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Capping Guide Part 1

By Asmon - 21st October 2012 - 02:16 AM

Dawn of War 2: Retribution is a game about capturing points on the battlefield. Generally speaking, players call the capture mechanism capping and to capture is shortened: to cap.

Controlling the points on the map is a major and constant issue. Moreover, in this guide I will be focused on the main gamemode that is called victory points control and is played in both ranked matchmaking and tournaments which favors capturing over fighting, for it is to capture victory points that is the key to victory.

The guide is divided in 5 parts. This is the first part, stay tuned over the coming weeks for the rest!

Basis - Part 1

The tips of this section are major but also belong to the basic knowledge that you must have to play Dawn of War 2: Retribution at a medium level.

What and When to Capture

Every map contains several requisition and power points, plus three victory points. You must capture them to win the game. Requisition and power points will supply you with resources, while victory points will affect the way your VP (Victory Points count) and your opponent's VP decrease.

You should be capturing at every moment of the game. Unless you own every point on the map, you should always be capturing some point, somewhere. Yet, you obviously won't be capturing when you need your whole army to fight, but this is rarely the case.

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New to the game? Check out the battlefield on the main map and the mini-map (left bottom corner of your screen), and locate every resource and victory point.

The Capture Command

Let's first take a look at how to capture a point. Select any infantry unit under your control, and right click a neutral point (that appears gray) or an enemy point (that appears red). Your unit will move to this point and start capturing it.

If the point is neutral, a blue round gauge will slowly fill itself up. Once it is full, the point turns blue: it is successfully captured and your unit is free to go.

If the point was originally held by an enemy, your unit will first de-capture it, i.e. remove your opponent's control over this point. A red round gauge will empty itself until the point turns gray: it is de-captured which means it has come back to its neutral state. Then your unit automatically goes on capturing and the blue gauge starts filling itself up.

While capturing, a unit has a capturing icon over its head, which indicates the evolution of the capture as does the gauge over the point that the unit is capturing.

Be careful: a unit cannot move away from the point it is currently capturing without interrupting the capture. Therefore, to issue a unit with a command that involves moving will cancel any capture this unit was making.

Every infantry unit with the exception of Tyranid Ripper Swarms and Spore Mines can capture; vehicles and monstrous creatures cannot capture. Imperial Guard Sentinels, while being vehicles, are special in that they can de-capture your enemy's points.

Should you only do whole captures? Sometimes you need to capture a point, whereas sometimes you only need to remove your opponent's control over a point. What to decide is often a matter of common sense.

For example: you will want to capture your main power point because you need power, mostly in the early stage of the game. By contrast, you only need to de-capture your opponent's natural victory point (the closest to his headquarter) to damage his game; this benefits you even if you don't have time to fully capture it.

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Great health pool and health regeneration, healing explosion on death: Chaos Plague Marines excel at capturing under enemy fire.

For all the following paragraphs (unless I specifically mention it), please consider that everything works for both capture and de-capture.

What about the capture command itself? A unit that is capturing is in a very vulnerable condition. You must always take care of your capturing units. When you issue a unit with a capture command, you must know several things:
  • The unit will pursue the capture as long as it is able to do so.
  • While capturing, the unit remains stationary and losses its reflex actions associated with melee combat, such as assailing nearby enemy units and defending itself when it is assaulted by melee attackers which means that a unit can die before the capture is successful without it even tried to defend itself! The unit will also stop rotating to face nearby targets. Capturing units may still shoot with their ranged weapons though, and that's why it is usually a better idea to capture with ranged units.
  • When the capturing unit is taken forced from its point because of a knockback, it will try to return to the point and resume the capture.
  • Once it is done capturing, the unit regains its responsiveness to aggressions and enemy presence.
Infiltrated units remain invisible while de-capturing but reveal themselves while capturing. In consequence, it may be useful to keep on the stealth ability of your infiltrated units when they make a de-capture for your enemy cannot see them without detection but you should always turn it off when they do a capture to save mana.

Critical point! Without any action from its controller, a unit only stops capturing if the point it aimed to capture is actually being captured by an enemy unit.

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Flesh Hook, Infiltration, Assault Leap and Menacing Visage: Lictors and especially the Lictor Alpha master the art of negating captures.

End of part one. Next time I'll review the strength of each race when it comes to capping, plus some more tips. Thank you for reading.

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