=== === === =====\ ======\=====\ === ==== === | | | \ / | | ==\ || ====/| ==\ | | | / == \ | | | | | \/ | | | | || | | | | | | | / / \ \ | | | | | |\ /| | | ==/ || ==| | ==/ | | | | ==== | | | | | | | -- | | | ===/ | ==| | / | | | ==== | | | | | | | | | | | | | | |\ \ | | | | | | | | | | | | | | | | | ====\| | \ \ | | | | | | | ===\ === === === === ======/=== === === === === \====/ /======\ === === ==== =====\ ======\ | ===| | | | | | / == \ | ==\ | | ===\ \ | | === | | | | / / \ \ | | | | | | \ | | ||===| | | | | | ==== | | ==/ | | | | | | ||== | | | | | | ==== | | / | | | | | | | | | | | | | | | | | |\ \ | | / | | ==== | \ \===/ / | | | | | | \ \ | ===/ / \======/ \=====/ === === === === ======/ ~WE ARE WITH MANY, THEY ARE WITH FEW~ By A-J Buwalda Version: 1.0: Base document 1.1: Forgot E-mail address Email: the.earth.dies.screaming@gmail.com (Use Winter Assault as topic) ----------------------------------------------------------- ======= | Index | ======= [1.] Intro [2.] Who are the Guard? [3.] Building description [3.1] Field Command [3.2] Infantry Command [3.3] Listening Post [3.4] Plasma Generator [3.5] Thermo Plasma Generator [3.6] Tactica Control [3.7] Mechanized Command [3.8] Mars Pattern Command [3.9] Heavy Bolter Turret [3.10] Mine Field [4.] Unit description [4.1] Commissar [4.2] Psyker [4.3] Priest [4.4] Command Squad [4.5] Techpriest Engineer [4.6] Guardsmen [4.7] Kasrkin Squad [4.8] Ogryn [4.9] Assassin [4.10] Chimera [4.11] Sentinel [4.12] Hellhound [4.13] Basilisk [4.14] Leman Russ [4.15] Baneblade [5.] Strategy [6.] Copyright [7.] Credits - Easy navigation For quick navigation just copy numbers with the brackets. (for example [4.9] if you want to read the assassin’s description) Then press Ctrl+F and paste the number including brackets in the manu that popped up. Just push Enter and you’re there! ----------------------------------------------------------- ============ | [1.] Intro | ============ Back in the day (oh, I feel old right now) my cousin played Warhammer 40K. One played Space Marines, one played the Space Orks and the last played the Chaos. Now, them being substantially older than me, they understood the game quite a bit better than me. But it always intrigued me. After a couple of years I was old enough to understand the rules and I played ones in a while. I would borrow one of my cousins’ armies. Always loved the Orks. Those quirky green-skins with there big Choppas! But after a while they sold there armies and quit playing. As I had no army of my own I didn’t really come in contact with it for a couple of years. Then I started playing Magic: the Gathering (still do). Got in it after getting a couple of cards from a friend. Oh, the pretty pictures! So I bought some cards every ones in a while (have about 10000 now, not kidding). There was one problem, we had no hobby-shop near where we lived. We bought our cards at the local toy store! My friend Klaas found a hobby-shop in a city about 35 kilometers away. So, we hopped the bus over there. But they didn’t only sell Magic, it also sold Warhammer. So I play it ones in a while when I’m over there. Since then I started playing the Guard and have own army of Guardsmen. And than there was Dawn of War. Now I could play the next best thing whenever I wanted! But no Guard. That sucked, but Relic made up for it, in spades. Winter Assault was launched and all Guardsmen could be proud of the result. So I dedicate this FAQ to my long love for the Imperial Guard. WE ARE WITH MANY, THEY ARE WITH FEW! ----------------------------------------------------------- ========================= | [2.] Who are the Guard? | ========================= Between all the Space Orks, Chaos Demons and the other other-worldly creatures, there is the ordinary human. The standard Guardsman is all ways inferior to most other things out there in the grimy world of Warhammer 40K. But they have one big advantage: the numbers are HUGE! Since the Imperium of Men expanded through the universe and colonized many worlds the number of humans growed immensely. Each of these worlds has there own army to defend the planet. Because of the wide variety of worlds and environments, the difference in army formats is quite significant. From the Catachan Jungle Fighters to Tallarn Desert Raiders. From the dense jungle, polar deserts to wastelands. There is no planet crazy enough to live on for the Guard (or humans in general for that matter). But who are the fine warriors we got? - Cadian Shock Troopers Cadia, a beautiful planet with one big problem: it’s the nearest planet to the Eye of Terror. For those of you not into the whole table top, the Eye of Terror is the home base of Chaos. Now this is not your ordinary “Evil Planet” thing. Oh no! This is a whole dimension on it’s own, twisted and warped by the Chaos gods. You can figure that that is a bad thing. So every living soul able to fight does so. These Guardsmen are the Cadian Shock Troopers! The Cadians have stopped Black Crusades of Chaos multiple times. Basically you can say these guys are veterans and there planet is a war-machine in it’s own right. They resemble US army in looks and the Soviets in tactics, that’s one odd match! Because of there struggle to survive they don’t care about a single live, they care a bout the whole planet instead. Capping a deserter isn’t that big of deal for the fearless leaders of the Cadians. You die for the emperor! You got to love a faction who wants to deliver or die. ----------------------------------------------------------- =========================== | [3.] Building Description | =========================== Name: Name of Building Cost: RQ cost/Energy cost Requirements: Building requirement Upgrades: Possible upgrade Abilities: Possible Abilities Building Break-Down: ----------------------------------------------------------- Name: Field Command [3.1] Cost: 700/150 Requirements: None Upgrades: Battle Command, Regimental Command, Telepathica Temple, Ministorum Temple, Vindicare Temple Abilities: Train Guardsmen, Train Commander units, Train Assassin, Hold infantry (3) Building Break-Down: The Head Quarters of the Guard. It is your main building so take care of it. It produces Guardsmen, which is good. But it also produces all leader units, if you have the right temple installed. It can be upgraded to gain access to new technology. Further than that, there is not much to it. It can hold Guardsmen that can shoot outside, but if you need to defend this by having Guardsmen in it... well it’s to late for you if it come down to that. ----------------------------------------------------------- Name: Infantry Command [3.2] Cost: 125/0 Requirements: None Upgrades: Kasrkin Quarters, Ogryn Quarters Abilities: Hold Infantry (3), increase Squad Cap (6), Train infantry, Train Command Squad Building Break-Down: This bunker is your barracks. It does not only produce infantry units, it also increases the Squad Cap by 6. This means that you’ll need multiple Infantry Command to hit your Squad limit. It also enhances your control area, meaning that you can build further. That’s a good thing of course but not really essential. Once you hit tier 3 (you have upgraded the Field Command twice) you can install Kasrkin and Ogryn Quarters. These quarters will enable to build more advanced units. Kasrkins are the elite commandos with brutal Hellguns and Ogryns are brutish mutants that like to pound enemies in submission. - Get in there!! There is another very practical use to this building: protecting Guardsmen. As with the Field Command, you can hold 3 infantry squads inside this building. They will be able to shoot outside, but not only that! Inside there are Heavy Bolters and Plasma Guns. For every squad inside, a Plasma Gun AND Heavy Bolter will start firing. You want quite a few of these for the Squad Cap. If one blows up, you don’t want your Cap to go down, so always have at least one more than you actually need to max out the Cap. These bugger should be build on key points, so you can take full advantage from it’s cover and additional firepower. - Going underground All buildings able to house units are connected by tunnels. Through these tunnels your man can travel safely (and fast) to other buildings. It takes about 3-4 seconds to transfer from buildings. You can have an empty Infantry Command filled in 3-4 seconds, so not all slots need to be filled. You can just transfer them between Commands making them quite flexible. ----------------------------------------------------------- Name: Listening Post [3.3] Cost: 100/0 Requirements: None Upgrades: Escalated Engagement, Full Scale Engagement, Fortified Position, Heavily Fortified Position Abilities: Hold Infantry (1) Building Break-Down: Once you have captured a strategic point you can build one of these to secure it. Now the enemy will have to destroy this sucker first before they can capture the strategic point. Not only that but it also increases the requisition you gain from that point. If you upgrade it, it will increase the income even more. This also adds a weapon to the Listening Post. That’s not a big deal though. The important thing about the Listening Post is that it buys time. In that time you can mobilize a army to react to the threat. ----------------------------------------------------------- Name: Plasma Generator [3.4] Cost: 165/0 Requirements: None Upgrades: Strengthen Power Grid Abilities: None Building Break-Down: The Plasma Generator is your way of gaining Power, your secondary resource. Protect them. Simple as that. You can also upgrade them for better income. ----------------------------------------------------------- Name: Thermo Plasma Generator [3.5] Cost: 250/0 Requirements: None Upgrades: None Abilities: None Building Break-Down: You have these Slag Deposits on the map. These are gas deposits. This is the only place where you can build a Thermo Plasma Generator. These generators have 4 times the power output of normal generators. ----------------------------------------------------------- Name: Tactica Control [3.6] Cost: 175/50 Requirements: Infantry Command Upgrades: None Abilities: None Building Break-Down: Your main tech building. All unit upgrades are purchased here. Not much more to it. All Unit Upgrades are listed later on in this FAQ. ----------------------------------------------------------- Name: Mechanized Command [3.7] Cost: 200/50 Requirements: Battle Command Upgrades: Sentinel Depot, Hellhound Depot, Basilisk Depot, Leman Russ Depot Abilities: Hold Infantry (3), Increase Vehicle Cap (6), Build vehicles Building Break-Down: This is your main vehicle plant. It builds all you vehicles and increases you Vehicle Cap. You’ll need multiple Mechanized Commands to hit you maximum Cap. Only the Chimera is available from the start, the other vehicles need a depot first. Full Scale War is purchased here. (needed for the bad ass tanks!) ----------------------------------------------------------- Name: Mars Pattern Command [3.8] Cost: 200/50 Requirements: Full Scale War Upgrades: None Abilities: Build Baneblade Building Break-Down: This building enables you to build a Baneblade, the most fearsome tank of the Imperium. Enough said. ----------------------------------------------------------- Name: Heavy Bolter Turret [3.9] Cost: 150/75 Requirements: None Upgrades: Missile Turret Upgrade Abilities: None Building Break-Down: Useless! The firepower of this thing is non-existing and it’s armor too. Forget it exists. ----------------------------------------------------------- Name: Mine Field [3.10] Cost: 50/50 Requirements: None Upgrades: None Abilities: Invisibility Building Break-Down: This is actually underestimated. It is just a field of... well... mines. They walk over it, they are blasted all over the place. It is cheap too. ----------------------------------------------------------- ====================== | [4.]Unit Description | ====================== Name: Name of Unit Cost: RQ cost/Energy cost/Population cost Melee: Damage-damage per second Ranged: Damage-damage per second Requirements: Unit requirement Upgrades: Possible upgrade Unit Break-Down: ----------------------------------------------------------- Infantry ----------------------------------------------------------- Name: Commissar [4.1] Cost: 80/40/0 (limit 3) Melee: 58-78 Ranged: 25-45 Requirements: None Upgrades: None Unit Break-Down: One of the fearless leaders of Imperial Guard. This is guy is pretty powerful early on. He has some other qualities as well. For one, you can attach him to one of your squad, making them immune to morale damage. Further more if you hit the next tier (upgrade the command center) he gains a extra ability: “Execute”. This ability lets you execute one of the member of your squad to “inspire” the other squad members to fight harder. To be exact it doubles their rate of fire. - Commissar Rush Okay, before people start E-mailing; a lot of people consider this tactic cheating, but for completeness I’m putting this in. If you use this on-line expect a lot of moaning that you [insert insult here]. This tactic is for a fast decision. Build a Infantry Command, a Plasma Generator and start pumping out Commissars. Once you have your 3 Commissars attack the opponent at once. There are few counters to this. ----------------------------------------------------------- Name: Psyker [4.2] Cost: 100/50/0 (limit 3) Melee: 45-55 Ranged: 21-28 Requirements: Telepathica Temple Upgrades: None Unit Break-Down: The Psyker! The Immaterium (AKA the Warp) has a strange effect on the world of Warhammer 40K. These somewhat twisted individuals are able to tap into the Immaterium and use it to a great effect. Psykers can be attached to a squad, but in all fairness, this has but limited uses. His true power lies in, well uhm, his powers. The first is “Strip Soul”. This power lets you deal immense damage to a single target. This is very useful for killing off or severely damaging enemy commander units. The second power is “Chain Lightning”, which is granted to you when you upgrade your Command Center. This gives him the ability to cast lightning on an enemy squad. This kills off one of the units and totally demoralizes the squad. - Exploding Psyker In the manual it says that the Psykers are rather unstable. It would be wiser for squads to stay away from these guys. Well, that’s BS! The chance that it happens is minimal and it’s not that damaging. When happens, it happens while attempting to use “Strip Soul”. The Psyker raises in the air and then plummets into oblivion (in the style of the Bloodthirster-summoning), emitting lightning. ----------------------------------------------------------- Name: Priest [4.3] Cost: 50/15/0 (limit 3) Melee: 186-228 Ranged: 00-00 Requirements: Ministorum Temple Upgrades: None Unit Break-Down: The spiritual leaders of the Imperial Guard. Inspiring Guardsmen to heroic acts. That and they fight the enemy with a chainsaw in his hands. You have got to love a religious man with a power-tool. These guys are very useful. They are able to attach to a squad, increasing there morale and health. This makes them very valuable to your war effort; buffing your forces and making them more resistant to setbacks. To make them even more useful, they also have the ability to instigate a squad in frenzy (Fanaticism). In this state of frenzy the squad is unable to die, basically. I don’t need to tell you that’s always a good thing! ----------------------------------------------------------- Name: Commander Squad [4.4] Cost: 123/15/2 (limit 1) Melee: 55-75 Ranged: 55-88 Requirements: None Upgrades: Uncommon Valor Unit Break-Down: This is your Hero-unit. If you look at the stats and compare them with other Hero-units, your not going to be impressed. But not rightfully so! The Imperial Guard has the most versatile hero of them all. As the “Squad” comes running out of the Infantry Command it’s just a General. On it’s own it’s not bad, but it can be reinforced. This is where it’s true power lies. You can add 2 members (choosing between Commissar, Psyker and Priest) and, after researching “Uncommon Valor” an additional 2 members. They fight as a squad and can be reinforced like one. Every member brings his own abilities to the table: General --> Strafing Run (Bombards designated location) Commissar --> Immune for morale damage Psyker --> Strip Soul, Chain Lightning Priest --> fanaticism - Assembling a squad The choice of your squad members is pretty important for the effectiveness of your squad. What’s better for you? Pure melee force or a versatile force. For pure melee just add Priests in all four slots. They have the best melee stats and add Righteous Fury. This is pretty effective for hero-busting. For the versatile force add a Commissar, Psyker and 2 Priests. The squad has all the abilities. You can choose the right ability at the right time. ----------------------------------------------------------- Name: Techpriest Engineer [4.5] Cost: 75/0/1 Melee: 09-11 Ranged: 45-55 Requirements: None Upgrades: None Unit Break-Down: Your builder unit! It’s tough as nails but should not be in battle. It should be building or repairing, obviously. Other than that this guy has no uses. Protect him. ----------------------------------------------------------- Name: Guardsmen [4.6] Cost: 160/0/2 Melee: 10-12 Ranged: 16-19 Requirements: None Upgrades: Death before Dishonor, Battle Armor, Satellite Targeting Resolution, Will of the Emperor, Weapons Specialization Unit Break-Down: This is the backbone of the Imperial Guard. Squads of simple humans. No genetic enhancements, no heavy bolter fire, none of that fancy stuff! You are men, you don’t bleeding genetic enhancements because you have got sheer numbers at your site. These guys aren’t that great at firing their las-rifles, but they are cheap and with so many that they are bound to hit something! They lack big time in the morale and armor department, so adding a Sergeant (adds morale and hitpoints) is mandatory. And researching “Death before Dishonor” and “Battle Armor” isn’t a bad idea either. - Grenades or Plasma? Once you have build a Tactica, you gain the ability to add multiple Grenade Launcher and (after upgrading the command center) Plasma Guns. These weapons increases the squads’ firepower dramatically. But which is the better weapon to pick? Lets have a closer look at both weapons. Grenade Launcher Pros: - Cheap - Knocks down enemies - Long range - Able to hit multiple enemies Cons: - Rather low damage - slightly inaccurate Plasma Gun: Pros: - High damage - Effective against heavy infantry - Decent range Cons: - Expensive Ok, here you have it. The Plasma gun is very effective at taking on any kind of infantry. The range is good enough to make it a nice weapon. But there are some problems though. It is kind of expensive, which in most armies isn’t that big of a problem, but for Guardsmen it is. Guardsmen have the tendency to drop like flies. This means that you have to constantly be replacing weapons. This can really strain you Requisition and Power amounts. Then, there is the Grenade Launcher. It’s cheap, although it still costs more than the Guardsmen carrying it. Plasmaguns cost 35 Req and 15 Power and Grenade Launchers 20 Req and 10 Power The other plus is that the Grenade Launcher knocks down the enemies it hits. This not only disrupt enemy movements and of course damages them, but it also makes enemies with “standing” weapons have to regain their footing. It makes them useless for a couple of seconds. Conclusion: Go for the Grenade Launcher. - Lead me to victory! The Guard might be with many, but their morale is still crappy. This can be partially cured with upgrades (“Death before Dishonor” and “Will of the Emperor”) and Sergeants. But this is still not good enough when the going gets tough. To fix this problem you’ll need command units. There are three to pick from: Commissar, Psyker or Priest. Each has his own abilities, but what is the better choice? Commissar: This guy is the first one available. He makes the squad fearless, which is great for Guardsmen. The Execute ability is well suited, since Guardsmen are cheap and quickly trained. Psyker: This is pretty much my last choice to lead Guardsmen. But when both other command units are already leading squads, this will have to do. Priest: The Priest is great choice to lead any squad. He increases health and morale. The possibility to make a squad immortal for amount of time is also a big plus. It doesn’t have ranged weapons, so when attached to Guardsmen, he wouldn’t be dealing much damage. - Keeping your troops supplied The Guardsmen aren’t that great at melee or shooting for that matter, that’s why they have numbers on their site. But numbers is not the only thing that counts. Damage output and damage (morale aswell as physical) resistance is a big deal. To keep this up you’ll need to keep upgrading your Guardsmen. Making the right choice is pretty important too. If you have most of your squads have Commissars attached to them, it might be a good idea to put morale-upgrades on hold and instead go for better armor or weapons range. ----------------------------------------------------------- Name: Kasrkin Squad [4.7] Cost: 200/100/3 Melee: 18-22 Ranged: 65-75 Requirements: Kasrkin Quarters Upgrades: Genetic Enhancements, Kasrkin Armor Unit Break-Down: These guys are the elite of the Imperial Guard. They are heavily trained and have superior weapons, armor and accuracy compaired to other Guardsmen. Kasrkins are great at shooting about anything that is considered infantry. With there Hellguns they have a great reach. (about 3/4 of the screen) They also don’t suffer from the crap morale that other Guardsmen do. These are your “can-do” guys. Giving them Genetic Enhancements is a great deal. They make Kasrkins walk faster, so you can hit the enemy till they get close, back off and repeat the process. - Plasma, yay or nay? Ok, you can equip your Kasrkins with Grenades Launchers and Plasma Guns. Now, I’ll tell you, the Grenade Launcher is not that useful for the Kasrkin Squad. They already have the huge range and the reduction (you read it right) in damage makes it pretty tame. Then there is the Plasma Gun. It’s medium range is obviously not going to out-range the default Hellgun, but it has other pros. It packs a big punch against heavy infantry, which can be very effective against the Space Marines and the Chaos. Terminators drop like flies when faced against plasma. Conclusion: only use against Chaos and Space Marines. - Questioning command Although these guys are though, it might be a good idea to attach a command unit. Helping out your units is always a good idea, right? But then the question a rises: who is the better command unit for the Kasrkins? Commissar: Works well with Kasrkin Squads. The morale immunity is nice, although hardly a necessity. The “Execute” works great, letting the squad pump out even more damage per second. Psyker: The Psykers’ abilities are both pretty good, but one in general makes him a valid choice for the Kasrkins; Chain Lightning. The morale crushing effect of this guy can be taken full advantage of by the Kasrkins, ripping away with their Hellguns. Priest: As I said before, always a good choice. But better used in a melee force (read: Ogryns). If you stand against many enemies the Priest’s ability will help you even the odds. Conclusion: Go for the Psyker or the Priest. Let the Commissar lead your Guardsmen. ----------------------------------------------------------- Name: Ogryn [4.8] Cost: 180/60/3 Melee: 75-95 Ranged: 65-85 Requirements: Ogryn Quarters Upgrades: Powered Bayonet Unit Break-Down: These dimwitted, hulking monsters are your main solution to the Imperial Guard’s melee problem. Instead of trying to outsmart the opponent, they just charge right in and beat the living crap out of the opponent. Since they’re not the smartest of the bunch, they do not have elaborate weapons. They will have to do with the rather simple Ripper Shotgun. This thing is pretty powerful, but the Ogryns aren’t accurate enough to make them work properly. The only thing the Rippers are for is to make on or two kills before they start smacking the enemy around. Once they get in to close combat it’s on! They can take punishment beyond believe and rip through enemy like there is no tomorrow. Adding a Bone ’Ead (their Sergeant) will increase there health and morale even further. They just kill everything in sight. - Who’s gonna lead us, ey? So, you have a band of ignorant, brutality-loving melee monsters. You might as well give ‘em somebody to making the decisions and giving them some extra “punch”. Commissar: The Commissar is kind of crap with Ogryns. First off, they have no problems with morale, so the fearless ability is wasted. Their numbers are quite low (6 Ogryns+1 Bone ‘Ead) so the “Execute” hurts more than it does good. Psyker: Not bad. Although his melee capabilities are limited, he can demoralize the opponent before hitting them head-on. Strip Soul works decently, but not more than that. Priest: The Priest and the Ogryns where made for each other! It just has to be. First off, the Priest is the melee-master of the commanders, more than triple the melee of the Commissar (186-228 Dmg!!). So he can hold his own in melee confrontation. Secondly, the temporal immortality makes them killing-machines, period. ----------------------------------------------------------- Name: Assassin [4.9] Cost: 100/50/0 (limit 1) Melee: 108-134 Ranged: 100-128 Requirements: Vindicare Temple Upgrades: None Unit Break-Down: The Assassin. A model of killing perfection. This guy comes out late in the game, but with the Imperial Guard that’s not a problem. The Assassin packs a big sniper-rifle, which he uses with great accuracy. He can take out most secondary heroes with a single shot. He takes about 3-4 seconds to reload his weapon before discharging again. But the second shot should do it for most primary heroes as well. He also has the “Assassination Scope” ability. This enhances his sight incredibly. Better yet, his range is enhanced as well. You can pick of heroes that can’t even see you! ----------------------------------------------------------- Vehicles ----------------------------------------------------------- Name: Chimera [4.10] Cost: 100/70/1 Melee: 00-00 Ranged: 108-128 Requirements: None Upgrades: None Unit Break-Down: This is the Imperial Guard transport unit. Now, I see you thinking: “Not another crappy transport unit”. But believe it or not this vehicle does a great job. Let me put this way, when was the last time you have used transport unit with exception to the Squikgoth and the Landraider. Can’t remember can you. Well, the Chimera is very useful. It can carry 3 squads, is low on cost and only takes one Vehicle Cap. Not only that, but it has a Las-Turret on top for some fire support. It works well against infantry, but shouldn’t be pitted against other vehicles. To contribute to the firepower, the men inside the vehicle can shoot through the portholes on both sides of the Chimera. It pays off to have these guys in a assault. - Watch ya ‘ead! Ogryns are bulky fellows and as such take substantially more room than a squad of Guardsmen. This is implemented in the game. A Ogryn Squad takes up two spaces instead of one. They should be staying outside to kick tail anyway. ----------------------------------------------------------- Name: Sentinel [4.11] Cost: 150/150/2 Melee: 00-00 Ranged: Requirements: Sentinel Depot Upgrades: None Unit Break-Down: The Sentinel is your first anti-vehicle weapon. This walker is armed with a Multi-Laser. This weapon has a big range, which is necessary because it is kind of weak in the armor department Because it’s rather susceptible to concentrated fire its best to keep them from direct contact with the enemy. Let them pick on the armor from afar. A nifty ability this walker has is that it can un-capture strategic and critical points as well as relics. It can not capture them, though. But still, it works well and because of the range of the weapon you can destroy Listening Posts without retaliation. ----------------------------------------------------------- Name: Hellhound [4.12] Cost: 150/150/2 Melee: 00-00 Ranged: 60-80 Requirements: Hellhound Depot Upgrades: None Unit Break-Down: Some crazy Chimera crews with a craving for fire thought: “What if we remove the transport capacity and put in a big fuel tank? And, while where at it, slap on a big flamethrower.” This is basically just a heavy duty flamer with lots of armor. This unit is good to lead early assaults on enemy positions. Combined with Sentinels and a Chimera loaded with Guardsmen, it can really push the front forwards. Obviously the flamer still has it’s morale breaking attribute. The Hellhound break enemy squad at very decent rate. This can also be used defensively. Station one or two in your defensive line to break squads, while the Guardsmen fire from the Infantry Command to mob them up. It has splash damage; hitting multiple enemies at once!! ----------------------------------------------------------- Name: Basilisk [4.13] Cost: 150/300/2 (limit 3) Melee: 00-00 Ranged: 87-178 Requirements: Basilisk Depot Upgrades: None Unit Break-Down: Anyone who knows the Imperial Guard knows the Basilisk or “Bassi” as it’s sometimes affectionately called. And with good reason, because it’s a great tool both in the tabletop game and Winter Assault. For those who are new to the Guard; the Basilisk is the Guard’s artillery. It has huge range and when I say huge, I mean HUGE! You should use this to pick on enemy squads. This will slay them in a rapid fashion. The Basilisk also has the same morale breaking property as all other artillery units. This makes them a crowd favorite for pre-assault softening up, shelling on enemy defenses before sending your armor in. Because of the maximum of 3 Basilisk you’ll will never be able to launch a overwhelming barrage. To bad. BIG NOTE: in the 1.4 version of DOW:WA the Basilisk will NOT fire on it’s own. You will have to fire all shots manually by assigning enemies. - Spotting the enemy When you have your Basilisks out there, ready to fire, you’ll need to see what your firing at. If you can’t see them, you can’t hit it accurately. Now go and fetch a Assassin. Remember that snazzy ability: Assassination Scope? That’s going to come in handy! Station the Assassin amidst your Basilisks and use his ability. The visual range is increases dramatically. Now pick your targets and shell them. - Shake the room! The thing that makes the Basilisk stand out between all those artillery units is the Earthshaker round. These round are crafted on the forge-world Mars and as such, are the best artillery rounds around. These master-crafted shells will kill pretty much anything it hits as long as its infantry. There is one con though: the cost to fire a round like that is 200/200. That’s pretty hefty in mid-game. ----------------------------------------------------------- Name: Leman Russ [4.14] Cost: 150/300/3 Melee: 00-00 Ranged: 132-172 Requirements: Full Scale War, Leman Russ Depot Upgrades: None Unit Break-Down: The Leman Russ is the mainstay battle tank of the Imperial Guard. Named after the great Primach of the Space Wolves Space Marines. And like the Primach, this tank is not a push-over. It’s heavily armored and well armed. Most infantry weapons hardly scratch it, with the exception on rockets and other anti-vehicle weapons. It has a battle cannon, which unlike the Space Ork version, dead accurate. This weapon knocks out vehicle and buildings alike. Further more, it’s plastered with Heavy Bolters to deal with enemy infantry. These Bolters can chew through some infantry, but the Leman shouldn’t be on infantry killing assignments. Before you’re able to install a Leman Russ Depot, you’re going to need “Full Scale War” researched. This takes a lot of cash but even more importantly loads of time. This means that you’ll have these guys LATE-game. ----------------------------------------------------------- Name: Baneblade [4.15] Cost: 400/400/3 Melee: 00-00 Ranged: 83-117 Requirements: Full Scale War, Relic captured Upgrades: Unit Break-Down: The fear of the enemy of the Emperor. This is the biggest, meanest and most fearsome tank in the Imperial arsenal. With the most armor of any vehicles of Dawn of War. Not only that, it also has the most weapons of them all! And compared to other “uber-units” it’s rather cheap. Weapons Legend: 1. Battle Cannon(x1) The main cannon is rather weak compared to the rest of the weapons on this guy. Looks cool when it fires though! A huge blast emits from the barrel and smoke is forced from the side of the barrel. Slow rate of fire. 2. Mortar(x1) Much better! It is about 3/4 of the strength that the battle cannon, but fires at double rate of fire compared to the battle cannon. The smoke effect is cool too. 3. Twin-linked Heavy Bolters(x3) These weapons rip through pretty much anything of flesh and blood. Extremely high rate of fire and are plentiful. 4. Lascannon(x2) This gun is for armor killing! This is a giant laser that burns right through any armor. You have two of them, you might as well use them. _____ -----/ 3/4 \--------- / \___ | ___________ 2 | | / \ --- | | -----------------\ | | 1 | | | -----------------/ | \___________/ 3 = | | = | \ 3/4 / -----\_____/---------- (Excuse the crap ACSII art.) BIG NOTE: To build this monster, you’ll need a Mars Pattern Command, Full Scale War and Relic captured - Tell the men, the cavalry has arrived! Although this guy is armored for a nuke attack and armed to the teeth, DO NOT SEND IT OUT ALONE! I cannot stress that enough. It will get whacked, period. Leman Russes are perfect addition to a battle group with the Baneblade. ----------------------------------------------------------- ==================== | [5.] Unit Upgrades | ==================== Name: Name of upgrade Cost: RQ cost/Power cost Requirements: Requirements for upgrade Upgrade: What the upgrade does Break-Down: ----------------------------------------------------------- Name: Death before Dishonor Cost: 75/15 Requirements: None Upgrade: Increase Guardsmen morale Break-Down: Ok, let’s be real. Guardsmen morale sucks. This is a cheap way of boosting it and giving the your Guardsmen more staying power. High priority! ----------------------------------------------------------- Name: Battle Armor Cost: 100/15 Requirements: None Upgrade: Increase Guardsmen armor Break-Down: Guardsmen get shot to pieces by, well, just about anything. Upgrading the armor is always a good idea. Able to take more shots, they will be able to deal more damage. ----------------------------------------------------------- Name: Uncommon Valor Cost: 100/100 Requirements: None Upgrade: Command Squad size increased by two members Break-Down: This one is nice, but not a necessity in early game. Go for it when hit tier 2 or have some cash to spend. ----------------------------------------------------------- Name: Satellite Targeting Resolution Cost: 150/150 Requirements: Battle Command Upgrade: Increase range of Guardsmen Break-Down: The range of the las-rifle is not that great. So this is a good upgrade. I must add that the range inside buildings is also increased. High priority. ----------------------------------------------------------- Name: Will of the Emperor Cost: 75/15 Requirements: Battle Command Upgrade: Increase Guardsmen morale Break-Down: More morale is good for Guardsmen, but by the time you get this one you’ll have enough commander units. Buy when you have cash to spend. ----------------------------------------------------------- Name: Weapons Specialization Cost: 100/25 Requirements: Battle Command Upgrade: Doubles damage done by Grenade Launcher and Plasma Gun Break-Down: This is just great! Nothing more to it! GET IT NOW! ----------------------------------------------------------- Name: Genetic Enhancements Cost: 100/50 Requirements: Kasrkin Quarters Upgrade: Enhances speed of Kasrkin Squads Break-Down: Kasrkins with enhanced speed will enable them to do hit and run attacks. The pretty much out-run everything but skimmers, so let them come towards you and then run again. Good upgrade. ----------------------------------------------------------- Name: Kasrkin Armor Cost: 100/50 Requirements: Kasrkin Quarters Upgrade: Increases Kaskin Squad’s armor Break-Down: Taking more punishment is always nice and when you get it, it’s dirt cheap. ----------------------------------------------------------- Name: Powered Bayonets Cost: 100/75 Requirements: Ogryn Quarters Upgrade: Increases melee damage of Ogryn Squads Break-Down: The melee capabilities are upped a notch. This is good since Ogryns are the only melee-units you have. ----------------------------------------------------------- =============== | [5.] Strategy | =============== Ok, here goes! The Guard play defensive. This does not mean that you can just turtle up in your base and hope for the best, because Dawn of War just doesn’t work that way. It basically means that you’ll always have to defend every inch of land under your control. Then accumulate more forces and push out some more and than put up a defense again. - Early game Playing the Guard means you have to make the right choices early on. Let me give you a priority-list: 1. Guardsmen 2. Techpriest Engineer 3. Guardsmen 4. Infantry Command 5. Guardsmen 6. Tactical Control 7. Plasma Generator You should have your Guardsmen capturing Strategic Points as soon as they come on the field. If you capture one, put a Listening Point on that sucker. While you do that keep building Guardsmen, since they are the backbone of your army. They will have to be with many to hold off the enemy long enough for you to have some reinforcements to strengthen your line. As soon as your advance screeches to halt (usually by meeting the enemy!) you should build Infantry Commands on tactical points. A Infantry Command (loaded with Guardsmen of course) on a near a choke point or negative cover can be a real bother to a enemy. - Teching up If you play the Imperial Guard the key to winning is climbing the tech tree. The best units are in are tech tier 3 and 4. So as soon as your income permits it you should climb to next tier. Defense is still your priority though. It’s finding that balance that the key to victory. Keep in mind that you can have the ability to build that Baneblade, but if you don’t have a decent defense the enemy tramples your base before it rolls out of the Mars Pattern Command. Purchasing unit upgrades can be important too, but you’ll have to make the right choices. For example “Death before dishonor” boosts the morale of Guardsmen, which is really needed. It’s rather inexpensive, so it gets high priority. Uncommon Valor on the quite expensive and unnecessary early on. You can leave it until the next tech tier, when you’ll need those extra members in your Command Squad. Make smart choices! -Mid to end game Ok, once you have your Mechanized Command up and running, it starts getting interesting. Now you have some armor to back you up. Sentinels are your main defense against enemy armor at this stage of the game, so you better use it. Put them behind your line because they are susceptible to damage. Now, you should be researching tech tier 3 as soon as possible. As soon as tier 3 hits you should figure out what you want, Kasrkins or Ogryns. It depends on who your fighting. My take on this is: Vs. Space Marines --> Kasrkins Vs. Chaos Marines --> Ogryns Vs. Orks --> Ogryns Vs. Eldar --> Kasrkins Vs. Imperial Guard --> Kasrkins Buff up your defenses because now comes the wait: research Full Scale War! This takes a HUGE amount of time. But it is a must. You need it to make the Leman Russes and the Baneblade. Now build them until you max out your vehicle caps. Make a battle group of Lemans, Ogryns and the Baneblade. Go out there and crush them under your tracks! Use the Ogryns to keep the nasty melee guys of the tanks or keep the missile toting guys of your tail. Now, go out and claim victory for the Emperor! ----------------------------------------------------------- ================= | [6.] Copyright | ================= I wrote this FAQ, so it’s copyrighted by me! Now this FAQ is a www.gamefaqs.com exclusive. No body else can use. If I see it anywhere else the guy in charge has problems. You can’t sell it for profit either. People should knows this by now! ----------------------------------------------------------- ============== | [7.] Credits | ============== Thanks to: Me, I did ride it so I might as well My table-top buddies: Klaas Boltjes Erwin Rietberg Tom Nijssen Hugo Hansen My DOW buddies: Abdullah Al-Awwadi Lauran Beers -----------------------------------------------------------