This article was originally published in PC Gamer issue 305. For more quality articles about all things PC gaming, you can subscribe now in the UK and the US.
We’re playing Dawn of War 3 and all getting duffed up individually. We decide to team up and take on other players in the intense 3v3 power core mode. You have to contest resource points across the map, then march into the enemy base and blow up the shiny enemy power core. Phil picks Space Marines, Samuel picks Eldar and Tom picks Orks. We’re up against two Ork armies and an Eldar one.
The players:
Phil Savage: has played a little bit of Dawn of War II, but that’s about it. Likes the big robot.
Samuel Roberts: is pretty well-versed in Dawn of War, but didn’t do spectacularly at the DoW3 closed beta.
Tom Senior: has played a lot of Dawn of War, a lot of Dawn of War 2, and a few games of DoW3. Likes Orks.
Samuel: I send my Bonesinger builder units to grab a couple of the nearby capture points in the centre and top lanes while I start churning out the Eldar’s basic Dire Avengers. We leave the point at the centre of the map for now. No need to start a fight while we’re still assembling an army. I send my Dire Avengers to a point north of our base, where Tom’s building up his Ork force.
Tom: The map is arranged into three loose ‘lanes’ and I’ve got the top one. Scouting ahead I discover I’m up against more Orks, so it’s going to be a glorious greenskin massacre up north. A couple of units of Sam’s Eldar arrive at a key moment as we push ahead to secure the mid-lane resource point and fend off a sizeable enemy force. We both throw down some forward base buildings and make the place our home. The crappy, wobbly Ork buildings look completely shambolic next to the Eldar’s sleek, glowing structures.
I m able to locate one of my buildings. I select it, and click on the picture of a Space Marine. A drop pod arrives from space, and men come out of it. This is progress.
Phil: Samuel and Tom immediately set to work building units and capturing points. I’m still trying to work out where my things are, and how to make more men. Samuel asks me to capture the southern control point, and I reply in the affirmative. Secretly, though, I have no idea what the control point is, or what I’m going to capture it with. I knew I was going to be out of my depth here, but I didn’t think it would be this bad. I try to parse the minimap, and realise that it’s swarming with yellow and blue icons. The yellow is moving and growing, the blue isn’t. That means I’m blue. Thanks to this, I’m able to locate one of my buildings. I select it, and click on the picture of a Space Marine. A drop pod arrives from space, and men come out of it. This is progress. I send them to what I assume is the capture point.
Tom: I build loads of axe-wielding Boyz. I respect the audacity of warriors that are happy to bring axes to a giant robot laser fight, but I also know that they will not last long. Happily, though, I can press a button that makes them punch the air and get hyped up. I use their enthusiasm to push up and grab another resource point on my lane as Sam’s Eldar change position.
Samuel: Phil’s being pushed by Orks and Eldar on the lower side of the map, so I send my troops over there, as Tom seems to have a pretty good handle on his lane. I help Phil fight them off one of our resource points. They bring an Ork elite, so I use a mix of Dire Avengers, melee-happy Howling Banshees and cloaked sniper Rangers to fend them off. From here, I decide to keep my army on Phil’s lane, since together our skills probably add up to one decent RTS player. The centre lane isn’t particularly well-guarded, but so far they haven’t tried to push us there so it’ll probably be OK. I build a warp gate near Phil’s resource point, which buffs my nearby troops. I’ve also upgraded my buildings so they can now teleport around the map—which will help as me and Phil try our luck at pushing that lane. Time to start building our armies up.
I build a warp gate near Phil s resource point, which buffs my nearby troops. I ve also upgraded my buildings so they can now teleport around the map
Phil: I’m pretty happy that I managed to repel the enemy’s exploratory advance through nothing more than luck and Samuel’s invaluable help. I’m starting to get the hang of how to build things, too. I discover that my weird cyborg dude—one day, I will learn the Space Marine’s names—can build new buildings. I start plopping things down and randomly clicking on menus, and pretty soon I’ve built a nice little force of men with guns.
Samuel: Let me assure you, Phil, that I have no idea what I’m doing either. I’ve just built one or two of every unit in the vague hope that when we push, something will counter something else. I am not vying for Pro status. How’s your lane going, Tom?
Tom: Orks! Orks! Hundreds of Orks everywhere. My army repeatedly clashes with enemy Ork forces, and I’m getting the upper hand. My forward base is now a shabby little town that spits out big green delinquents, namely the Ork’s toughest warriors—Nobs. Orks need to gear up at scrap piles so I’ve built a copse of towers to create piles of junk. The Nobs rummage around, hack together some huge two-handed axes and then follow waypoints to the front line where they smash up my opponent’s ordinary Orks with ease. I push right up to the shield generator and manage to destroy it. The enemy Eldar force come across to push back, but that just gives Phil and Sam another huge opening.
Samuel: Phil and I decide to push, on Tom’s suggestion. We target the next capture point on the bottom lane and roll out. It’s not much of a fight, really—we’ve both got pretty big armies at this point and we take it almost straight away. But the enemy isn’t going to let it go without a fight. After we take the point and start building our resource points on top, the enemy realises what we’ve done and a pretty gigantic Ork army is suddenly on our doorstep.
It s an elegant two-fist approach. One fist is a big angry Ork army, and the other a multicultural alliance of bastards in giant robots.
Phil: Oh snap, the Orks are here! Despite the success of this point capture, my army is a little worse for wear, and I haven’t finished building reinforcements. Again: I click randomly on stuff. That’s how I realise that earlier I’d managed to accidentally queue up the drop pods I didn’t realise I had. They slam down from space, and yet more marines pour out. It looks really cool, and, best of all, intentional. Suddenly, my army’s back up to strength. I think I actually cackle.
Samuel: I deploy the Eldar’s leader power, the Eldritch Storm. It’s essentially a sci-fi whirlwind that fucks with everyone’s shit. It arrives at just the right time. Between us, we easily push back the Ork assault. I teleport my base forwards, and start adding some heavier troopers such as Wraithguards and deadly Shadow Spectres to my army. Farseer Macha is also among them—an elite who can throw and activate a radius spear attack. Our forces are swelling, and it feels like we’ve got the upper hand. I feel bad that we’ve abandoned Tom, but then he seems be doing OK in that top lane. He seems to have made his way to the enemy resource generator on that side—a bit ahead of where we are.
Tom: It’s an elegant two-fist approach. One fist is a big angry Ork army, and the other a multicultural alliance of bastards in giant robots. By taking it in turns to push we’ve kept the enemy in a state of imbalance, and now they’re resource-starved thanks to the fact that we own most of the map. All we have to do now is convert our resource advantage into a push that can bring down the power core and win the game. I’ve unlocked my giant Morkanaut robot, which can take insane amounts of damage and launch a rocket-powered fist at enemies. I also have enough elite points to call down a meteor. I’ve pushed over the enemy turret and my Ork opponent seems to have largely given up. I keep building until I hit the population cap. That’s a lot of Orks. This could be the time to finish it.
Phil: Are we winning? I think we might be sort of winning. This is a surprise to me, but we do have the advantage of being a group communicating over Skype. This, it seems, makes up for my incompetence. Once again, Samuel and I push the bottom flank. We’re heading to the Elite control point. For a while it looks like we’ll be able to roll through unchallenged, but finally, as we ascend the stairs to the point, we clash into a horde of Orks and Eldar. Time for my secret weapon: a big laser robot of death. I call in my elite unit, and the missiles start flying.
I command my Morkanaut to punch the whirlwind. This helps no one.
Samuel: Yeah, so I basically lost my entire army during that push for the Elite point. We’ve taken out the enemy’s turret and generator on this side, though. Luckily, the fight went on for so long that I’ve got plenty of resources to generate another in no time. It feels like we’re close to victory, with the enemy now running low on resource points. Phil and I knock over the defenceless point at the centre of the map, then prepare for a final push.
Tom: My PC has rarely been tested as much as it is during this final fight. All six players apparently have access to their faction super ability, because there are at least three meteors, a space laser and various electric whirlwinds in the fight. I lose track of my army in the carnage. I double-tap F1 to centre the view on my general. He’s wandered into the middle of everything, the idiot. All my Nobs have been incinerated too. I command my Morkanaut to punch the whirlwind. This helps no one.
Samuel: I’ve got no idea what is going on in this cataclysmic final encounter, but there is so much death. I unleash a last-minute Eldritch Storm, and the scale of the chaos is ridiculous—there are enemy Orks and Fire Prism tanks everywhere. At the end of the fight, I just have Bonesingers left, and Phil’s being shredded too. We won’t need to rebuild to push again, though. The power core is about to be destroyed by the remaining forces of Tom Senior.
Phil: I’ve been bemused through the majority of this match, but this final push really takes the exploding laser death cake. The world is naught but light and fury, and my armies are being melted by a ridiculous onslaught of stuff. They did well, though, and I’ve even got a few snipers left taking pot shots at the core. I think we’re about to win, so I’m just going to enjoy the show.
Tom: All my Orks are dead. Nothing in the universe of Warhammer 40K could survive what just happened to the enemy base. Luckily as the fight was starting I built five long-range artillery cannons, which now sit just outside the apocalypse, passively shelling the area until the core capitulates. Nothing else lives. It’s a very 40K outcome.
Samuel: I feel I was being strategic for the first two thirds of the game. In the final third, I merely appreciated the brawl. But what great fun. I’m certain this will be the only time I’m ever part of a winning team in Dawn of War III.
Hi everyone!
Thanks for sharing all your great feedback with us after our Community Update last week. We appreciate your patience with us. We’re so excited to release our major Annihilation Update today. Get ready to wipe the floor with your foes in our new multiplayer mode!!
Headlining this update are two new Annihilation modes, which work in Custom Matches on all existing maps including our new release, Mortis Vale. This new battlefield is available for 2v2 and 3v3 across all multiplayer modes, boasting an open feel with lots of flanking opportunities.
We’re also introducing three new doctrines (one per faction) that allow the construction of turrets.These doctrines will be automatically unlocked for all players and can be used in Power Core mode or in the new Annihilation modes.
As a final token of our appreciation, we’re adding three Elite skins to your inventories - House Raven Imperial Knight Paladin, Exalted Wraithknight, and the Deathskulls Gorkanaut. We call them our Engines of Annihilation. Just log in, equip them, and bring the pain!
There’s plenty more to dig into below. Take a look and hit up the forums if you have any questions. We’ll be at the ready.
Thanks again, and enjoy!
We did buff the damage on Tactical Marines significantly, which we do feel was warranted. However, the Tireless doctrine acted as a multiplier. It allowed them to cover too much of the map and gave too big of an advantage in early skirmishes. We will continue to monitor this doctrine’s usage rate and cross-reference its impact on games.
Hi everyone!
Thanks for sharing all your great feedback with us after our Community Update last week. We appreciate your patience with us. We’re so excited to release our major Annihilation Update today. Get ready to wipe the floor with your foes in our new multiplayer mode!!
Headlining this update are two new Annihilation modes, which work in Custom Matches on all existing maps including our new release, Mortis Vale. This new battlefield is available for 2v2 and 3v3 across all multiplayer modes, boasting an open feel with lots of flanking opportunities.
We’re also introducing three new doctrines (one per faction) that allow the construction of turrets.These doctrines will be automatically unlocked for all players and can be used in Power Core mode or in the new Annihilation modes.
As a final token of our appreciation, we’re adding three Elite skins to your inventories - House Raven Imperial Knight Paladin, Exalted Wraithknight, and the Deathskulls Gorkanaut. We call them our Engines of Annihilation. Just log in, equip them, and bring the pain!
There’s plenty more to dig into below. Take a look and hit up the forums if you have any questions. We’ll be at the ready.
Thanks again, and enjoy!
We did buff the damage on Tactical Marines significantly, which we do feel was warranted. However, the Tireless doctrine acted as a multiplier. It allowed them to cover too much of the map and gave too big of an advantage in early skirmishes. We will continue to monitor this doctrine’s usage rate and cross-reference its impact on games.
Relic’s been busy listening to player feedback from the launch of Dawn of War 3, and the studio’s decided to expand the grimdark game’s multiplayer with a new map, a new set of modes, more doctrines and a skin pack for your beefy super walkers.
“Dawn of War 3 was meant to reunite our Dawn of War and Dawn of War II fans with a bombastic, action-RTS packed with incredible heroes, giant space lasers, and whole, new planets made of things that go BOOM,” reads the community update. “While we’ve checked those boxes, it’s clear that those weren’t the only things that you were looking for.”
The new modes are a great start. The game’s single multiplayer mode is excellent, combining MOBAs with traditional RTS fare, but it’s not really enough to support a game with a strong multiplayer focus. So now Annihilation modes are coming.
Annihilation Classic is a straightforward mode where it’s all about destruction. Charge into your enemy’s base and destroy all of their key structures and voila, game won. Annihilation with Defenses is similar, but you’ll have lots of turrets installed right from the get-go, giving you and your enemy some breathing room.
Speaking of turrets—proper defensive structures were missing from the base game, aside from the Ork’s Waaagh towers. New turret doctrines change that. “And those fancy new turrets? You won’t need to hand in your hard-earned Skulls for them,” Relic explains. “We’ll release them unlocked, for all players, for use across all multiplayer modes. Turtlers rejoice! You’ll have new defensive strategies to play with, and against, in no time.”
The launch maps are all being tweaked for Annihilation, but there’s a new map coming as well. It’s called Mortis Vale, and Relic will be showing it off next week. Mortis Vale will also be available in Power Core mode, too.
Finally, there’s the skin pack. Each faction will get a new skin for their super walkers, like the Eldar’s Wraithknight.
All of this is coming soon, too. The Annihilation update will launch on June 20.
Relic Entertainment say they’ve been listening to what players think of Warhammer 40,000: Dawn of War 3 [official site] since its launch almost seven weeks ago, and they’re going to make some changes. They’re adding new multiplayer modes they say are closer to the first Dawn of War, which will “challenge you to wipe out every last Waaagh Tower and Webway Gate to earn that victory screen.” They’re also reintroducing buildable turrets through Doctrines, for turtlefolk. Hey, don’t look at me: they say this is what you wanted. These won’t replace the the old multiplayer modes, sitting alongside ’em. Look for the launch in a free update next week. … [visit site to read more]
Hey guys!
We’re back to offer a closer look at the latest game patch, including the introduction of Leaderboards and our first set of balance updates!
We’re working behind the scenes on our next set of updates and look forward to filling you in soon. For now, stay tuned, and we’ll see you in battle!
We agree with the community that Tactical Marines are under performing relative to other starting units. Though they scale more strongly than their counterparts and have potent upgrades, these came at an additional cost.
A small quality of life improvement when using Scout Snipers will help them feel more agile in combat.
Assault Marines are supposed to be good at striking back line targets and objectives and generally forcing the enemy to engage on their own terms. In the hands of capable players, their offense was simply too effective, especially considering their ability to retreat. We've reduced the rate at which they generate Jump charges to give them more downtime and widen the window for counterplay.
Lascannon Devastators were seriously under performing in their role as the anti-vehicle backbone. They suffered too many disadvantages relative to their counterparts, with none of the show-stopping power.
We feel that although Predator Annihilators have a clear role, the same cannot be said for the Predator Destructors. Our changes give the unit more front line resilience and make it lean more heavily towards anti-infantry and anti-heavy infantry army compositions.
We're happy with how balanced Kill Team Ironmaw feels in the early game, but they needed a slight nudge in contrast to Striking Scorpions and Stormboyz.
We wanted to bring Jonah in line with the other changes we've made to other Elites that hit the battlefield around the same time - namely, the Weirdboy and Farseer Macha.
We are pretty happy with where Gabriel is, but felt he had just a bit too much lockdown. Changes to Critical Strike will stop him from having too many disruption tools without sacrificing his damage output.
We feel that Terminators needed a few small tweaks to make them worth the cost, especially considering how easily they can be shut down with melee tie up.
Though the Venerable Dreadnought's abilities are quite powerful on their own, its ranged damage was too low given the Elite Point cost. We've also added a quality of life improvement that should make Maximal Charge more reliable.
While Solaria has high potential, she is also the most costly Space Marine Elite to field. More drawbacks and limited mobility caused players to favour the Imperial Knight Paladin. In particular, the slow on Gets Hot! felt like it was hampering an otherwise cool gameplay moment. Instead, it will function more like a Fury mechanic, where you are rewarded for keeping her in combat.
When overheated, Gatling Barrage knocks back enemies. However, the knockback range wasn't large enough to force enemies into the Gatling Barrage area of effect. This change will make this combo much more reliable.
We've tweaked the range of Ironstorm Missiles to make it a bit harder to catch Solaria unaware.
Bonesingers gave the Eldar too much early advantage by capturing points and setting up early Webways.
Players were often able to survive simply with Dire Avengers, allowing for an easy transition to late game units like Falcons. Dire Avengers had far too many strengths with Eldar faction mechanics (like Fleet of Foot and Battle Focus) that made them vastly superior to other units right out of the gate. We've made some changes that will force Eldar players to put Dire Avengers at greater risk when engaging in combat.
We fixed some unintended damage stacking that was coming from Quick Strike. Additionally, a combination of Taldeer's Reflective Strike doctrine and the Striking Scorpions' presence doctrine made Banshees too tough as a Tier 1 unit.
We increased the amount of power required to field Rangers so that if you're bringing a lot of squads into battle, you'll have to be okay with delaying your tech progress. This should help cut down on the dreaded "Ranger spam" and make it more costly when you mismanage and end up losing them.
Fire Prisms needed more presence in the late game, so we have transitioned their role to be better against slow or static, heavily-armoured units - such as structures, Nobz, and Wraithblades.