Warhammer 40.000: Dawn of War – Winter Assault: Game Walkthrough and Guide

The world of technogenic “War Hammer” is rich in original races. Of course, most of them belong to people more than unfriendly or for the time being masked their hostility, concluding the world with the Empire. Therefore, the mystery was only in one – who? Who will become another force in addition? For no one doubted in the new race. Imperial guards joined the new round of the Alliautic War. And started…
In general, the most, in my opinion, an interesting innovation of the addition – in old races a lot was taken out compared to the original game. For example, it was sharply limited to a variety of heavy weapons in infantry and improvement of technology. Apparently, after the game has become one of the gold-like in the world championship, the developers seriously engaged in grinding the quality of the multiplayer. And he showed that many things remain unused during the battles for speed. Therefore, what was clearly not succumbed to fine-finished, was cut off the hand of the ruthless surgeon. But most types of technology have seriously affected life and the price has decreased. Changes were also infantry, so now the troops will live longer on the battlefield. And the victory will not get to the one who will throw more troops to death, and to the one who more flexibly can manage them, choosing the most vulnerable enemies and removes it in a timely manner / introducing their detachments into battle. How professionals assure, in managing the game began to pain look like a familiar to many Starcraft.
The remaining changes are much more predictable – one new type of troops, one new race (though, rather original), two campaigns. The latter, although short, quite please. At least what they give to fight for all parties participating in this war (with the exception of the Kosmodezanta, who has already played its main game). 2 – on the side of “good” and 2 on the side “Evil”. Moreover, in the penultimate mission of each of the campaigns, the player should make a choice, and alive, like real horses, will remain only one. The campaigns also applied a unique opportunity to control at once two military. True, not at the same time – you need to switch from one on others, to which it takes some time. And since it’s all that can be said about the differences from the main game, we will consider these differences more closely.
Newbies – on the exit!
Let’s start with the fact that each of the races received his new fighter. But these are old races that we know well who have been learning to manage for a long time. They created a lot of victories and tested bitterness of defeats. Now they have received new opportunities thanks to the fresh and previously known to us fighters. But also a new race has appeared – imperial guards. But a little later, first, first tell about the new features of “Old-timers”. Although detailed descriptions of how the balance has changed, it will not be. This, in fact, new tables with the characteristics of troops, which have changed from one to 3-4 parameters. And what do you think a lot will change if the tank began to cost 10% cheaper, and he has 3 times more life? That’s the same! But the best strategists and connoisseurs of the game do not sleep, and research tactics in conditions completely changed numbers can wait for you in the Soviets section already in this issue.
This is interesting: The new race we got initially waited less than anyone else. However, the guards came. That is quite natural, if only because they “lit up” in the main part of the game. Following such logic following (if one more continued) should be necrons. They also “showed”.
People
People got a turtle commander who prefers to straighten with the enemy in proud loneliness. It has a good way to own both the “male” and a powerful boltery. Priest accelerates the process of restoring life from the nearest troops. In addition to sustaining respect, respect for a purely physical way (for example, a mace on the head) owns a demoralizing strike, which allows to significantly reduce the morality at the enemy detachment, and at the same time for 10 seconds by slowing the same detachment by 25%. The spell is available initially, and then the priest shows a persistent dislike for learning and nothing new acquires.
Considering the solid reluctance to join other detachments, the acquisition is quite dubious. Especially since the ability is recharged for quite a long time. However, accelerate the restoration of troops is never harmful, and this parench does not occupy. Even though it is impossible to use it more than one, but let it be…
Another major change occurred on Predator. Earlier, we were forced to change the weapons on the laser (for anti-tank war) on the already released tank tank. If the enemy stubbornly fought infantry, he received on his head from uncomfortable predators. It is believed that the times have changed and now with infantry will have to fight with other means – on our tanks, it is lasers from the very beginning.
Chaos
The paratroopers of Chaos were recognized by excessively strong troops and for it were devoid of almost all heavily weapons, left only heavy bolsters. Well, even though it was not forbidden to hide…
Berrikov Horn It will not be possible to scare – they are absolutely “immoral”. In addition, we got excellent handapacks (and they still know how to shoot a little bit), which are not very inferior to obsessed in terms of battle, but noticeably cheaper, both in terms of “places” and in terms of direct payment. And considering the fact that for obsessed need 2 improvements in HQ, the berserki became a rather pleasant acquisition in terms of accelerated attacks. By the way, obsessed now, too, became immoral… Sergeant can not call to yourself, but at least they join the officer.
Orcs
Orcs got an elite detachment – Armored Nobov. To be very unassigned, more than one such squad simultaneously disable the battlefield. Very heavy shock infantry. So hard that barely crawls on the battlefield. But if you get to get, then the enemy will not seem little – they will be put on with small pieces. In order not to have time to get to the enemy, they were given the opportunity to accelerate. At the same time, armor rises. What have to pay for the fact that activated ability every second wipes unfortunate Nobov for 10 points with electricity. Be careful to do not know your fighters yourself. Perfectly fight with the infant infantry, wonderful building buildings. However, it looks very bad against the enemy technique. On commanders look contemptuously and not invited to their squad.
Otherwise – was seriously limited in the rights of the orphanage of the infantry, which more than one type of heavy weapons do no longer give. Yes, and a truck now was very limited by removing his anti-empty version from turnover.
Elderes
Eldares have long complained that they have no decent buildings of buildings. Here they got Fire Dragons. Theoretically, they should be done well with the technique, but most of the equipment do not agree with this and with joy copes with dragons. However, they are quite regularly fulfilled by their task for the destruction of enemy buildings, especially if they are quietly spent behind the backs of enemy fighters and do not attract attention to destructive attention. Another feature of this squad is that anti-gravity platforms accelerate the restoration of the fighter after knockout. I am pleased to use Exarch.
The rest of the Eldar is the most unchanged nation, such cruel corrections, like others, they have no.
Imperial Guardian
The characteristic features of the imperial guards are such: dislike for hand-to-hand combat, like infantry (only one hand-to-hand fighters, and it is very late), and for technology (there is no one in general);Large selection of commanders;good opportunities in terms of limiting long-term fortifications. And if you are ready to constantly hold the enemy at a distance of impact, not allowing it to the neighbor, then this race for you. Even if you are not a lover of fast attacks, you can always occupy the nearest control points to ensure the influx of resources, and build impassable defense to them until the powerful technique appears. And with your bunkers and infantry guards it can.
Building
Command Come (Field Command). 700R, 150p, 6000. Contrary to the current opinion that only the losers of the first level and individual commanders are produced in the team, the imperials here are quite extensive staffing: technicians, guards, commissioners, priests, psaikers and killers. True, the first visit to the command office will not show you all this diversity, the majority will first “open”. And some and open it is possible only after an extension of new levels to your main building. So, for psykers, 100r, 50p is required, for priests – 50r and the first improvement in KP. The killers will no longer be without second improvement and 50r, 25p. Among other things, it is possible to shove here 3 of the infantry detachment, and they will be from the shelter to water the enemy fire.
Command Infantry Command. 125R, 1500oz. In addition to the fact that this dot, like the command post, accommodates infantry to three detachments, he also produces troops. True, initially only the guards and the team detachment, but you should bring the command post to the third level, as Karskin and Ogryna will appear (only you must pay for the possibility of their production). Each such building raises the ceiling by infantry detachments by 6 units.
It is important: buy karskin and Ogrins, like all cars in the factories, it is necessary in each production building separately. And if you wish for troops to be made anywhere, – be prepared to pay for them in each.
Observant post (listening post). 100R, 2200oz. Direct borrowing from Kosmodezanta. And technology are the same – first check box, and then develop the installation that will defend our ownership, into a powerful gun. At the same time, one detachment of infantry can be placed here, which will sharply strengthen the defense capability of this “Dota”
Plasma Generator (Plasma Generator). 165r, 1500oz. Plasma manufacturers. Very fragile and without much enthusiasm belong to the fact that something near something explodes, so they can join the general “funny” company, taking off to the air. The number of generators you receive depends on the total number of command items.
Headquarters (Tactica Control). 175r, 50p, 2500. It should be noted that the love of infantry in the imperials is great even with all the smallness of this type of troops. Therefore, all 9 improvements are taken only to infantrymen – guards, team detachment, karskin and flairms. Moreover, the lion’s share, 4 – initially weak guards. It makes sense not to regret the resources and make troops stronger.
MECHANIZED COMMAND). 200r, 50p, 2500. Extremely similar to the command of infantry. At least because from here you can shoot (pre-placing in the bowels of the building up to 3 infantry detachments), and the fact that each plant raises the ceiling for the production of cars for 6. In addition, there are 5 types of combat vehicles (and only the “chimera” can be made initially, they still have to pay for the rest) and one improvement is done for them (it is necessary in order to build the last building of the guards).
Mars sample headquarters (Mars Pattern Command). 200r, 50p, 2000. Just produces poisoned blades. More from him any benefit.
Reinforced Plasma Generator (THERMO Plasma Generator). 250r, 2000. Produces plasma in specially designated “fish” places.
HEAVY BOLTER TURRET. 150r, 75p, 1200. Just like others. That is, at first an installation that can shoot out of two machine guns so as not to climb infantry. And if you climb the tanks, then 50r – and you will get a rocket setting that successfully fights with appliances. The infantry is basically only throws back, a little damaging.
Mine Field (Mine Field). 50R, 50p, 1000. Field – it is the field. And if the opponent has no sergeants or commanders, then his soldiers will hurt much in health, pour out on mines.
Infantry
In general, the confusion set is quite unique here. In the early stages it will be presented only Guardians. Command squad does not count, for more than one still does not work out. But each infantry detachment has the right to sergeant and commander. What you need to use and supply your fighters by the authorities, which, as a rule, sharply increases the chances of the troops for survival.
This is interesting: The abilities of the commanders do not need to study. They will come to them themselves – it is enough to build a third level of the command item. For a long time? Cooo for free…
Petrost. Builder of cities for guards. He studied at a very prestigious academy, due to which he learned how to repair and break much better than his colleagues. However, the latter for the technique is not at all necessary, but it is very helpful.
Guardies. Initial fighters that will have to use for quite a long time. However, do not be upset to them. Guardians are pretty far away, and most importantly – shoot a me. Although very bad fights in the near battle. In small quantities are completely useless, so you need to immediately “finish” them until full and complement the sergeant and officer. Then the guards will be able to hold the enemy at a distance of a shot and will not let him in the focus. Moreover, the sergeant adds life and morality to all members of the detachment. Guards are available up to 3 plasma rifles or grenade launchers (which is effective against enemy infantry). In addition, 2 increments of morality are available for them, increasing the range of shots, doubling heavy weapons and an increase in the number of not very big life. And how they defend themselves in their dot!
Commissioner. Spiritual leader for your troops. If you attach it to the contract of infantry, then the morality of this squad will forever freeze on the highest mark (and the same guards are very poorly related to losses, rapidly losing martial spirit). Yes, and influence this detachment all sorts of guns will be useless. Some of the Commissioner – a shot of one of the fighters. But those surrounding it, seeing such a sad end, immediately start shooting 2 times more powerful. Surovo… Good goes in the company with guards.
It is important: Guardians love prosperity. Therefore, commissars, psykers and priests they can have 3 pieces of each. And this is not counting those that will enter the team detachment!
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