Warhammer 40,000: Dawn of War III

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.

Warhammer 40,000: Dawn of War III - r_Kat


#Discussions_QuoteBlock_Author
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!



New
  • New modes: Annihilation Classic and Annihilation With Defenses
  • New doctrines: Tarantula Turret, Big Shoota Turret, and Shuriken Grav Platform
  • New map: Mortis Vale (3v3) and (2v2)
  • Free skins: House Raven Imperial Knight Paladin, Exalted Wraithknight, and Deathskulls Gorkanaut



Gameplay
  • Fixed an issue that makes Elite healing around a player’s HQ and production structures more consistent

Maps
  • Mortis Vale (2v2) has been added into the Custom match and Quick-Match map lists
  • Mortis Vale (3v3) has been added into the Custom match and Quick-Match map lists



Tactical Marine
Doctrines
  • Tireless: Speed bonus decreased from 3 to 1.5
  • Tireless: Speed bonus will kick in 15 seconds after being out of combat, up from 11 seconds
  • Tireless: Speed bonus now begins 15 seconds after spawning a squad of Tactical Marines, instead of instantly
  • Tireless: A decorator icon now displays your progress towards the speed bonus

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.



Terminators
Doctrines
  • Focused Shot: Fixed an issue where slowed targets did not display the slow icon



Imperial Knight Paladin
Bug Fixes
  • Fixed an issue where Ion Shield sometimes failed to block certain shots



Imperial Knight Solaria
Bug Fixes
  • Fixed an issue where Solaria's weapons were not disabled during the wind down of Gatling Barrage



Ranger
Bug Fixes
  • Changed Sensor Beacon to be single-cast when a group is selected, meaning they won’t all use their ability in the same spot when the order is given



Fire Prism
Bug Fixes
  • Fire Prisms no longer play their death animation when being levitated (but not killed) by Orbital Bombardment



General
  • Fixed an issue where Windows taskbars set to the left or top of the screen would not be hidden
  • Fixed issue where skimmer units that were knocked back onto negative space were instantly killed
  • Fixed issue where WAAAGH! Towers would sometimes stop producing scrap

Campaign
  • Difficulty tuning on several campaign missions (1, 11,12, 13), mostly on Normal difficulty
  • Fixed an issue in Mission 2 where loading a saved game could stop Varlock Guard units from moving
  • Fixed an issue in Mission 6 where the mission could stall if the enemy recaptured one of the two arrays from the player
  • Fixed an issue in Mission 9 where loading a saved game could cause Deffkoptas to fail to enter combat, blocking mission progression
  • Fixed an issue in Mission 13 where Elites sometimes wouldn’t gain experience
  • Fixed a terrain issue on Mission 17 which could cause an Elite to become stuck

Multiplayer
  • Fixed most common instances of an issue where spamming hotkeys allowed multiple resource add-ons to be constructed on a single resource point; additional instances of this bug are still being investigated
  • Rotated some heavy cover on Stratum P2-8 near the middle of the map to allow for easier access
  • Fixed a spot on Charon’s Rest where an Elite could become trapped

User Interface
  • Added support for Exclusive Fullscreen and Windowed display options
  • Changed the placement of several front end components to group player name, icon, and Skulls together
  • Fixed an issue where quitting after a match loss would cause units to change colours
  • Fixed disconnect behavior while on the Elite info screen
  • Fixed an issue where the paint scheme list was cut off for players 3, 4, 5, and 6 in an 3v3 lobby
  • Fixed a rare issue where Quick-Match players would become stuck in a black screen after the game countdown
  • Fixed an issue where the Texture Detail option would not correctly save when applied

Art
  • Fixed an overlap issue on the Meganobz mastery skin



{LINK REMOVED}{LINK REMOVED}
Warhammer 40,000: Dawn of War III - Kat_RE


#Discussions_QuoteBlock_Author
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!



New
  • New modes: Annihilation Classic and Annihilation With Defenses
  • New doctrines: Tarantula Turret, Big Shoota Turret, and Shuriken Grav Platform
  • New map: Mortis Vale (3v3) and (2v2)
  • Free skins: House Raven Imperial Knight Paladin, Exalted Wraithknight, and Deathskulls Gorkanaut



Gameplay
  • Fixed an issue that makes Elite healing around a player’s HQ and production structures more consistent

Maps
  • Mortis Vale (2v2) has been added into the Custom match and Quick-Match map lists
  • Mortis Vale (3v3) has been added into the Custom match and Quick-Match map lists



Tactical Marine
Doctrines
  • Tireless: Speed bonus decreased from 3 to 1.5
  • Tireless: Speed bonus will kick in 15 seconds after being out of combat, up from 11 seconds
  • Tireless: Speed bonus now begins 15 seconds after spawning a squad of Tactical Marines, instead of instantly
  • Tireless: A decorator icon now displays your progress towards the speed bonus

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.



Terminators
Doctrines
  • Focused Shot: Fixed an issue where slowed targets did not display the slow icon



Imperial Knight Paladin
Bug Fixes
  • Fixed an issue where Ion Shield sometimes failed to block certain shots



Imperial Knight Solaria
Bug Fixes
  • Fixed an issue where Solaria's weapons were not disabled during the wind down of Gatling Barrage



Ranger
Bug Fixes
  • Changed Sensor Beacon to be single-cast when a group is selected, meaning they won’t all use their ability in the same spot when the order is given



Fire Prism
Bug Fixes
  • Fire Prisms no longer play their death animation when being levitated (but not killed) by Orbital Bombardment



General
  • Fixed an issue where Windows taskbars set to the left or top of the screen would not be hidden
  • Fixed issue where skimmer units that were knocked back onto negative space were instantly killed
  • Fixed issue where WAAAGH! Towers would sometimes stop producing scrap

Campaign
  • Difficulty tuning on several campaign missions (1, 11,12, 13), mostly on Normal difficulty
  • Fixed an issue in Mission 2 where loading a saved game could stop Varlock Guard units from moving
  • Fixed an issue in Mission 6 where the mission could stall if the enemy recaptured one of the two arrays from the player
  • Fixed an issue in Mission 9 where loading a saved game could cause Deffkoptas to fail to enter combat, blocking mission progression
  • Fixed an issue in Mission 13 where Elites sometimes wouldn’t gain experience
  • Fixed a terrain issue on Mission 17 which could cause an Elite to become stuck

Multiplayer
  • Fixed most common instances of an issue where spamming hotkeys allowed multiple resource add-ons to be constructed on a single resource point; additional instances of this bug are still being investigated
  • Rotated some heavy cover on Stratum P2-8 near the middle of the map to allow for easier access
  • Fixed a spot on Charon’s Rest where an Elite could become trapped

User Interface
  • Added support for Exclusive Fullscreen and Windowed display options
  • Changed the placement of several front end components to group player name, icon, and Skulls together
  • Fixed an issue where quitting after a match loss would cause units to change colours
  • Fixed disconnect behavior while on the Elite info screen
  • Fixed an issue where the paint scheme list was cut off for players 3, 4, 5, and 6 in an 3v3 lobby
  • Fixed a rare issue where Quick-Match players would become stuck in a black screen after the game countdown
  • Fixed an issue where the Texture Detail option would not correctly save when applied

Art
  • Fixed an overlap issue on the Meganobz mastery skin



{LINK REMOVED}{LINK REMOVED}
Warhammer 40,000: Dawn of War III

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. 

Warhammer 40,000: Dawn of War III - contact@rockpapershotgun.com (Alice O'Connor)

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]

Warhammer 40,000: Dawn of War III - r_Kat


Hey everyone!

It’s been a wild ride since the release of Dawn of War III – a game we loved making and are so glad to finally have in your hands. We’re thrilled to put out a new installment after an eight-year hiatus, we’re proud of the innovations we’ve made within the genre, and we think the game is full of potential.

But…we’re humans who have the internet. We know there are lots of you who don’t feel the same way. That matters. We make these games for you, and we need you in order to keep making games. So, let’s talk about where we go from here.

Dawn of War III 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. While we’ve checked those boxes, it’s clear that those weren’t the only things that you were looking for. So, what now?

It started at launch by keeping our eyes and ears open. We spend a LOT of time on the forums, and just as much looking through the data on what you’re playing, and what you’re not. We’re using that to plot out our next steps and are hoping to share plans with you soon, and get you involved in how we bring them to life. But that takes time.

So, what happens in the short term? Great question…

ANNIHILATION MODE
To start, we’re going back to our roots with new multiplayer modes that challenge you to wipe out every last Waaagh Tower and Webway Gate to earn that victory screen. Get ready for Annihilation Mode. Wait, make that: Annihilation MODES.



Dawn of War I fans will feel right at home in Annihilation Classic. To win, you’ll need to destroy the core structures of your opponent. It’s tough, but we’ve added a couple tools to help you out: new doctrines that will let you build faction-specific turrets throughout the map.

Want a headstart? Load up Annihilation with Defenses to kick off the match with several of these turrets already installed throughout the map, buying you more time to build up your army. Both modes will be available in Custom Match for 1v1, 2v2, and 3v3.

We’ll be releasing a video on later this week with more information, and debuting the mode live on Twitch at 10AM PST on Friday, June 16th. Keep your eyes peeled!

TURRET DOCTRINES
And those fancy new turrets? You won’t need to hand in your hard-earned Skulls for them. 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. Here’s your first look at one of them in action:



The turret doctrines won’t be available in campaign mode, but it is something we’re going to take a look at. No promises, but we’ll see what’s possible and get back to you.

NEW MAP: MORTIS VALE
All existing multiplayer maps have been retrofitted to play host to Annihilation showdowns, but we’re happy to share the brand new Mortis Vale map – a fresh battlefield to burn to the ground! We’ll share a closer look at Mortis Vale next week, but here’s just a taste of what to expect. And yes, this map will be equally available to load up in Power Core!



ENGINES OF ANNIHILATION
We’re sneaking one more treat in for you. Get ready to bring glory to the battlefield with the free Engines of Annihilation skin pack! Send out your super walkers in style with the House Raven skin for the Imperial Knight Paladin, the Exalted skin for the Wraithknight, and the Deathskulls skin for the Gorkanaut. We hope you like them!



This will all go live in our Annihilation Update on Tuesday, June 20th.

We know this is just a start, but it’s an important one. And it helps us say thanks to each and every one of you for playing, posting, and yes – even some of the yelling. It hasn’t fallen on deaf ears.

We’ll start with the Annihilation Update, we’ll keep listening, and together, we’ll keep moving forward.

For the Emperor!
Warhammer 40,000: Dawn of War III - Kat_RE


Hey everyone!

It’s been a wild ride since the release of Dawn of War III – a game we loved making and are so glad to finally have in your hands. We’re thrilled to put out a new installment after an eight-year hiatus, we’re proud of the innovations we’ve made within the genre, and we think the game is full of potential.

But…we’re humans who have the internet. We know there are lots of you who don’t feel the same way. That matters. We make these games for you, and we need you in order to keep making games. So, let’s talk about where we go from here.

Dawn of War III 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. While we’ve checked those boxes, it’s clear that those weren’t the only things that you were looking for. So, what now?

It started at launch by keeping our eyes and ears open. We spend a LOT of time on the forums, and just as much looking through the data on what you’re playing, and what you’re not. We’re using that to plot out our next steps and are hoping to share plans with you soon, and get you involved in how we bring them to life. But that takes time.

So, what happens in the short term? Great question…

ANNIHILATION MODE
To start, we’re going back to our roots with new multiplayer modes that challenge you to wipe out every last Waaagh Tower and Webway Gate to earn that victory screen. Get ready for Annihilation Mode. Wait, make that: Annihilation MODES.



Dawn of War I fans will feel right at home in Annihilation Classic. To win, you’ll need to destroy the core structures of your opponent. It’s tough, but we’ve added a couple tools to help you out: new doctrines that will let you build faction-specific turrets throughout the map.

Want a headstart? Load up Annihilation with Defenses to kick off the match with several of these turrets already installed throughout the map, buying you more time to build up your army. Both modes will be available in Custom Match for 1v1, 2v2, and 3v3.

We’ll be releasing a video on later this week with more information, and debuting the mode live on Twitch at 10AM PST on Friday, June 16th. Keep your eyes peeled!

TURRET DOCTRINES
And those fancy new turrets? You won’t need to hand in your hard-earned Skulls for them. 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. Here’s your first look at one of them in action:



The turret doctrines won’t be available in campaign mode, but it is something we’re going to take a look at. No promises, but we’ll see what’s possible and get back to you.

NEW MAP: MORTIS VALE
All existing multiplayer maps have been retrofitted to play host to Annihilation showdowns, but we’re happy to share the brand new Mortis Vale map – a fresh battlefield to burn to the ground! We’ll share a closer look at Mortis Vale next week, but here’s just a taste of what to expect. And yes, this map will be equally available to load up in Power Core!



ENGINES OF ANNIHILATION
We’re sneaking one more treat in for you. Get ready to bring glory to the battlefield with the free Engines of Annihilation skin pack! Send out your super walkers in style with the House Raven skin for the Imperial Knight Paladin, the Exalted skin for the Wraithknight, and the Deathskulls skin for the Gorkanaut. We hope you like them!



This will all go live in our Annihilation Update on Tuesday, June 20th.

We know this is just a start, but it’s an important one. And it helps us say thanks to each and every one of you for playing, posting, and yes – even some of the yelling. It hasn’t fallen on deaf ears.

We’ll start with the Annihilation Update, we’ll keep listening, and together, we’ll keep moving forward.

For the Emperor!
Jun 5, 2017
Warhammer 40,000: Dawn of War III - r_Kat
SPACE MARINES

  • Fixed a bug where Solaria's Fire On Move doctrine did not take into account the recent damage increase for the Tactical Marines

BUG FIXES

Campaign

  • Fixed an issue where some in-game cinematics were playing at double speed in some cases

Performance

  • Fixed an issue where it was not possible to revert the exclusive_fullscreen Steam launch option when the argument was no longer present
Jun 5, 2017
Warhammer 40,000: Dawn of War III - Kat_RE
SPACE MARINES

  • Fixed a bug where Solaria's Fire On Move doctrine did not take into account the recent damage increase for the Tactical Marines

BUG FIXES

Campaign

  • Fixed an issue where some in-game cinematics were playing at double speed in some cases

Performance

  • Fixed an issue where it was not possible to revert the exclusive_fullscreen Steam launch option when the argument was no longer present
Warhammer 40,000: Dawn of War III - r_Kat




#Discussions_QuoteBlock_Author
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!

New
  • Leaderboards have been added

Improved
  • Opponent AI
  • The Codex now includes all Elite units
  • Map changes
  • Balance update (multiplayer only, balance changes do not apply to the campaign)



Gameplay
  • Cooldown of all Super Abilities (Orbital Bombardment, Eldritch Storm, and Rokks) increased from 5 minutes to 7.5 minutes
  • Base Requisition rate increased from 260 per minute to 340 per minute
  • Base Turret damage reduced from 50 to 12.5 with each player in the game increasing that damage by 12.5 (i.e. 1v1 = 25 damage; 2v2 = 37.5 damage; 3v3 = 50 damage)
  • Turret primary weapon damage reduced from 40 to 15 with each player in the game increasing that damage by 6.25 (1v1 = 21.25 damage; 2v2 = 27.5 damage; 3v3 = 33.75 damage)

Escalation Phases
  • Phase 1: Increased refund on unit loss from 25% to 35%
  • Phase 2: Increased refund on unit loss from 15% to 25%
  • Phase 4: Decreased resource rate bonus from 50% to 25%

Maps
  • A 1v1 variant of Mork's Mire has been added into the Custom match and Quick-Match map lists
  • A 3v3 variant of Crucible of Vaul has been added into the Custom match and Quick-Match map lists
  • Stratum P2-8: Removed a Power Node from the middle Resource Point at the center of the map
  • Stratum P2-8: Added a Requisition add-on to the middle Resource Point near each base



Servitor
Bug Fixes
  • Fixed an issue where Servitors could see over some sight blockers



Tactical Marine
  • Reinforcement cost of Tactical Marine upgrades reduced from 75% of upgrade cost to 25%
  • Ranged damage increased from 2.85 to 4
  • Melee damage increased from 4.6 to 5.5
  • Flamer upgrade reinforcement cost decreased from 71 Requisition / 7 Power to 63 Requisition / 2 Power
  • Plasma Gun upgrade reinforcement cost changed from 75 Requisition / 9 Power to 65 Requisition / 3 Power

Bug Fixes
  • Fixed a bug that doubled the reinforcement cost of Tactical Marines when they were Overcharged
  • Fixed a bug that caused Tactical Marines to gain resources when Overcharged
  • Fixed a bug that prevented Tactical Marines from being able to melee when Overheated
  • Fixed a bug that caused Tactical Marine squads with Tireless to get spread out after being reinforced, or to not benefit from the doctrine when deployed from a Drop Pod
  • Fixed an issue where Tactical Marines could get both Plasma and Flamer upgrades if they were triggered simultaneously

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.



Scout Sniper
  • Scout Snipers no longer need to wait for a short time before being able to move after having fired their weapons

Doctrines
  • Hidden: Now gains a 10-second speed boost after firing

A small quality of life improvement when using Scout Snipers will help them feel more agile in combat.



Assault Marine
  • Power Sword upgrade is now available at Tier 2
  • Power Sword upgrade cost changed from 75 Requisition / 75 Power to 125 Requisition / 125 Power
  • Jump charge generation time increased from 65 seconds to 90 seconds

Doctrines
  • Assault Leap: Damage reduced from 75 to 20

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 Devastator
  • Added a resource bar to display three tiers of beam intensity
  • Beam intensity will no longer decay when switching targets
  • Beam intensity will decay slowly when out of combat
  • Beam intensity will reset when stunned, knocked back, or placed into stasis
  • Beam intensity 1 damage increased from 1.5 to 1.875
  • Beam intensity 2 damage increased from 3 to 3.75
  • Beam intensity 3 damage increased from 5.5 to 6.5

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.



Whirlwind
Bug Fixes
  • Fixed an issue where Whirlwinds using the Thunderhawk Redeployment doctrine would move back to their starting points



Predator Destructor
  • Health increased from 2250 to 2500
  • Area of effect increased from 3 to 5
  • Visual effects have been updated to match the new area of effect

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.



Kill Team Ironmaw
  • Ranged damage increased from 4 to 5
  • Melee damage increased from 6 to 8

Bug Fixes
  • Fixed a missing asset spawning when Kill Team Ironmaw was killed during teleport

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.



Jonah Orion
  • Max number of units hit per squad by Fury of the Ancients decreased from unlimited to 5

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.



Gabriel Angelos
  • Removed knockback from Critical Strike
  • Critical Strike (passive) damage increased from 80 to 85

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.



Terminators
  • Added knockback on Teleport arrival
  • Decreased the speed it takes to fire a full volley of Cyclone Missile Barrage from 8 seconds to 4 seconds

Bug Fixes
  • Fixed an issue where the Terminator's Devastation doctrine was not applied to units deployed via Drop Pod

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.



Venerable Dreadnought
  • Maximal Charge can no longer be intercepted by enemy units in-between the Venerable Dreadnought and its target
  • Ranged damage increased from 240 to 350

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.



Imperial Knight Solaria
  • Removed the slow from Gets Hot!
  • Attack range increased from 40 to 45
  • Gatling Barrage knockback increased from 8 to 12
  • Gatling Barrage range increased from 45 to 55

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.



Additional Changes
  • Increased shields granted by Plant The Standard from 350 to 450
  • Drop pod damage versus buildings currently under construction from 1750 to 350
  • Tip of the Spear: Units must be out of combat for 20 seconds before being able to reinforce from a Listening Post

Population
  • Servitor: Decreased from 2 to 1
  • Assault Marines: Increased from 10 to 13
  • Scout Snipers: Decreased from 10 to 9
  • Heavy Bolter Devastators: Increased from 9 to 11
  • Lascannon Devastators: Increased from 9 to 10
  • Landspeeders: Increased from 10 to 13
  • Dreadnought: Decreased from 18 to 17
  • Predator Annihilator: Decreased from 18 to 17
  • Predator Destructor: Decreased from 18 to 17
  • Whirlwind: Increased from 10 to 12



Bonesinger
  • Warp now starts on cooldown when the unit is first spawned in
  • Warp range decreased from 100 to 70

Bonesingers gave the Eldar too much early advantage by capturing points and setting up early Webways.



Dire Avenger
  • Range reduced from 40 to 30

Doctrines
  • Avenger Shield: Shields reduced from 20% to 10%

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.



Howling Banshee
  • Quick Strike cost changed from 100 Requisition / 60 Power to 75 Requisition / 50 Power
  • Quick Strike damage reduced from 65 to 30

Doctrines
  • Hunt: When in stealth, Quick Strike will reveal you in the casting phase
  • Hunt: Speed bonus no longer stacks with Fleet of Foot
  • Hunt: Damage bonus reduced from 100% to 25%
  • Reflective Strike: Instead of being invulnerable, Howling Banshees take half damage

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.



Ranger
  • Cost changed from 330 Requisition / 15 Power to 330 Requisition / 20 Power
  • Cost to unlock changed from 100 Requisition to 125 Requisition / 25 Power

Bug Fixes
  • Fixed a bug where additional firing would not reset their stealth revert timer

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 Prism
  • Cost changed from 100 Requisition / 375 Power to 100 Requisition / 325 Power
  • Ranged damage increased from 275 to 320
  • Superheated damage type changed from Normal to True
  • Superheated damage increased from 100 to 150
  • Superheated activation time reduced from 3 seconds to 2 seconds
  • Removed knockback from Superheated

Bug Fixes
  • Fixed an issue where units could not teleport out of a Fire Prism attack

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.



Striking Scorpions
  • Health reduced from 1620 to 1350
  • Shields reduced from 1080 to 900
  • Hunt damage bonus reduced from 100% to 25%
  • Speed bonus from Hunt only stacks with Fleet of Foot up to 33%, down from 100%
  • Hunt tooltip now displays speed and damage bonuses
  • Critical Strike (passive) damage type changed from True to Normal



Farseer Macha
  • Psyker Blast damage decreased from 150 to 125
  • Psyker Blast damage mitigation increased from 50% to 75%

Bug Fixes
  • Fixed an issue where Macha's Last Chance doctrine would not affect Elite squad members who spawn through healing



Jain Zar
  • Silent Death initial damage reduced from 100 to 75
  • Silent Death return damage increased from 250 to 275
  • Changed the visual effects when Silent Death is on its return path
  • Silent Death tooltip now displays the difference in damage when Jain Zar's triskele is returning



Warp Spiders
  • Slow mines activation time decreased from 7 seconds to 3 seconds



Wraithlord
  • Wraith Recall tooltip now displays the number of squads that will be teleported during its casting phase

Doctrines
  • Wraith Recall: Range reduced from global to 100
  • Wraith Recall: Can now only teleport up to 10 units, instead of an unlimited amount

Bug Fixes
  • Fixed a bug where the Wraithlord's Ethereal Wall would not always block projectiles



Additional Changes
  • Edlritch Storm: True damage per tick reduced from 5 to 2.5
  • Eldritch Storm: Lightning bolt delay decreased from 0.75 to 0.25 in Conduit form
  • Webway Gates health decreased from 700 to 600
  • Fixed an issue where destroying a connected Webway while it relocates could prevent any further Webways from being connected
  • Improved Webways: No longer allows Webway Gates to relocate in Tier 1
  • Improved Webways: Health regeneration can now only occur after 10 seconds of being out of combat
  • Improved Webways: Relocation cast time increased from 4 seconds to 10 seconds

Population
  • Dire Avengers: Increased from 6 to 8
  • Howling Banshees: Increased from 10 to 11
  • Dark Reapers: Increased from 8 to 11
  • Rangers: Increased from 8 to 9
  • Shadow Spectres: Increased from 9 to 12
  • Wraithblades: Increased from 12 to 16
  • Vyper: Increased from 5 to 9
  • Falcon: Increased from 12 to 17
  • Fire Prism: Increased from 15 to 19



ORKS

Gretchin
Doctrines
  • Find the Goods: Places a single mine on top of the Scrap pile that you teleport to
  • Find the Goods: Now stealths for 15 seconds, or until detected



Boy
Doctrines
  • Get 'Em Boyz: Decreased Shout speed bonus stacking with WAAAGH! from 100% to 50%



Shoota Boy
  • Health increased from 840 to 1000



Tankbusta
Doctrines
  • Squig Bomb Mine: Now functions like a squig bomb and only becomes a mine if it can't find a target



Trukk
Doctrines
  • Suicide Bomma: Damage reduced from 350 to 200
  • Suicide Bomma: Damage versus objectives reduced from 350 to 100
  • Suicide Bomma: Max number of units hit per squad decreased from unlimited to 5



Deffkopta
  • Increased health from 450 to 550



Killa Kan
Doctrines
  • Long Range Rokkit: The number of rokkits remains visible on the health bar under more cases
  • Long Range Rokkits: Rokkits should only travel a certain distance and expire after a duration



Deff Dread
Doctrines
  • Bigga Scrap Shield: Shields increased from 300 to 500
  • Bigga Scrap Shield: Duration increased from 5 to 10 seconds



Big Trakk
  • Cost changed from 100 Requisition / 350 Power to 100 Requisition / 325 Power
  • Salvage cost changed from 50 Requisition / 175 Power to 50 Requisition / 165 Power
  • Kill 'Em Far now applies a slow to vehicles, instead of a stun



Stormboyz
  • Suicide Bomma's damage versus objectives reduced from 350 to 175
  • Max number of units hit per squad decreased from unlimited to 5
  • When upgraded with scrap, Suicide Bomma's damage versus objectives reduced by 50%
  • When upgraded with scrap, Suicide Bomma won't explode unexpectedly over certain types of terrain

Doctrines
  • Kamakazee: Changed hotkey from Q to X



Weirdboy Zappnoggin
  • Damage type changed from Normal to True
  • Area of effect damage removed from ranged attack
  • Scrap Blast shields increased from 200 to 225
  • Max number of units hit per squad by Scrap Blast decreased from unlimited to 5
  • Ere We Go no longer does damage
  • Fist of Gork travel time used to be varied, is now a flat rate of 3.5 seconds



Mad Dread
  • Health increased from 4250 to 4750
  • Tunnel cooldown decreased from 45 seconds to 30 seconds



Gorkanaut
  • Ranged damage increased from 15 to 20
  • All Da Dakka damage increased from 80 to 100

Bug Fixes
  • Fixed an issue where All Da Dakka did no damage to Shield Generators
  • Fixed an issue with cancelling the Gorkanaut's Rokkit Fist ability
  • Fixed a bug where the Gorkanaut's Loot would not always work



Additional Changes
  • Fixed an issue where Roks could become unresponsive if picked up and dropped

Population
  • Boyz: Decreased from 8 to 7
  • Shoota Boyz: Increased from 8 to 9
  • Nobz: Decreased from 25 to 16
  • Deffgun Lootas: Increased from 8 to 9
  • Tankbustas: Increased from 6 to 10
  • Trukks: Increased from 8 to 9
  • Deffkoptas: Increased from 5 to 7
  • Killa Kans: Increased from 10 to 11
  • Deff Dreads: Increased from 12 to 15
  • Big Trakks: Increased from 18 to 19



Achievements
  • Fixed assorted issues with achievements not being awarded when completing the campaign

Audio
  • Fixed several issues with odd audio bursts when restarting missions or progressing to certain post-mission screens
  • Fixed incorrect sound effects on Sky Portal death
  • Fixed missing sound effects on Ork Shoota Boyz
  • Fixed an issue with the level up sound effects playing on repeat
  • Fixed an issue where setting Voice volume to zero was not silencing unit barks

Campaign
  • Fixed an issue where mission progress wasn't properly carried over between PCs
  • Fixed an issue where Assault Marines could bypass a gate in Mission 1
  • Fixed an issue when respawning Gorgutz in an unplayable space in Mission 2
  • Fixed an issue with Eldar attackers not assaulting the player's base in Mission 4
  • Fixed missing animation on a bridge in Mission 4
  • Fixed missing dialogue at the end of Mission 4
  • Fixed a rare bug that would block progression when defending your base in Mission 5
  • Fixed issues with deck gun effects and sound effects when loading a save in Mission 7
    Tuned Diomedes' health in Mission 8
  • Fixed an issue where units joining the player could become hostile in Mission 11
  • Fixed an issue with Wazmakka's behaviour when attacked from range in Mission 12
  • Fixed an issue with debrief imagery in Mission 12
  • Fixed an issue with stacking Webway Gates in Mission 13
  • Fixed a rare crash when destroying the first Webway Gate in Mission 14
  • Fixed an issue with missing health bars on some units in Mission 16
  • Fixed an issue with missing objective indicators in Mission 16
  • Fixed an issue where Elites would not gain experience at the end of Mission 16
  • Fixed issues with damage from Mission 17's boss's swipe attacks
  • Fixed issues with boss behaviour in Mission 17

Save & Load
  • Fixed an issue where incorrect Elites could appear in some save games
  • Fixed an issue where Jonah Orion's Stonewall ability would become invisible when loading into a game saved while the ability was active

Multiplayer
  • Fixed an exploit where follow camera (') could be used to track enemy stealth units and units hidden in the fog of war
  • Fixed an issue where paused AI games were not actually paused

Units & Abilities
  • Fixed a broken interaction between Wazmakka's Traktor Beam and Stormboyz' Suicide Bomma
  • Fixed an animation glitch on the Striking Scorpions
  • Fixed an issue where players could force units out of a Falcon transport ship over a chasm, instantly killing them
  • Fixed an issue where Kyre's Eldritch Winds could move Deathstorm Drop Pods
  • Fixed an overly large hit box on the Doctrine Chapel

User Interface
  • Fixed stacking debuff icons caused by Gorgutz' melee attacks
  • Fixed inconsistencies with audio and video options and forced restarts
    Adjusted several incorrect ability and upgrade icons
  • Fixed an issue where some tooltips would be missing text for non-deployed Elites
  • Fixed incorrect behaviour on several gameplay UI options
  • Updated the reticule for the Imperial Knight Paladin's Reaper Chainsword Sweep

Art
  • Fixed additional instances of effects seen through the fog of war
  • Fixed an issue where Shadow Spectre's beam animation would not pause when the game paused
  • Fixed missing effects on Kill Team Ironmaw squad member with the missile launcher
  • Fixed missing effects on the Temporal Mine ability
  • Fixed missing effects when the Venereable Dreadnought is destroyed
  • Fixed timing issues on destruction effects for resource add-ons
  • Fixed an issue where the effects and sound effects for Pin did not end
  • Fixed an issue with persistent teleport effects when the target building is destroyed

Offline Play
  • Fixed assorted crashes and soft locks caused by losing internet connection during various screen transitions

Performance
  • Improved performance on 4K monitors in various option and info screens
  • Improved performance when using the Roks ability



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