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Sid
4th April 2008, 22:42
I’m fairly bored and so I’ve decided to write a Dawn of War (multiplayer) tutorial. I don’t intend on proof reading it, nor do I intend to follow any set structure, so I apologize if there’s any silly errors.

Dawn of War takes a long time to get good at, and requires hours upon hours of practice, and trial & error. It isn’t as simple as just working out a certain build order and always doing that. You will need to change your build depending upon the race of your opponent and be able to adapt quickly depending upon the units your opponent throws at you. I’m not going to be able to get anywhere near explaining half of Dawn of War, so I’ll just try to cover the main points, and hopefully provide a few eye-openers for folk who are just beginning to get into the game.

The first thing that needs to be stressed to new players is: this is not ‘Command & Conquer’. You should not be trying to build up a massive army and then attack; you should be constantly harassing the opponent from the first minute of the game. If you sit and “turtle” (hide inside your base “teching” / massing troops), you will lose “map control” i.e. the opponent who has pressured early will hold the majority of the Strategic Points (SPs) and will have a requisition (req) advantage. If you let your opponent have a req advantage for any length of time, the game is already lost.

Secondly, you must take the time to establish what all the units are and what their strengths are. For example, Space Marines (SM) have Scouts (which are cheap, fast, and quick at capping SPs), Tactical Space Marines (TSM) (which are the standard SM unit and do a decent amount of ranged and close combat (CC) damage), the Force Commander (FC) (who is the first hero unit, is insanely tough and deals an insane amount of CC and ranged damage), etc. When I first started playing Dawn of War I couldn’t believe it when someone informed me that the my single FC could kill an entire squad of TSM in both ranged and CC. Similarly I couldn’t believe it that folk would even bother using scouts for anything other than SP-capping, given that they’re so weak, but in fact, scouts in numbers can do serious damage, or sending a scout squad into CC with an enemy ranged squad can help ease the fire from some of your other troops.

There are far too many different unit types to talk about and I’m not going to, it’s up to you to work it out. To help, if you click on a unit / squad during a game it will tell you the unit’s damage in both ranged and CC, and it will tell you the health of the squad. By doing this, I can see that a Chaos Raptor squad does 49-59 damage per second (DPS) in CC and has health of 1620; a squad of TSM does 32-39 DPS in CC and has a health of 1560 – this tells me that under no circumstances do I ever want to let a raptor squad get into CC with my TSM squad, which leads nicely onto the next item – micro.

The term “micro” is short for micro management, which refers to managing each of your squads’ movements, attacks etc. The scenario that I painted above, with the Raptors CCing the TSM should never be allowed to happen. The difficulty comes when the Chaos player simply needs to select his Raptors to attack your TSM squad, and then they will constantly chase the TSM around trying to CC until one of the squads is dead. This means that, in order to keep your TSM alive, you need to constantly run them around the map (dancing), to avoid CC. Dancing is a skill that isn’t too hard to master. The main problem arises when you need to do this for 2+ squads simultaneously, for example, his Raptors are trying to CC your TSM meanwhile his Cultists are trying to CC your scouts. It is likely that this area of the game will be a complete mess at first, it just gets better with once you really practice. Dawn of War enables you to “hotkey” squads to numbers which can help, but that is outside the scope of this tutorial.

So far, I’ve just blabbered on about the basics of requisition, unit combat and microing, but how does this all fit together, what should you be doing when the game starts? Well, it really depends upon the race you are and the race you’re playing against. I’m going to assume that you’re a SM player. You start with a Stronghold, a builder, 1000 starting req, and 100 starting power. From your Stronghold you can build either Scouts or more builders. Assuming I ignore a few of the more extreme tactics, your initial task is to build your Barracks with your first builder, and you will want to start building scout squads to cap your SPs. As a general rule, you want a minimum of 2 scout squads, or up to 5 of them on a bigger map. At first, you want to practice getting good at capping SPs quickly. Learn how to queue units from buildings and how to queue scouts to cap SPs one after the other. Practice against an easy computer player until you can get all your SPs capped in the optimum time – your scout squads should never be sitting around doing nothing! In addition to capping your SPs with your scouts, you must micro your builders (after your barracks is finished) to place Listening Posts (LPs) on the SPs the instant that every point has finished being capped – this prevents an enemy unit de-capping your point and it earns you extra req once the LP is finished.

You may find that while you can cap and put LPs on the SPs around your base fairly easily, you may run into your opponent when trying to cap the SPs near the middle of the map. Unless you’re particularly clever, or your opponent is particularly bad, you aren’t going to be able to cap the SP that you’re fighting over unless you’ve got a better army (and remember, you don’t want to let your opponent get a req. advantage) so what units should you build to ensure that it’s you that caps that SP? Well, now that your barracks is finished, you’ll have the option of either the FC or TSM. The FC costs 260 req and 50 power, takes an 57 seconds to build, and is a complete beast – doing 157-192 DPS in CC, 66-80 in ranged and having 1875 health. A TSM squad costs 190 req, takes 26s to build, and does 32-39 DPS in CC or 28-34 DPS in ranged. There are lots of potential builds to go for but I’m going to step up and say that, as a beginner, you should always build the Force Commander as soon as the Barracks is finished building and then follow him with a TSM squad, and maybe a 2nd if needed.

So you’ve build your FC and 2 TSM squads. It is now essential that you make these purchases worthwhile. If you aren’t going to use these units straight away, you would’ve been better spending the resources on improving your economy or teching. That is to say, you must be constantly using / doing damage with the troops that you have built.

That’s it for now. More to follow later perhaps.

YcMing
5th April 2008, 01:08
Hmm ... so always attack once u have FC and marines ?????

Ming

neogramps
5th April 2008, 02:05
this guide just confirms that i would suck donkey balls at DoW - i'm crap at RTS games, and thinking/acting fast in them is totally beyond me.

Sid
5th April 2008, 15:27
Hmm ... so always attack once u have FC and marines ?????

Ming

Yeah Ming,

Generally try to have every single unit doing something useful at some point. Early game, your scouts should always be moving around either capping or being a nuisance for the enemy. Your FC should be straight into the action on his own as soon as he's built - he's a strong guy and will last forever on his own unless he encounters an enemy commander - which is where your later TSM squad should help.

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Before you tech, you should be looking to secure an economic advantage over your opponent i.e. trying to cap the 'in the middle' SPs and trying to stop your opponent capping and putting LPs on their SPs.

If you find that you've capped all of your SPs and all of the 'middle SPs' without any hassle from your opponent (this scenario won't happen against a good player other than perhaps necron), then you should use the troops you have to try and inflict a little bit of damage to the enemy, such as killing builders, or destroying LPs and decapping enemy SPs.

If you don't use your units in tier 1 (before tech), there is the possibility that your opponent may be "fast teching" i.e. trying to get to stronger Tier 2 units (post tech) quickly, by not spending resources building Tier 1 units.

If you don't use your Tier 1 troops to their full ability, you may see a tier 2 unit like Grey Knights (for SM) or Berserkers (for Chaos), which you will not be able to deal with easily with a small Tier 1 army. If you harass effectively with your Tier 1 army you will stop the opponent fast teching / getting an economy advantage and ultimately getting a better army.

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As a guide, I'm going to show you my normal build order on the popular 1v1 map "Outer Reaches". I've attached a diagram to make it easier to understand what I'm saying.

Outer Reaches has a lot of SPs, whoever holds the majority of these SPs for a significant length of time will win the game. Your aim from the beginning is to cap (and put an LP on) as many of these SPs as possible.

From the beginning, I will build 4 scout squads from my Stronghold followed by an extra builder. My first builder places and builds a Barracks. I flag my scout squads to the following locations:

Scout Sqd. #1 - Go straight to the enemy's first SP (#9).
Scout Sqd. #2 - Cap SP#5, then cap SP#6
Scout Sqd. #3 - Cap SP#2, then cap SP#3
Scout Sqd. #4 - Cap SP#1, then cap SP#4

With this build order, you can see that I'm going to capping all of the SPs very quickly (I'm also controlling my builders effectively to make sure that I'm putting down LPs as soon as the SPs are capped). In addition to capping, you will notice that I sent my first scout squad straight over to the enemy. This is because I know that I can get my first scout squad to SP#9 before the enemy will have finished capping it, meaning I can de-cap it before the enemy gets a chance to put an LP on it. Once the point is de-capped, I run up to SP#8 and see if I can get a de-cap there, and so on. That scout squad basically spends it's entire life running around SP#7, #8, and #9 constantly de-capping SPs where possible and being a general nuisance.

The scout squad will never actually hang around to do any damage to any units, it's aim is simply to be an annoyance and to slow down the enemy scout squads from getting to SP#4 or SP#6 (the 'middle' points which I'm trying to cap).

By the time that scout squad is beginning to struggle against the enemy units (the enemy commander or the first enemy TSM-equivalent squad will probably be built by this time, and the opponent will perhaps have LPs on SP#7, #8, and #9), the Force Commander (FC) that you clicked on as soon as the barracks was finished will now be built. This means that you'll be able to compete against the enemy's units and continue harassing. If you don't see any enemy units, you can then start to destroy the enemy LPs and de-cap the SPs with the troops you have out.

Sid
5th April 2008, 16:11
I persuaded gor to deliberately play in a noob-style chaos to demonstrate how constant offence is needed, and I've recorded the game for you guys to watch.

He goes for 2 cultist squads capping but my initial scout squad gets a few de-caps (although I end up losing it stupidly), meanwhile I'm getting map control. When it settles down, I'm sitting with a larger portion of the map and there's not much he can do about it at that stage, so he techs.

I'm happy to sit and not attack at that stage as I'm holding the majority of the map and so I have more requisition, which means that if I spend wisely, I'll have the better army. I take the time to put down a load of power (I should've put down a power earlier and upgraded LPs, to be honest) and tech.

When gor next tries to attack he throws out 2 Berserker squads with the Chaos Lord and the Chaos Sorcerer. Zerks are pretty insane CC units but useless if you can keep them at arm's length. So the key here is to make sure that I keep my TSM moving around if a particular Zerk squad is trying to CC it. As I had the req. advantage, I was able to have the better army - I had a Chaplain and Grey Knights out, and I had put a lot of plasma on all of my squads.

Admittedly, my micro was pretty poor there and there was a lot of "getting tied up" for a second or two, which shouldn't really happen, but it's quite a tight map and admittedly, gor surprised me a bit while I was still adding plasma and attaching heroes.

One thing that I did poorly was not spending my resources. You may notice that my requisition *really* mounts up at some points. There's no point getting map control and having a requisition advantage unless you're going to use that advantage. I didn't need to build any more squads at the time, so I should really have spent my req. by putting down power earlier.

Any questions?

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The replay is attached.

Octavion
7th April 2008, 11:52
From the games last night I noticed one thing about my play style. I always seem to make a "push" at the wrong time. Either I've just taken down some enemy units and push on to their base just to get wiped out by their ally or I held back to tech a bit and then got smashed by the enemy when I went into their base.

Basically when should you been holding back a bit and when is best to go on the offensive?

Sideshow
7th April 2008, 12:27
Octavion: Scout scout scout! Always be scouting. Try and have something running through your opponents base almost constantly. If you know where his army is and what he's building you'll have a much better idea about when to attack.

In multiplayer, communicating with allies helps a lot. You should never be smashed by one player while attacking another, because that player should be too busy fighting one of your teammates.

Sid
7th April 2008, 21:14
On team games, you want to try and just get a general feel for what troops are out on the map, where they are, and what troops you might expect to see soon. It's quite a hard skill to master and it really comes with experience, but eventually you'll get to the stage where you see the Falcon Grav Tanks out, and so you know that the Warp Spiders are coming very shortly, so you know to build anti-warp spiders, i.e. Plasma, Chaplain and Frag Grendades for SM. If you can see that your opponent has gone over to double your ally, you then have the chance to absolutely pound your opponent etc, and with experience you'll be able to tell roughly when they're going to arrive back.

The scouting that Sideshow mentions is a good idea. You should always be niggling at your opponent's front line so that they don't get too comfortable, it lets you see what they've got, and it makes sure that your opponent's troops haven't disappeared off to double your ally. Just be prepared to run away quickly if you find yourself in trouble.

Transports are incredibly powerful, and frankly should be used as much as possible if your race has them. You may have noticed in the games that I'm constantly all over the map, in and out of my Rhino. I don't necessarily go for the 'full base destruction' all in one go; I might try and pick off a stray squad here and there, and take down the odd listening post.

My main recommendation for everyone from the games last night is just to continue familiarizing yourselves with which units kill each other. If you see a whole load of IG with grenade launchers, you really don't want to be getting anywhere near them with Tier 1 units unless you've got a lot of CC squads. I'd be inclined to hide behind an upgraded listening post and then tech to Tier 2 and maybe try and get a transport to drop stuff in next to the guardsmen (grenade launchers have a minimum range).

Every time you see a bunch of enemy troops, try and decide very quickly if you're going to be able to take them. If the answer is "no", or "not sure", you should run.