Dawn of War: Dark Crusade Review
Warhammer 40,000: Dawn of War - Dark Crusade
- Dark Crusade Trailer (71.7mb)
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







