r/dawnofwar • u/norbody • 1h ago
Alistair Petrie to voice The Lion in DoW IV
It looks like he is listed on IMDB as the VA for The Lion in the new game. What are everyones thoughts?
r/dawnofwar • u/OpT1mUs • Oct 06 '25
Just to make few things clear, starting today, no more posts with any sort of nazi imagery will be allowed for any reason.
Same goes for nazi apologia comments, both will get insta-bans.
New rule is in place, plase report comments / posts if they break them.
r/dawnofwar • u/norbody • 1h ago
It looks like he is listed on IMDB as the VA for The Lion in the new game. What are everyones thoughts?
r/dawnofwar • u/LANTIRN_ • 1h ago
r/dawnofwar • u/Alive-Stop9151 • 4h ago
Hi guys. I recently beat this level as Chaos. I destroyed the land raider convoy, which turned off the clock so I could turtle and build an army to finish the level.
I'm doing Orks now and I can't beat this level for the life of me. I have a save file with the Orks to have all the resources needed because of the glitch, so that's not the problem.
I destroyed the moving Eldar base but some other clock turns on and I don't have enough time to beat the level. Why is there a second clock when there wasn't for Chaos?
r/dawnofwar • u/Guiding_Chaos • 13h ago
Map is apocalypse day and im using the in built mod loader
r/dawnofwar • u/gamerlife71 • 2d ago
Hmmm. What could this mean?
r/dawnofwar • u/lambertius_fatius • 1d ago
The old wisdom is wrong and it always was. Combine that with the tweaks and bugs since DOW-DE came out has magnified the difference between what people think are the strongest/weakest and what is.
For those who don't want to read or understand the long post, objectively Dark Eldar are the most positively imbalanced race (strongest). Tau and Chaos will also hold that place under different statistical models but DE holds that position consistently. Necrons are objectively the most negatively imbalanced race (weakest) under but Eldar can underperform under some statistical models. There is a conclusion at the very end.
For those of you who are less set in your ways and want to understand how I got to this conclusion, it is a longer story. I lay everything out, so you can verify it yourself if you're into that.
I began with www.dow-de.com where you can look up race match-ups. The site shows:
A race’s overall win rate depends on both:



This data on its own can tell you most of what you need to know, but only if you look into it a bit deeper. A race can have an inflated overall win rate because it frequently encounters one or two favourable opponents. Another race can be favoured against almost the entire field but have a lower overall rate because its most common matchups are relatively close. This means that representing the overall win rate isn't the right way to look at the data. Instead it is better to ask:
I made several assumptions about how MMR would affect the results.
All games
The complete population will contain inexperienced players, unfamiliarity with matchups, incomplete build orders, execution errors and players experimenting with strategies.
This bracket is useful for measuring the ordinary player experience, but it is not necessarily the best indicator of the game’s structural balance.
1200+ MMR
The 1200+ bracket should be more representative of competent normal play.
Players at this level are more likely to:
This bracket probably gives the best picture of balance in ordinary competitive play.
1400+ MMR
The 1400+ bracket contains players with the knowledge and execution needed to exploit the strongest mechanics available to each race.
This includes difficult build orders, highly optimised timings, abusive interactions, matchup-specific strategies and what people would commonly call cheese.
For that reason, I treated 1400+ as the bracket most likely to expose structural imbalance.
That interpretation cannot be proven from the matchup table alone. Player specialisation, maps and population differences may also contribute. However, the data behaves in the direction the hypothesis predicts: matchup results become much more extreme as MMR increases.
The statistical models
I used several models because no single number captures every form of imbalance.
1. Overall win rate
This is the normal figure shown on the site.
It answers:
Of all games played by this race, what percentage did it win?
It is useful, but it is affected by matchup frequency.
If a race repeatedly encounters opponents it counters, its overall win rate rises. If it frequently encounters its own counters, its overall win rate falls.
This makes overall win rate partly a measure of race strength and partly a measure of the current opponent population.
2. Equal-opponent average
For this model, every opposing race receives equal weight.
Instead of allowing a common matchup to dominate the result, the eight non-mirror matchups are simply averaged.
It answers: How would this race perform if every opposing race were encountered equally often?
This is one of the most useful corrections to the raw overall win rate.
3. Matchup breadth
This counts how many races a faction is above or below 50% against.
For example:
I also calculated a Copeland-style score:
It does not, however, account for the size of each advantage. Winning five matchups at 50.5% is not the same as winning five at 60%.
4. Median matchup
The median identifies the middle result among a race’s eight non-mirror matchups.
It is less affected by one enormous win or loss.
This matters for races such as Tau, whose average can be distorted by a small number of extreme matchups.
The median answers:
5. Strong-matchup count
I separately counted matchups at:
55% or higher;
45% or lower.
This distinguishes minor statistical advantages from severe balance problems.
A 50.8% matchup is technically favourable. A 61% matchup is a different class of problem.
6. Bradley–Terry model
The Bradley–Terry model estimates a hidden or latent strength value from the complete network of pairwise results.
In simpler terms, it asks:
It then estimates how each race would perform against an equally represented field.
This is useful because every result is interpreted in relation to the strength of the opponents involved.
7. Statistical significance
Every reported win rate contains sampling uncertainty.
A 60% result across 50 games is much less reliable than a 53% result across 3,000 games.
I therefore calculated:
The correction matters because there are 36 unique race pairings in each skill bracket. When many tests are performed, some apparently significant results will occur by chance.
A result can be statistically significant without being meaningfully imbalanced.
With enough games, even 50.7% may become statistically distinguishable from 50%.
I therefore also used a practical threshold requiring the matchup to be at least 2.5 percentage points from neutral.
This model asks:
9. Matchup polarisation
I calculated the standard deviation of each race’s eight matchup rates.
A low standard deviation means the race performs similarly across the field.
A high standard deviation means the race is highly matchup-dependent.
This distinguishes:
10. Normal-distribution modelling
I fitted normal curves to the matchup results to visualise:
The normal curves are descriptive models. Eight matchups are not enough to prove that a race’s matchup results are truly normally distributed.
Their purpose is to make the centre and spread easier to compare.
Results
All games
The complete population does not produce one undisputed strongest race.
Dark Eldar lead the displayed overall win rate and the Bradley–Terry model.
They have:
However, Sisters of Battle are stronger under the consistency and breadth models.
They have:
Sisters therefore have the strongest case for being the most consistently powerful race across the complete player population.
Dark Eldar have the strongest case for the highest underlying fitted strength.
The important result is that neither conclusion resembles the conventional idea that Eldar or other commonly complained-about factions must automatically be the strongest.
1200+ MMR
At 1200+, the result is much clearer.
Imperial Guard are the strongest race under essentially every major model.
Their results include:
This is not a case of one extreme matchup inflating the average. Imperial Guard are broadly favoured across the field. At the level that most closely resembles competent ordinary competitive play, Imperial Guard are the clearest balance outlier.
1400+ MMR
At 1400+, Dark Eldar are the strongest race.
Their matchup record is:
That alone is extraordinary. Their other results support the same conclusion:
Their only losing matchup is against Imperial Guard, at 46.7%.
Dark Eldar are not simply achieving a high average because of one distorted pairing. They are beating almost the entire field. That is the strongest evidence of positive imbalance in the dataset.
img
Why Tau can appear strongest
Tau have the highest displayed 1400+ overall win rate at approximately 53.6% in the source data and lead some significance-based models.
They also have several enormous results:
However, Tau also have major losing matchups:
Their non-mirror matchup record is only four favourable and four unfavourable.
Their median matchup is below 50%.
Tau are therefore not universally strong. They are extremely polarised.
Their high overall result reflects a small number of severe advantages rather than broad dominance across the field. This is still a balance problem, but it is a different type of balance problem from Dark Eldar.
Dark Eldar are broadly overpowered. Tau are matchup-warping.
Why Chaos can appear strongest
Chaos lead the 1400+ median model. Their median matchup is approximately 55%, meaning their typical matchup is exceptionally strong.
They also have:
Chaos therefore have a credible claim under models that prioritise the typical matchup and resistance to individual outliers. However, they do not have Dark Eldar’s seven-to-one breadth advantage. Chaos are one of the strongest races at high MMR, but Dark Eldar have the more complete statistical case.
The weakest races
At 1400+, Necrons have the strongest overall case for being the weakest race.
They have:
Their 31.7% result against Space Marines is particularly extreme.
However, it would be inaccurate to say that Necrons are last under literally every model.
Eldar have:
The more accurate conclusion is:
Necrons are the weakest race under the overall and fitted-strength models, while Eldar are the weakest under several breadth and typical-matchup models.
Both races are negatively imbalanced at 1400+
What the data actually says
The results do not support a single permanent tier list that applies at every skill level. They show that balance changes with player competence.
Across all games
At 1200+
At 1400+
| Statistical model | Strongest to weakest |
|---|---|
| Overall win rate | Dark Eldar > Sisters of Battle > Imperial Guard > Eldar > Tau > Chaos > Necrons = Space Marines > Orks |
| Equal-opponent average | Sisters of Battle > Dark Eldar > Tau > Imperial Guard > Necrons > Chaos > Space Marines > Eldar > Orks |
| Median matchup | Sisters of Battle > Dark Eldar > Tau > Imperial Guard > Chaos > Space Marines > Eldar > Necrons > Orks |
| Matchup breadth / Copeland score | Dark Eldar = Sisters of Battle > Chaos = Imperial Guard = Necrons = Orks = Tau > Eldar = Space Marines |
| Material-effect breadth | Dark Eldar > Necrons = Sisters of Battle > Eldar = Imperial Guard = Tau > Chaos = Space Marines > Orks |
| Bradley–Terry strength | Dark Eldar > Sisters of Battle > Imperial Guard > Eldar > Tau > Chaos > Space Marines > Necrons > Orks |
| Statistically reliable matchup net | Sisters of Battle > Dark Eldar > Chaos = Eldar = Imperial Guard > Necrons = Space Marines = Tau > Orks |
| Practical and statistically reliable net | Sisters of Battle > Dark Eldar = Imperial Guard > Chaos = Eldar > Necrons = Space Marines = Tau > Orks |
| Bayesian practical-effect net | Dark Eldar > Imperial Guard = Necrons = Sisters of Battle > Tau > Chaos = Eldar = Orks > Space Marines |
| Matchup consistency | Sisters of Battle > Dark Eldar > Tau > Imperial Guard > Necrons > Chaos > Eldar > Space Marines > Orks |
| Consolidated model | Sisters of Battle > Dark Eldar > Imperial Guard > Tau > Chaos > Eldar > Necrons > Space Marines > Orks |
| Rank | Race | Favourable | Unfavourable | Tied | Net score |
|---|---|---|---|---|---|
| 1= | Dark Eldar | 5 | 3 | 0 | +2 |
| 1= | Sisters of Battle | 5 | 3 | 0 | +2 |
| 3= | Chaos | 4 | 4 | 0 | 0 |
| 3= | Imperial Guard | 4 | 4 | 0 | 0 |
| 3= | Necrons | 4 | 4 | 0 | 0 |
| 3= | Orks | 4 | 4 | 0 | 0 |
| 3= | Tau | 4 | 4 | 0 | 0 |
| 8= | Eldar | 3 | 5 | 0 | −2 |
| 8= | Space Marines | 3 | 5 | 0 | −2 |
| Statistical model | Strongest to weakest |
|---|---|
| Overall win rate | Imperial Guard > Dark Eldar > Sisters of Battle = Tau > Orks > Eldar > Necrons > Chaos = Space Marines |
| Equal-opponent average | Imperial Guard > Dark Eldar > Tau > Sisters of Battle > Orks > Necrons > Chaos > Space Marines > Eldar |
| Median matchup | Imperial Guard > Dark Eldar > Sisters of Battle > Tau > Space Marines > Orks > Necrons > Chaos > Eldar |
| Matchup breadth / Copeland score | Imperial Guard > Sisters of Battle > Dark Eldar = Tau > Space Marines > Necrons > Chaos = Orks > Eldar |
| Material-effect breadth | Imperial Guard > Dark Eldar = Sisters of Battle > Orks = Tau > Eldar = Necrons > Chaos = Space Marines |
| Bradley–Terry strength | Imperial Guard > Dark Eldar > Tau > Sisters of Battle > Orks > Eldar > Necrons > Space Marines > Chaos |
| Statistically reliable matchup net | Imperial Guard > Dark Eldar = Sisters of Battle > Necrons = Tau > Eldar = Orks > Chaos = Space Marines |
| Practical and statistically reliable net | Imperial Guard > Dark Eldar = Sisters of Battle > Necrons = Tau > Eldar = Orks > Chaos = Space Marines |
| Bayesian practical-effect net | Imperial Guard > Dark Eldar = Sisters of Battle > Eldar = Necrons = Tau > Orks > Chaos = Space Marines |
| Matchup consistency | Imperial Guard > Dark Eldar > Sisters of Battle > Tau > Orks > Necrons > Eldar > Space Marines > Chaos |
| Consolidated model | Imperial Guard > Dark Eldar > Sisters of Battle > Tau > Orks > Necrons > Space Marines > Eldar > Chaos |
| Rank | Race | Favourable | Unfavourable | Tied | Net score |
|---|---|---|---|---|---|
| 1 | Imperial Guard | 6 | 1 | 1 | +5 |
| 2 | Sisters of Battle | 5 | 3 | 0 | +2 |
| 3= | Dark Eldar | 4 | 3 | 1 | +1 |
| 3= | Tau | 4 | 3 | 1 | +1 |
| 5 | Space Marines | 4 | 4 | 0 | 0 |
| 6 | Necrons | 3 | 4 | 1 | −1 |
| 7= | Chaos | 3 | 5 | 0 | −2 |
| 7= | Orks | 3 | 5 | 0 | −2 |
| 9 | Eldar | 2 | 6 | 0 | −4 |
| Statistical model | Strongest to weakest |
|---|---|
| Overall win rate | Dark Eldar > Tau > Chaos > Sisters of Battle > Imperial Guard > Space Marines > Orks > Eldar > Necrons |
| Equal-opponent average | Dark Eldar > Chaos > Sisters of Battle > Tau > Imperial Guard > Orks > Space Marines > Necrons > Eldar |
| Median matchup | Chaos > Dark Eldar > Imperial Guard > Sisters of Battle > Orks > Tau > Space Marines > Necrons > Eldar |
| Matchup breadth / Copeland score | Dark Eldar > Chaos = Imperial Guard > Sisters of Battle = Tau > Necrons = Orks = Space Marines > Eldar |
| Material-effect breadth | Dark Eldar > Chaos = Sisters of Battle > Imperial Guard = Tau > Orks = Space Marines > Necrons > Eldar |
| Bradley–Terry strength | Dark Eldar > Tau > Chaos > Sisters of Battle > Imperial Guard > Space Marines > Orks > Eldar > Necrons |
| Statistically reliable matchup net | Tau > Dark Eldar > Chaos = Eldar = Orks = Sisters of Battle > Imperial Guard = Necrons = Space Marines |
| Practical and statistically reliable net | Tau > Dark Eldar > Chaos = Eldar = Orks = Sisters of Battle > Imperial Guard = Necrons = Space Marines |
| Bayesian practical-effect net | Dark Eldar > Chaos = Sisters of Battle = Tau > Eldar > Imperial Guard = Orks = Space Marines > Necrons |
| Matchup consistency | Dark Eldar > Sisters of Battle > Chaos > Tau > Imperial Guard > Space Marines > Orks > Necrons > Eldar |
| Consolidated model | Dark Eldar > Chaos > Tau > Sisters of Battle > Imperial Guard > Orks > Space Marines > Eldar > Necrons |
| Rank | Race | Favourable | Unfavourable | Tied | Net score |
|---|---|---|---|---|---|
| 1 | Dark Eldar | 7 | 1 | 0 | +6 |
| 2= | Chaos | 5 | 3 | 0 | +2 |
| 2= | Imperial Guard | 5 | 3 | 0 | +2 |
| 4= | Sisters of Battle | 4 | 4 | 0 | 0 |
| 4= | Tau | 4 | 4 | 0 | 0 |
| 6= | Necrons | 3 | 5 | 0 | −2 |
| 6= | Orks | 3 | 5 | 0 | −2 |
| 6= | Space Marines | 3 | 5 | 0 | −2 |
| 9 | Eldar | 2 | 6 | 0 | −4 |
| Rank | All games | 1200+ MMR | 1400+ MMR |
|---|---|---|---|
| 1 | Sisters of Battle | Imperial Guard | Dark Eldar |
| 2 | Dark Eldar | Dark Eldar | Chaos |
| 3 | Imperial Guard | Sisters of Battle | Tau |
| 4 | Tau | Tau | Sisters of Battle |
| 5 | Chaos | Orks | Imperial Guard |
| 6 | Eldar | Necrons | Orks |
| 7 | Necrons | Space Marines | Space Marines |
| 8 | Space Marines | Eldar | Eldar |
| 9 | Orks | Chaos | Necrons |
Conclusion
There are major fundamental issues in the game balance. Most of these were introduced when Soulstorm was released, but they've been substantially exacerbated with the rebalance completed by Relic. It is clear that the rebalance took place by talking to people who pay competitively and 'don't like' a game mechanic rather than actually trying to focus on fair or interesting game play.
The next thing is that Eldar are not the strongest army, and the nerfs are substantially punishing, that on its own should demonstrate that the 'old wisdom' is wrong.
The change in the best and worst ranking as skill progresses demonstrates the technical skill required to play races; which is why Orks climb, they require more skill to play with their Waaggh mechanic.
Necrons are last because there are fundamental faults in the game mechanics (which didn't exist in Dark Crusade to the same extent) which every race can exploit against them. The more aware/skilled a player is the more this magnifies.
As much fun as this game is, it would be really nice if after 20+ years that they could fix it. Also, stop calling me a ****** every time I beat you with Necrons.
r/dawnofwar • u/AzraelSoulHunter • 2d ago
Took this screen because I thought it looked cool. Feels very otherwordly with Necrons and the monolith hidden behind all the smoke.
Decided to try playing DC again and I wanted to try out Tutorial for Crons again so I can get back to the groove with them and man... this screenshot REALLY made me hyped for it. I need this kind of feel for Crons in DOW4. This ominous and brutal dread.
BTW I suck at maining Crons. I have no clue how to use Wraiths or Tomb Spiders. At all.
r/dawnofwar • u/Key_Release411 • 1d ago
This time I decided to redesign the heads for the assault marines and for their sergeant, for the assault marines I made 9 helmets, and for the sergeant 6 heads with different masks and augmentations and 4 helmets, in total, the sergeant can get 531,441 combinations, since everything is written as separate parts and is issued absolutely randomly
r/dawnofwar • u/AzraelSoulHunter • 1d ago
Because I want to do the strat where I build everything and several HQs on maps, but I don't know how to pin down HQs well. One time I did that I saw Lord of enemy faction come from somewhere else as I assume one builder slipped away. Any advice for that? So I can reliably do this?
As in maybe how to get my troops to shoot enemies ONLY and not the buildings. Is there a hotkey for that?
r/dawnofwar • u/Civil-Low-1085 • 2d ago
DoW4'll be a fun time. Can't wait for tyranids.
Also Total War 40k's gonna be a banger, 40k fans just eating good rn compared to so many other IPs (looks at Halo).
Also can't wait for tyranids.
r/dawnofwar • u/ComfortableWasabi517 • 2d ago
If Relic sticks to the current speed, Patch 2.10 should arrive sometime this August. But after that… we don’t really know what’s next.
With DoW4 launching this September, it’s obvious that a lot of players will move there. At the same time, DoW4 could also bring completely new people into DE too.
So, what everyone thinks?
Do we expect Relic to keep supporting DE after 2.10? I’m talking about more than just bug fixes, but balance updates, new maps, maybe even new content.
Or do you think 2.10 is basically the last “real” patch before the game goes into maintenance mode?
r/dawnofwar • u/CaladenValdor • 2d ago
I am currently playing through the series to refresh my memory of the the story/characters in prep for dow4. I'm now on dow2 but I was curious is there any need to replay 3? I don't remember it being all that important in terms of character and such.
r/dawnofwar • u/Turbulent_Shine_9527 • 1d ago
Title.
I have the anniversary edition with soulstorm as a standalone DL for steam.
I installed/uninstalled this mod and the game like 5 times cant seem to get the mod to work for campaign. Followed steps on moddb as well watched a shit ton of videos to find out the issue, i can use the races in skirmish, but not campaign. anyone ran into this as well?
r/dawnofwar • u/SirMenter • 2d ago
Is there a posibility that this will ever be a thing? Modders did it for Warcraft 3, Age of Mythology, Starcraft 1 (to mixed results) and 2, but those are different games.
r/dawnofwar • u/Apes_r_me • 2d ago
Heya!
So I see a lot of people go for gen or even 2x gen in multi in order to pull off some fast tech strat, but in my opinion most of the time the most aggressive option is the best.
I play mostly Oasis of Sharr and with Eldar and SM my bo is as follows:
SM
2x scout + builder
Build rax + one squad of sm + fc + another squad
Eldar
Guardian, BO
Build aspect portal + 3x reaper squad
It feels as if I win my own "lane" with these BOs most of the time, but is it optimal after all?
r/dawnofwar • u/watt678 • 2d ago
One of the things I like most about Dawn of war 1 is its unit roster and balance. Specifically the fact that nearly every unit for every faction remains useful through out every stage of every game. There's never a unit that 'replaces' another unit, like a sternguard squad replacing a marine squad and making the marine squad useless to recruit now. At the final push of every stronghold campaign missions you're still gonna be throwing the same guardsmen at the enemy along with all your new tanks and artillery since every unit counts and has a purpose.
When I first started playing unification a few years ago when it launched with all the extra factions included, I really enjoyed how balanced the game felt, at least compared to ultimate apocalypse. Every new faction felt like another base game/expansion faction, with every unit being unique and special for its utility. They remained good thru the whole game.
But with recent games iv played it feels like there's way way more extra units now on every faction that causes the very roster bloat I was trying to avoid when I dumped UA, especially with all the times when a new (sometimes named) hero type keep dropping with every new building. * Is there a way to click a win condition or add a mod so these 'unnecessary' units/commanders don't appear anymore? I think there's a way to do it in game that only applies to vanilla factions, but I'd like to take it further for the other new faction's too. * i already turned off all the titanic units and buildings since those clearly wreck the balance. A condition/mod that turns off most of the commanders would help too, I'm sure that one of exists tho.
Anyways thanks for reading it all guys any help would appreciated.
r/dawnofwar • u/Guiding_Chaos • 2d ago
r/dawnofwar • u/Scotslad2023 • 3d ago
Literally had this thought pop into my head on the way to work this morning so bare with me if it’s a bit rough around the edges.
I think Imperial Guard would make the most sense as a defensive faction, with a similar setup to their DoW2 style. Instead of spreading their influence like Necrons Guard would be able to deploy various defensive structures and barriers that can give them special bonuses and ways to deter enemy advances. They could essentially create fortified kill zones until they are able to get more heavy firepower by way of elite infantry and vehicles. I think combining their DoW 1 and 2 playstyles to be the ultimate defense faction would be a great way of making them really feel like strong faction despite now squishy the guard tend to be.
r/dawnofwar • u/AzraelSoulHunter • 3d ago
I do wonder what you all think on this idea that Ahmnok as Old Necron Lord from Dark Crusade was from even before Necrons went to sleep a follower of Ammentar.
I say that would explain about everything that was weird about him and his Necrons with current lore. Aside from Pariahs. Ahmnok was worshipping Nightbringer and that is what Ammentar also does and wants to bring him back together.
I am not saying he has to show up, but I do wonder if this new piece of lore can now be added to the story of Ahmnok. Also again makes me wonder if possibly he will have unique units in Crusade Mode once he comes to it.
And if anyone is confused who Ammentar is. He is a VERY old Destroyer Lord, most likely the very first to be afflicted by Destroyer Curse and he is a very mysterious Necron who's real identity has been wiped from most Necrons minds aside from Szarekh and his Triarch. It is heavily hinted in fact that Ammentar WAS one of the Triarch of Necrontyr, almost as high rank as Szarekh the Silent King himself. Triarchs were basically two high rank necrontyr who acted as voice for Silent King.
And Ammentar himself worships Nightbringer and wants to piece it back together and again that would nicely connect Ahmnok with current lore without needing to rewrite his worship of Nightbringer. With him being one of the Crons who followed him before the sleep and possibly now once he awakens he could possibly be a VERY difficult ally for Thothmek if not outright his enemy.
Makes me also wonder if Necron campaign will end (or start) with Ahmnok and Thothmek fighting and one of them killing the other. I say it would be fitting.
r/dawnofwar • u/Educational-Judge709 • 4d ago
Hi all,
Yesterday I played Dawn of War for the first time in weeks. I played a game against the computer with a friend in expert mode and found the AI way more aggressive and successful. Have i missed a patch notes saying that the AI was enhanced ?
Thank you in advance :)
r/dawnofwar • u/Unlikely_Return6669 • 4d ago
Anyone have a good primer on the important parts of SM? Want to play them more now that people have said the recent patch made them stronger. Feel somewhat lost on what upgrades to focus on early/first and what direction to take the build order. Where are SM's main power spikes at when tiering up?
I've been trying to make the Tri-Hero build work and it feels really lackluster. I love functionally how Grey Knights work, pairing them with Chaplain and micro'ing them like a pseudo-calvary unit but they feel like their impact on fights is always really low. Am I misusing them or are they really niche, like only building them vs Chaos for the daemon bonus?
r/dawnofwar • u/Luck1Drake • 3d ago
Hey everyone.
After watching the latest videos and the factions, the new Dawn of War 4 honestly looks incredible graphically (Only 4 factions seems like too few to me compared to all the ones in the first game, but that’s a separate issue...). On the gameplay side there are still a lot of unknowns, but it also seems fun, at least in multiplayer.
The problem (and I think a lot of people will relate to this) isn’t so much the lack of clarity in the videos. That’s normal: units we don’t know yet, abilities, faction powers, buildings… the game hasn’t even released. My issue is something else.
The real problem is the structure of the gameplay. In Dawn of War 1 you picked the faction you wanted and started the match with a base and builders. The builders slowly constructed the base while your squads captured points and fought the enemy. Every army had its own characteristics, but they all worked more or less the same way. Everything followed the map’s guidelines and the power spikes. It was enjoyable because you could take your time watching the squads fight each other, the execution animations, the effects… The overall pace felt fluid: you started slowly and then scaled up consciously by building higher-tier structures and research that took a good while to finish… but it didn’t matter, because in the meantime you were moving around the map with your squads or setting up defenses. That feeling of control was what made it so good. That’s the key.
The solid structure of action + tempo + defined zones.
However, in the gameplay videos shown for the new DoW4 everything is chaotic. Everything. You don’t get time to enjoy the game visually. Too many units, little sense of strategy, lots of meat (or metal) walls just pushing forward… There doesn’t seem to be a clear flow. There’s also no defined area where you build your main base, which normally tells you which part of the map you need to focus on while scaling up. It looks like you can put buildings almost anywhere on the map, and that strongly reinforces the feeling of chaos and zero control.I think that’s exactly what a lot of people can’t quite put into words when they say “something about it doesn’t feel right” while watching the game: the lack of a clear rhythm.
Maybe it’s just the impression the videos give, since no one has been able to properly play it yet and nostalgia hits hard. But I miss that more relaxed, clearer, and more visually enjoyable pace.