- Ranged Dmg Breakdown Dawn Of War 2 Elite Mod
- Dawn Of War 2 Retribution
- Dawn Of War 2 Torrent
- Dawn Of War 2 Factions
This is a short overview of the Tyranid units from my experience, including suggested uses and upgrades for the squads that the Tyranids have at their disposal.
Ripper Swarm
The Ripper Swarm is one of the cheapest units in the game, costs nothing to reinforce and reinforces instantly. This makes it an excelent unit to use for capping and disruption, it's melee attack forces units that fight it to melee back, this is extremely useful against set-up weapon teams as they can no longer fire their main weapon when fighting the Ripper Swarm. Although it is also useful against enemy ranged units such as guardian squads, tactical marines and warrior broods with ranged upgrades. These little guys make excelent capping units as they cost nothing to reinforce and are extremely durable against ranged fire, they have almost no damage which means they aren't viable as anything other than disruption, except against very weak melee units such as guardians and scouts, but when under the effects of synapse they become immune to supression, making them ideal for setting up an assault against an entrenched position. I have rarely found a situation where more than two Ripper Swarms are useful but I would advise getting at least one in every game.
Hormagaunt Brood
These little guys make for great starting units, they're quick and they're deadly in melee combat against weak squads such as guardians, scouts and set up weapons (who are terrible melee units). Their speed allows them to out-cap your opponent and to cover the distance to their target extremely quickly and with minimal damage. Their high dps allows them to quickly overcome any soft target, in addition to this the Hormagaunts are cheap to reinforce at fifteen a member. However the low life of the individual members of the squad make them extremely weak against AOE weaponry and a poor choice beyond the early game. With the melee synapse the Hormagants gain damage and begin leaping over cover and previously impassable terrain, this is extremely good against strong ranged units such as guardians and set up weapons that position themselves behind cover as you can engage them much quicker. Hormagaunts also gain extra life when the Hive is upgraded a tier.
Termagant Brood
Termagants are effectively the ranged equivalent of the Hormagaunt, they're just as quick as Hormagaunts making them ideal for kiting enemy units but their DPS is significantly less than that of the Hormagaunt. They're a good choice against the Orkz because the Ork Slugga Boy will tear through Hormagaunts but Termagants are quick enough to kite them. The real Benefit of the Termagant is the fact that anything struck by a Termagant's weapon becomes more susceptible to other incoming damage, making them a must-have support unit in many engagements. Under the effects of ranged synapse they also gain a chance to cause knock down with their attacks, which anyone who has faced shotguns will know is extremely powerful. Termagants also gain extra life when the Hive is upgraded a tier.
Warrior Brood
These guys are the bread and butter of the Tyranid forces, capable of upgrading to deal with any threat and strong enough to withstand a lot more punishment than other Tyranid units, the Warrior Brood is really your main unit. Warrior Brood lack the speed of the smaller Tyranid units but easily make up for it in sheer brawn, they field an impressive amount of HP and a strong melee attack as well as projecting a durability synapse aura they can also be upgraded with one of three weapon upgrades. The Barbed Strangler equips a single member of the Warrior Brood with a slow firing ranged weapon that causes instant supression to units caught in it's area of effect, this can be extremely strong against horded units such as Guardians, Orkz or Tyranids. The Venom Cannon equips one of the Warrior Brood with a powerful ranged weapon capable of destroying vehicles, this is extremely useful against kiting vehicles such as fast Razorbacks or Falcons. If you want more ranged support, it also provides the ranged synapse which greatly improves ranged units, especially Termagants. The final weapon upgrade is my personal favourite and the one I would recommend getting in almost all situations, the Adrenal Glands upgrade improves the melee damage of the entire Warrior Brood as well as granting melee synapse to nearby units, the true glory of the Adrenal Glands however is that it makes the Warrior Brood capable of severely damaging vehicles, so much so that two Warriror Brood can take down almost any vehicle in short order.
Spore Mines
One of the deadliest units currently in the game, although capable of a weak melee attack that can technically tie up a unit the real power of the spore mines comes from their Detonate ability, which instantly kills the Spore Mines but deals a large amount of damage in an area around each mine. The damage is great enough to kill any weak squad in one explosion and the area of effect allows it to completely devastate clumped up units. For 100 Requisition the Spore Mines are easily capable of dealing their own cost in damage many times over, but the cost of fifteen power can significantly slow the teching of Tyranids so it is a trade off the player must decide to make. Spore mines can also instantly kill the majority of any garrison within a building they detonate near making them the Tyranids most effective tool against garrisoned units. Spore Mines are fairly fragile and die quickly to focus fire making the delivery of them extremely important, this is aided by the use of Tunnels which can quickly get spore mines into a position where they can deal maximum damage.
Lictor
The Lictor is a solitary assassin unit, the fact that the entire squad is comprised of one unit makes preservation of the Lictor extremely important. The Lictor is capable of Infiltrating, making it invisible to all but detector units making it an excelent choice for disrupting entrenched positions before an assault, it is also capable of using the Meat Hook ability which fires hooks into a single target and drags it towards the lictor, dealing damage in the process. This is exceptionally useful used against Hero units as it allows you to pull them from the safety of their army and swarm them before your opponent can react, it is also very poweful against Space Marine players, as their squads are so small in size that the instant loss of even one member (especially the sergeant) can drastically reduce their fighting capability. Meat Hooks can also be used to pull the gunner of a set up team, giving you time to swarm the remaining members or to pull men from garrisoned structures. The Lictor is also capable of peforming an Assault Jump when upgraded with Vanguard which also increases the health and damage of the Lictor. This is similar to the Assault Space Marine and Stormboyz jumping ability but is less devastating due to the Lictor being a solitary unit, it is still extremely useful for disruption however as it still causes knockdown to units in the targeted area. The Lictor is also capable of detecting invisible units.
Zoanthrope
The Zoanthrope is the Artillery unit of the Tyranid army, it is fragile but has a Warp Field ability that creates a shield that causes attacks to remove his energy not his life, although it stops energy from regenerating whilst active. The Zoanthrope is also capable of a strong attack that can hurt vehicles. The Zoanthrope's strongest ability is the Focused Warp Blast that deals damage and disables vehicles for a period of time. This is extremely effective against fast vehicles that can kite your Warrior Brood and against Turrets, since the Zoanthrope can outrange them. The Zoanthrope's main use in 1v1 is it's ability to return fire on harassing vehicles and it's health regeneration Synapse, although it can also provide decent fire support against infantry.
Carnifex
The Carinfex is a huge monster capable of wrecking havoc upon it's foes. The carnifex has relatively low life but a strong armour that significantly reduces most attacks against it. It is also capable of dealing huge damage to anything it gets close to. The Carnifex is capable of three upgrades to improve itself. The Thornback upgrade is the most common, despite being arguably the weakest, as it increases the life of the Carnifex and unlocks the mighty Charge ability that allows the Carnifex to accelerate greatly as it charges towards it's target, knocking down infantry that get in it's way. This can be stopped by a number of obstacles however. The second upgrade is the Barbed Strangler and Spore Cysts upgrade, which in my opinion is the best because it grants a Barbed Strangler that supresses all infantry that it hits. It also allows the deployment of Spore Mines from the Carnifex for no cost and a relatively short cooldown. The major weakness of this upgrade is it's significant reduction to the canifex's combat power meaning it is only an effective choice when you do not need your carnifex for anti-vehicle duties. The final upgrade is the Venom Cannon which is a ranged weapon that is extremely effective against vehicles, this is a close second to the Barbed Strangler and Spore Cysts. It can even be a better choice when direct damage output is your primary concern (over time the spore mines will give you far more effect but this upgrade is more useful for direct combat, with the buff to plasma weaponry it is also far stronger than it used to be). In addition to this it grants the Bio Plasma ability which fires a ball of Bio Plasma that does significant damage to all infantry in the targeted area. The Carnifex is capable of being upgraded to suit any situation but it's large cost and relatively low life, combined with lack of agility, make it a good choice only if it can be properly support.
Ravener Brood
The Ravener Brood is a group of three Raveners. Although relatively fragile they can deal huge amounts of damage to their targets in melee combat. They are also capable of burrowing into the ground, making them invisible to all but detector units but still able to move freely. When they emerge they cause knockback to nearby units making them excelent suprise troops to turn the tide of a battle. They can be upgraded with the Devourer, which grants ranged weaponry to the brood, similar to the weapon of the Ravener Alpha. The Devourer does good damage and is effective against all targets, although it's damage is limited at best against vehicles. The Ravener Brood also has the Fleet of Claw ability that greatly increases speed at the cost of energy.
Discuss this guide in the Tyranid Unit Overview discussion thread.
Ripper Swarm
The Ripper Swarm is one of the cheapest units in the game, costs nothing to reinforce and reinforces instantly. This makes it an excelent unit to use for capping and disruption, it's melee attack forces units that fight it to melee back, this is extremely useful against set-up weapon teams as they can no longer fire their main weapon when fighting the Ripper Swarm. Although it is also useful against enemy ranged units such as guardian squads, tactical marines and warrior broods with ranged upgrades. These little guys make excelent capping units as they cost nothing to reinforce and are extremely durable against ranged fire, they have almost no damage which means they aren't viable as anything other than disruption, except against very weak melee units such as guardians and scouts, but when under the effects of synapse they become immune to supression, making them ideal for setting up an assault against an entrenched position. I have rarely found a situation where more than two Ripper Swarms are useful but I would advise getting at least one in every game.
Hormagaunt Brood
These little guys make for great starting units, they're quick and they're deadly in melee combat against weak squads such as guardians, scouts and set up weapons (who are terrible melee units). Their speed allows them to out-cap your opponent and to cover the distance to their target extremely quickly and with minimal damage. Their high dps allows them to quickly overcome any soft target, in addition to this the Hormagaunts are cheap to reinforce at fifteen a member. However the low life of the individual members of the squad make them extremely weak against AOE weaponry and a poor choice beyond the early game. With the melee synapse the Hormagants gain damage and begin leaping over cover and previously impassable terrain, this is extremely good against strong ranged units such as guardians and set up weapons that position themselves behind cover as you can engage them much quicker. Hormagaunts also gain extra life when the Hive is upgraded a tier.
Termagant Brood
Termagants are effectively the ranged equivalent of the Hormagaunt, they're just as quick as Hormagaunts making them ideal for kiting enemy units but their DPS is significantly less than that of the Hormagaunt. They're a good choice against the Orkz because the Ork Slugga Boy will tear through Hormagaunts but Termagants are quick enough to kite them. The real Benefit of the Termagant is the fact that anything struck by a Termagant's weapon becomes more susceptible to other incoming damage, making them a must-have support unit in many engagements. Under the effects of ranged synapse they also gain a chance to cause knock down with their attacks, which anyone who has faced shotguns will know is extremely powerful. Termagants also gain extra life when the Hive is upgraded a tier.
Warrior Brood
These guys are the bread and butter of the Tyranid forces, capable of upgrading to deal with any threat and strong enough to withstand a lot more punishment than other Tyranid units, the Warrior Brood is really your main unit. Warrior Brood lack the speed of the smaller Tyranid units but easily make up for it in sheer brawn, they field an impressive amount of HP and a strong melee attack as well as projecting a durability synapse aura they can also be upgraded with one of three weapon upgrades. The Barbed Strangler equips a single member of the Warrior Brood with a slow firing ranged weapon that causes instant supression to units caught in it's area of effect, this can be extremely strong against horded units such as Guardians, Orkz or Tyranids. The Venom Cannon equips one of the Warrior Brood with a powerful ranged weapon capable of destroying vehicles, this is extremely useful against kiting vehicles such as fast Razorbacks or Falcons. If you want more ranged support, it also provides the ranged synapse which greatly improves ranged units, especially Termagants. The final weapon upgrade is my personal favourite and the one I would recommend getting in almost all situations, the Adrenal Glands upgrade improves the melee damage of the entire Warrior Brood as well as granting melee synapse to nearby units, the true glory of the Adrenal Glands however is that it makes the Warrior Brood capable of severely damaging vehicles, so much so that two Warriror Brood can take down almost any vehicle in short order.
Spore Mines
One of the deadliest units currently in the game, although capable of a weak melee attack that can technically tie up a unit the real power of the spore mines comes from their Detonate ability, which instantly kills the Spore Mines but deals a large amount of damage in an area around each mine. The damage is great enough to kill any weak squad in one explosion and the area of effect allows it to completely devastate clumped up units. For 100 Requisition the Spore Mines are easily capable of dealing their own cost in damage many times over, but the cost of fifteen power can significantly slow the teching of Tyranids so it is a trade off the player must decide to make. Spore mines can also instantly kill the majority of any garrison within a building they detonate near making them the Tyranids most effective tool against garrisoned units. Spore Mines are fairly fragile and die quickly to focus fire making the delivery of them extremely important, this is aided by the use of Tunnels which can quickly get spore mines into a position where they can deal maximum damage.
Lictor
The Lictor is a solitary assassin unit, the fact that the entire squad is comprised of one unit makes preservation of the Lictor extremely important. The Lictor is capable of Infiltrating, making it invisible to all but detector units making it an excelent choice for disrupting entrenched positions before an assault, it is also capable of using the Meat Hook ability which fires hooks into a single target and drags it towards the lictor, dealing damage in the process. This is exceptionally useful used against Hero units as it allows you to pull them from the safety of their army and swarm them before your opponent can react, it is also very poweful against Space Marine players, as their squads are so small in size that the instant loss of even one member (especially the sergeant) can drastically reduce their fighting capability. Meat Hooks can also be used to pull the gunner of a set up team, giving you time to swarm the remaining members or to pull men from garrisoned structures. The Lictor is also capable of peforming an Assault Jump when upgraded with Vanguard which also increases the health and damage of the Lictor. This is similar to the Assault Space Marine and Stormboyz jumping ability but is less devastating due to the Lictor being a solitary unit, it is still extremely useful for disruption however as it still causes knockdown to units in the targeted area. The Lictor is also capable of detecting invisible units.
Zoanthrope
The Zoanthrope is the Artillery unit of the Tyranid army, it is fragile but has a Warp Field ability that creates a shield that causes attacks to remove his energy not his life, although it stops energy from regenerating whilst active. The Zoanthrope is also capable of a strong attack that can hurt vehicles. The Zoanthrope's strongest ability is the Focused Warp Blast that deals damage and disables vehicles for a period of time. This is extremely effective against fast vehicles that can kite your Warrior Brood and against Turrets, since the Zoanthrope can outrange them. The Zoanthrope's main use in 1v1 is it's ability to return fire on harassing vehicles and it's health regeneration Synapse, although it can also provide decent fire support against infantry.
Carnifex
The Carinfex is a huge monster capable of wrecking havoc upon it's foes. The carnifex has relatively low life but a strong armour that significantly reduces most attacks against it. It is also capable of dealing huge damage to anything it gets close to. The Carnifex is capable of three upgrades to improve itself. The Thornback upgrade is the most common, despite being arguably the weakest, as it increases the life of the Carnifex and unlocks the mighty Charge ability that allows the Carnifex to accelerate greatly as it charges towards it's target, knocking down infantry that get in it's way. This can be stopped by a number of obstacles however. The second upgrade is the Barbed Strangler and Spore Cysts upgrade, which in my opinion is the best because it grants a Barbed Strangler that supresses all infantry that it hits. It also allows the deployment of Spore Mines from the Carnifex for no cost and a relatively short cooldown. The major weakness of this upgrade is it's significant reduction to the canifex's combat power meaning it is only an effective choice when you do not need your carnifex for anti-vehicle duties. The final upgrade is the Venom Cannon which is a ranged weapon that is extremely effective against vehicles, this is a close second to the Barbed Strangler and Spore Cysts. It can even be a better choice when direct damage output is your primary concern (over time the spore mines will give you far more effect but this upgrade is more useful for direct combat, with the buff to plasma weaponry it is also far stronger than it used to be). In addition to this it grants the Bio Plasma ability which fires a ball of Bio Plasma that does significant damage to all infantry in the targeted area. The Carnifex is capable of being upgraded to suit any situation but it's large cost and relatively low life, combined with lack of agility, make it a good choice only if it can be properly support.
Ravener Brood
The Ravener Brood is a group of three Raveners. Although relatively fragile they can deal huge amounts of damage to their targets in melee combat. They are also capable of burrowing into the ground, making them invisible to all but detector units but still able to move freely. When they emerge they cause knockback to nearby units making them excelent suprise troops to turn the tide of a battle. They can be upgraded with the Devourer, which grants ranged weaponry to the brood, similar to the weapon of the Ravener Alpha. The Devourer does good damage and is effective against all targets, although it's damage is limited at best against vehicles. The Ravener Brood also has the Fleet of Claw ability that greatly increases speed at the cost of energy.
Discuss this guide in the Tyranid Unit Overview discussion thread.
Ranged Dmg Breakdown Dawn Of War 2 Elite Mod
In the eternally calamitous universe of Warhammer 40K, war has dawned for the third time. It makes you wonder whether there’s ever really a dusk to this war. Do they take a break in the interim years, trade and maybe channel their rivalry into something more positive like Blood Bowl, or is Dawn of War III actually more like ‘Continuation of War’? In fairness, each Dawn of War has proved distinct from the last, and the third entry is a mechanical overhaul on what came before; a return to the base-splosive bombast of more traditional RTS games (with a hint of MOBA in the multiplayer). It’s fair enough to call it a New Dawn…
Read more: get the lowdown on all Dawn of War 3’s units.
+2 Bonus Energy +0.01 Bonus Energy Regen (not a percentage) Assigning 1 Attribute Point to Spirit grants +8 Spirit (+2.67% Bonus Magical Damage, +2.67% Bonus Duration Damage, 16 Bonus Energy, and +0.08 Bonus Energy Regen. Note: Bonuses to Magical Damage and Duration Damage from Spirit apply to both spells and attacks that deal those damage types. Ranged units often often deal damage in an area-of-effect as well (I'm pretty sure Heavy Bolter Devastators do, as do Dark Reapers) which means their effective DPS is actually higher than it seems (compared against targeting a single-entity unit). I like how ranged vs. Melee plays out at the moment. Best Build for Force Commander? Post by Spikyball » Fri Aug 29, 2014 8:02 am Hi, I'm pretty bad at the game at the moment, being a noob and all that, but the commander I have had the most success with is the FC.
And with new rules come new strategies for the players presiding over the stern Space Marines, rambunctious Orks, and the snooty, teleporting bastards known as the Eldar. So here are some handy tactics tips and tactics for each army that I’ve picked during my tumultuous time in the distant future.
Space Marines
Dmg twitter. This is as close as you get to the boring all-rounders of the DoW III universe, which is to say ‘not close at all’. They’re sturdy in melees, and have a whole load of concussive moves that stun and knock back your opponents. Their major gimmick is the orbital relay, which lands drop pods at a place of your choosing, knocking back enemies and spawning units using an extra production queue (it also gives you one free complimentary unit on landing). Throw these down in areas that you expect to be hotly contested i.e. around resource nodes or near (but out of sight of) enemy bases.
Space Marine Strategy
Assault Marines are great for sending enemy infantry units into disarray by using their Leap ability that throw them into the thick of battle, and they’ll put up a hell of a fight in a melee thanks to their high DPS and HP. These guys are my preferred unit to throw down in drop pods.
The artillery-striking Whirlwind Tanks are beastly, and should be at the rear of any major assault by your forces – particularly when you attack bases or buildings, because they can remain out of sight of your enemy while delivering huge ‘heavy armour’ damage (most buildings are ‘heavy armour’). Try having at least four of them together, and feel free to use them to bombard enemy resource nodes from afar.
Use the Dreadnought in combination with your Assault Marines to send enemy infantry scattering, remembering to use its Slam ability to stun enemies and avoid getting swarmed. When you embark on these melee assaults, support them with a couple of Predatory Destructor Tanks to ensure you get those first hits in. Generally, tanks give Space Marines a huge advantage at very long distances, so be sure to exploit that.
Dawn of War 3 Space Marines Elite units
A man with shoulder pads so beefy that they’re higher than his head, Gabriel Angelos is macho enough to make even our resident manly man Simon Miller wilt like a daisy in the shadow of a flowering oak tree. His leaping God-Splitter ability is great for taking out defensive positions held by enemy ranged units. On the other hand, the more charges you clock up on God-Splitter, the longer your shield lasts when you use Retribution, which is worth doing if you’re in a longer combined-arms skirmish, and want to protect Gabriel and his fellow marines from distant ranged attackers.
If I was to pick any fictional soldier-types from history to have as a personal bodyguard, the Assault Terminators would be up there – they just look so unwavering, so sturdy… But I digress. Ass Termies (as no one has ever referred to them) are lethal both at range with their miniguns and up close with their Thunder Hammers, so don’t be afraid to throw them into melees, particularly as they have the radial stunning Hammer Slam ability. https://togotree430.weebly.com/blog/make-bootable-usb-from-dmg-on-windows. With that said, they dish out more damage from a distance, so that’s how I prefer to use them. A good strategy is to teleport them around the rear of enemy lines and let them unload their miniguns to cause some serious havoc as the enemy is forced to deal with threats from two sides. When the enemy goes to meet you, whip out the Hammer Slam, then engage or teleport away depending on your health.
Kill Team Ironmaw aren’t glamorous, but remember that all those fancy mega high-level Elites might not even come into play by the time a battle is over, given how many Elite points they require, so focusing on the early game is arguably more important. Select a flamethrower upon deployment, use it on low-level infantry, then teleport away if the melee scuffle (which Ironmaw don’t excel in) gets too much. In the later game, save your Elite points for Assault Terminators instead of spawning these guys, as they’re basically the high-level badasses that Ironmaw wish they could be themselves.
Orks
I’ve already swooned over the not-so-noble savagery of the Orks in my review, and awkward though they may initially be to play as, there are few sights in DoW III quite like a horde of heavily-armed Boyz, pumped up by the heavy metal music of WAAAAGH towers and armoured to their red eyeballs in collected scrap, rampaging into battle.
But their unique mechanics make the Orks tough to get to grips with when you’re up against other players (forget the campaign, online is a whole different arena). On the bright side, they’re cheap to build, so don’t hold back in sending swarms of them on your enemies. I suspect that with time Relic will rebalance them to make them stronger, but that’s all the more reason to acclimatise to their mechanics now, so when they are improved you’ll be coasting. Here’s how to overwhelm your opponents using this rabble of green-skinned mockney geezers.
![Dawn Dawn](https://vignette.wikia.nocookie.net/d__/images/1/1b/Dow2r_cover_example.jpg/revision/latest?cb=20111013165914&path-prefix=dow)
Ork Strategy
Orks start out with the Boyz unit, which likes to rough it up in melees. It’s probably the best starting unit, capable of taking out rival starting units if you get the jump on them. So don’t be afraid to get stuck in there – ideally after upgrading them with some scrap (it’s crucial to always keep your units well fully upgraded with scrap).
Send a couple of Gretchins out with your raiding parties, keeping them out of the battles, but sticking around to turn the scrap left behind from battles into upgrades for your units. If all your units are well scrapped up already, turn the leftover scrap into vehicles (note that these vehicles won’t be as strong as ones made in buildings). You can also build WAAAGH towers using scrap, but generally you want to place these in quite specific positions (more on that in a bit) rather than wherever the scrap happens to fall, so I don’t generally recommend doing this.
The heavy infantry Nobz are a high-damage, high-health unit that, particularly under the influence of WAAAAGH, are one of the most devastating infantry units in the game. Use and abuse them as soon as you can, sending them in as frontline troops, closely supported by Trukkz so you can keep regenerating them. Speaking of which…
Trukkz are an absolute must. These yellow perils act as mobile reinforcing points, allowing you to heal depleted units at a small cost. Don’t hold back on spamming the ‘Reinforce’ option, particularly during battle, as that’ll keep your units constantly healing. Train yourself to select Trukkz and hit that ‘Reinforce’ button (‘R’ key) quickly until it greys out. You can also load up a Trukkful of units – melee units like Nobz and Boyz are best – then catapult them into the midst of ranged enemies. Be warned that Trukkz’ health isn’t huge, so don’t have them right at the front of the fray.
The Killa Kan is a unit that generates rockets (or ‘rokkits’) over time, then fires them off in quick succession when you use the ability. While it’s designed mainly for smashing vehicles and buildings, it’s also surprisingly effective against infantry. Upgrade them with scrap to increase their maximum number of rockets, and concentrate that fire on the enemy vehicle causing you most trouble in battle.
Orks are the only faction capable of building towers other than listening posts, in the form of the wonderful WAAAAGH towers. These are essential to any Orkish strategy, as they not only fire on enemies, but call in scrap for upgrading your units, rouse surrounding units when they charge into battle, and are responsible for upgrading your army. Build them at locations where you’ll be seeing a lot of action. At the start of a match, build a WAAAGH tower on the centre of the map and set it as a rally point for your troops to establish an early dominance.
Dawn of War III Ork Elite units
Ork leader Gorgutz is a big, tanky melee unit who can quickly close distances with his Grapplin’ Claw. This way, he can quickly wipe out a couple of squads himself (more if you use his Spinning Claw ability), but also stuns enemies so your Boyz and your Nobz can quickly and brutally follow through and charge them down.
Big Mek Wazmakka’s Traktor Beam slows enemy units, so is particularly effective against those elusive Eldar and their Elites. It also buffs your own units. Orbital Scrap meanwhile, is sort of like a mini artillery strike, dishing out decent damage, and generating scrap while it’s at it. This is particularly useful if you’re in the middle of a large skirmish, as you can then use Wazmakka’s Scrap Turrets ability to – would you believe it – turn scrap into temporary turrets.
The thinking Ork’s Ork, Weirdboy Zapnoggin is the caster of the Ork faction, and one of its most effective elites. His teleporting Ere We Go ability is great for getting out of those melees you want to avoid, as well as zapping him near skirmishes so he can unleash his Scrap Blast, which damages the enemy in a cone while healing your own Boyz. I’ve seen this move wipe out a squad of Space Marines in a single blast, and it only has a 20-second cooldown too! The caveat is that Zapnoggin is, in RTS parlance, squishy. As in he squishes easily. So don’t have him hanging around for melees too much.
Eldar
The dainty space elves start off weak, and will require you to be savvy with your micro-management to get them functioning half-well. One you get over the hump though, you’ll find that they really come into their own (teetering on overpowered even, though it’s too early to say at this point). They move extremely fast, and their teleporting abilities make them capable of cropping up by the legion-load in unexpected places around the map. Naturally, you’ll need learn how to utilise these unique skills to get the most out of them.
Eldar Strategy
Eldar start off with the relatively weak Ranger units, but if you use their plasma grenades wisely, you’ll be able to take out their Space Marine and Ork counterparts. Also, these Rangers use stealth automatically, so use them to uncover enemy territory then stay there to monitor their activity on the minimap. They’re scouts rather than soldiers.
Eldar infantry move exceptionally fast, and are endowed with Battle Focus – shields that regenerate when you’re not in battle. Once the shields deplete however, Eldar infantry become very vulnerable, so ‘hit and run’ tactics work best for them. Download os x. This is all the more important because they’re expensive to build. Deal some damage to your enemies, then if they start dragging you into melee brawls, get out of there.
As early as you can in a match, use the Bonesinger’s Warp ability to zap yourself to the nodes around the centre of the map. There’s no way your enemies will get to those central nodes sooner than you (unless they use this same trick), and it gives you a crucial early territorial advantage.
Eldar vehicles are, from my experience, crap. Next.
![Breakdown Breakdown](https://www.qtoptens.com/wp-content/uploads/2018/01/dark_elf_reaper_bolt_thrower.jpg)
The Wraithguards may move slow, but it’s only because they don’t have to move for anybody (not entirely true, but close enough to warrant a Goodfellas reference). Their huge health and armour bars, along with pulverising but slow-charging laser blaster thingies, make them formidable and frustrating opponents. Having four of them in a defensive position will decimate squads-worth of enemies before they can even get close. They’re great against both heavy armour and infantry, though if I have Shadow Spectres in the battle, I’ll focus the Spectres on attacking buildings, leaving the Wraithguards to take out dangerous enemy vehicles. Be sure to use their Infinity Portal ability to recall them if they get close to death, because rebuilding them is horribly expensive.
The floating Shadow Spectres are as elusive as they come, flying around the battlefield irrespective of terrain. Their damage output increases the longer you continuously attack a single unit or structure. This, along with their Heavy Armour damage bonus, makes them perfect for targeting vehicles and buildings. If you get caught while laser-beaming a building, you simply fly away. Beautiful.
Eldar can teleport their buildings around the battlefield, so take advantage of that. The most important building to do this with is the Webway Gate, which you’ll always want to have fairly close to your frontlines to boost your infantry’s shield regeneration and speed. You can also move other structures around, but in games where every second counts, you’re better off setting up Webways between your home base location and webway gates on your frontlines, so you can quickly get your troops to, and away from, key locations around the map – namely resource nodes (due to the general expense of building things as Eldar and said teleporting, you shouldn’t bother with building many forward bases).
Dawn of War III Eldar Elite units
Dawn Of War 2 Retribution
You’ll be spending a fair bit of time with Eldar leader Farseer Macha, so you should probably get used to her and her ethereal ways. Being a caster type, she’s fragile, but can at least dole out better than she gets. Her Singing Spear deals considerable damage in a straight line, then when it reaches its location it boosts surrounding Eldar units. Activate the ability again to call the spear back in, ideally making sure there are enemies in the way so it damages them on the way back.
Jain Zar is fiendishly fast, and is particularly lethal when charging into battle (best accompanied by a bunch of Howling Banshees) thanks to her passive abilities that bolster the speed and battle focus of her allies, while slowing enemies down. Use her to spearhead melee assaults, but don’t leave her hanging around in the fray for too long because she’s fragile beyond that initial moment of impact. She’s useful in the early stages of a game alongside Howling Banshees to cause havoc amidst enemy infantry.
Dawn Of War 2 Torrent
Despite their cyborg ninja appearance, Warp Spiders are, like many things Eldar, gentle creatures, but can drop teleports to send your fleet-footed army gallivanting through, making them fantastic for ambushes. Send them towards an enemy force, drop a portal, attack that force from range, then when the enemy charges you, send your Howling Banshees through the portal to intercept the attackers (ideally, equip your Banshees with the excellent Improved Scream upgrade, and a well-timed Quick Strike ) while the Spiders blast them from afar.
Dawn Of War 2 Factions
That does it for our tips – now it’s over to you. We want to hear about your own personal strategies and advice, so let us know about them below.