PC Gamer
Dawn of War 2


Back in May, the original Dawn of War and its many expansions cast off the shackles of Gamespy and Games for Windows Live and replaced them with Steamworks. Dawn of War 2 and Chaos Rising, meanwhile, required additional work work that's now been completed. A new update for both games has just been released, which gives GfWL the old heave-ho and moves achievements and leaderboards over to Relic's servers, while integrating Relic's battle servers to manage multiplayer networking in both entries.

In the process, Relic have removed a few features from the games. LAN multiplayer, Referee mode, and the option to pause during multiplayer are all gone. It's a shame, but at least the games are still playable online. Meanwhile, Games for Windows Live is still kinda, sorta trundling on, despite reports that it was heading for the guillotine Microsoft hasn't put it out of our misery just yet.
PC Gamer
Dawn of War 2


I recently strapped on my bulkiest, most improbable armour in order to again attempt the vast campaigns of the Dawns of War 2. The reason being that I wanted to play them in co-op, and, with Games for Windows Live potentially shutting down in July, wasn't sure if that was a thing I'd be able to do. It looks like I can rest easy on my seemingly unending Tyranid defence, as Relic have announced that Dawn of War, Dawn of War 2, and both games' various expansions will all be transitioned over to Steamworks. In doing so, the Warhammer 40K series can dodge whatever ill fate is in store for GameSpy and GfW Live.

"On May 22nd, the original Warhammer 40,000: Dawn of War and its expansions underwent a major update in order to preserve multiplayer gameplay for all these titles," writes Dawn of War design lead Philippe Boulle.

"Since their launch, Dawn of War and its expansions (Winter Assault, Dark Crusade and Soulstorm) have relied on the GameSpy service for multiplayer matchmaking. Since they are about to shut down their services for good it would otherwise leave these games without any way to play multiplayer. That is not an outcome anyone at Relic would want to see."

Dawn of War 2 and the Chaos Rising expansion, meanwhile, are slightly more complex beasts. According to Boulle, the migration is currently in progress, with Relic planning to reveal more details in the near future. The second DoW2 expansion, Retribution, is already a Steamworks-only title.

"In the short term, there are likely to be some technical issues with the new setup," Boulle writes. "Recreating the multiplayer infrastructure for seven titles is no small feat, and there will be bugs. Ultimately, we felt that it would be better to get the update out in a slightly imperfect state in time to prevent an outright interruption in multiplayer play. So, bugs."
PC Gamer
Warhammer


We learned recently that the creators of Total War, The Creative Assembly, have scooped Games Workshop's Warhammer fantasy license. This is tip-top news. Warhammer is all about massive battles, Creative Assembly are really, really good at massive battles. It's a great match.

CA have set up a new develop team to produce games for the "multi-title" deal, but what would such a series look like? We're rather fond of Games Workshop's game of little fantasy men doing dice-war on tabletops, so we've rounded up a few features we'd love to see from an proper, epic Warhammer fantasy videogame.

Massive armies



When it comes to depicting clashes between thousands of men, the Total War series has few rivals. The Creative Assembly have steadily increased the detail and fidelity of Total War's skirmishes, and for Rome 2 they've built a massive mo-cap studio to make soldiers' movements more realistic. This makes them a perfect fit for Warhammer, which has always been about massive battles with massive units massively killing each other without remorse or restraint. They've got the tech to push well beyond Mark of Chaos' scraps, let's see it happen.

Powerful heroes



Warhammer generals wade into battle wielding weapons that have slain demigods, clad in armour that can turn aside cannon fire. Why would an ordinary soldier turn up to fight such a being? Extreme drunkenness, probably. Whatever the scale of the battle, it wouldn't be a Warhammer barney without some absurdly powerful power dressers taking out entire units single-handedly. The Creative Assembly worked some hero units onto Shogun 2's tech trees to mixed reaction from fans. An extension of the loadout functions on show in Shogun 2's profile avatars could be a good way to work in hero customisation. Relic's Dawn of War 2 heroes are a good model for gear systems that keep champions interesting and powerful over a long campaign.

Unit customisation and champions



Painting Warhammer's tiny models takes bloody ages. Tabletop armies are commonly fielded half-daubed in undercoat, shedding flock from poorly layered bases. Putting the time in to field an army that you're invested in really pays off in the long run, though, so let's have some of that. Virtual paint jobs can be applied with the click of a button in a game, and there should be room for players to design their own banners and name units.

I'd like to see Total War's the unit veterancy system leveling up unit champions, picking out heroic individuals from squads as a campaign progresses. If they become accomplished enough, you should have the option to promote them to General, giving players a way to foster new leaders in the heat of battle instead of a tepid menu screen.

Mega units



This is a greater daemon called the Bloodthirster. He's like a giant cow with wings, an axe and a flair for the dramatic. According to Games Workshop, "the skies turn the colour of blood" when he appears and "the ground erupts with skulls and fountains of gore around it." He's the angry, fighty embodiment of a heavy metal album cover, and he's pretty much the reason you play as the corrupted race of Chaos.

Warhammer stretches familiar fantasy cliches to absurd extremes. That's a big part of the appeal. These monolithic juggernauts of mass destruction aren't just show pieces, though. They embody the personality of the race they represent. The Bloodthirster is a living avatar of the the bestial rage of his kin. The Wood Elves deploy a ten foot tall green hobo because they have spent years consuming Athel Loren's kaleidoscopic selection of mushrooms and don't know what's real anymore. Lizardmen fill a box full of dinosaurs and then bolt it to the back of a giant Triceratops. Creative Assembly strapped cannons to the backs of elephants in Medieval 2, so they're almost there already.

Randomised campaign twists



Rome: Total War worked a game-changing twist into its campaign that kept its twilight turns interesting. CA have experimented with similar ideas in Fall of the Samurai, which required factions to settle down and declare allegiance for nationalist or renegade forces for a final all-out territory scrap. This is good stuff, but it funnels the campaign into a prescribed final scenario. This is useful if you're trying to maintain a degree of historical authenticity, but a fantasy license should allow for boundless outcomes. The Wood Elves should be able to break out of their wood and occupy Brettonia. The Skaven should have the opportunity to consume and spread disease across the entire map, as is their wont. My favourite Total War stories are the ones I made myself in the vast, glorious sandbox that is Empire: Total War (much improved since launch thanks to CA updates and work from the terrific TW modding community). It'd be a treat to have similar opportunities on the Warhammer world map.

Those game-changing campaign twists may still have a part to play, mind. Terrible things can happen quite suddenly in the Warhammer universe. An unnoticed Orc WAAAAGH (an unstoppable angry green mob that grows bigger then more it loots and pillages) could roll in from the mountains and start washing through territories. A necromancer could get his hands on a long-lost item of power and start raising the dead in your homesteads. The incidental social events and scenarios that popped up in FotS could be expanded to deliver exotic challenges with more tangible rewards (claim territory X to gain a heart-seeking sword for your general), introduce new antagonists, and convey more of the exuberant character of the Warhammer universe.

A sense of humour



What has two legs, two tails and a thousand teeth? A LIZARD ON A DINOSAUR. Look, it has a MACE. And the dinosaur is WEARING A HAT. Warhammer is famous for its grimdark portrayals of eternal war, but it's often hilarious. Orcs and Goblins are considered to be the race of choice for generals who enjoy ridiculous, unpredictable battles, but the sense of humour that gives us units like Squigs and the Doom Diver Catapult can be found throughout the Warhammer universe. It's tough to work in wisecracks when you're presenting the brutal historical meat grinders of Rome and Shogun, but the Warhammer license gives Creative Assembly good opportunity to cut loose a little. Lizards riding dinosaurs. LIZARDS RIDING DINOSAURS.

ONLY WAR



I'm all in favour of a complex meta-game playing out on a strategic world map, but much of what makes Total War's infrastructure management interesting just doesn't fit into the Warhammer setting. If I'm in control of the Empire, I don't care about taxation rates, or ideological niceties like education and wellfare, I want to build the biggest damn steam tank my engineers can think of.

Many of Warhammer's races are just too weird to conform to the economic norms of a historical strategy game. Does an Orc Warboss tax his Goblin workforce? Of course not. If someone asks him for a pay rise, he'll probably just eat them. Do Dark Elves build schools for little Dark Elves? How efficient are they at mining ore? Nobody cares.

The only infrastructure we should be concerned with is the infrastructure of WAR. I want to build better spies to figure out where I should do war next. I want to research new tech to do war better. I want to find out how to breed demonic steeds so that I can do war faster. I want to build sacrificial pits and pledge souls to Nurgle to do war dirtier. Even when you're not waging war, you should be preparing for war, which is why you also need...

Fragile alliances



Everyone hates everyone else. This is a central tenant of Warhammer fantasy and GW's futuristic edition, Warhammer 40,000. Nobody has any real friends, but uneasy alliances can be wrought, and should. Some races, like Chaos and The Empire, are mortal foes who just can't be in the same room together without someone smiting someone in the name of Sigmar/The Mighty Khorne, but you should be able to tag along with a roughly aligned group to put down threats, and it'd be especially nice if they fought alongside you in battle from time to time.

The alliances should feel painfully fragile. If a spell goes awry and wipes out an allied unit, there's a chance they could turn on you there and then. Imagine if the process of cementing treaties had your generals marching out in front of opposing armies to seal the deal, giving both armies present the opportunity to betray their would-be friends and get in a surprise attack. That'd move those diplomacy screens back into the battlefield, letting you hash out terms in the fraught atmosphere of a military standoff.

Magic that backfires



Magic is extremely powerful in Warhammer. Mages can move scenery around to crush their enemies, speed up entire armies with a word and tear chunks out of the earth with great lashes of elemental energy. There's a twist: Warhammer's spell casters are incompetent.

According to the lore, magic is a wild force that can be directed, but not tamed. A pompous High Elf mage can miss a syllable and send that hill crashing into his own knights. Goblins shamans can get carried away and physically explode, taking out friends and foes nearby. Chaos sorcerers who misjudge a demonic pact can melt into a fleshy puddle or become warped beyond recognition by a possessing spirit. A streak of luck can decimate the battlefield, or gift your foe a great advantage.

There will be a temptation to tone down magic in the name of balance, which is probably wise, but part of me wants to experience the full, chaotic representation of Warhammer's magic system. The wonderful, crunching impacts of Fall of the Samurai's off-map bombardments could be incorporated into some delightful spells.

Alternatively, just make Mordheim



Perhaps there is no grand Total War-esque RTS on the way. Maybe The Creative Assembly are working on something smaller and more manageable with the Warhammer fantasy license. That's okay. It'd be great to see a proper High Elf force dice up the Empire en masse, but Warhammer presents good alternatives for smaller scale conflicts.

I've been a nerd for quite a while, and I reckon that Mordheim is the best thing Games Workshop have ever done. You control a small squad of about a dozen characters as they scour the ruins of a cursed city in search of precious Wyrdstone. Your warriors gain personality traits and terrible injuries as they level up between battles. If your general takes a terrible beating he can become horribly scarred and cause fear among is foes in future fights. Your men can lose arms and legs, or perform courageously enough to be promoted. As you amass a bit of coin, you can start hiring freelance mercenaries with their own strange back stories.

Imagine XCOM, but with much more emergent character development between missions, set in a dark, ruined city full of giant rat men, devout witch hunters and battle-hardened glory hunters wielding flintlock pistols. It was a bit of a pain as a tabletop game, as you needed a ton of scenery to represent the city. A game would do a much better job of representing Mordheim's warped, sinister cityscape and the evolving state of the treasure hunters camped within.

Those are our thoughts. What would you like to see from Total Warhammer?
Company of Heroes - Legacy Edition - PC Gamer
Chris DOUBLE TOMS


This week, Chris and Toms Senior and Francis talk Teleglitch, SimCity, Crysis 3 multiplayer and more. Includes our thoughts on the troubles at Gas Powered Games, Jon Blow's next game, and your
questions from Twitter.

You can subscribe to the podcast on iTunes, or download the MP3 directly. The YouTube version will be going up early next week as I've, er, got a train to catch.

Follow PC Gamer UK on Twitter to be informed when we're putting the call out for questions. Here are our individual accounts:

Chris - @cthursten
Tom F - @pentadact
Tom S - @pcgludo

Show notes

Gas Powered Games' Wildman Kickstarter and Matt Barton's interview with Chris Taylor.
Our collected thoughts on Crysis 3 multiplayer, plus The Hidden: Source mod.
/r/GuildWarsDyeJob, the Guild Wars 2 dress-up subreddit that Chris is weirdly excited about.
The Dota 2 character art guide.
The nascent Twitter feed for the Absolute Bedlam Dota 2 tournament.
Try a round or two of Cheese or Font.

Warhammer 40,000: Dawn of War II: Retribution
Dawn of War 2 Retribution ork punch thumb


This article originally appeared in issue 228 of PC Gamer UK.

Of the 20 waves of enemies that make up Dawn of War 2: Retribution’s Last Stand mode, wave 16 is the most important. In every other wave your team of three heroes face overwhelming odds. In wave 16 there are only three enemies, but they’re the most powerful opponents you could ever face. Exact clones of you.

The solution is to intentionally build weaknesses into your own team – which is why I’ve teamed-up with two friends to take two poorly armoured Chaos Sorcerers into battle alongside one rock-hard Space Marine captain. Trust me, it all makes sense.

The Space Marine captain can punch the air so hard it sends out a shockwave that makes nearby enemies explode. He can summon a 12-foot robotic behemoth from orbit. He is officially a badass.

The Chaos Sorcerers are not. Their showy armour may as well not be there and their melee attack wouldn’t bother a dog. But, they can clone enemies. If films and TV have taught us anything, it’s that cloning things never ends well. Come wave 16, we’re planning to clone our own enemy clones. In the grand list of things you should never, ever do, this definitely falls into the Very Bad Shit category.

The early waves pass without a hitch. The Space Marine’s Dreadnought protects our Sorcerers while the captain deals all the real damage. Every time the stone gates around the arena descend, more powerful foes emerge. Eventually, it’s wave 16.

Our doppelgangers charge toward us. We’re shouting over voice chat. “Clone the captain! Clone the captain!” Both Sorcerers clone the captain. There are now four Space Marine captains. Drop pods crash down from orbit, one after the other. They explode, unleashing their deadly cargo. There are now four Space Marine captains and four Dreadnoughts. Voice chat is filled with our horrified gasps. “What have we done?” one of us cries, “what have we done?”

We have to act fast. If we don’t kill everything in the arena in the next few seconds, their Chaos Sorcerers could clone our captain, and those clones in turn would summon more Dreadnoughts. This is the Very Bad Shit I mentioned earlier. Our Chaos Sorcerer doppelgangers need to die, and they need to die now.

Our captain charges into combat with the nearest enemy Sorcerer. Our clones of the enemy captain do the same. Seconds later, everything is dead, except for the enemy Dreadnought.

Our three Dreadnoughts punch it to death.

Our cheers abate as the gates lower again. One minute later wave 17 is a charred paste on the arena floor. Our Dreadnoughts waddle around looking pleased with themselves. Wave 18 comes and goes, leaving more than a hundred dead Orks in its wake. In wave 19, our Dreadnoughts go down, but our cloned captains just summon more. We’re on the verge of wave 20. We might just do this.

There’s a thunderclap. It starts raining blood. A mighty Chaos Lord emerges from a ring of fire in the centre of the arena and demons attack from every gate. Our Dreadnoughts are swarmed, our cloned captains fall in seconds. Our survival now depends on one simple question. Is it possible to clone the final boss of the game?

The answer is yes. In the space of approximately three seconds the tide of battle is turned. Our two newly recruited Chaos Lord clones smother the battlefield in searing warp fire. The demons are all dead. It all comes down to a fist fight between the enemy Chaos Lord and two more powerful clones of himself. It’s a battle he’s never going to win. We’ve done it. We’ve beaten Last Stand.

Our reward? A text pop-up. “You are victorious!” it says. It feels like the greatest prize in all gaming.
The Witcher 2: Assassins of Kings Enhanced Edition



The Elder Scrolls games have been brilliant for long time: huge open worlds that let you go wherever you fancy, get wrapped up in hundreds of different stories, and make a life for yourself. But until Skyrim, they weren’t particularly good at one of the most exciting things about other RPGs: levelling up.

You levelled up, of course, but you didn’t get to spend any terribly valuable points on any terribly exciting skills. In Skyrim, you do. It’s the perfect compromise between a traditional RPG and the organic practice-based system of previous Elder Scrolls games. You still get incrementally better at whatever you do, but each level gets you a perk point, and the perks on offer are absurdly tempting.



So your character adapts both to how you end up playing, and the grand ideas you have for them. I started out as an archer, but all the sneaking around made me stealthy enough to pull off backstabs. That was more satisfying than I realised, so I shifted towards it and improved it dramatically with perks.

The organic progression influenced my conscious progression, and resulted in a character build I hadn't set out to create but which suited my play style perfectly. I became an assassin who can hide in plain sight, vanish mid-combat, and kill almost anything in a single strike. I'd tailored my own custom stealth god, through 84 hours of practice and 41 perk choices.



Now I’m working on a tank: an unstoppable orc clad in hand-crafted brass, with a shield the size of a small country and an axe I’ve sharpened beyond anything money can buy. I already have a perk that lets me bash people away with my shield, and next, I want the one that lets me knock everyone flying when I sprint at them. Then I'm making an illusionist.

It's a sense of excitement I never had with Oblivion. When I started again in that game, it was usually because I’d messed up my character. I start again in Skyrim because there are so many possible characters to try, lives to lead, possibilities to explore that it would be rude to the developers not to seek them out. That, to me, is the definition of a great RPG.

Read our Skyrim review for more.

Highly recommended: The Witcher 2, Dawn of War 2: Retribution.
PC Gamer
Dawn of War 2 Last Stand - Tau Commander
A new blog post on the Relic Dawn of War blog details every ability and piece of wargear that the new Tau Commander Last Stand hero will unlock on his quest to reach level 20. It looks like Relic have not only nailed what the Tau are about, but have created a high-risk, mobile, ranged devastator that should provide new challenge for anyone who thinks they've mastered Dawn of War 2's superb three-man survival mode. This is a character who does ZERO damage in melee, but has access to a plasma gun and jump jets from the start, and abilities with names like "sky ray barrage."

Listing every upgrade and wargear unlock will be a bit spoilery for some, but if you're eager to see some of the slightly terrifying upgrades on offer, including heavy assault drones and nano-bots, you'll find the full list on the Dawn of War 2 blog. According to IGN the Tau Commander is set to hit Steam later today, and will cost $9.99.

Relic are also releasing some new chapter packs for Dawn of War 2's armies, including the Death Korps of Krieg for the Imperial Guard, and Word Bearers for Chaos.
PC Gamer



Dawn of War 2's fantastic Last Stand mode will get a new hero later this month. The Tau Commander is the imperious leader of Warhammer 40,000's race of technologically advanced space-communists, the Tau. They stomp around in huge, customisable mech suits, which makes them perfect for Last Stand's loot driven progression system. With every level, new wargear is unlocked, opening up new build options that can completely change each warrior's role in the three-man team. See one in action in the trailer above, spotted on Reddit.

Going by the video above, it looks as thought the Tau Commander will play as a devastating artillery specialist, with some area of effect support abilities thrown in to keep team mates happy. It's fitting. In 40k lore, the Tau are one of the few races still making new tech, and the Crisis Battlesuit the Commander hides inside carries some of the best. Expect jump jets, drones and great big energy beams.

The trailer says that the Tau Commander will "be available for purchase at the end of October." There's no price yet. The Last Stand mode is available as a standalone purchase now on Steam and is on sale now as part of the tail end of a weekend Steam deal.
Warhammer 40,000: Dawn of War II: Retribution
Dawn of War 2 Retribution - Waaaaaagh!
Orks are the winners of the latest Dawn of War 2: Retribution patch. The greenskins get a series of health buffs across the board, making those vast, snot coloured mobs even more intimidating. Love them or hate them, you won't be able to kill them quite as easily as you could yesterday.

In fact, every race has received balance tweaks, and a sizeable list of bugs have been quietly taken out back and shot with a plasma pistol. You'll find the full patch notes below, nabbed from the Dawn of War 2 Retribution forums. On a related side note, the Eldar Ulthwe DLC mentioned yesterday is available now on the Steam store for £4.99 / $7.50.

Map Changes

Fixed an issue on 4P Golgotha Depths that prevented Chaos spawning in the 4th position from entering the building in the back corner
Fixed an issue on 4P Selenon Fissure that caused some units to get stuck in places by teleport or knockback that were not in playable areas
Fixed an issue on 6P Calderis Refinery that caused some units to get stuck in places by teleport or knockback that were not in playable areas

 

Bug Fixes

Dark Flames now do flamer_ability_pvp from flamer_pvp
Fixed an exploit that allowed players to cast smite multiple times
All Chaos worship modifiers are now exclusive
Ravener Alpha no longer fires while making tunnels
Plague Marine death explosion no longer gives a damage modifier
Tyranid Mycetic Spores no longer reinforces allied units
Fixed an issue that allowed the Lord General to cast med kits multiple times
Wraithguard tooltip changed to “Heavy Infantry” from “Super Heavy Infantry”
Ogryns tooltip changed to “Super Heavy Infantry” from “Heavy Infantry”
Reduced the chance of abilities to misfire
Improved squad plans of units with flamers so that the squad will retain unit coherency
Improved squad plans of units with missiles so that the squad will retain unit coherency
Ork Burna Melee cooldown changed from 1 to 0
Fixed an issue that allowed units to take damage when under the effects of “Angels of Death”
Fixed an issue that allowed Nobs to take damage when under the effect of “Frenzy”
Hellfury damage type changed to flame_ability_pvp from flamer_pvp
Force Commander’s Power Sword now shows proper weapon decorator
Inquisitor’s Holy Brazier now shows proper weapon decorator
Chaos Lord Blood Maul now shows proper weapon decorator
Sluggas when upgraded with Nob leader now shows proper weapon decorator
Plague Marine’s Plague Sword now shows proper weapon decorator
Warlock’s Witchblade of Kurnous now shows proper weapon decorator
Commissar Lord’s Power Sword now shows proper weapon decorator
Ork Stormboyz now show proper weapon decorator
Warboss Bosspole no longer stacks HP on the Warboss

 

Balance Changes

ORK

Slugga Nob Upgrade now increases HP of Sluggas by 10% and increase move speed by 1
Use Your Choppas Red cost increased from 75 to 100
Mek Boy HP increased from 540 to 600
Loota Tank HP increased from 550 to 650
Tankbusters HP increased from 800 to 850
Bommaboyz no longer causes knockback on retreat

 

SPACE MARINES

Techmarine Plasma Overcharge ability now reduces the damage of the plasma gun from 30% to 50%
Techmarine Artificer Armor health regeneration reduced from 0.5 to 0.35
Predator HP increased from 600 to 700
Librarian ‘Smite’ damage reduced from 25 to 20
Tactical Marines HP reduced from 350 to 330
Apothecary Combat Stimulants damage increase lowered to 25% from 40%

 

CHAOS

Touch of Nurgle damage reduced from 75 to 37.5
Chaos Predator HP increased from 660 to 770
Bloodcrusher cost increase from 350/45 to 350/60
Touch of Nurgle Knockback changed from Ability to Weapon

 

TYRANIDS

Lictor Hero Infiltrate mechanics are mirrored to the Kommando Hero
Lictor Hero Feeder Tendrills wargear cost increased from 125/25 to 125/35
Spore Mine Drop Global cost increased from 100 red to 175 red
Zoanthrope Focus blast now deals weapon knockback from ability knockback
Ravener Hero Tunnel build time increased from 6 seconds to 10
Ravener Hero Burrow trap recharge time increased from 5 seconds to 20 seconds
Ravener now needs to be loaded into the tunnel after it constructs it

 

ELDAR

Farseer Armor of Fortune regeneration bonus reduced from 0.5 to 0.35
Farseer’s Guide cooldown decreased from 85 seconds to 30 seconds
Farseer’s Guide only works on infantry now
Farseer’s Timefield speed reduction penalty changed from 70% to 50%
Fire Prism HP increased from 450 to 500
Webway gates HP increased from 350 to 450

 

IMPERIAL GUARD

Sentinels Stun effect reduced from 7 seconds to 5 seconds
Banewolf cost increased from 350 req and 200 red to 350 req 75 power and 200 red
Inquisitor’s Holy Brazier Special attack damage reduced from 80 to 50
Creeping Barrage Red Cost increased from 175 to 200
Commissar Power Fist (Tier 2) cost reduced from 200/50 to 150/50

 
Warhammer 40,000: Dawn of War II: Retribution
Dawm of War 2 Retribution Ulthwe DLC
A new post on the Dawn of War 2: Retribution blog reveals a new DLC pack that will add the Ulthwe faction to the Eldar. The Ulthwe have the level of cheer you'd expect from a faction that lives their entire lives near an inter dimensional phenomenon known as the Eye of Terror. They're not be too optimistic about the future of the universe, but they are very good at shooting demons in the face. The DLC will provide a new look for most of the main Eldar units, similar to the recent Dark Angels pack which was released back in April for $7.50 / £5.00. There's no news on a release date or pricing details just yet, but you can see four new screenshots of the redesigned units below.









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