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Dawn of War: Dark Crusade

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Warhammer 40000 Dawn of War Dark Crusade

Dawn of War:Dark Crusade game cover
Dawn of War:Dark Crusade game cover

Game running Notes

Dawn of war: Dark crusade (DoW:DC) is the 2nd expansion pack for the popular computer game Dawn of War (DoW), based in the Warhammer 40,000 universe.

This version differs markedly in that it doesn't need the original DoW CDs to play and install, however, if a user wants to use the Space Marines, Eldar, Orks and Chaos in online play they need valid DoW Cd-keys. These are prompted for at start up.

Likewise, the use of the Imperial Guard in online play needs a valid Dawn of War: Winter Assault CD key.

DoW:DC adds two new races, a whole new type of campaign and a slew of new multiplayer levels to the other two games. The new races are the Tau (including Kroot) and the Necrons

Notable Characters

Commanders

Other Notable Characters

New campaign structure

DoW:DC does not follow the standard linear campaign structure of the previous installments. Instead; it employs a dynamic meta-map structure. Whereby players are presented with a "home region" to defend. Enemies are likewise given the same thing. The important difference is that the player starts with only a 'home region', while the AI starts of with the rest of the planet. This gives a 'New Arrival' feel to it, as combat starts as soon as the player starts to take regions.

The player destroying the home region of an enemy AI knocks that team officially out of the game and off the planet Kronus. If the same thing were to happen to the player, it's game over.

When a fight is initiated by the player either against an enemy or by the enemy against the player, the following happens:

The player starts on the map with just a Headquarters, a builder, that armie's main Character, and what ever Honor Guard they have earnt to that point. They then have to build an army from scratch to defeat the enemy in that region. The winner steals that area from the clutches of their adversary and takes what ever special bonus that region supplies.

Special features

Players are allowed to requisition "special units" in the form of prebuilt buildings (allowing the circumvention of certain tech requirements) and personal guard or entourages for the patron sides main commander. Usually, these special units are more powerful than their regularly-built equivalent; but come in smaller unit sizes. These are refered to as "Honor Guard".

The use of these units and the placement of buildings requires Planetary requisition. This is accumulated according to the amount of territories you hold.

Commanders are also allowed Wargear similar to that done in the tabletop game. the wargear of all races is allowed to be added to a races commander only at certain occasions. They serve two purposes: Aesthetics. as many players requested some form of commander customisation more than that offered by the army paint system and performance; as all the items enhance the hero's abilities and statistics in some way; whether it be in close combat power, long range damage or new abilities such as teleportation.


A special mention must be given to the Necron race due to an altered economy.

Unlike the rest of the races, the Necron's economy is centered around the power resource. where other races need both requisition and power to construct units, Necrons need only power.

The Necrons still use Strategic points, Relics and Critical locations in an altered sense to what the other races do. The addition of more Strategic points, Critical locations or relics to any other side increases the rate at which the Requisition resource is gathered.

For Necrons, capturing these points, and building the Obelisk (version of Listening post) upon them only decreases the Build time of their units; up to a maximum factor of 100%. This represents a factor of the increase, i.e. when 100% is reached, the Necron player can build units twice as quickly as at 0%.

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