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Dawn of War 3

Bolivar's Dawn of War 3 Codex

Construction Mechanics and Strategy

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Your base structure produces builders which may capture resource nodes or even tie up enemies in melee combat to let your other units escape. Their primary purpose, however, is to construct buildings, which come in four categories:
  1. Barracks each race has three barracks to produce units:
    1. One for Light Infantry. It unlocks the first infantry units to engage the enemy and apply early pressure on your opponents. Except for melee units, they mostly cost Requisition.
    2. Another for Heavy Infantry. For the Orks and Space Marines, these units mainly cost Requisition, adding more diverse counter-units at your disposal.
    3. And one for Vehicles. It builds vehicles, which primarily cost Power, and has heavy armor to resist most infantry attacks. In this respect, the Eldar Infinity Portal may be seen more as an additional Vehicle Depot than a Heavy Infantry Barracks.
  2. Technology. A bulding to research permanent bonuses and active abilities for your units.
  3. Support. The Orks have WAAAGH! Towers while the Eldar have Webway Gates. Space Marines lack a support building.
  4. Listening Post. A defensive turret built on top of a Resource Node. It has considerable tactical value.
All buildings, except Listening Posts, may be erected anywhere on the map. Building barracks within your starting position behind shield generators or turrets is safer, but constructing them at forward positions lets new units join your army quicker and gives your existing squads a refuge to regenerate health and reinforce lost squad members between fights. If your enemy pushes you back to one of your barracks, you can position your units next to it to reinforce your squads while simultaneously fending off your opponent.

Listening Posts do not deal a lot of damage but they are nevertheless indispensable for holding the Resource Nodes to which you plan to commit. Attacking players have to destroy generators, de-capture the node, then capture the node themselves and construct generators, one at a time, before they begin accumulating resources. Building a Listening Post greatly increases the already-lengthy time with which you have to defend it and extends the time it takes before your opponent can start pulling ahead in the resource game.

Generally, build your first barracks close to an early resource node, so your builder may capture the node and complete the building. Try to position your forward base near as many of the following advantages as you can.
  1. Resource Nodes, allowing you to construct a Listening Post to provide supporting fire.
  2. An elevated position, giving you a line of sight advantage.
  3. Ramps or walkways, forcing approaching enemies to group up, rendering them vulnerable to area of effect damage, crowd control, and knockback.
  4. Nearby Cover, providing protection to units from incoming fire
  5. Nearby Stealth Cover (grass, vents, etc.) and line of sight obstructions, allowing you to hide units to ambush unsuspecting attackers on their way to your base.
There is one area which benefits from all of these advantages simultaneously: the double requisition node at the top center of the 1v1 map Port Saunderus. Committing to this point early gives the player plenty of resources to construct early game buildings and infantry, although the other points give greater resource diversity. This resource node will be discussed later in Section III but it illustrates how you may determine the optimal location for your forward base by adding up its environmental advantages.

Listening Posts do not deal a lot of damage but they are nevertheless indispensable for holding the Resource Nodes to which you plan to commit. Attacking players have to destroy generators, de-capture the node, then capture the node themselves and construct generators, one at a time, before they start gaining resources. Building a Listening Post greatly increases the already-lengthy time with which you have to defend it and extends the time it takes before your opponent can start pulling ahead in the resource game.