaos Heretic Builder Unit has the excellent, insane Forced Labour ability, which can help you build that Chaos Temple super fast, and that Raptors do not take tech to build, unlike Assault Marines.

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