Warhammer 40.000: Dawn of War – Soulstorm: Game Walkthrough and Guide

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June 17, 2022
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By Jonny Gamer

Warhammer 40.000: Dawn of War – Soulstorm: Passage
Warhammer 40.000: Dawn of War – Soulstorm: Game Walkthrough and Guide
World Warhammer – Fertile soil to create games. And the set of races and fractions give huge space for creativity. So it was done – the manifold of the armies was replenished with two more from the desktop version of the game, dark eldars and battle sisters.

Fourth coming

New campaign – almost complete repetition of the previous addition. The place of action has changed, now we conquer the whole system, and not one planet. But the space is deceptive, the number of sectors has increased to thirty (in Dark Crusade – twenty-five), and the role of boundaries between the celestial bodies perform the tracks of the ancient portals. In one move we can make one action, move or attack.

Conquered sectors every move bring local currency – planetary influence – and open access to the new Guards Troops. Garrison and defensive structures are purchased for money.

For victory, it is necessary to defeat eight opponents, capturing their bases. But the process does not shine a variety. More or less distinguished from the total mass of the mission to storm the opponent’s starting areas, but they are still similar – they came, fulfilled several tasks for the destruction of the goals, reached the main, won. The rest of the missions are ordinary duels, which you need to spend two dozen pieces.

But this is still Polbie. Interest as it goes out due to falling complexity. The further passed – the greater the planetary influence and the Guards detachments that we come to the new sector. In the end – the closer to the final, the more our army resembles a steam rink on the full move, which nothing can stop.

There is no plot, everything comes down to the banal “kill them all”. There are only small inserts after the destruction of the next enemy, designed to explain what happened. They just resemble the waving fists after the fight – Wow, but why we fought. But even this is unconvincing, it still remains incomprehensible, for which various orders of empires fight for each other.

Tailing in the network

Additional additions are disclosed in a network game. No, there is also nothing fundamentally new in terms of the gameplay, but new parties to the conflict allow you to diversify the parties and increase the number of options several times.

Owners of SoulStorm will be available for the game only two newcomers, to access the rest you have to enter the keys to the original and two additions. However, it is not as scary, as it seems, it is hardly for someone the last incarnation of Dawn of War will be the first acquaintance with the project, and also on the network. But the impression from the network game can spoil numerous bugs. What can be survived in a single game, for rating matches is simply unacceptable.

You can dump all the shortcomings on the Iron Lore Entertainment that has now developed the addition instead of Relic. But it is useless to argue with facts – in general, the addition is much weaker than the previous. Saves the project only his orientation on the network game.

Campaign

Soulstorm went in the footstease of Dark Crusade – there is no full-fledged campaign, there is a popular entertainment with a patchwork card. For victory you need to destroy the rest of the opponents. But now the place of action is not one planet, but a whole system – Kaurava. These are four planets and three satellites, just a few dozen territories. But no changes in the gameplay did not bring it – if only there were only boundaries between the provinces, now instead of some of them there are ancient Earski gates performing the same function, but for areas on different celestial bodies.

No need for supply (chaos). Gives full income from the provinces cut off from the main territory. It would be useful, but the passivity of computer opponents makes them almost safe. And if they attack, you can always fight off with the help of garrison.

Marsh Fleet (Eldars). Very strong ability, especially useful in the middle of the game – the ability to move for three sectors on its land. But the right to attack it several times.

Fast number of numbers (orcs). Theoretically, the number of garrisons should increase once in several moves. But in reality, only builders are “born”.

Production at discount prices (Imperial Guard). All purchased at the strategic level, whether troops or buildings, becomes much cheaper. The earlier it will be purchased, the better, because in the future problems with finance will not be.

Restoring losses (necrons). After the fight lost guards units and garrison detachments have a chance to recover. But, apparently, the probability of this is very low.

AR’Ka gun (Tau). In front of the attack of the sector on it, a powerful energy blow is applied, reduced enemy forces. Exact figures are unknown.

Monastery Ecclesiarchia. 700 V, 150 e. The main building of the Battle Sisters, produces a small amount of influence. Produces employees of ecclesiarchy and missionaries, it is possible to conduct research of new feats of faith for missionaries. Can be improved twice that it is necessary to access all buildings and combat units. The first improvement over 300 V, 125 e shows the monastery in Cathedral of Ecclesiarchia, But for this requires constructed Celi or the sanctuary of purity. Allows you to train commanders for detachments. Second Improvement, up to Citadel Ecclesirachia, It will already be 340 units of each resource and requires a rebuilt factory or sacred reliquary.

On a note: Here and then the following abbreviations are used: in – influence, E – Energy, O – Restriction on the number of detachments.

Celi Adept Sororitas. 250 B. It will not be a big mistake to call them with barracks, because all the infantry units and canoniss train are trained here. In the same building, there are three consecutive improvements to raising the limitations of the number of infantry detachments from ten to twenty, as well as the grenades of two types.

The sanctuary of purity. 175 V, 50 e. In this building there are improved attacks and protection of infantry and commanders. Required for the production of some units and further development.

Factory Adept Sororaitas. 200 V, 125 E. Factory for the production of Sisters Battle. For construction, it is necessary to have the Cathedral of Ecclesiagia. There are also improvements to an increase in equipment units, improving increased damage and protection.

Detachment sisters battle. 140 V, 2 o. The main detachment of riflery. Do not differ in health, but they take a number – you can bring the number of detachment to eleven fighters, including the commander (appear on the fours). Therefore, the closest battle them is contraindicated. In the best traditions of the military orders of the Empire, a detachment of sisters can be equipped with flamethraws or heavy bolsters. You can give the sisters of the battle of phosphoric grenades, which significantly reduce the martial spirit of the victim.

Detachment Serafimov. 200 V, 20 e, 3. Can move with jumps with the help of their jet badges, quickly move as usual mode, can fire in motion without fines to accuracy. Suitable for raids on the reasons, removal of capture from points, rapid response to small detachments. But with the exactly the same characteristics of the damage, as at the sisters, have a slightly smaller number, which negatively affects their survivability. Requires a sanctuary of purity.

Detachment of selestian. 180 V, 40 e, 2 o. Heavy sisters infantry, the only detachment that can effectively fight appliances, but only after their heavy weapon. Created by fours, this is the maximum number of ordinary fighters in the detachment, but you can add a whole two commanders – a veteran and painter. For training you need a cathedral.

Killer cult of death. 100 V, 40 e, 1 o. Invisible fighter, fighting only in the near battle. Ordinary damage is not very large, but if the health of the target is less than half, just one blow for fatal outcome. It is disappeared only with infantry and commanders, and the technique and the builders of sudden death are not subject to. In someone else’s camp, such a fighter is better not to climb, because it will be quickly discovered quickly, and at meetings on a neutral territory or in defense, the killer can make an excellent company combat divisions. For training, a constructed sacred reliquary is required.

Swing sisters. 220 V, 80 e, 3. The only detachment of the melee at the sisters of the battle is very serious damage to infantry. May be in a state of fanatical zeal, at the same time they quickly move and more hit, but lose health and may die. It is for them to give missionaries as commanders – those also have a good neighbor, and the abilities will help to survive everything. Available after construction citadel.

Armored Transporter “Rhino”. 75 V, 70 e, 1 o. Not a very strong machine, but combat qualities for such a low cost are very good – infantry and heavy infantry are separated great. In addition, there can be two allied detachments, and after a special improvement in the sanctuary of purity – to use loudspeakers for free, raising the combat spirit of the Allied troops around and lowering in enemy.

Blood Hall. 250 B. Here train the main detachments of infantry and the commander of the Dark Eldarov – Archon. If necessary, you can give mandragoras invisibility.

Dark workshop. 200 V, 65 e. Plant for the production of all the equipment of the dark Eldarov, but the assault infantry – helicions. You can improve the strength of cars.

Laboratory of Gomunkula. 170 V, 50 e. There is an improvement in the characteristics of the infantry of the dark eldaries, their commanders, and the number of coats of archon can be increased.

Arena. 150 V, 75 E. Another laboratory, but the improvements performed here only act on commanders. Necessary for the production of some troops.

Dungeon Souls. 450 V, 450 E. Construction of this building is only necessary for one goal – so that the production of the best troops is available.

Concentration camp. 75 B. The most special and multifunctional building of the dark eldarov. It serves to expand the territory because it can be built anywhere, and increases the limit of troops. But in addition, you can spend one of two improvements to the choice. The first is a terrible sight (50 V, 15 e), demoralizes surrounding opponents. Second – torture chamber (35 V), constantly produces shower extract.

Tower of hatred. 100 B. Constructed in strategic and relic points, increasing the influence of them. You can make improvements to the tower of domination, and then to the death tower, even increasing the yield and in terms of equipping them with weapons. But besides this, you can add a weapon acting against the technique – Spear of Darkness.

Generator. 165 B. Produces energy, you can improve overall production.

Thermogenerator. 250 B. The amount of energy received is much more, but it can be built only in special places.

Troops

Archon. 180 V, 40 e, 2 o. Commander of the Dark Eldarov, prefers a hand-to-hand fight, although it can and shoot. To the detachments to join is not capable, but can get a retinue from the incubs.

Detachment witches. 240 V, 60 E, 3. Mandragoras can now hope only for their invisibility – the witches are healthier and numerous, they know how to shoot that a little increases their danger, and can also fight not only with infantry, but also with commanders. And if it becomes hot, you can use a combat doping, a seriously enhancing detachment. But for workouts, the witches need to build arena.

Detachment of monsters of warp. 210 V, 90 E, 3 O. There is another variety of short-term fighters in the dark eldar. They are much stronger witches, because only two detachments can be in the army. Dangerous for their own – when the martial spirit falls, the monsters of the warp begin to throw on the allies. You can add a commander-trainer, significantly improving the rate of restoration of the combat spirit, and in critical situations of the leading beast in the normal skill.

Gellion detachment. 180 V, 30 e, 2 o. Fast attack aircraft, in addition to speeding speeds and jump. Their main occupation in the game – capture points and binding to the fight of enemy shooters.

On a note: Despite the fact that helicions are trained in a dark workshop, they do not apply to technology, but to infantry.

Jetbike “River”. 80 V, 30 e, 2 o. Small and cheap machine with anti-empty machine gun installed. But the main value is the ability to remove the capture from the points. True, it can only come in handy on big maps, because Jetbike appears rather late, because it also requires a built laboratory.
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