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Dawn of War: Dark Crusade Review

Warhammer 40,000: Dawn of War - Dark Crusade

Changes from Dawn of War/Winter Assault to Dark Crusade


Global

  • Turrets
    • Turrets can be placed anywhere
    • Turrets detect infiltrated units
  • The Infiltration system has been enhanced and better integrated into Dark Crusades:
    • Infiltration on units is no longer activated with an action button. The effect is persistent and passive.
    • Units can attack while infiltrated.
    • Units can capture while infiltrated.
    • Commanders no longer detect stealth. See each race for a list of detectors.
  • Reduced the cost and research time of Tier 3 upgrades
  • Reduced the research time of Tier 4 upgrades by 50%

Space Marines

  • New unit: Grey Knights
    • New ability: Psychic Inquisition - Tortures units within the area with psychic energy. This energy haunts an area, dancing around seeking victims.
    • New ability: Furious Charge - Allows Grey Knights to approach enemies at blinding speed. The momentum is converted into a devastating attack
    • Reduced the train time of Land Raider to 90 seconds.
    • Skull Probes now require an Armory instead of a Monastery and can now detect infiltrated units.
  • Librarians
    • Librarians can detect infiltrated units.
    • Increased damage and reduced cooldown of Smite
    • Increased duration of Weaken Resolve
    • Weaken Resolve now requires tier 2, not tier 3
  • Reduced squad hold of Orbital Relay from 6 to 4
  • Increased Space Marine Deep Strike delay from 5 to 10 seconds
  • Space Marine Force Command and Chaplain plasma pistol
    • Reduced penetration versus heavy high from 50 to 45
    • Increased penetration versus building low from 25.5 to 30
  • Space Marine Force Command and Chaplain Power Sword
    • Penetration to building low increased from 20 to 25
    • Penetration to commanders increased from 30 to 40
  • Increased setup time on Space Marine Tactical Heavy Bolter from 1.5 to 2
  • Space Marine Inspiring Aura research
    • Cost reduced from 100/35 to 80/35
    • Research time reduced from 90 to 60
  • Space Marine Commander health 2 research time reduced from 60 to 45 seconds
  • Terminators and Assault Terminators
    • Increased cost from 200/100 to 240/100
    • Heavy Flamer:Morale damage increased from 35 to 50
    • Assault Cannon: Cannot fire on the move, Increased damage from 12-20 to 30-50, Increased range from 30 to 40
    • Increased stun effect from 10% to 25%
  • Tech Tree changes
    • The Armory no longer requires the Chapel Barracks
    • The Monastery (Tier 2) now requires either the Armory or the Barracks, not both.
    • The Fortress Monastery (Tier 3) now requires either the Machine Shop or the Sacred Artifact, not both.
  • Elite unit caps
    • Assault Terminators now have a squad cap of 1
    • Terminators now have a squad cap of 1
    • Predators now have a squad cap of 2
    • Whirlwinds now have a squad cap of 1
  • Support cap costs
    • Increased Predator support cap cost from 3 to 5
    • Increased Whirlwind support cap cost from 2 to 5
    • Increased Dreadnought and Hellfire Dreadnought support cap cost from 2 to 3

Imperial Guard

  • New unit: Heavy Weapons Platoon
    • New ability: Entrench - Heavy Weapon's Platoon sets up a powerful fortification combining defensive cover with increased firepower.
  • New ability: Long-range scanner - Located in the HQ, this ability detects infilitrated units.
  • New ability: Let it Burn - The Hellhound, in Tier 3, can set an area on fire for a limited duration. Any unit takes damage while in this area.
  • Reduced the train time of the Baneblade to 90 seconds
  • Guardsmen squads can reinforce to 12 members (up from 9) once reaching Tier 2.
  • Pyskers can detect infiltrated units.
  • Priest morale boost reduced from 400 to 50
  • Assassin
    • armor penetration versus monster high reduced from 100 to 50
    • armor penetration versus commanders reduced from 100 to 75
  • Guard Commanders improvement versus vehicle high and monster high armor types
    • guard_chainsword_priest: Armor piercing against monster_high from 0 to 25, Armor piercing against vehicle_high from 0 to 25
    • guard_power_sword_commissar: Armor piercing against vehicle_high from 0 to 20
    • guard_power_gauntlet_captain: Armor piercing against vehicle_high from 0 to 20
    • guard_power_gauntlet_captain: Armor piercing against vehicle_high from 0 to 29
    • guard_psychic_spike_psyker: Armor piercing against monster_high from 0 to 25, Armor piercing against vehicle_high from 0 to 25
  • Weapon Specialization Research cost increased from 100/25 to 100/100
  • Kasrkin Knife’s penetration to building low reduced from 65 to 45
  • IG Command Squad Commissar Power Sword penetration to building low reduced from 50 to 33
  • Command Squad Priest Chain Sword penetration to building low reduced from 33 to 23
  • Command Squad Captain power Gauntlet penetration to building low reduced from 50 to 35
  • Command Squad Captain power cost increased from 15 to 25
  • IG Psyker Curse of the Machine Spirit hotkey set to "C"
  • Tech tree changes
    • The Tactica Control no longer requires the Infantry Command
    • The Battle Command (tier 2) now requires either the Infantry Command or the Tactica Control, not both
  • Elite unit caps
    • Ogryns now have a squad cap of 1
    • Kasrkins now have a squad cap of 1
    • Leman Russ Tanks now have a squad cap of 2
  • Support cap costs
    • Increased support cap of Leman Russ from 3 to 5

Orks

  • New unit: Flash Gitz - Tier 3 ranged infantry
  • New research: More Sluggas - makes recruitment of slugga boyz squads free.
  • New ability: Burna bomb - Mad Doks can place this device, which explodes after a brief countdown.
  • The Big Mek and War Boss can still detect infiltrated units (unlike most other Commanders)
  • Armored Nobs can now detect infiltrated units.
  • Reduced the train time of Squiggoth to 90 seconds.
  • Ork Warboss Claw penetration to building low increased from 31 to 60
  • Ork Nob Choppa
    • Armor penetration to monster high increased from 0 to 15
    • Armor penetration to vehicle high increased from 0 to 15
    • Armor penetration to building high increased from 0 to 15
  • Ork Rokkit Launcher Listening Post
    • Armor penetration to vehicle high increased from 5 to 10
    • Armor penetration to vehicle med increased from 7.5 to 20
    • Armor penetration to vehicle low increased from 12.5 to 20
  • Ork Big Shoota Twin Waagh Banner
    • Armor penetration to building low increased from 0 to 25
    • Armor penetration to building med increased from 0 to 20
    • Armor penetration to building high increased from 0 to 10
  • Reduced health of Tankbustaz from 400 to 360
    • Tech Tree changes
    • Pile of Gunz no longer requires a Boyz Hut
    • Orky Fort add-on no longer requires Da Mek Shop
    • Orky Fort add-on now requires either Da Boyz Hut or Pile of Gunz, not both.
    • Da Mek Shop now requires either Da Boyz Hut or Pile of Gunz, not both.
    • Mega Armored Nobs no longer require a Boyz Hut
  • Elite unit caps
    • Nobs now have a squad cap of 3
    • Looted Tanks now have a squad cap of 2
  • Support cap costs
    • Increased Looted Tanks support cap from 3 to 5
    • Increased War Trukks support cap from 2 to 3
    • Increased War Trakks support cap from 2 to 3

Chaos

  • New unit: Daemon Prince - The Chaos Lord can upgrade into the Daemon Prince in Tier 3.
    • New ability: Daemon Roar - The Daemon Prince breaks the morale of surrounding enemies with a fearsome roar.
  • New Ability: Tainted Auspex - Chaos Lord drops a taint, which detects infiltrated units.
  • Cultists now detect infiltrated units.
  • Sorcerers now detect infiltrated units.
  • Chaos Predator damage increased by 25%
  • Chaos Marines now have Plasma Weapons (tier 3)
  • Reduced the train time of Bloodthirster to 90 seconds.
  • Chaos Lord Plasma Pistol penetration to building low increased from 25.5 to 30
  • Chaos Missile Turret
    • Armor penetration to building low increased from 0 to 25
    • Armor penetration to building med increased from 0 to 15
    • Armor penetration to building high increased from 0 to 10
  • Obliterators no longer requires a Relic
  • Standardized Obliterator Damage
    • Assault Cannon range increased from 30 to 35
    • Lascannon weapon: Min damage from 145.38 to 258, Max damage from 177.69 to 290, Armor piercing against infantry_low up from 20 to 60, Armor piercing against infantry_med up from 20 to 100, Armor piercing against infantry_high up from 20 to 90, Armor piercing against infantry_heavy_med up from 20 to 100, Armor piercing against infantry_heavy_high up from 20 to 91, Armor piercing against vehicle_low up from 29.91 to 43, Armor piercing against vehicle_med up from 22.45 to 32, Armor piercing against vehicle_high up from 10.36 to 14, Armor piercing against monster_med up from 0.00 to 100, Armor piercing against monster_high up from 9.93 to 14, Armor piercing against commander up from 0.00 to 36, Armor piercing against building_low up from 49.14 to 70, Armor piercing against building_med up from 18.35 to 26, Armor piercing against building_high up from 21.80 to 31
    • Plasma Twinlinked weapon: Max range up from 30 to 35, Armor piercing against infantry_low up from 21.25 to 45, Armor piercing against infantry_med up from 36 to 78, Armor piercing against infantry_high up from 31.5 to 68, Armor piercing against infantry_heavy_med up from 40.07 to 80, Armor piercing against infantry_heavy_high up from 40.40 to 70, Armor piercing against vehicle_low up from 10.91 to 33, Armor piercing against vehicle_med up from 10.45 to 24, Armor piercing against vehicle_high NO CHANGE, Armor piercing against monster_med up from 40.44 to 80, Armor piercing against monster_high NO CHANGE, Armor piercing against commander up from 25.18 to 27, Armor piercing against building_low up from 15.14 to 53, Armor piercing against building_med up from 18.35 to 20, Armor piercing against building_high up from 0.80 to 25
  • Tech tree changes
    • The Chaos Armory no longer requires the Chaos Temple.
    • The Desecrated Fortress (tier 2) now requires either the Chaos Armor of the Chaos Temple, not both.
    • The Machine Pit no longer requires the Sacrificial Circle
    • The Unholy Monastery (tier 3) now requires either the Machine Pit or the Sacrificial Circle, not both.
  • Elite unit caps
    • Obliterators now have a squad cap of 1
    • Possessed Marines now have a squad cap of 1
    • Predators now have a squad cap of 2
  • Support cap cost
    • Increased support cap cost of Predators from 3 to 5
    • Increased support cap of Defilers from 2 to 3

Eldar

  • New unit: Harlequin
    • New ability: Harlequinn's Kiss - The Harlequin drives a tube into her victim liquefying his innards killing the target instantly. The boiling blood splatter injures all surrounding units.
    • New ability: Dance of Death - Eldar Harlequin jumps from enemy to enemy, knocking them down, displaying acrobatic attacks
  • The Guardian Warlock can now detect infiltrated units.
  • Reinforced Armor and Enhanced Reinforced Armor
    • Increased health effect on Guardians from 15% to 25%
    • Increased health effect on Guardian Warlocks from 0% to 25%
    • Increased Warp Spider health and morale boost from 25% to 40%
  • Seer Council
    • Now requires tier 3
    • Increased health from 400 to 800
    • Increased melee knockdown chance from 10% to 50%
    • Increased damage by 25%
    • Increased Conceal bonus versus ranged damage from 25% to 50%
    • The Seer Council can now detect infiltrated units.
  • Reduced cost of Brightlance Platform from 140/105 to 125/75
  • Warp Spider
    • Increased armor penetration versus infantry heavy high targets from 32 to 38
  • Superior Optics
    • Increased ranged damage boost of Warp Spiders from 25% to 40%
    • Increased melee damage boost of Banshees from 10% to 20%
  • Increased Optics effect on Dark Reapers from 25% to 40%
  • Webway Gates increase support by 3 (instead of 2)
  • Eldar Rangers Infiltration research cost increased from 50/0 to 50/50
  • Reduced cost of many Eldar ability researches.
  • Eldar D-Cannons no longer deal friendly fire damage
  • Eldar Fire Dragons Fusion Gun penetration to building high increased from 6 to 12
  • Tech Tree changes
    • The Soul Shrine no longer requires the Aspect Portal
  • Elite unit caps
    • Fire Prisms now have a squad cap of 2
    • Warp Spiders now have a squad cap of 3
  • Support cap costs
    • Increased Wraithlord support cap from 2 to 3
    • Increased Falcons support cap from 2 to 3

 

 

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