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The Codex Astartes (do not delete)

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# 1HERO Dec 6 2006, 20:01 PM
Space Marines
Games Workshop, Relic Entertainment
All Images Copyright Games Workshop Ltd 2000-2006


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Games Workshop


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They form the unyielding fist of the Emperor, brutally crushing all who threaten his vast realm. The mere mention of their name elicits awe and reverence within the Imperium, while the same name draws cries of despair and fear among the many enemies of Man. They are the Space Marines, and there are few warriors in the galaxy that can match them.

Through a torturous regimen of organ replacement, genetic modification, psycho-chemical conditioning, and rigorous physical training that would kill a normal human, a Space Marine becomes superhuman. He can fight without sleep or food for weeks. He can digest poisons. He can breathe toxic gases. He can heal from grievous injury.

On top of his impressive physical powers, a Space Marine has access to some of the most devastating weaponry in the Imperium. From orbital strikes to lascannons to the trusty bolter, a single Space Marine can obliterate an entire city block. He is further blessed with Land Raiders, Razorbacks, and the hardy Rhino to transport him across the battlefield. Lastly, the process that made him superhuman also enables a Space Marine to wear his trademark power armor – a suit of ceramite that protects him from many weapons.

Ultimately, however, the true power of a Space Marine lies in his unwavering faith in the Emperor. He is the divine Master of Mankind, chosen by the Gods and worshipped for 100 centuries while he sits entombed in the Golden Throne. The Space Marines consider themselves particularly blessed because part of the gene-seed embedded in their enhanced bodies is from the Emperor’s flesh. They truly are the physical manifestation of his will.


Relic Entertainment


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Space Marines are the most powerful and dreaded of all the human warriors in the Warhammer 40,000 universe. They are not truly human, but superhuman, having been made superior, in all respects, to normal men by a harsh regime of genetic and cybernetic modification, psycho-conditioning and rigorous training. Being few in number, Space Marines are organized into small independent armies called Chapters. Each Chapter is responsible for its own recruitment, training, equipment, organization, and strategy. Their unswerving loyalty is to the God-Emperor and no other.


Disclaimer

This guide is completely unofficial and in no way endorsed by Games Workshop Limited.

40k, Adeptus Astartes, Blood Angels, Bloodquest, Cadian, Catachan, Chaos, the Chaos device, the Chaos logo, Citadel, Citadel Device, Cityfight, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dawn of War, 'Eavy Metal, Eldar, Eldar symbol devices, Eye of Terror, Fire Warrior, the Fire Warrior logo, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, GW, GWI, the GWI logo, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khorne, the Khorne device, Kroot, Lord of Change, Necron, Nurgle, the Nurgle device, Ork, Ork skull devices, Sisters of Battle, Slaanesh, the Slaanesh device, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Tau, the Tau caste designations, Tyranid, Tyrannid, Tzeentch, the Tzeentch device, Ultramarines, Warhammer, Warhammer 40k Device, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer 40,000 universe are either ®, TM and/or © Games Workshop Ltd 2000-2006, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.


This post has been edited by HERO: Oct 16 2007, 05:11 AM

Posts: 18,047

Clan: EPIC

Game: Dawn of War 2


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# 2HERO Dec 6 2006, 20:01 PM
The Marine Codex
Archived by High Inquisitor HERO


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Stuctures and Tiers
A Guide to Structure Function and Technology


Units and Usage
A Guide to Unit Detail and Performance


General Strategy
A Guide to General BOs and Strategy


Individual Faction Strategies
A Guide to Faction Specifics


Helpful Tips
A Collection of Space Marine Tips


This post has been edited by HERO: Oct 16 2007, 05:12 AM

Posts: 18,047

Clan: EPIC

Game: Dawn of War 2


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# 3HERO Dec 6 2006, 20:03 PM
Structures and Tiers
A Guide to Structure Function and Technology


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Tier1 Structures

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Stronghold
Cost: IPB Image 700, IPB Image 150

The basic headquarters of a Space Marine field-base, where servitors and Scout Marine Squads are ordered and Squad and Support Cap Research is acquired. Upgrade the Stronghold to a Monastery, and then a Fortress Monastery, to unlock improved vehicles, more powerful infantry, and advanced research in other Space Marine buildings.

- Space Marine Headquarters building.
- Produces: Servitors, Scouts and the Space Marine Chaplain.
- Contains research to increase the number of units that can be built.
- Projects a Control Area around itself, allowing other buildings to be built near it.

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Chapel-Barracks
Cost: IPB Image 250, IPB Image 0

Build the Chapel-Barracks to allow building of Space Marine Squads and the Force Commander, as well as Frag Grenade Research. Additional units and research become available at the Chapel-Barracks as the Stronghold is upgraded.

- Requisitions infantry units.
- Produces: Force Commander, Space Marines, Assault Marines, Grey Knights, and Terminator Squads.
- Allows Monastery add-on (Stronghold Building).

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Listening Post
Cost: IPB Image 100, IPB Image 0

Build a Listening Post on a captured Strategic Point or Relic to defend the point against aggressors. Upgrade the Post to add defenses (weapons and armor), increase Requisition Rates, and allow the building of Skull Probes that are useful for scouting.

- Place on Strategic Points and Relics.
- Increases the Requisition resource production rate.
- Solidifies your hold on a strategic location by placing a building on it.
- Can be upgraded with weapons and to produce more Requisition.
- Projects a Control Area around itself, allowing other buildings to be built near it.

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Plasma Generator
Cost: IPB Image 135, IPB Image 0

The Plasma Generator proves Power Resource, which is needed to support certain buildings, units, and upgrades. Each Stronghold can support a limited number of Plasma Generators.

- Generates the Power Resource.
- A single HQ building (Stronghold) can only support a limited number of generators.
- Plasma Generators are volatile and will damage anything nearby when they are destroyed.

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Thermo Plasma Generator
Cost: IPB Image 275, IPB Image 0

A more powerful variant of the Generator, Thermo-Plasma Generators can only be built upon Slag Deposits.

- Generates the Power resource at a higher rate than Plasma Generators.
- Can only be built on top of Slag Deposits.
- Thermo Plasma Generators are volatile and will damage anything nearby when they are destroyed.
- Projects a Control Area around itself, allowing other buildings to be built near it.

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Armory
Cost: IPB Image 175, IPB Image 50

Research into heavy weapons, accuracy improvements, and improved armor are available at the Armory.

- Allows weapon upgrades on Space Marine, Scout, and Terminator squads.
- Contains research to improve infantry squads and Sergeants.
- Allows Monastery add-on (Stronghold Building).

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Heavy Bolter Turret
Cost: IPB Image 90, IPB Image 45

The Bolter Turret is a close range, unmanned weapon primarily used for defending territory against infantry. It is small and easily placed within a Control Zone. It can be upgraded to a Missile Turret to make it effective against vehicles.

- Detects infiltrated units.
- Emplaced turret equipped with twin-linked Heavy Bolters.
- Effective against infantry units.
- Can replace its default weapons with anti-vehicle weapons.

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Mine Field
Cost: IPB Image 50, IPB Image 50

A Mine Field provides the first level of defense against an approaching enemy. Use Mine Fields to inflict damage and destruction on enemy units by planting them around your base.

- Mine Fields contain mines that will explode when enemy units pass over them.
- Mine Fields cannot be seen by most enemy units.
- Once detected, enemies can attack and destroy Mine Fields.
- After enough mines are triggered the Mine Field will be destroyed.
- Commanders can detect Mine Fields.

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Monastery (HQ Add-on)
Cost: IPB Image 250, IPB Image 100

The basic headquarters of a Space Marine field-base, where servitors and Scout Marine Squads are ordered and Squad and Support Cap Research is acquired. Upgrade the Stronghold to a Monastery, and then a Fortress Monastery, to unlock improved vehicles, more powerful infantry, and advanced research in other Space Marine buildings.

- Upgrades the Stronghold to a Monastery.
- Monastery allows the production of more advanced units and abilities, like vehicles and Commander abilities.


Tier2 Structures

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Machine Cult
Cost: IPB Image 200, IPB Image 125

Vehicles can be built and vehicle capability improvements researched at the Machine Cult.

- Requisitions vehicle units.
- Produces: Rhinos, Land Speeders, Dreadnoughts, Predators, Whirlwinds, and Land Raiders.
- Allows Fortress Monastery add-on (Monastery Building).

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Sacred Artifact
Cost: IPB Image 125, IPB Image 50

Other leader units (the Apothecary and the Librarian) can be built and leader improvements researched at the Sacred Artifact.

- Requistions the Libarian Commander Unit, a powerful psychic leader.
- Requistions Apothecaries, a healer unit.
- Contains research to improve the Force Commander, Chaplain and Libarian.
- Allows Fortress Monastery add-on (Monastery Building).

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Fortress Monastery (HQ Add-on)
Cost: IPB Image 300, IPB Image 300

The basic headquarters of a Space Marine field-base, where servitors and Scout Marine Squads are ordered and Squad and Support Cap Research is acquired. Upgrade the Stronghold to a Monastery, and then a Fortress Monastery, to unlock improved vehicles, more powerful infantry, and advanced research in other Space Marine buildings.

- Upgrades the Monastery to a Fortress Monastery
- Fortress Monastery allows the production of the most advanced units, buildings, and abilities available to the Space Marines.


Tier3 Structures

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Orbital Relay
Cost: IPB Image 150, IPB Image 50

Building the Orbital Relay enables the use of Drop Pods to transport infantry to any point on the map. The Orbital Relay is a requirement for the Orbital Bombardment ability.

- Provides access to the Space Marines' most powerful units and abilities.
- Allows the use of Deep Striking Terminator Squads and Orbital Bombardment ability.
- Produces drop pod squads of Space Marines and Dreadnoughts that can be dropped directly into a battle from orbit.


Tier4 Structures

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Heavy Armor Deployment
Cost: IPB Image 400, IPB Image 400

- Upgrades your Machine Cults to handle the deployment of Heavy Armored Vehicles.
- Allows the requisition of Predator Annihilators.
- Allows the requisition of the Land Raider.


Special Note

The Heavy Armor Deployment is not really an structure, it's an upgrade available in the Machine Cult after you've reached Fortress Monastery (Tier3). This upgrade allows you to purchase Tier4 equivalent units such as the Predator Annihilator Heavy Tank and the behemoth-class Land Raider.


This post has been edited by HERO: Oct 16 2007, 05:12 AM

Posts: 18,047

Clan: EPIC

Game: Dawn of War 2


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# 4HERO Dec 6 2006, 20:17 PM
Units and Usage
A Guide to Unit Detail and Performance


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Tier1 Units

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Servitor
Requires: Stronghold/Monastery/Fortress Monastery
Cost: IPB Image 75, IPB Image 0, Hard Cap: 4

The Servitor is a cybernetic human that provides a utilitarian role for the Space Marines. It can assemble the pre-fabricated structures utilized by the Space Marines, lay down emplaced defenses like Mines, as well as perform repair for maintenance tasks.

- Builder Unit.
- Constructs all Space Marine buildings.

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Scout Marine Squad
Requires: Stronghold/Monastery/Fortress Monastery
Cost: IPB Image 90, IPB Image 0, IPB Image 1

Scout Marine squads are light, fast troops with good sight distance, and can be used to be secure Strategic Points. They can be upgraded with a variety of abilities, like Infiltrate, spot for artillery, and carry specialty weapons like the Sniper Rifle. Scout's primary role is reconnaissance and infiltration, but they can also provide good support to core Space Marine squads, taking out key objectives before the fighting begins.

- Infantry.
- Scout/Recon/Sniper Unit. Good sight range.
- Weapon upgrades effective against heavy infantry and breaking morale.
- Can be upgraded to use Infiltration (stealth).
- Effective against scouts and support units.

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Skull Probe
Requires: Listening Post
Cost: IPB Image 75, IPB Image 0

Weee! I fly around and detect stuff! I can also detonate and disable enemy vehicles or structures for a short period of time.

- Counts as infantry.
- Detects infiltrated units.
- Scout/Fast moving detector unit with a good sight radius. No weaponry.
- Attach to squads to increase squad sight range.

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Space Marine Squad
Requires: Chapel-Barracks
Cost: IPB Image 190, IPB Image 0, IPB Image 2

Tactical Marines are a tough and versatile troop unit. Heavily armed, armored, and highly skilled, they are the backbone of the Space Marine army. Space Marines' greatest strength is their versatility; they can be equipped with almost any weapon type, allowing them to be effective against standard troops, light vehicles, or even heavy tanks.

- Heavy Infantry.
- Resilient general combat unit strong at range and close combat.
- Broad range of weapon upgrades. Can be upgraded to be strong against most unit types.
- Effective against Infantry.

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Assault Space Marine
Requires: Chapel-Barracks + Armory
Cost: IPB Image 220, IPB Image 0, IPB Image 2

Assault Marines utilize Jump Packs to get around the battlefield, quickly moving over terrain that would normally be impassible. Assault Marines are equipped for close-combat, and while they generally can't outfight close combat specialists, they are deadly against standard troops, especially those carrying heavy weapons. Assault Marines can be upgraded with the Melta Bombs, an anti-vehicle weapon, making them effective hit-and-run vehicle killers.

- Heavy Infantry.
- Fast attack close combat unit.
- Jetpacks quickly around, and over, the battlefield.
- Melta Bomb upgrade effective against vehicles.
- Effective against Infantry.

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Force Commander
Requires: Chapel-Barracks
Cost: IPB Image 260, IPB Image 50, Hard Cap: 1

The Force Commander is the leader of the Space Marine army and as such a tougher and stronger unit. While a versatile unit with a variety of abilities and weapons, he's focused on enhancing the troops under his command. The Force Commander is a unique unit, so there can only be one on the field at a time.

- Commander Unit (Primary).
- Boosts morale recovery when attached to squads.
- Ability upgrades provide attack and morale bonuses for troops.
- Can use Orbital Bombardment (requires Orbital Relay Building).
- Effective against Infantry, Heavy Infantry, and Daemons. Excels at close combat.


Tier2 Units

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Chaplain
Requires: Monastery
Cost: IPB Image 260, IPB Image 50, Hard Cap: 1

The Chaplain, built from the Stronghold, is a new Commander unit for the Space Marines. The Chaplain has a strong ranged attack and greatly increases the regeneration rate of surrounding squads.

- Commander Unit.
- Has a devastating melee attack.
- Dramatically increases the regeneration rate of surrounding units.
- Effective against Infantry and Heavy Infantry.

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Grey Knights
Requires: Chapel-Barracks + Monastery
Cost: IPB Image 180, IPB Image 180, IPB Image 3, Hard Cap: 1

Space Marine players may now train a single squad of elite Grey Knights. Space Marines who serve as the Inquisition's premier daemonhunters, Grey Knights are powerful melee combatants and psykers. They are especially effective against daemons.

- Space Marines from a secretive chapter serving the Emperor's Inquisition.
- Elite infantry troops with Psyker abilities.
- Highly effective against Daemons.
- Heavy Infantry.

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Apothecary
Requires: Sacred Artifact
Cost: IPB Image 45, IPB Image 15, Hard Cap: 4

Apothecaries are the Space Marine healers, who are essential to the continued combat effectiveness of a Space Marine chapter. Similar to the Librarian in role, the Apothecary is a common support unit with healing abilities.

- Heavy Infantry.
- Healer unit.
- Enhances regeneration rates of nearby infantry.

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Librarian
Requires: Sacred Artifact
Cost: IPB Image 245, IPB Image 80, Hard Cap: 1

The Librarian is a powerful psyker. Boasting a variety of powerful psychic abilities, they are effective at striking down enemies, banishing daemons, and protecting troops from psychic attacks. The Librarian is a unique unit, so there can only be one on the field at a time.

- Commander Unit.
- Detects infiltrated units.
- Psychic unit with many powerful abilities focused on weakening enemy resolve.

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Rhino Transport
Requires: Machine Cult
Cost: IPB Image 75, IPB Image 70,
IPB Image 0, Hard Cap: 3

The Rhino is a tough, reliable troop transport, able to get Tactical Marines or Scouts quickly into a fight. It can also launch a smoke screen to cover an army's advance.

- Vehicle Tank.
- Transport Tank. No weaponry.
- Can transport infantry units (except Terminators and Assault Marines).
- Can be equipped with smoke launcher ability.

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Land Speeder
Requires: Machine Cult
Cost: IPB Image 120, IPB Image 80, IPB Image 1

Land Speeders are fast skimmers that, like Assault Marines, can ignore most terrain. Land Speeders carry heavy weapons that can provide fire support in a fight. Land Speeders are light vehicles, and will go down quickly when under fire, but are the fastest unit in the Space Marine army.

- Light Vehicle.
- Very fast ranged attack unit.
- Can use skimmer ability to move over impassable terrain.
- Effective against Infantry.

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Dreadnought
Requires: Machine Cult
Cost: IPB Image 170, IPB Image 305, IPB Image 3

The Dreadnaught is a tough walking vehicle that can be armed in a variety of ways, and can perform a variety of different roles. Generally, it excels at destroying hard targets up close, like vehicles and buildings. The Hellfire Dreadnaught carries missiles and is very potent in long-range combat.

- Walker Vehicle.
- Support/Siege Unit.
- Can be upgraded with anti-infantry or anti-vehicle ranged weaponry.
- Effective against most unit types, very effective against vehicles and buildings in close combat.

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Hellfire Dreadnought
Requires: Machine Cult
Cost: IPB Image 100, IPB Image 250, IPB Image 3

The Dreadnaught is a tough walking vehicle that can be armed in a variety of ways, and can perform a variety of different roles. Generally, it excels at destroying hard targets up close, like vehicles and buildings. The Hellfire Dreadnaught carries missiles and is very potent in long-range combat.

- Walker Vehicle.
- Anti-Infantry.
- Dreadnought variant that foregoes close combat for more ranged weaponry.
- Fires rockets that do area effect damage and disrupt enemy Infantry.
- Effective at dealing with massed Infantry.


Tier3 Units

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Terminator Squad
Requires: Chapel-Barracks + Orbital Relay
Cost: IPB Image 240, IPB Image 100, IPB Image 3, Hard Cap: 1

Terminators are some of the most experienced warriors in the Space Marine army and they wear the near-impregnable Terminator armor. While slower than standard troops, they can take a horrendous amount of punishment, and are equipped with powerful weaponry that makes them fearsome in both hand-to-hand and ranged-combat. They can also be teleported into combat through the Deep Strike ability. Assault Terminators are specialized for close-range combat.

- Heavy Infantry.
- Very tough adavanced combat unit. Slow moving.
- Can be teleported to any visible location from this structure.
- Weapon upgrades effective against infantry and breaking morale.
- Effective against most unit types in close combat.

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Assault Terminator Veteran
Requires: Chapel-Barracks + Orbital Relay
Cost: IPB Image 240, IPB Image 100, IPB Image 3, Hard Cap: 1

Terminators are some of the most experienced warriors in the Space Marine army and they wear the near-impregnable Terminator armor. While slower than standard troops, they can take a horrendous amount of punishment, and are equipped with powerful weaponry that makes them fearsome in both hand-to-hand and ranged-combat. They can also be teleported into combat through the Deep Strike ability. Assault Terminators are specialized for close-range combat.

- Heavy Infantry.
- Very tough advanced combat unit. Slow moving. Excels at close combat.
- Can be teleported to any visible location from this structure.
- Foregoes ranged weaponry for additional close combat damage and defense.
- Effective against most unit types in close combat.

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Whirlwind
Requires: Machine Cult + Fortress Monastery
Cost: IPB Image 190, IPB Image 300, IPB Image 5, Hard Cap: 1

The Whirlwind is a powerful artillery unit designed to demoralize and soften troop-based targets. Although relatively ineffective against structures, it is still a strong unit when it comes to breaking enemy defensive emplacements.

- Vehicle.
- Light Artillery Tank.
- Artillery can be fired at very longe range, and does not require line of sight.
- Artillery is highly inaccurate, especially when firing blind.
- Superior to the Hellfire Dreadnought for dealing with massed Infantry.


Tier4 Units

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Predator Annihilator
Requires: Machine Cult + Heavy Armor Deployment
Cost: IPB Image 165, IPB Image 300, IPB Image 5, Hard Cap: 2

The primary tank of the Space Marines, the Predator can be customized as an anti-tank or anti-troop vehicle, and is exceedingly effective at either role. Its primary use is as a fire support unit, forcing the enemy to deal with a multi-pronged threat of troops and vehicles.

- Heavy Tank.
- Heavily armed and armored weapon platform.
- Effective against vehicles and buildings.

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Land Raider
Requires: Machine Cult + Heavy Armor Deployment
Cost: IPB Image 400, IPB Image 400, IPB Image 3, Hard Cap: 1

The pinnacle of mechanized power, the Land Raider is nearly impervious. It generates ludicrous amounts of firepower and can transport an entire squad of Tactical Space Marines or even Terminators! Its Machine Spirit ability allows it to withstand even greater punishment than normal for short periods of time.

- Heavy Vehicle.
- Super Heavy Transport Tank/Gunship.
- Can transport infantry units.
- Is the only transport that can carry Terminators.
- Effective against Vehicles and Buildings.

This post has been edited by HERO: Oct 16 2007, 05:13 AM

Posts: 18,047

Clan: EPIC

Game: Dawn of War 2


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# 5HERO Dec 6 2006, 20:22 PM
General Strategy
A Guide to General BOs and Strategy


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TSM Tactica
Key Structures and Units

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Chapel-Barracks
Cost: IPB Image 250, IPB Image 0

Build the Chapel-Barracks to allow building of Space Marine Squads and the Force Commander, as well as Frag Grenade Research. Additional units and research become available at the Chapel-Barracks as the Stronghold is upgraded.

- Requisitions infantry units.
- Produces: Force Commander, Space Marines, Assault Marines, Grey Knights, and Terminator Squads.
- Allows Monastery add-on (Stronghold Building).

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Space Marine Squad
Requires: Chapel-Barracks
Cost: IPB Image 190, IPB Image 0, IPB Image 2

Tactical Marines are a tough and versatile troop unit. Heavily armed, armored, and highly skilled, they are the backbone of the Space Marine army. Space Marines' greatest strength is their versatility; they can be equipped with almost any weapon type, allowing them to be effective against standard troops, light vehicles, or even heavy tanks.

- Heavy Infantry.
- Resilient general combat unit strong at range and close combat.
- Broad range of weapon upgrades. Can be upgraded to be strong against most unit types.
- Effective against Infantry.

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Force Commander
Requires: Chapel-Barracks
Cost: IPB Image 260, IPB Image 50, Hard Cap: 1

The Force Commander is the leader of the Space Marine army and as such a tougher and stronger unit. While a versatile unit with a variety of abilities and weapons, he's focused on enhancing the troops under his command. The Force Commander is a unique unit, so there can only be one on the field at a time.

- Commander Unit (Primary).
- Boosts morale recovery when attached to squads.
- Ability upgrades provide attack and morale bonuses for troops.
- Can use Orbital Bombardment (requires Orbital Relay Building).
- Effective against Infantry, Heavy Infantry, and Daemons. Excels at close combat.

TSM Tactica
Supremacy in Numbers

General Build Order

- First Builder makes a Chapel-Barracks.
- Que 1 more Servitor to assist in construction and 3-4 Scouts for Strategic Point capture.
- First unit can either be a Force Commander or Tactical Marine squad depending on what you want.
- Make 2x Listening Posts before your second unit (should always be Tactical).
- Construct more Listening Posts while making Tactical squads.
- Reinforce when needed, try and control as much land as possible.
- Construct a Plasma Gen after 2-3 squads to reach Tier2 faster.
- Construct a Armory sometime here to fully utilize your Tactical Space Marines.

General Follow-up

- Make another Power Gen (should have 2 now) or maybe you need only one depending on your build.
- Tech up to Tier2 by researching the Monastery Add-on at your Stronghold.
- Research Plasma Pistols at the Armory.
- When you hit Tier2, research Bionics from the Armory ASAP.
- Upgrade your existing Tactical Squads with a leader and customize your army to counter the enemy.
- Your next building should be either a Machine Cult (first choice) or the Sacred Artifact depending on what enemy builds.

General Strategy

The Tactical Marine build is a very flexible and popular build for Space Marine players. Due to the fact that the Force Commander and the TSM squads have a solid amount of hit points, they can take a lot of punishment while dishing out just as much. The main reason players choose this route is to utilize the very flexible, counter-happy upgrades available to the Tactical squads later in the game. In the beginning of the game, the player can send a bat or two of his Scouts to the enemy base to decap his early game resources. The next step is to get out either a Force Commander or a Tactical Squad to start the real fight for map control. Most of the time, a Force Commander as a first unit offers a good amount of protection and insurance due to his high hit-points and good damage. You can use him either as a ranged hero; supporting your Tactical Space Marines or you can use him to CC and lock up any ranged fighters. As the game progresses from early to mid game, a player should get out an armory ASAP in conjunction with his Plasma Generator. The trick here is to tech at a good rate so that your Tacticals will be prepared for the first Tier2-based engagement. With the right upgrades and counters set up within your squads, you should be able to make quick work of whatever the enemy has to throw at you. If your enemy catches you off-guard, fall back with your Marines and wait until the appropriate countermeasures. Just remember that as soon as you hit Tier2, the first upgrade you want to get is the Bionics upgrade from the Armory. This greatly buffs the amount of HP your Marines have and will help you a lot in the long run. Best of all, its a passive upgrade that effects each existing and each Marine squad you haven't built yet. As you hold and fight off the enemy troops using your upgraded Tactical Marines, tech up to either a Machine Cult for fast Land Speeder action or deploy a Librarian (or Grey Knights) to deal with slower, but heavier moving enemies. If you go Machines, deploy a Dreadnought sometime and harrass his outlying LPs while you keep his army distracted with your Marines.

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ASM Tactica
Key Structures and Units

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Chapel-Barracks
Cost: IPB Image 250, IPB Image 0

Build the Chapel-Barracks to allow building of Space Marine Squads and the Force Commander, as well as Frag Grenade Research. Additional units and research become available at the Chapel-Barracks as the Stronghold is upgraded.

- Requisitions infantry units.
- Produces: Force Commander, Space Marines, Assault Marines, Grey Knights, and Terminator Squads.
- Allows Monastery add-on (Stronghold Building).

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Armory
Cost: IPB Image 175, IPB Image 50

Research into heavy weapons, accuracy improvements, and improved armor are available at the Armory.

- Allows weapon upgrades on Space Marine, Scout, and Terminator squads.
- Contains research to improve infantry squads and Sergeants.
- Allows Monastery add-on (Stronghold Building).

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Assault Space Marine
Requires: Chapel-Barracks + Armory
Cost: IPB Image 220, IPB Image 0, IPB Image 2

Assault Marines utilize Jump Packs to get around the battlefield, quickly moving over terrain that would normally be impassible. Assault Marines are equipped for close-combat, and while they generally can't outfight close combat specialists, they are deadly against standard troops, especially those carrying heavy weapons. Assault Marines can be upgraded with the Melta Bombs, an anti-vehicle weapon, making them effective hit-and-run vehicle killers.

- Heavy Infantry.
- Fast attack close combat unit.
- Jetpacks quickly around, and over, the battlefield.
- Melta Bomb upgrade effective against vehicles.
- Effective against Infantry.

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Force Commander
Requires: Chapel-Barracks
Cost: IPB Image 260, IPB Image 50, Hard Cap: 1

The Force Commander is the leader of the Space Marine army and as such a tougher and stronger unit. While a versatile unit with a variety of abilities and weapons, he's focused on enhancing the troops under his command. The Force Commander is a unique unit, so there can only be one on the field at a time.

- Commander Unit (Primary).
- Boosts morale recovery when attached to squads.
- Ability upgrades provide attack and morale bonuses for troops.
- Can use Orbital Bombardment (requires Orbital Relay Building).
- Effective against Infantry, Heavy Infantry, and Daemons. Excels at close combat.

ASM Tactica
Death from Above!

General Build Order

- First Builder makes a Chapel-Barracks, then assists the Armory.
- Que 1 more Builder to build an Armory, 2-4 Scouts for Strategic Point capture.
- After the Armory is complete, make your first Assault Marine Squad.
- Jetpack your Assault Marines (ASM) into your opponent's territory and start harrassing enemy builders and cappers.
- Make 2x Listening Posts before you construct any more ASM squads.
- Deploy another ASM squad and construct more Listening Posts.
- Make a Plasma Gen sometime during your 2nd or 3rd ASM squad so you can tech to Tier2.

Delayed Build Order

- First Builder makes a Chapel-Barracks.
- Que 1 more Servitor to assist in construction and 2-4 Scouts for Strategic Point capture.
- First unit should be the Force Commander.
- Make 2x Listening Posts while you keep the enemy busy with your FC.
- Construct more Listening Posts while one of your Servitors builds an Armory.
- Deploy an ASM squad as soon as Armory finishes completion.
- Construct a Plasma Gen after 2-3 ASM squads to reach Tier2 faster.

General Follow-up

- Make another Power Gen (should have 2 now) or maybe you need only one depending on your build.
- Tech up to Tier2 by researching the Monastery Add-on at your Stronghold.
- Research Plasma Pistols at the Armory.
- When you hit Tier2, research Bionics from the Armory ASAP.
- Upgrade your existing ASM squads with a leader and build some AV-upgraded Tacticals.
- Upgrade the Melta Bomb upgrade on your ASMs for Anti-Vehicle/Anti-Structural roles.
- Your next building should be either a Machine Cult (first choice) or the Sacred Artifact depending on what enemy builds.

General Strategy

In this Build Order, you will take advantage of one of strongest and most versatile CC units in the game - the Assault Space Marine. Once your first ASM is out on the field, you should immediately fly towards the enemies zone of activity and kill his workers and cappers. Since your Scout Marines have already sweeped across the map, you should already have a good idea where your enemies' resource attention is, and you should do your best to disrupt it. Once more ASMs take the field, you can engage the enemies' army fairly easily and take control of the map with Scouts. One of the key things to note about the ASM is their ability to Jumpjet into ranged unit and CC the shit out of them. With their high-end melee damage and bulky HP, ASMs can take a lot of punishment as well as deal it out. One of the more conservative builds with ASMs is to go Force Commander first. As noted in the Delayed ASM Build-Order, one can start the build order like a normal Tactical Space Marine BO and progress into ASMs. Not only does this BO fool the opponent into thinking you're going for mass Tacticals, but it also gives you more flexibility -- allowing you to determine what to build in order to counter your opponent. Once you've got a good foothold in the game, make some power gens and tech up to Tier2. The first thing you need to prepare for when you hit Tier2 is enemy armor. Upgrade your ASMs with Bionics and research Melta Bombs from your Chapel-Barracks. Just in case, you should always get out an Tactical Squad armed with Rocket Launchers and bring them along the assault. The fact that ASMs are so expensive, it would really be a shame to lose them to surprising armor. If the enemy gets the jump with his armored assault, fall back with your ASMs to avoid casualties and make some Skull Probes and research Power Swords. If you have a chance to disable the enemy vehicles, it should give your ASMs plenty of time to drop some Melta Bombs and start slashing away with Power Swords. With ASMs and Tacticals on the map at once, you should be in a pretty good position to get our some armor yourself, or tech into some other means of winning the game. When battling against tightly packed Ranged units (like the Tau) or low-HP fast units (like the Eldar or IG), a well-placed Psychic Inquisition from the Grey Knights or a Smite from the Librarian could work wonders.

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Advanced Tactica
Key Structures and Units

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Stronghold
Cost: IPB Image 700, IPB Image 150

The basic headquarters of a Space Marine field-base, where servitors and Scout Marine Squads are ordered and Squad and Support Cap Research is acquired. Upgrade the Stronghold to a Monastery, and then a Fortress Monastery, to unlock improved vehicles, more powerful infantry, and advanced research in other Space Marine buildings.

- Space Marine Headquarters building.
- Produces: Servitors, Scouts and the Space Marine Chaplain.
- Contains research to increase the number of units that can be built.
- Projects a Control Area around itself, allowing other buildings to be built near it.

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Plasma Generator
Cost: IPB Image 135, IPB Image 0

The Plasma Generator proves Power Resource, which is needed to support certain buildings, units, and upgrades. Each Stronghold can support a limited number of Plasma Generators.

- Generates the Power Resource.
- A single HQ building (Stronghold) can only support a limited number of generators.
- Plasma Generators are volatile and will damage anything nearby when they are destroyed.

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Armory
Cost: IPB Image 175, IPB Image 50

Research into heavy weapons, accuracy improvements, and improved armor are available at the Armory.

- Allows weapon upgrades on Space Marine, Scout, and Terminator squads.
- Contains research to improve infantry squads and Sergeants.
- Allows Monastery add-on (Stronghold Building).

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Scout Marine Squad
Requires: Stronghold/Monastery/Fortress Monastery
Cost: IPB Image 90, IPB Image 0, IPB Image 1

Scout Marine squads are light, fast troops with good sight distance, and can be used to be secure Strategic Points. They can be upgraded with a variety of abilities, like Infiltrate, spot for artillery, and carry specialty weapons like the Sniper Rifle. Scout's primary role is reconnaissance and infiltration, but they can also provide good support to core Space Marine squads, taking out key objectives before the fighting begins.

- Infantry.
- Scout/Recon/Sniper Unit. Good sight range.
- Weapon upgrades effective against heavy infantry and breaking morale.
- Can be upgraded to use Infiltration (stealth).
- Effective against scouts and support units.

Advanced Tactica
Snipers and Fast Tech

General Build Order

- First Builder makes a Plasma Generator.
- Que 1 more Servitor to assist in construction and 4-6 Scouts for Strategic Point capture, que Sniper Training.
- You might want to Mine Field a chokepoint to prevent early game harassment.
- Make another Plasma Gen after the first one finishes construction.
- Make 2x Listening Posts before building anything else.
- Upgrade Scout squads with Sniper Rifles, reinforce when needed and start harassing enemy units.
- Make more Listening Posts.
- Construct a Armory so you can tech to Tier2.
- Tech up to Tier2 by researching the Monastery Add-on at your Stronghold.
- Your next building should be either a Machine Cult (first choice) or the Sacred Artifact depending on what enemy builds.
- Know that this fast tech BO can be done many different ways. Some more vulnerable than others, but offers a faster Tier2.

General Strategy

This strategy forgoes the general combat strategy by fast teching to Tier2. In this particular Build Order, I chose to take the Sniper route because of its combat uniqueness. Of course, you can also choose the Chapel-Barracks route or just tech up straight away using LP2s and Mines. I recommend placing a Mine Field in front of your first LP or at a strategic chokepoint to prevent early game harassment. Once you hit Tier2, you have the choice to either deploy fast Machines or powerful Psykers to strike at your opponent's weak points. A popular follow-up strategy would be Fast Landspeeders from your Machine Cult, but other SM Commanders could rush to a Librarian or deploy Grey Knights from their Chapel-Barracks. Once these heavy Tier2 units start rolling early in the game, there's very little Tier1 units can do to stop such a force.

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Deathdealer's Doctrine
Key Units and Upgrades

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Wargear: Bionics
Requires: Armory + Monastery
Cost: IPB Image 100, IPB Image 50

- Equips all Space Marine squads with Bionics wargear.
- Dramatically increases maximum health of Space Marines, Assault Marines, Terminators, Assault Terminators, Sergeants, and Scouts.
- Increases the Morale of Space Marines, Assault Marines, and Scouts.

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Wargear: Target Finders
Requires: Armory + Bionics
Cost: IPB Image 100, IPB Image 50

- Equips all Space Marine squads with Target Finder wargear.
- Improves ranged weapon accuracy for Space Marine squads.
- Dramatically increased the damage done by all Space Marine ranged weapons.

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Wargear: Plasma Pistols
Requires: Armory + Monastery
Cost: IPB Image 50, IPB Image 20

- Equips the Force Commander, Librarian, and all Sergeants with Plasma Pistols.
- Plasma Pistols are effective against heavy infantry.

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Wargear: Power Sword
Requires: Armory + Monastery
Cost: IPB Image 50, IPB Image 20

- Equips the Force Commander and all Sergeants with Power Swords.
- Power Swords ignore armor, making them very effective against Heavy Infantry.

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Wargear: Frag Grenades
Requires: Chapel-Barracks + Monastery
Cost: IPB Image 25, IPB Image 75

- Equips Space Marine squads with Frag Grenade wargear.
- Frag Grenades damage and stun enemy squads they impact with.

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Wargear: Melta Bombs
Requires: Chapel-Barracks + Monastery
Cost: IPB Image 75, IPB Image 75

- Equips Assault Marines with Melta Bombs.
- Melta Bombs are effective against vehicles and buildings.

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Inspiring Aura
Requires: Sacred Artifact
Cost: IPB Image 80, IPB Image 35

- Gives Force Commander the Inspiring Aura ability.
- This ability provides all infantry units near the Force Commander a damage bonus.
- One researched this ability is always active.

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Grey Knights
Requires: Chapel-Barracks + Monastery
Cost: IPB Image 180, IPB Image 180, IPB Image 3, Hard Cap: 1

Space Marine players may now train a single squad of elite Grey Knights. Space Marines who serve as the Inquisition's premier daemonhunters, Grey Knights are powerful melee combatants and psykers. They are especially effective against daemons.

- Space Marines from a secretive chapter serving the Emperor's Inquisition.
- Elite infantry troops with Psyker abilities.
- Highly effective against Daemons.
- Heavy Infantry.

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Librarian
Requires: Sacred Artifact
Cost: IPB Image 245, IPB Image 80, Hard Cap: 1

The Librarian is a powerful psyker. Boasting a variety of powerful psychic abilities, they are effective at striking down enemies, banishing daemons, and protecting troops from psychic attacks. The Librarian is a unique unit, so there can only be one on the field at a time.

- Commander Unit.
- Detects infiltrated units.
- Psychic unit with many powerful abilities focused on weakening enemy resolve.

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Land Speeder
Requires: Machine Cult
Cost: IPB Image 120, IPB Image 80, IPB Image 1

Land Speeders are fast skimmers that, like Assault Marines, can ignore most terrain. Land Speeders carry heavy weapons that can provide fire support in a fight. Land Speeders are light vehicles, and will go down quickly when under fire, but are the fastest unit in the Space Marine army.

- Light Vehicle.
- Very fast ranged attack unit.
- Can use skimmer ability to move over impassable terrain.
- Effective against Infantry.

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Dreadnought
Requires: Machine Cult
Cost: IPB Image 170, IPB Image 305, IPB Image 3

The Dreadnaught is a tough walking vehicle that can be armed in a variety of ways, and can perform a variety of different roles. Generally, it excels at destroying hard targets up close, like vehicles and buildings. The Hellfire Dreadnaught carries missiles and is very potent in long-range combat.

- Walker Vehicle.
- Support/Siege Unit.
- Can be upgraded with anti-infantry or anti-vehicle ranged weaponry.
- Effective against most unit types, very effective against vehicles and buildings in close combat.

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Terminator Squad
Requires: Chapel-Barracks + Orbital Relay
Cost: IPB Image 240, IPB Image 100, IPB Image 3, Hard Cap: 1

Terminators are some of the most experienced warriors in the Space Marine army and they wear the near-impregnable Terminator armor. While slower than standard troops, they can take a horrendous amount of punishment, and are equipped with powerful weaponry that makes them fearsome in both hand-to-hand and ranged-combat. They can also be teleported into combat through the Deep Strike ability. Assault Terminators are specialized for close-range combat.

- Heavy Infantry.
- Very tough adavanced combat unit. Slow moving.
- Can be teleported to any visible location from this structure.
- Weapon upgrades effective against infantry and breaking morale.
- Effective against most unit types in close combat.

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Assault Terminator Veteran
Requires: Chapel-Barracks + Orbital Relay
Cost: IPB Image 240, IPB Image 100, IPB Image 3, Hard Cap: 1

Terminators are some of the most experienced warriors in the Space Marine army and they wear the near-impregnable Terminator armor. While slower than standard troops, they can take a horrendous amount of punishment, and are equipped with powerful weaponry that makes them fearsome in both hand-to-hand and ranged-combat. They can also be teleported into combat through the Deep Strike ability. Assault Terminators are specialized for close-range combat.

- Heavy Infantry.
- Very tough advanced combat unit. Slow moving. Excels at close combat.
- Can be teleported to any visible location from this structure.
- Foregoes ranged weaponry for additional close combat damage and defense.
- Effective against most unit types in close combat.


Quick Note

You can find strategies for these units located in this section.


This post has been edited by HERO: Oct 16 2007, 05:13 AM

Posts: 18,047

Clan: EPIC

Game: Dawn of War 2


+
# 6HERO Dec 6 2006, 20:28 PM
Individual Faction Strategies
Space Marines vs Faction Specifics


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SM vs Chaos Tactica
When fighting Chaos Space Marines

General Build Order

- First Builder builds a Chapel-Barracks, then assists in the construction of the Armory.
- Que 1 more Builder to build an Armory, 2-4 Scouts for Strategic Point capture depending on map size.
- After the Armory is complete, make your first Assault Marine Squad.
- Jetpack your Assault Marines (ASM) into your opponent's territory and start harrassing enemy Heretics and Cultists.
- Make 2x Listening Posts before you construct any more ASM squads.
- Deploy another ASM squad and construct more Listening Posts.
- Make a Plasma Gen sometime during your 2nd or 3rd ASM squad so you can tech to Tier2.
- Get upgrades for your Space Marines.
- Deploy Land Speeders ASAP, make Tacticals with AV if you sense enemy metal. Get out a Chaplain.

General Strategy

When fighting the forces of Chaos with Space Marines, you would normally want to get out some ASMs. If you choose to go for the ASM strategy, your main course of action would be harassing enemy Heretics and killing his advancing Cultists. ASMs are very good vs Chaos because of their multiple jumps and beefy HP. Depending on the map size and the location of the Strategic Points relative to eachother, you should deploy either 2-4 Scout Marines. Expand across the map with your Scouts and intercept any Cultists that might of slipped out of your ASMs reach. Focus on your economy at all times while denying his at the same time. If you choose to go FC + Tacticals (using the TSM BO), you better play it more carefully because those fast Raptors could seriously cause some trouble. Good thing for you, your Servitors are not as vulnerable as his half-healthed Heretics. The general strategy is to fly around the map with your ASMs, ignoring most of your opponents army and killing as many economy units as possible. Once they're dead, you capture them with your scouts and drop LPs all over the place. Tech to Tier2 and get out Land Speeders ASAP. I highly suggest you upgrade Bionics and Plasma Pistols for your Marines as well. Most of the time, your opponent will be going hard Infantry (like Berzerkers to) to counter your ASM, that's why you need the additional HP and Land Speeder support. The amount of mobility that Space Marines can deploy over Chaos is what gives them the upper hand (most of the time). Careful jumps and strategic planning wins the game in this Match-up. The Chaplain is an awesome hero to get out (if you haven't got out a Force Commander yet) in Tier2. Not only can he deliver powerful ranged firepower with his Pistol, but he also heals your units at a very rapid rate. This is a must have if your opponent Doom Bolts a lot.


SM vs Eldar Tactica
When fighting Eldar

General Build Order

- First Builder builds a Chapel-Barracks, then assists in the construction of the Armory.
- Que 1 more Builder to build an Armory, 2-4 Scouts for Strategic Point capture depending on map size.
- After the Armory is complete, make your first Assault Marine Squad.
- Jetpack your Assault Marines (ASM) into your opponent's territory and start harrassing his capping Guardians.
- Make 2x Listening Posts before you construct any more units.
- Deploy additional ASMs and construct more Listening Posts.
- Make a Plasma Gen sometime during your 2nd or 3rd ASM squad so you can tech to Tier2.
- Get upgrades for your Space Marines.
- Deploy Land Speeders, Grey Knights or a Librarian depending on what he focuses on. Make Tacticals with AV if you sense enemy metal.

General Strategy

SM vs Eldar is pretty straight forward on paper, but once the micro heats up the battle can become quite intense. What you normally want to do is get out ASMs and harass the shit out of his Guardians (cappers). Bonesingers are pretty beefy and they can easily teleport out of harm's way so there's no point in chasing them. Once your first ASM squad comes out, fly into his capping territory and start chainswording his Guards. Sooner or later he'll get out some Dark Reapers (or a Ranger bat for harassment). At this time, you should divert some of your Scouts towards his army in conjunction with your ASMs and really tie them up. Even with Fleet of Foot, it's really hard to escape Scouts and ASMs meleeing you to death. Since Eldar is primarily a Range-based army, it's pretty easy to get right in their face and intercept their units. Continue making ASMs, ignore the Farseer if he has one, and make your way into Tier2. As long as you can keep him in his base, fighting for his life, you're in pretty good condition. If Eldar ever gets a chance to leave his base and overpower you in econ, you're in trouble. Once you hit Tier2, you have a choice on what you want to focus on to best counter his army. Just make sure you research Bionics for our ASMs so they can withstand additional punishment. If he focuses on Infantry-based units like Dark Reapers, deploy a Librarian and smite his ass to death. Since Eldar units have relatively low HP, a single Smite from a Librarian can utterly cripple his army. Other units to consider are Land Speeders and Grey Knights. Just in case he gets any Armor onto the field, always make sure you have some Tacticals with Rocket Launchers to put them down. Get out some Dreadnoughts and continue the assault.


SM vs Ork Tactica
When fighting Ork

General Build Order

- First Builder builds a Chapel-Barracks, then assists in the construction of the Armory.
- Que 1 more Builder to build an Armory, 2-4 Scouts for Strategic Point capture depending on map size.
- After the Armory is complete, make your first Assault Marine Squad.
- Jetpack your Assault Marines (ASM) into your opponent's territory and start harassing his starting Sluggas.
- Make 2x Listening Posts before you construct any more units.
- Deploy additional ASMs or a Force Commander and construct more Listening Posts.
- Make a Plasma Gen sometime during your 2nd or 3rd ASM squad so you can tech to Tier2.
- You might need to make more Power Gens if you get the Force Commander.
- Get upgrades for your Space Marines.
- Deploy Land Speeders or a Librarian depending on what he focuses on. Make Tacticals with AV if you sense enemy metal.

General Strategy

When playing against Orks, the one thing you want to focus on is stopping Ork from expanding. In the early stages of the game when both players are capping, its best to get out a unit that can intercept and kill the cappers. This is why most players choose the ASM BO over any other BO. You can, however, incorporate the Force Commander into your BO and do a delayed ASM BO or vice versa. That way, you can still utilize the skill and speed of the Assault Space Marines while fielding a powerful hero unit to combat the Big Mek. Either way, you must make the choice in the beginning of the game. Either do a straight out ASM BO or double build your Chapel-Barracks for a fast Force Commander. Spread your scouts across the map and capture as many points as possible. Drop down Listening Posts ASAP while harassing his Sluggas with your units. If you go ASM first, fly your first squad into his side of the field and intercept his capping units. Since ASMs have a great deal of mobility, you can strike hard and fast and then fly out if his BM comes chasing you. Your next unit could be another ASM squad, or if you feel daring, you can get out a Force Commander. A sample BO would look like: ASM, FC, ASM. It doesn't really matter what you do, as long as you can keep him from capping too much ground while preserving yours, it's all good. Just remember: If you get out a Force Commander after you've built an Armory, you will have no power what so ever. You would have to build additional Power Gens in order for you to reach Tier2. Make your decision wisely. Whenever you do hit Tier2, if Orks have gone Machines, you'll want to get out Tacticals ASAP and equip them with Rocket Launchers. Make sure you upgrade Bionics so your Space Marines will have enough HP to deal with higher tier Ork units. If the Ork makes a lot of Infantry, a Librarian can do wonders to his army (especially if he didn't get upgrades yet). Likewise, you can deploy Land Speeders for fast Anti-Infantry operations.


SM vs IG Tactica
When fighting Imperial Guard

General Build Order

- First Builder makes a Chapel-Barracks.
- Que 1 more Servitor to assist in construction and 3-4 Scouts for Strategic Point capture.
- First unit can either be a Force Commander or Tactical Marine squad depending on what you want.
- Make 2x Listening Posts before your second unit (should always be Tactical).
- Construct more Listening Posts while making Tactical squads.
- Reinforce when needed, try and control as much land as possible.
- Construct a Plasma Gen after 2-3 squads to reach Tier2 faster.
- Construct a Armory sometime here to fully utilize your Tactical Space Marines.
- Deploy Land Speeders or a Librarian depending on what he focuses on. Make Tacticals with AV if you sense enemy metal or deploy ASMs with Melta Bombs.

General Strategy

Space Marines vs Imperial Guard is bread and butter simple. All you have to do is follow the TSM strategy correctly and you'll be in good hands. Your first unit of choice should be the Force Commander. Not only is he incredibly durable, but he's awesome at fighting the Command Squad that often tries to CC your Tacticals to death. After the FC comes out, go harass the enemy's capping units and kill off as much as you can. Wait until your Tactical squad comes out before you push too deep into enemy lines. If you lose your army while fighting a bigger force, then you lose the game. That's the one thing to keep in mind while fighting IG. Once you have a solid amount of Tacticals and FCs on the field, thats when you should engage the IG horde. If you engage with too little, you'll lose. If you engage with equal numbers, you'll always win because Space Marines are vastly superior in HP and damage. Once you hit Tier2 and you have an Armory out, get out some Heavy Bolters and Plasma Guns for your Tacticals and upgrade Bionics and Range Finders. If you want to cause further problems for IG's Infantry, get out a Librarian and smite him to death. One well-placed Smite can blow a hole in an entire IG army. It's great. If he starts shelling you from across the map with his Basilisks, get out some ASMs and Melta Bomb them to death. Just make sure you don't send them in unprotected.


SM vs Necrons
When fighting Necrons

General Build Order

- First Builder makes a Chapel-Barracks.
- Que 1 more Servitor to assist in construction and 3-4 Scouts for Strategic Point capture.
- First unit should be aTactical Marine squad. Most of the time when fighting Necrons, you'll want to go Tacticals first.
- Make 2x Listening Posts before your second unit (should always be Tactical).
- Construct more Listening Posts while making Tactical squads.
- Reinforce when needed, try and control as much land as possible.
- Construct a Plasma Gen after 2-3 squads to reach Tier2 faster.
- Construct a Armory sometime here to fully utilize your Tactical Space Marines.
- Once you hit Tier2, research upgrades for your Space Marines ASAP.
- Get out some Grey Knights and transition into Armor (Land Speeders/Hellfire/Dreadnoughts). Get out a Chaplain as your first hero.
- Make Tacticals with AV if you see any enemy metal (Tomb Spiders, Destroyers).

General Strategy

When fighting Necrons, you always have to be on the offensive and try your hardest not to let him reach critical mass with Necron Warriors. Once Necrons get large amounts of Necron Warriors on the field, it's almost impossible to stop him (even if you have Armor). Your best chance you have is to send in harassing units of Tacticals and Scouts and pick off as many starting workers as you can. Harass his economy inside his base and force him to respond to you in force. This takes pressure off your economy while you expand all around the map. Around your second or third Tactical squad, you might want to consider Flame Throwers to better ease the damage pain caused by those Necron Warriors. With a few squads upgraded with Flamers, you can break the Warriors morale and pick them off more easily. If he comes in with any Wraiths, micro accordingly to prevent any serious damage caused to your squads. Never stand and fight while there's a loose Wraith running around. Hold off as long as you can while you tech to Tier2. Research Bionics and Range Finders ASAP while you upgrade your men with Sergeants and Plasma Guns. If Necrons stays its course with Necron Warriors and get out Flayed Ones, get out some Grey Knights. Use your Sergeants special ability to restore broken squads' morale in case you run into any Flayed Ones before Grey Knights come out. Grey Knights are amazing against Necrons because of their slow movementspeed. A well-placed Psychic Inquisition can wreck an entire army or cause it to teleport back to its base. Either way, you're dictating the flow of the game now instead of him. Once Grey Knights and upgraded Tacticals take the field, you should advance into his territory and start applying full pressure on his base. Build some Land Speeders, some Dreadnoughts, whatever you can to take down his structures. If he sends Destroyers or Tomb Spiders to combat your Infantry, get out some Rocket Launchers on our Tactical squads. If you're full on Heavy Weapons, you can always research the ability to equip more. I recommend using the Chaplain in this match-up because of his amazing ability to heal your army. That's a big benefactor while playing against Necrons.


SM vs Tau Tactica
When fighting the Tau Empire

General Build Order

- First Builder builds a Chapel-Barracks.
- Que 1 more Servitor to assist in construction (or you can build a Mine Field) and 2-4 Scouts for Strategic Point capture.
- First unit should be the Force Commander.
- Make 2x Listening Posts while you keep the enemy busy with your FC.
- Depending on what the enemy goes for, your second unit should always vary. If Kroots + Vespids, go Tacticals. If Fire Warriors, go ASM. Below demostrates the delayed ASM BO with FC first.
- Construct more Listening Posts while one of your Servitors builds an Armory.
- Deploy an ASM squad as soon as Armory finishes completion.
- Construct a Plasma Gen after 2-3 ASM squads to reach Tier2 faster.
- Deploy Land Speeders ASAP, make Tacticals with AV if you sense enemy metal. Remember to bring Skull Probes!
- Get upgrades for your Space Marines.

General Strategy

When fighting against Tau, one must always remember not to fight them in a shoot-out. Fire Warriors will always win. Instead, let your opponent's actions dictate the construction of your units. A powerful but diverse unit to deploy is the Force Commander. He should be your first unit when fighting vs. Tau. If you feel as if the opponent is going to rush you with Vespids and Kroot, you might want to consider building a Mine Field with your second Servitor to stop his advancement into your base. Other than that, the BO is pretty straight forward and consistent. If your opponent makes Kroots and Vespids, follow up with Tacticals and micro them to the best of your ability. With the FC shooting the units and hammering anything that gets close, it'll only be a matter of time before the enemy retreats. If you find out that the enemy is making Fire Warriors, get up an Armory ASAP (after 2 LPs) and make some ASMs. With good micro and control of his ASMs, he should be able to apply enough pressure on the Tau army to force a retreat everytime. Use your Force Commander to tie up the Tau Commander and use your ASMs to chase around the Fire Warriors. If any Snare Traps get thrown down, toggle into Ranged Attack and focus-fire the trap. After the traps destroyed, continue chasing the Fire Warriors. You might want to bring in some of your Scout Marines to help tie up any additional squads. The worse thing you can do is let your army get snare trapped or put under a constant steam of the TC's Flamethrower. Once the game stretches out, you'll want to take advantage of Tau's lackluster AV skills and get out some fast Land Speeders. Bring a few Skull Probes to detect any Stealth Teams and kill them with your units before they can do anything. Once the Stealth Teams are dead, Land Speeders will tear a Tau Army apart. Just make sure you research Bionics from your Armory before engaging a Tier2 Tau army. If you don't, their Advanced Plasma Rifles will rip you apart.

This post has been edited by HERO: Oct 16 2007, 05:14 AM

Posts: 18,047

Clan: EPIC

Game: Dawn of War 2


+
# 7HERO Dec 6 2006, 20:30 PM
Helpful Tips
A Collection of Important Gameplay Tips


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The Codex Astartes
The Chapter's Guide to War

SM Tip #1 - Basic Strategy
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The Space Marines are one of the most versatile armies in the Warhammer 40k universe. With multiple starting build orders, flexible mid-late game upgrades and powerful units, the Space Marines are incredibly powerful when used correctly. Space Marines can also deploy different strategies depending on whether the player wants to play offensive or defensively. Their strong melee units make them perfect in head-on, frontal assaults while their superior ranged firepower supports the troops from the rear. No matter the situation, Space Marines have the capability to adapt quickly and emerge victorious.

SM Tip #2 - Mine Fields and Turrets
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One of the more fascinating abilities of the Space Marine army is their ability to build structures both defensive and offensively. With their Servitors, SM players can set up mines in strategic locations to deter enemy attacks. By placing a mine field near your frontal LP, you could stop early-game enemy harassers dead in their tracks. You can also build mines in areas where you're constantly being harassed by Jumpjet infantry. A few mines in the right place and those units won't dare to jump in any longer. Aside from strategically placing mines around the battlefield, a SM player can also deploy his Heavy Bolter Turrets. When your pushing the offensive and need a defensive line to fall back to, build a few turrets near the frontlines as a safe-haven for your troops. As long as you're putting these guns in the right places, you could potentially cut off your enemies movement around the battlefield and take complete economic control.

SM Tip #3 - The Force Commander
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The single most powerful hero in the Space Marine army is the Force Commander. Because of his high HP and powerful melee attack, he is one of the most hated units on the battlefield. The SM Force Commander simply refuses to die. Once the FC starts chasing a ranged squad in melee CC, it's almost impossible to throw him off. Melee target one of your opponents' ranged battalions with your FC and watch as his squad automatically becomes inoperable due to the FC's superior crowd control abilities. With each mighty blow from his Daemonhammer, he has a chance to critically stun an enemy unit (including enemy heroes), disabling him from moving or fighting back. This could be extremely deadly to enemy heroes should the chance arise. Just make sure you control him correctly (when to shoot and when to melee) and upgrade his gun with a Plasma Pistol ASAP. This will allow him to kill Heavy Infantry a lot easier. After requisition of the Orbital Relay Station in Tier3, the Force Commander gains the ability to call in Orbital Strikes - capable of annihilating entire armies.

SM Tip #4 - Tactical Marine Squads - Upgrades
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The Tactical Marine Squad is the bread and butter to the SM player's game. Because of their affordable cost to efficiency ratio, Tactical Marines can be used in the very beginning of the game all the way to the very end. Once a SM player reaches Tier2 and has access to his Tier2 Armory, the true power of the Tactical Squad is unleashed. Not only is the Armory capable of supplying all of the Space Marines weaponry, but it also allows the player to upgrade his Marines with cybernetic enhancements to make them even better. By researching the Bionics upgrade, the player can greatly increase the hit-points of his Space Marines as well as making them more durable in morale. Furthermore, he can increase their firepower by researching the Target Finders upgrade; making their ranged firepower virtually unmatchable. Due to the speed at which these upgrades become available to the player (only Tier2), Tactical Marine spam with full upgrades is one of the most deadly tactics used today.

SM Tip #5 - Tactical Marine Squads - Weapons
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Once a player reaches Tier2 with his Space Marines, he can unlock a large array of weapons available to him. In Tier1, the only upgrade you had available (after building the Armory) was the flamer. Although the flamer is a great weapon to use when breaking morale in close combat, there are Tier2 weapons that are vastly superior in damage, range and versatility. One of the first weapon upgrades to consider for your Tactical Marine Squad is the Plasma Gun. Since the Plasma Gun does solid damage to Heavy Infantry types and has no set-up time, a player should invest in these weapon upgrades when dealing with heavy CC units or heroes. Another weapons option to consider when dealing with Infantry is the Heavy Bolter upgrade. Despite having a short set-up time, the Heavy Bolter has incredible range and delivers a constant stream of Anti-Infantry firepower. Against softer targets such as Eldar or IG, the results could be devastating. Lastly, you have the portable but extremely powerful Rocket Launchers that are available to Tier2 Tactical squads. Once again, there's a short set-up time, but the damage and range is well worth it. Tacticals with Rocket Launchers are one of the chief Anti-Vehicle units that Space Marines have.

SM Tip #6 - Assault Space Marines
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After building a Chapel-Barracks and an Armory, the SM player gets access to one of the most bad-ass units in the game -- the Assault Space Marine. With their large amount of hit-points, solid melee attack and 2 sets of early-game jumps, the ASM is one of the deadliest early game harassers. Because of their speed and damage, a SM player can quickly fly across the map and engage enemy workers and cappers. Without the workers to construct the Listening Posts and without the cappers to claim territory, the game is all but over for the other player. ASMs are best used to set up a fast tech into Tier2 so that the player has access more diverse options. From there, he can either choose to go Machine Cult to fast Speeders or get fast Bionics upgrades + Melta Bombs for his existing ASM squads. Once equipped with Power Swords and Melta Bombs, ASM squads can destroy enemy structures and vehicles extremely fast and function as SM's premiere building-killers/harassers.

SM Tip #7 - Sergeants and Upgrades
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Two of the most important upgrades available for a SM player is the Power Swords upgrade and the Plasma Pistol upgrade. As soon as a player hits Tier2 Monastery, they get access to squad leaders known as Sergeants. If you reinforce a Sergeant into a squad, not only do they function as a tougher, more durable Space Marine, but they can instantly restore a squads morale if it's ever broken. On top of that, there's two upgrades that are available in your Armory in Tier1 that are extremely beneficial for your squad Sergeants. With the Power Swords upgrade, you can potentially ignore enemy armor, allowing you to melee any type of unit for the full extent of the damage. This is exceptionally useful when engaging Heavy Infantry in close combat. You can also choose to upgrade your Sergeants with the Plasma Pistol upgrade. This gives the Sergeants a plasma sidearm that does great damage against Heavy Infantry. When fighting beefy CC-based Heavy Infantry such as Khrone Bezerkers, it's best that you have both of these upgrades purchased if you even want a chance. The Power Sword and Plasma Pistol upgrades also effect hero units such as the Force Commander and the Librarian.

SM Tip #8 - Grey Knights
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The Grey Knights of the Ordo Malleus is one of those units that's hard-capped at 1 simply because they kick ass. They have solid ranged DPS, unmatched melee CC abilities and incredible psychic powers. Not to mention that they're incredibly tough to take down and their squad morale is unbreakable. Their most powerful ability is their Psychic Inquisition. This ability can single handily destroy entire armies if the enemy is being careless. Once the psychic storm starts to develop on the enemies' army, he only has a short amount of time to get his men out of there before they all perish. When fighting slow moving enemies like Necrons, Grey Knights are particularly effective because of their Psychic Inquisition ability. Because of the Necron's sluggish behavior, they have a pretty hard time dodging, or getting away from the Grey Knights' psychic potency.

SM Tip #9 - The Librarian
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One of the most underused and overshadowed units in the game is the Space Marine Librarian. How could anyone refuse a powerful Psyker Hero? Even though the Librarian isn't as "frontline" as the Force Commander, he makes up for it with deadly psychic abilities. With a touch of a button, entire armies crumble in a instant due to the Librarian's Smite ability. Once cast, the Librarian unleashes a psychic blast that does heavy damage to all infantry-type units in a good-sized AoE. The Librarian can also be upgraded with Weaken Resolve - a demoralizing ability, and Word of the Emperor. Once you hit Tier3, the Librarian can access one of most powerful abilities in the game. Infantry units caught within the Librarians aura will lose health in battle but they will NOT die. To me, that's just as good as being completely invulnerable. As long as the damage is done, that's all that matters.

SM Tip #10 - Land Speeders
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Land Speeders are some of the fastest, most efficient Infantry-killers in the game. They're almost too good for their cost. For such a low-priced unit, you can jump across entire battlefields and pick off enemy heroes, units and buildings with ease. Due to the fact that they're considered an armored vehicle, they take less damage from all types of damage except for specialized counters. Don't let them come in contact with enemy missiles or EMP weapons. Always spread out your Land Speeders to avoid any unwanted EMPs or other disablers and make sure you always bring a couple of Land Speeders at a time. Two is the ideal number to make a quick raiding team, but if you really want to get the job done, bring in some more. Just remember to always mix your army and not have only Land Speeders. Once Anti-Vehicle Infantry units come out, you'll want some of your own Infantry to deal with his counter units.

SM Tip #11 - Skull Probes
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Skull Probes function the same way as Protoss Observers but with a little twist. Not only can they detect infiltrated units while being infiltrated themselves, they can also be used as short-term EMP bombs. Because of their fast speed and agility, you can run a Skull Probe into a mechanized army and detonate ontop of them; allowing your Tactical Space Marines to pick them off with Rocket Launchers. You can also use the Skull Probe to locate and disable enemy structures long enough for you to prepare a counter. For example: If the enemy fast techs to Tier2 and is already building a Machine Pit (or something) before you can get Rockets, run some Skull Probes towards his building and shut down his production. Keep disabling his building until you can get out a sufficient counter. More than half the time, the opponent won't know whats going on!

SM Tip #12 - Counter Build Orders
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One of the great things about the Space Marines is their ability to adapt and manipulate their starting Build Orders to adapt to the enemy. The most versatile start for a SM player would be going Force Commander first. The Force Commander allows you to battle the enemy's early game army without too much hassle and it also gives you an idea what units he's focusing on. In turn, the Space Marine player can either deploy Tacticals to deal with the situation or follow-up with an Armory for Assault Space Marines. This automatically puts the Space Marines in a strategic advantage. By fitting your Build Order to adapt to the enemy's units, you can quickly gain the upper hand not only in army, but map control.

SM Tip #13 - Dreadnoughts
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The Dreadnoughts of the Imperium are some of the Space Marine's most powerful weapons. They are extremely well-armored and well-equipped for close-ranged building smashing, or they can be outfitted with long-range Rockets to disrupt enemy troops. Both variants of the Dreadnought are extremely useful, and a player should know exactly when to use them. The close-ranged variant of the Dreadnought is especially good at taking down enemy structures and vehicles while the long-ranged variant is primarily used for shooting rockets into clusters of ranged Infantry. These rockets throw them on their feet and prevent them from shooting. Combine Hellfire Dreadnoughts with your powerful Tactical/Assault army and you can close into even the most powerful ranged armies without fear. Once you reach Tier3 and obtain an Orbital Relay, you can deploy Dreadnoughts from across the map using the Orbital Relay's Deep Strike ability. You can also upgrade your Dreadnoughts with awesome weaponry such as the Autocannon or Double Laser Cannon.

SM Tip #14 - Terminator Squads
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Once a SM player reaches Fortress Monastery and builds an Orbital Relay, he gains access to the most powerful Infantry unit in the game -- the Terminator Squad. Even though they count as Heavy Infantry, their Terminator-class armor makes them virtually impervious to damage. Like the Dreadnought, the Terminator squads come in two different forms: A ranged and close-combat variant. The ranged version of the Terminator squad can be outfitted with Heavy Flamers or Autocannons to devastate enemy Infantry from afar or up close. The Assault variant however, focuses on extreme close combat in the heart of the battle. Like the Force Commander's Daemonhammer, the Assault Terminators are equipped with Thunder Hammers and Storm Shields capable of stunning enemy units as they pummel them into oblivion. Terminator squads also have the ability to Deep Strike behind enemy formations to cause some serious damage to enemy troops. Both types of Terminators can be upgraded with personal teleporters at the Orbital Relay; allowing them to jump in and out of battle.

SM Tip #15 - The Chaplain
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The Chaplain is one of those heroes that can do just about anything. His Regen Aura basically makes him a equal to an Apothecary wearing tank armor. On top of that, he has amazing ranged damage. Once you research Plasma Pistols, the Chaplains ranged damage is definitely something to write home about. If that isn't enough to make the Chaplain a great hero, he also has an instant cast ability that strips a unit battalion of all morale and slows them down dramatically. This allows your units to destroy incoming units before they can even approach, or allows you to pick them off if they try to run. Combine the Chaplain with your range-based battalions like the TSMs for maximum results. Not only will he add to the overall morale of the group, but he'll put out tremendous amounts of ranged damage with his blaster. Just make sure to be careful when controlling the Chaplain in melee range. He's not nearly as durable as the Force Commander, but he can put out a good amount of damage and knockback none the less.



This post has been edited by HERO: Oct 16 2007, 05:14 AM

Posts: 18,047

Clan: EPIC

Game: Dawn of War 2


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