Winter Assault Review II: New Race and Units
New Races and Units:
An entire new playable race has been added to the expansion pack: The Imperial Guard. The Imperial Guard previously has a guest appearance in Dawn of War functioning as expendable weak (morale and fighting abilities, etc) support units to the Space Marines. The Imperial Guard adds a new playing style to the game, due to the fact that many people had complained that Dawn of War was a furious and fast paced game, due to the offensive nature of the races in the original game. Winter Assault attempts to remedy this shortcoming by adding the Imperial Guard race as purely as a group that focus on defensive strategies. Hence, only when the player has advanced to the highest technological level when playing as Imperial Guard and rolling out their most powerful units could they really attack and defeat their enemies. The imperial guards have gained the unique ability to send their units to fortify inside bunkers and imperial barracks and these units can move between bunkers/barracks under the player’s control, this ability prevents the imperial guard units from being easily gunned down.
Below is a list of the new units for the Imperial Guards:
1. Imperial Guard Units
- Infantry
- The Primary Unit of the Imperial Guard
- Weak in Small numbers or without leaders
- Powerful when massed in large numbers
- Attach Commissars or Priests to greatly increase their power
- Effective against Infantry and Heavy Infantry
Info:
As the basic troop choice these units are the workhorse of the Imperial Guard.
As they are able to be equipped with a large number of assault weapons, the
Guard make up for their lack of accuracy with sheer firepower, and a will (no
matter how imposed) to always take one step forward.

2. Techpriest Enginseer(Yes, there is no spelling mistake here, they are called Enginseers!!)
- Builder Unit.
- Legendary Builders from the Adeptus Mechanicus.
- Can repair units more quickly and efficiently than other races.
- Their exoskeletons allow them to take more punishment than other builder units.
Info:
Imperial Guard strategy dedicates their forces to a fight with the expectation of a long stay. With a focus on defensive structures and tanks, this requirement expands the purpose of the builders beyond what a basic Servitor can provide. Techpriest Enginseers are used primarily for construction, but can also make quick repairs in the heat of battle. The Enginseer's exoskeleton allows them to take far more punishment than the average builder.

3. Commander Squad
“I stand ready to serve”
“I will do as you ask”
“The hand of the emperor guides all”
“Let me lead the way”
- Led by the Imperial General.
- The Imperial General can add other leaders to the squad (such as a Commissar or Priest).
- This squad can counter the heroes of the other races.
Info:
As the General of this Imperial Guard army, he's tough as nails and his leadership separates the men from the boys. But when backed up with other leader units, they form an impregnable Command Squad. Customize the strengths provided by your Command Squad. For a group that's incredibly effective at Psychic powers include some Psykers. Or for a Fanatical powerhouse, add a few Priests. Choose the leader unit with the ability to supplement and complement your strategy.
This hero unit is the only hero unit in the entire game that consists of a squad. Diversity is strength. Each individual in the squad contributes an ability to the command squad: The imperial general has the ability to call in a limited air strike on enemy targets; The commissar ensures that the squad is immune to morale damage; the psyker contributes lightning arc and strip soul abilities to destroy enemy humanoid units; and the priest provides fanaticism that make the command squad temporarily invincible.


4. Commissar
- Infantry Commander.
- Fearless leader that are the backbone of the Imperial Guard.
- Any squad they are attached to is immune to morale damage.
- Can execute cowards to make other Infantry fight better.
Info:
Commissars are tasked with ensuring that the job gets done, regardless of the cost. They inspire fear and loyalty in any squad they are attached to, since they imbue an exceptionally strong morale by their presence alone.

5. Psyker
- Support Unit.
- Can use their abilities to turn the tides of battle.
- Lightning Arc ability can decimate entire infantry squads.
- Strip soul can do high damage to single humanoid units.
Info;
Psykers are capable of utilizing terrible psychic powers, including hurling chained lightning and destroying the minds of individual targets to destroy the enemy. Unfortunately Psykers are weaker than most and often suffer drastic consequences when using their powers. Guardsmen are well advised to avoid Psykers since they have a tendency to explode.

6. Priest
- Infantry Commander.
- Inspire squads to fight courageously.
- Add hit points and morale to any squad they are attached to.
- Increase the damage output of any squad they are attached to.
- Fanaticism ability can make their entire squads temporarily invincible.
Info;
Fanatical religious devotees, Priests administer rituals to the rank and file Guardsmen, ensuring their spirits are up to the task of war. They inspire a reckless disregard for safety in any squad they're attached to and greatly increase morale. They can also temporarily whip a squad of Guardsmen into berserker fury that allows them to shrug off any wounds.

7. Assassin
- Infiltration Unit.
- Equipped with a long ranged sniper rifle.
- Can kill most infantry units in one shot.
- Assassination scope allows the assassin to temporarily increase their range and sight.
- Effective against infantry and hero units.
Info:
The other hero unit of the Imperial Guard. Assassins are solitary warriors often distrusted by the ordinary men and even seasoned Commanders, these bio-enhanced killers are the ultimate tool in wet work and secrecy, highly skilled in any number of weapons and honed at working alone deep within enemy lines. So capable are they at Infiltration work, even the most aware commanders cannot pick them out until it is too late. They are greatly feared by enemies because of their ability to kill them with a single head shot from incredible distances.
Front View:

Side View:

In the battlefield:

In action:

8. Kasrkin
- Elite commando units.
- Deal high damage and have a long range.
- Can move more quickly than other infantry.
- Effective against Infantry and Heavy Infantry.
Info:
Highly trained Elite Guardsmen, these troops have seen a great deal of combat and understand how best to deal with enemy Heavy Infantry squads. They're often used to strike swift and decisive assaults on an enemy's flank to break their charge or weaken their resources. Kasrkin can be upgraded with limited genetic enhancements to make the squad move faster than the ordinary imperial guardsmen.

9. Ogryns
- Heavy Infantry.
- Powerful melee attack.
- Strong ranged attack but highly inaccurate.
- Can take heavy punishment.
- Effective against Infantry and Heavy Infantry.
- Large size requires them to use two slots in transports and vehicle garrisons.
Info:
Giant mutant like creatures, Ogryns make up for their obvious lack of intellect with sheer strength and brutality. Because of their inability to deal well with complex weapons, Ogryns carry Ripper guns which are simple yet effective both at ranged and in melee. A full squad of Ogryns can be just as devastating as a Dreadnought in close combat!
The ogryns are the equivalent of the fantasy ogre in Games Workshop's techno-fantasy war game Warhammer 40,000. In the game setting Ogryns evolved on high-gravity, low-temperature prison planets. They are huge and stupid but extremely loyal once introduced to the Imperial Cult. It's even said that those who fought as rebels in the Horus Heresy only did so because their superior officers lied to them about which side they were on. Ogryns are used as shock troops, wielding heavy automatic shotguns called ripper guns, which are also weighted to be used as clubs. They tend to be claustrophobic and thus are difficult to transport in Chimera APCs. They are led by "Bone'eads," who have undergone Biochemical Ogryn Neural Enhancement so they're not quite so stupid. Anark Zeta is one such world where Ogryns are recruited from.
http://en.wikipedia.org/wiki/Ogryns

10. Sentinel
- Light Vehicle
- Fast moving raiding unit that can uncapture strategic points
- Effective against other vehicles
Info:
War-walker, scout unit, armed with Multi-Laser weapon system. Very light armour, hence not very effective in close combat with infantry units. Overall, the unit is best used in reconnaissance missions for scouting out undiscovered areas of the map and for uncapturing strategic points of enemies as a harassment tactic. It also can be used as support for vehicles such as the Basilisk. Concept of the unit is heavily influenced by the AT-STs of the Star Wars universe.
Side View Of Sentinel

AT-ST in Star Wars film

11. Hellhound
- Assault Vehicle
- Flame thrower unit that can take heavy punishment
- Excels at taking down buildings
- Effective against infantry
Info:
Based on the chassis of the Chimera, the Hellhound totes a large flamer known as an Inferno Cannon. It is feared by all enemies because of its ability to cover a wide area with flames and cause horrific losses to units that cluster together. They instill fear in a target unit, forcing the enemy to either flee or bunker down. The flamer is fueled by a large pair of promethium tanks mounted on the external hull of the vehicle, where they are exposed to enemy fire. Hellhound crews are often pyromaniacs, and are usually considered insane for their willingness to do such a dangerous job.
http://en.wikipedia.org/wiki/Imperial_Guard_(Warhammer_40,000_army)

12. Basilisk
- Heavy artillery
- Has incredibly long range
- Does heavy damage in an area of effect
- Effective against infantry and buildings
Info:
The longest-range weapon in the game, the Earthshaker cannon has a high strength and range, making it deadly for bombarding enemy positions. It uses the standard Chimera chassis but has all transport and lasguns removed, leaving it with a single hull weapon and the Earthshaker. It can be upgraded to be allowed to fire from behind cover, blindly destroying targets before the other forces arrive, while keeping itself safe from enemy fire. The fire this produces is able to break through all of the enemies defences and is feared, rightly so. It is susceptible to enemy fire if caught in the open, and will not last long against any heavy weapons. Hence, the Basilisk needs to be protected by other infantry and vehicles and kept to the rear.
http://en.wikipedia.org/wiki/Imperial_Guard_(Warhammer_40,000_army)
Side View:

Basilisk in Action:

13. Chimera
- Assault Vehicle
- Transport vehicle that can hold up to 3 squads of infantry
- Firing ports allow infantry to fire out while garrisoned inside
- Effective against infantry
Info:
The troop transport for the Imperial Guard follows in the idea of 'as many guns as possible' toting six hull mounted lasguns, a turret mounted weapon and another heavier hull mounted weapon. It can carry up to 12 men, or 6 Ogryns, and is adept at arriving out of nowhere and deploying a large array of troops. It has the advantage of being amphibious, and so can also take part in naval assaults. The Chimera chassis is very durable, and is the basis for many other of the Guard's heavier vehicles, such as the Basilisk, Hellhound and Griffon mortar. They play a heavy role in mechanized armies.
Side View:

14. Lemus Russ Tank
- Medium Tank
- Assault tank that can take heavy punishment
- Effective against both infantry and vehicles
Info:
The tank, named after Primarch Leman Russ of the Space Wolves, is the main line tank for the Imperial Guard. It has a large main battle cannon, a hull-mounted lascannon or heavy bolter and optional sponson-mounted heavy bolters or heavy flamers. With strong front armour, it is designed to initially bombard large formations and then assault the weakened enemy defences afterwards, weapons firing. It is however particularly vulnerable to rear and side attacks. It is the most commonly found vehicle in the Guard, and is the other base of design for some of the other vehicles, including the Leman Russ Demolisher, Vanquisher, Conqueror and many others. They can be upgraded to enhance their combat effectiveness.
http://en.wikipedia.org/wiki/Imperial_Guard_(Warhammer_40,000_army)
Side View:

15. Baneblade
“Ready to unleash 11 barrels of hell”
- Heavy Vehicle
- The ultimate assault vehicle
- Equipped with unmatchable firepower
- Can take enormous amounts of punishment
Info:
The ultimate superunit of the Imperial Guard. It is produced from Mars Pattern Command. The main weapon is the Mega battle cannon, basically slightly bigger weapon Leman Russ's battle cannon. Other armaments include the Demolisher cannon (big short range cannon), 3 twin linked heavy bolters, 2 lascannons, Co-axial autocannon (basically it's a gun on top the main weapon).
This superweapon can so far be defeated by the Monolith(one on one), as well as fully upgraded Nobz with power claws in close combat. It is comparable to Chao’s superunit – the bloodthirster; Eldar’s superunit – the Avatar of Khaine; the Ork’s superunit – the Squiggoth; and the Space Marine’s superunit – the Land Raider(to a lesser extent).
The main weakness of this superunit is it’s inability to effectively deal with groups of infantry swarming around it in close combat – it’s weapon systems are developed to handle range combat more effectively(similar to the Death Star in Star Wars Universe). Hence, the Baneblade can be defeated by fully upgraded Nobz armed with power claws at close range.
Front View:

Side View:

Baneblade in the field:

Lascannons and heavy bolters firing:

Imperial Guard Buildings:
1. Field Command
- Tier 1 Command structure, only allows you to produce basic units
- Imperial Guard HQ
- Produces: Enginseers, Guardsmen, Commissars, Priests, sanctioned Psykers and Assassins
- Projects a control area that allows other buildings to be built nearby

2. Infantry Command
- Requisitions infantry units
- Produces: Guardsmen, Command Squad, Ogryns and Kasrkin
- Each infantry command increases the Squad Cap by 6

3. Tactical Control
- Allows you to research weapon upgrades for your infantry units
- Allows the addition of Sergeants to infantry squads
- Required to upgrade your field command to a battle command

4. Battle Command
- Tier 2 Command structure, required to produce tier 2 structures: Mechanized Command, heavily fortified position, missile turret upgrade add-on and tier 2 units and vehicles: Priest, Chimera, Sentinel, Hellhound and Basilisk

5. Mechanized Command
- Requisitions vehicle units: Sentinels, Hellhounds, Chimeras, Basilisks, Leman Russ Tanks
- Each Mechanized Command increases the vehicle cap by 6
- Required to upgrade your Battle command to a Regimental Command

Upgraded with Hellhound and Sentinel depots:

Upgraded with Basilisk and Leman Russ depot:

6. Regiment Command
- Tier 3 Command structure. Required to produce Tier 3 structures: Mars Pattern Command and Tier 3 infantry and vehicles: Kasrkin, Ogryn, Assassin, Leman Russ Battle Tank and the Baneblade

7. Mars Pattern Command
- Produces the most powerful Imperial Guard unit: The Baneblade

8. Listening Post
- Place on Strategic Points and Relics
- Increases the Requisition resource production rate
- Solidifies your hold on a strategic location by placing a building on it
- Can be upgraded with weapons and to produce more Requisition
- Projects a control area around itself, allowing other buildings to be built nearby

9. Fortified Position
- Upgraded listening post with turret and higher requisition rate

10. Heavily Fortified Position
- Further upgraded listening post with heavier armour and much higher requisition rates
11. Plasma Generator
- Generates the power resource
- A single HQ building(Field Command) can only support a limited number of generators
- Plasma generators are volatile and will damage anything nearby when they are destroyed

12. Thermo-Plasma Generator
- Advanced Plasma generators that can produce much more power than the basic structure
- Can only be built on slab deposits
13. Heavy Bolter Turret
- Emplaced turret equipped with twin-linked Heavy Bolters
- Effective against infantry units

14. Missile Turret Add-on
- Emplaced turret equipped with twin-linked rocket launchers
- Effective against vehicle units

15. Mine Field
- Mine fields contain mines that will explode when enemy units pass over them
- Mine fields cannot be seen by most enemy units
- Once detected, enemies can attack and destroy Mine Fields
- After enough mines are triggered the Mine Field will be destroyed
- Commanders can detect Mine Fields

New Units of the Other Races:
Winter Assault has given the original races of Dawn of War an additional new unit to complement and fix their weaknesses.
For the Space Marines, a new commander unit has been added called the Chaplin.
Chaplain “I am the Emperor’s will made manifest.”
“Faith is purest when it is unquestioned.”
- Commander Unit
- Has a devastating melee attack
- Dramatically increases the regeneration rate of surrounding units
- Can issue a shout that demoralizes and slows enemy units
- Effective against infantry and heavy infantry
Info:
The Chaplains are the spiritual leaders of a Chapter, warrior-priests that minister to the spiritual well-being of the Space Marines, instilling in them the values and beliefs of the Chapter along with promoting the worship of the Emperor.
In battle, the Chaplains will be at the forefront of the battle, rousing their fellow Marines through their words and actions.
http://en.wikipedia.org/wiki/Space_Marines_(Warhammer_40,000)

Chaos:
Khorne Berzerkers
“For the slaughter”
“By Khorne, it will be done”
“I am not your bootlick”
“Don’t provoke me”
- Heavy Infantry
- Heavy melee unit
- Quick movement speed allows Khorne Berzerkers to quickly close with enemy units
- Effective against infantry and Heavy Infantry
Info:
Paragons of an all-consuming battle-lust, KHORNE BERZERKERS savage opponents with maniacal frenzy. When Khorne Berzerkers are lost to their blood-fury, few can withstand their single-minded ferocity in hand-to-hand combat.
http://www.dawnofwargame.com/homepage.php
Khorne Berzerkers are created because the Chaos race does not have an effective heavy infantry in the original game that excels in hand to hand close combat early in the game.

Ork:
Mega Armored Nobz
- Elite Squad
- Heavy melee unit that can take incredible amounts of punishment
- Slow moving but have the ability to move quickly for short periods of time by surging their powered armour
- These short bursts of speed cause damage to the Mega Armoured Nobz themselves, because of the shoddy electrical systems in their armour
Possessed with all the bloodthirsty ferocity and experience of a veteran Nob, MEGA ARMORED NOBZ are heavily armoured killing machines that can shrug off the most troubling blow. A surge of power allows the normally slow-footed Nobz to rush into the thick of battle.
http://www.dawnofwargame.com/homepage.php
Mega Armored Nobz are created because Ork infantry in the original game are too weak to engage in long periods of combat, as the original Ork units can work effectively only in large numbers. The Mega Armored Nobz is the equivalent of the Space Marine’s Terminator Squad and the Chaos Space Marine’s Obliterator Squad.

Eldar:
Fire Dragon
“The flames of the ancestors are yours to command”
“Our path is dangerous but necessary”
“I follow the purity of flame”
“Your song shall guide me”
- Heavy Infantry
- Short-ranged assault infantry
- Effective against vehicles and buildings
- Grav stabilizers allow them to quickly recover from knockdown effects
Info:
The Fire Dragons specialise in short-range firepower and anti-tank warfare. They carry a fusion gun and melta bombs, both excellent weapons for dealing with vehicles. The fusion gun is also very effective against heavy infantry such as Space Marine terminators, but is limited by its short range. The exarch can be given a fire pike, a stronger fusion gun with better range, and skills to make him an excellent tank destroyer, as well as highly dangerous in close combat. The Phoenix Lord of the Fire Dragons is Fuegan, The Burning Lance.
http://en.wikipedia.org/wiki/Eldar_(Warhammer_40,000)
Fire Dragons have to be protected by other Eldar infantry units from enemy infantry fires because they are not effective against infantry units. Also due to their limited short range when firing, fire dragons could be taken down fast by enemy units before they can accomplish their task, hence, a strategy will have to be developed to overcome this limitation.

Fire Dragon Exarch:
- Heavy Infantry leader
- Carries a specialized fusion gun that does additional damage
- More resilient than the standard fire dragon

An entire new playable race has been added to the expansion pack: The Imperial Guard. The Imperial Guard previously has a guest appearance in Dawn of War functioning as expendable weak (morale and fighting abilities, etc) support units to the Space Marines. The Imperial Guard adds a new playing style to the game, due to the fact that many people had complained that Dawn of War was a furious and fast paced game, due to the offensive nature of the races in the original game. Winter Assault attempts to remedy this shortcoming by adding the Imperial Guard race as purely as a group that focus on defensive strategies. Hence, only when the player has advanced to the highest technological level when playing as Imperial Guard and rolling out their most powerful units could they really attack and defeat their enemies. The imperial guards have gained the unique ability to send their units to fortify inside bunkers and imperial barracks and these units can move between bunkers/barracks under the player’s control, this ability prevents the imperial guard units from being easily gunned down.
Below is a list of the new units for the Imperial Guards:
1. Imperial Guard Units
- Infantry
- The Primary Unit of the Imperial Guard
- Weak in Small numbers or without leaders
- Powerful when massed in large numbers
- Attach Commissars or Priests to greatly increase their power
- Effective against Infantry and Heavy Infantry
Info:
As the basic troop choice these units are the workhorse of the Imperial Guard.
As they are able to be equipped with a large number of assault weapons, the
Guard make up for their lack of accuracy with sheer firepower, and a will (no
matter how imposed) to always take one step forward.
2. Techpriest Enginseer(Yes, there is no spelling mistake here, they are called Enginseers!!)
- Builder Unit.
- Legendary Builders from the Adeptus Mechanicus.
- Can repair units more quickly and efficiently than other races.
- Their exoskeletons allow them to take more punishment than other builder units.
Info:
Imperial Guard strategy dedicates their forces to a fight with the expectation of a long stay. With a focus on defensive structures and tanks, this requirement expands the purpose of the builders beyond what a basic Servitor can provide. Techpriest Enginseers are used primarily for construction, but can also make quick repairs in the heat of battle. The Enginseer's exoskeleton allows them to take far more punishment than the average builder.
3. Commander Squad
“I stand ready to serve”
“I will do as you ask”
“The hand of the emperor guides all”
“Let me lead the way”
- Led by the Imperial General.
- The Imperial General can add other leaders to the squad (such as a Commissar or Priest).
- This squad can counter the heroes of the other races.
Info:
As the General of this Imperial Guard army, he's tough as nails and his leadership separates the men from the boys. But when backed up with other leader units, they form an impregnable Command Squad. Customize the strengths provided by your Command Squad. For a group that's incredibly effective at Psychic powers include some Psykers. Or for a Fanatical powerhouse, add a few Priests. Choose the leader unit with the ability to supplement and complement your strategy.
This hero unit is the only hero unit in the entire game that consists of a squad. Diversity is strength. Each individual in the squad contributes an ability to the command squad: The imperial general has the ability to call in a limited air strike on enemy targets; The commissar ensures that the squad is immune to morale damage; the psyker contributes lightning arc and strip soul abilities to destroy enemy humanoid units; and the priest provides fanaticism that make the command squad temporarily invincible.
4. Commissar
- Infantry Commander.
- Fearless leader that are the backbone of the Imperial Guard.
- Any squad they are attached to is immune to morale damage.
- Can execute cowards to make other Infantry fight better.
Info:
Commissars are tasked with ensuring that the job gets done, regardless of the cost. They inspire fear and loyalty in any squad they are attached to, since they imbue an exceptionally strong morale by their presence alone.
5. Psyker
- Support Unit.
- Can use their abilities to turn the tides of battle.
- Lightning Arc ability can decimate entire infantry squads.
- Strip soul can do high damage to single humanoid units.
Info;
Psykers are capable of utilizing terrible psychic powers, including hurling chained lightning and destroying the minds of individual targets to destroy the enemy. Unfortunately Psykers are weaker than most and often suffer drastic consequences when using their powers. Guardsmen are well advised to avoid Psykers since they have a tendency to explode.
6. Priest
- Infantry Commander.
- Inspire squads to fight courageously.
- Add hit points and morale to any squad they are attached to.
- Increase the damage output of any squad they are attached to.
- Fanaticism ability can make their entire squads temporarily invincible.
Info;
Fanatical religious devotees, Priests administer rituals to the rank and file Guardsmen, ensuring their spirits are up to the task of war. They inspire a reckless disregard for safety in any squad they're attached to and greatly increase morale. They can also temporarily whip a squad of Guardsmen into berserker fury that allows them to shrug off any wounds.
7. Assassin
- Infiltration Unit.
- Equipped with a long ranged sniper rifle.
- Can kill most infantry units in one shot.
- Assassination scope allows the assassin to temporarily increase their range and sight.
- Effective against infantry and hero units.
Info:
The other hero unit of the Imperial Guard. Assassins are solitary warriors often distrusted by the ordinary men and even seasoned Commanders, these bio-enhanced killers are the ultimate tool in wet work and secrecy, highly skilled in any number of weapons and honed at working alone deep within enemy lines. So capable are they at Infiltration work, even the most aware commanders cannot pick them out until it is too late. They are greatly feared by enemies because of their ability to kill them with a single head shot from incredible distances.
Front View:
Side View:
In the battlefield:
In action:
8. Kasrkin
- Elite commando units.
- Deal high damage and have a long range.
- Can move more quickly than other infantry.
- Effective against Infantry and Heavy Infantry.
Info:
Highly trained Elite Guardsmen, these troops have seen a great deal of combat and understand how best to deal with enemy Heavy Infantry squads. They're often used to strike swift and decisive assaults on an enemy's flank to break their charge or weaken their resources. Kasrkin can be upgraded with limited genetic enhancements to make the squad move faster than the ordinary imperial guardsmen.
9. Ogryns
- Heavy Infantry.
- Powerful melee attack.
- Strong ranged attack but highly inaccurate.
- Can take heavy punishment.
- Effective against Infantry and Heavy Infantry.
- Large size requires them to use two slots in transports and vehicle garrisons.
Info:
Giant mutant like creatures, Ogryns make up for their obvious lack of intellect with sheer strength and brutality. Because of their inability to deal well with complex weapons, Ogryns carry Ripper guns which are simple yet effective both at ranged and in melee. A full squad of Ogryns can be just as devastating as a Dreadnought in close combat!
The ogryns are the equivalent of the fantasy ogre in Games Workshop's techno-fantasy war game Warhammer 40,000. In the game setting Ogryns evolved on high-gravity, low-temperature prison planets. They are huge and stupid but extremely loyal once introduced to the Imperial Cult. It's even said that those who fought as rebels in the Horus Heresy only did so because their superior officers lied to them about which side they were on. Ogryns are used as shock troops, wielding heavy automatic shotguns called ripper guns, which are also weighted to be used as clubs. They tend to be claustrophobic and thus are difficult to transport in Chimera APCs. They are led by "Bone'eads," who have undergone Biochemical Ogryn Neural Enhancement so they're not quite so stupid. Anark Zeta is one such world where Ogryns are recruited from.
http://en.wikipedia.org/wiki/Ogryns
10. Sentinel
- Light Vehicle
- Fast moving raiding unit that can uncapture strategic points
- Effective against other vehicles
Info:
War-walker, scout unit, armed with Multi-Laser weapon system. Very light armour, hence not very effective in close combat with infantry units. Overall, the unit is best used in reconnaissance missions for scouting out undiscovered areas of the map and for uncapturing strategic points of enemies as a harassment tactic. It also can be used as support for vehicles such as the Basilisk. Concept of the unit is heavily influenced by the AT-STs of the Star Wars universe.
Side View Of Sentinel
AT-ST in Star Wars film
11. Hellhound
- Assault Vehicle
- Flame thrower unit that can take heavy punishment
- Excels at taking down buildings
- Effective against infantry
Info:
Based on the chassis of the Chimera, the Hellhound totes a large flamer known as an Inferno Cannon. It is feared by all enemies because of its ability to cover a wide area with flames and cause horrific losses to units that cluster together. They instill fear in a target unit, forcing the enemy to either flee or bunker down. The flamer is fueled by a large pair of promethium tanks mounted on the external hull of the vehicle, where they are exposed to enemy fire. Hellhound crews are often pyromaniacs, and are usually considered insane for their willingness to do such a dangerous job.
http://en.wikipedia.org/wiki/Imperial_Guard_(Warhammer_40,000_army)
12. Basilisk
- Heavy artillery
- Has incredibly long range
- Does heavy damage in an area of effect
- Effective against infantry and buildings
Info:
The longest-range weapon in the game, the Earthshaker cannon has a high strength and range, making it deadly for bombarding enemy positions. It uses the standard Chimera chassis but has all transport and lasguns removed, leaving it with a single hull weapon and the Earthshaker. It can be upgraded to be allowed to fire from behind cover, blindly destroying targets before the other forces arrive, while keeping itself safe from enemy fire. The fire this produces is able to break through all of the enemies defences and is feared, rightly so. It is susceptible to enemy fire if caught in the open, and will not last long against any heavy weapons. Hence, the Basilisk needs to be protected by other infantry and vehicles and kept to the rear.
http://en.wikipedia.org/wiki/Imperial_Guard_(Warhammer_40,000_army)
Side View:
Basilisk in Action:
13. Chimera
- Assault Vehicle
- Transport vehicle that can hold up to 3 squads of infantry
- Firing ports allow infantry to fire out while garrisoned inside
- Effective against infantry
Info:
The troop transport for the Imperial Guard follows in the idea of 'as many guns as possible' toting six hull mounted lasguns, a turret mounted weapon and another heavier hull mounted weapon. It can carry up to 12 men, or 6 Ogryns, and is adept at arriving out of nowhere and deploying a large array of troops. It has the advantage of being amphibious, and so can also take part in naval assaults. The Chimera chassis is very durable, and is the basis for many other of the Guard's heavier vehicles, such as the Basilisk, Hellhound and Griffon mortar. They play a heavy role in mechanized armies.
Side View:
14. Lemus Russ Tank
- Medium Tank
- Assault tank that can take heavy punishment
- Effective against both infantry and vehicles
Info:
The tank, named after Primarch Leman Russ of the Space Wolves, is the main line tank for the Imperial Guard. It has a large main battle cannon, a hull-mounted lascannon or heavy bolter and optional sponson-mounted heavy bolters or heavy flamers. With strong front armour, it is designed to initially bombard large formations and then assault the weakened enemy defences afterwards, weapons firing. It is however particularly vulnerable to rear and side attacks. It is the most commonly found vehicle in the Guard, and is the other base of design for some of the other vehicles, including the Leman Russ Demolisher, Vanquisher, Conqueror and many others. They can be upgraded to enhance their combat effectiveness.
http://en.wikipedia.org/wiki/Imperial_Guard_(Warhammer_40,000_army)
Side View:
15. Baneblade
“Ready to unleash 11 barrels of hell”
- Heavy Vehicle
- The ultimate assault vehicle
- Equipped with unmatchable firepower
- Can take enormous amounts of punishment
Info:
The ultimate superunit of the Imperial Guard. It is produced from Mars Pattern Command. The main weapon is the Mega battle cannon, basically slightly bigger weapon Leman Russ's battle cannon. Other armaments include the Demolisher cannon (big short range cannon), 3 twin linked heavy bolters, 2 lascannons, Co-axial autocannon (basically it's a gun on top the main weapon).
This superweapon can so far be defeated by the Monolith(one on one), as well as fully upgraded Nobz with power claws in close combat. It is comparable to Chao’s superunit – the bloodthirster; Eldar’s superunit – the Avatar of Khaine; the Ork’s superunit – the Squiggoth; and the Space Marine’s superunit – the Land Raider(to a lesser extent).
The main weakness of this superunit is it’s inability to effectively deal with groups of infantry swarming around it in close combat – it’s weapon systems are developed to handle range combat more effectively(similar to the Death Star in Star Wars Universe). Hence, the Baneblade can be defeated by fully upgraded Nobz armed with power claws at close range.
Front View:
Side View:
Baneblade in the field:
Lascannons and heavy bolters firing:
Imperial Guard Buildings:
1. Field Command
- Tier 1 Command structure, only allows you to produce basic units
- Imperial Guard HQ
- Produces: Enginseers, Guardsmen, Commissars, Priests, sanctioned Psykers and Assassins
- Projects a control area that allows other buildings to be built nearby
2. Infantry Command
- Requisitions infantry units
- Produces: Guardsmen, Command Squad, Ogryns and Kasrkin
- Each infantry command increases the Squad Cap by 6
3. Tactical Control
- Allows you to research weapon upgrades for your infantry units
- Allows the addition of Sergeants to infantry squads
- Required to upgrade your field command to a battle command
4. Battle Command
- Tier 2 Command structure, required to produce tier 2 structures: Mechanized Command, heavily fortified position, missile turret upgrade add-on and tier 2 units and vehicles: Priest, Chimera, Sentinel, Hellhound and Basilisk
5. Mechanized Command
- Requisitions vehicle units: Sentinels, Hellhounds, Chimeras, Basilisks, Leman Russ Tanks
- Each Mechanized Command increases the vehicle cap by 6
- Required to upgrade your Battle command to a Regimental Command
Upgraded with Hellhound and Sentinel depots:
Upgraded with Basilisk and Leman Russ depot:
6. Regiment Command
- Tier 3 Command structure. Required to produce Tier 3 structures: Mars Pattern Command and Tier 3 infantry and vehicles: Kasrkin, Ogryn, Assassin, Leman Russ Battle Tank and the Baneblade
7. Mars Pattern Command
- Produces the most powerful Imperial Guard unit: The Baneblade
8. Listening Post
- Place on Strategic Points and Relics
- Increases the Requisition resource production rate
- Solidifies your hold on a strategic location by placing a building on it
- Can be upgraded with weapons and to produce more Requisition
- Projects a control area around itself, allowing other buildings to be built nearby
9. Fortified Position
- Upgraded listening post with turret and higher requisition rate
10. Heavily Fortified Position
- Further upgraded listening post with heavier armour and much higher requisition rates
11. Plasma Generator
- Generates the power resource
- A single HQ building(Field Command) can only support a limited number of generators
- Plasma generators are volatile and will damage anything nearby when they are destroyed
12. Thermo-Plasma Generator
- Advanced Plasma generators that can produce much more power than the basic structure
- Can only be built on slab deposits
13. Heavy Bolter Turret
- Emplaced turret equipped with twin-linked Heavy Bolters
- Effective against infantry units
14. Missile Turret Add-on
- Emplaced turret equipped with twin-linked rocket launchers
- Effective against vehicle units
15. Mine Field
- Mine fields contain mines that will explode when enemy units pass over them
- Mine fields cannot be seen by most enemy units
- Once detected, enemies can attack and destroy Mine Fields
- After enough mines are triggered the Mine Field will be destroyed
- Commanders can detect Mine Fields
New Units of the Other Races:
Winter Assault has given the original races of Dawn of War an additional new unit to complement and fix their weaknesses.
For the Space Marines, a new commander unit has been added called the Chaplin.
Chaplain “I am the Emperor’s will made manifest.”
“Faith is purest when it is unquestioned.”
- Commander Unit
- Has a devastating melee attack
- Dramatically increases the regeneration rate of surrounding units
- Can issue a shout that demoralizes and slows enemy units
- Effective against infantry and heavy infantry
Info:
The Chaplains are the spiritual leaders of a Chapter, warrior-priests that minister to the spiritual well-being of the Space Marines, instilling in them the values and beliefs of the Chapter along with promoting the worship of the Emperor.
In battle, the Chaplains will be at the forefront of the battle, rousing their fellow Marines through their words and actions.
http://en.wikipedia.org/wiki/Space_Marines_(Warhammer_40,000)
Chaos:
Khorne Berzerkers
“For the slaughter”
“By Khorne, it will be done”
“I am not your bootlick”
“Don’t provoke me”
- Heavy Infantry
- Heavy melee unit
- Quick movement speed allows Khorne Berzerkers to quickly close with enemy units
- Effective against infantry and Heavy Infantry
Info:
Paragons of an all-consuming battle-lust, KHORNE BERZERKERS savage opponents with maniacal frenzy. When Khorne Berzerkers are lost to their blood-fury, few can withstand their single-minded ferocity in hand-to-hand combat.
http://www.dawnofwargame.com/homepage.php
Khorne Berzerkers are created because the Chaos race does not have an effective heavy infantry in the original game that excels in hand to hand close combat early in the game.
Ork:
Mega Armored Nobz
- Elite Squad
- Heavy melee unit that can take incredible amounts of punishment
- Slow moving but have the ability to move quickly for short periods of time by surging their powered armour
- These short bursts of speed cause damage to the Mega Armoured Nobz themselves, because of the shoddy electrical systems in their armour
Possessed with all the bloodthirsty ferocity and experience of a veteran Nob, MEGA ARMORED NOBZ are heavily armoured killing machines that can shrug off the most troubling blow. A surge of power allows the normally slow-footed Nobz to rush into the thick of battle.
http://www.dawnofwargame.com/homepage.php
Mega Armored Nobz are created because Ork infantry in the original game are too weak to engage in long periods of combat, as the original Ork units can work effectively only in large numbers. The Mega Armored Nobz is the equivalent of the Space Marine’s Terminator Squad and the Chaos Space Marine’s Obliterator Squad.
Eldar:
Fire Dragon
“The flames of the ancestors are yours to command”
“Our path is dangerous but necessary”
“I follow the purity of flame”
“Your song shall guide me”
- Heavy Infantry
- Short-ranged assault infantry
- Effective against vehicles and buildings
- Grav stabilizers allow them to quickly recover from knockdown effects
Info:
The Fire Dragons specialise in short-range firepower and anti-tank warfare. They carry a fusion gun and melta bombs, both excellent weapons for dealing with vehicles. The fusion gun is also very effective against heavy infantry such as Space Marine terminators, but is limited by its short range. The exarch can be given a fire pike, a stronger fusion gun with better range, and skills to make him an excellent tank destroyer, as well as highly dangerous in close combat. The Phoenix Lord of the Fire Dragons is Fuegan, The Burning Lance.
http://en.wikipedia.org/wiki/Eldar_(Warhammer_40,000)
Fire Dragons have to be protected by other Eldar infantry units from enemy infantry fires because they are not effective against infantry units. Also due to their limited short range when firing, fire dragons could be taken down fast by enemy units before they can accomplish their task, hence, a strategy will have to be developed to overcome this limitation.
Fire Dragon Exarch:
- Heavy Infantry leader
- Carries a specialized fusion gun that does additional damage
- More resilient than the standard fire dragon
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