Dawn of War three is approaching April 27. Three factions meet on soon-to-be war-torn battlefields and beat the ever-loving hell out of one another for the remainder of time. Base-building has returned, which implies properly-sized armies are again too. The make-up of your forces will matter, and we’re right here to information you thru the whole lot we learn about who they’re and what they do.
For extra on Dawn of War three’s launch date, multiplayer and the whole lot else we all know, test our devoted article.
Before we bounce into the person factions, it’s essential to know your varieties:
- Elite models are particular choices that you just make earlier than a sport, then earn via the course of regular play. Deploying them is a extra significant act than pumping out one other squad of Boyz or Marines, and so they have a number of of their very own sub-categories:
- Super models are the poster-children of that race. Of what’s been revealed to this point, they’re principally humongous walkers with equally huge armaments. They’re massive, sluggish and price extra to deploy than different Elite variants, but in addition pack an army-wiping punch.
- Hero models are single, named characters. They come on their very own, like tremendous models, however don’t require fairly as many factors to deploy and aren’t big strolling WMDs. They have varied particular talents and might simply fell squads on their very own, nevertheless.
- Other elite models are available in small squads with a smaller variety of talents, serving as their title would counsel because the heaviest portion of in any other case regular armies.
- Line models are the remainder and are in-built historically RTS vogue, spawned from buildings and flooded to the entrance traces within the hopes of conquering your enemies. They differ between faction, however broadly are available in shut fight, ranged and automobile variations.
Units have varied stats that govern their fight effectiveness. They are:
- Cost – Units are priced in Requisition and Power, with the latter a bit of tougher to get than the previous.
- Health – How a lot punishment it takes to get one thing out of the best way.
- Armour – Comes in Normal and Heavy varieties. Heavy armour takes additional harm from Armour-Piercing weapons. Normal armour takes additional harm from Normal weapons. True Damage weapons deal additional harm to the whole lot.
- Damage – Pure output. Higher is healthier, imagine it or not.
- Range – Some models are nearly melee-only, whereas others favor to strike from a display away.
- Speed – How shortly a unit can transfer concerning the battlefield. This could be very typically modified by talents, notably for bigger models.
Where attainable, we’ve detailed all these beneath for every unit. We’ve additionally listed out talents, with each unit having no less than one particular factor it may activate or do to make it distinctive. There are additionally generic particular talents that a number of models have. So far they’re:
- Critical Strike – Every fifth melee hit by this unit offers additional harm and causes an AOE knockback.
Finally, there are Doctrines. These are chosen earlier than the battle and have a world impact on the military or one in all its line models. Each Elite unit has varied Doctrines to pick from, with one per Elite. These are cut up between Command Doctrines, they perform on a regular basis, and Presence Doctrines, that solely work when that Elite is deployed.
There are additionally more-generic Army Doctrines that you just select three of for every match. The Command Elite doctrines can even finally be earned as an Army one via levelling up that Elite.
Confused? Here’s Relic’s explanation. Below, Doctrines are hooked up to the models they have an effect on in the event that they’re Army Doctrines, and the Elite that is required in the event that they’re Elite Doctrines.
That all out of the best way, we’ll begin with the house crew.
Dawn of War three Space Marine models
The energy armour booted and suited servants of Mankind’s Emperor, God-King or dessicated corpse relying on who you ask, Space Marines match an all-purpose position in Dawn of War. There’s much less of them than there are Orks however they’re harder than Eldar, in a position to take a punch in shut fight and utilizing expertise, plus the odd huge explosion, to get the job finished. Their particular talents are:
- Orbital Relays
- Allows the usage of Drop Pods and Thunderhawks to ship models on to the sphere.
- Causes harm, knockback and stun on impression.
- Doctrine:
- Rapid Drop Pods – decreases cooldown for drop pods to grow to be obtainable once more after getting used.
- Plant The Standard
- Places a pleasant commonplace at goal location. Knocks enemies down when it lands and will increase allied motion pace in an aura. Also has extra impacts primarily based in your HQ constructing:
- Tier 1: Grants shields
- Tier 2: Targeted orbital strikes on high-health enemies
- Tier three: Grants therapeutic
- Orbital Bombardment
- Super means.
- Summons a beam of space-death from house, dealing harm and levitating enemies.
- Gets largers, strikes slower and offers extra harm with every enemy killed.
Space Marine Super models
Imperial Knight Solaria
The Imperium’s heaviest hitter, a range-focused huge walker, spitting out harm at a horrendous fee and in a position to take fairly a beating earlier than taking place.
Abilities:
Gattling Barrage
A 90 diploma conal AOE in entrance of Solaria that does huge anti-infantry harm throughout two waves. Long wind-up and utility time, however at present one-shots squads of weaker troops.
Ironstorm Missiles
Six targetable missiles that do massive explosive harm on the goal space. Cooldown is diminished the less missiles are used. Can all goal the identical location for ‘oh boy’ harm.
Overheat (Passive)
When firing for an prolonged interval, Solaria enters overheat mode. This causes her to do extra harm, Gattling Barrage knocks foes again and Ironstorm Missiles depart swimming pools of slowing hearth of their wake.
Doctrines:
- Command: Fire On Move – Tactical Marines can hearth whereas shifting.
In sport mannequin:
Good at:
- Killing nearly the whole lot
Weak at:
- Melee models
- Retreating
- Slow, high-damage assaults she will’t dodge as a result of motion pace.
Space Marine Hero models
Gabriel Angelos
Hero of the piece, no less than in earlier days, and chapter grasp of the Blood Ravens. Not really useless, it seems.
Abilities:
God-Splitter
A 3-charge means that leaps a brief distance and does AOE harm on touchdown. Can cross obstacles and cliffs, knocks infantry down and again, plus does affordable harm.
Retribution
Wide-arc swing that knocks enemies again and creates a bubble defend that blocks enemy hearth. The extra expenses of God-Splitter obtainable, the longer the defend lasts.
Critical Strike (Passive)
Swings-per-crit is diminished by God-Splitter expenses.
Doctrines:
- Command: Slam Barrier – Dreadnought’s achieve a barrier after they use their slam means, absorbing photographs and reflecting projectiles.
Good at:
- Disrupting infantry
- Crossing terrain
- Melee fight
Weak at:
- Resisting sustained ranged hearth
- Fighting automobiles
Jonah Orion
Chief Librarian, Psyker and spell caster of the Space Marine forces. More of a help Elite than his combat-focused bretheren.
Abilities:
Fury of the Ancients
A line-nuke that offers harm to enemies whereas growing the pace of allies it impacts.
Emperor’s Light
Pool of sunshine that emnates from Jonah. Allies inside the mild deal extra harm whereas enemies are blinded and have their assaults disabled.
Stonewall
Creates a circle of stone that blocks enemy projectiles and motion round Jonah. Anything inside cannot shoot out, and visa versa. Lasts a medium period of time. Casting different talents inside Stonewall powers them up, inflicting Fury of the Ancients to fill the world for large harm and Emperor’s Light to last more.
Zeal (Passive)
Every time Jonah makes use of a capability he beneficial properties a Zeal cost, lowering the time between assaults by zero.5 seconds. These stack infinitely, however reset each 10 seconds. Cooldowns for talents are but to be introduced, however anticipate sustaining upwards of three stacks to be a norm.
In-game mannequin:
Doctrines:
- Command: Blind Grenade – Scout grenades additionally blind and silence enemies. Duration will increase as your tech does.
Good at:
- Supporting allies
- Disruption
Weak at:
- Going solo
- Fighting with out talents
Space Marine Elite models
Assault Terminators
The heaviest of assault squads, outfitted in near-unstoppable armour and packing Thunder Hammers.
Abilities:
Teleport
Short-range teleport to a goal location, inflicting knockback upon arrival. Can cross any terrain.
Hammer Slam
Area assault that damages, stuns and slows all enemies in a big space. Wide sufficient to hit a whole squad.
Doctrines:
- Command: Frag Grenade – Tactical Marines get a greande that offers harm and knockback.
Good at:
- Crowd management
- Sustained melee fight
Weak at:
- Locking down fast-paced enemies or repositioning with out Teleport
- Sustained ranged hearth
Space Marine Line models
Assault Marines
Slighly much less elite assault squads, however a Dawn of War main-stay that may make a multitude of an unprepared participant’s day. When they cost, they even sluggish enemy models.
Stats:
- Cost: 100 req, three pow
- Population: 10
- Build time (secs): 30
- Health: 1500
- Armour: Normal
- Melee DPS: 72 Normal
- Ranged DPS: 11 Normal
- Built from: Barracks
Abilities:
Jump
Allows Assault Marines to traverse terrain, buildings and different blockers to land on different models and have interaction them in melee. Does a knockback on touchdown. If you have performed Dawn of War, you know the way this works.
Good at:
- Tying up ranged models in shut fight.
- Swarming tremendous models weak to melee.
- Taking out key targets on the battlefield with bounce motion.
Weak at:
- Very lengthy vary or a lot of ranged fight.
- Engaging massive armies.
Whirlwind
Extremely lengthy vary artillary piece that forgoes a typical assault for ever extra missiles.
Stats:
- Cost: 115 req, 185 pow
- Population: 10
- Build time (secs): 30
- Health: 600
- Armour: Normal
- Built from: Machine Cult
Abilities:
Missile Barrage
Very lengthy vary means that fires a number of cluster missiles that rain down throughout an space. Deal heavy harm and trigger knockback. Not as efficient towards heavier armour. The Whirlwind’s solely assault. Short minimal vary.
Good at:
- Taking out armies of infantry
- Supporting troops from excessive distances
Weak at:
- Dealing with melee attackers
- Roaming solo
Other Space Marine models
Not the whole lot will get a completely in-depth profile from Relic, no less than to this point, so the remainder of the Space Marine models haven’t got fairly the identical stage of detailed defined but. What’s beneath is usually taken from trailers, articles and different information from across the internet, and naturally does not embody fairly so many gifs and custom-made pictures. Hopefully everybody will get their day within the solar finally.
- Servitors
- Stats:
- Cost: 50 req
- Population: 2
- Build time (secs): eight
- Health: 300
- Armour: Normal
- Melee DPS: 1 Normal
- Built from: Stronghold
- Builder models with in-built detection.
- Doctrine:
- Tip of Spear – Listening Posts can be utilized to bolster your troops, allies and heal Elite models.
- Tactical Squads
- Stats:
- Cost: 80 req
- Population: 10
- Build time (secs): 20
- Health: 1400
- Armour: Normal
- Melee DPS: 18 Normal
- Ranged DPS: 28 Normal
- Built from: Stronghold / Doctrine Chapel
- Upgrades:
- Plasma ups harm however causes the weapons to overheat in the event that they constantly hearth for too lengthy, giving the squad a 10 second cooldown on capturing.
- Flamers deal harm into cowl in a small, conal AOE.
- Doctrine:
- Close Quarter Combat – grants cost, which will increase harm and provides crucial strike in melee fight.
- Scouts
- Stats:
- Cost: 40 req
- Population: 5
- Build time (secs): 10
- Health: 625
- Armour: Normal
- Melee DPS: eight Normal
- Ranged DPS: 11 Normal
- Built from: Barracks
- Stealthed infantry that stay as much as their title in position.
- Abilities:
- Stun Grenade – causes stun in a small AOE round a goal level.
- Proximity Mines – an improve, permitting the squad to position these.
- Sniper Scouts
- Stats:
- Cost: 76 req, 2 pow
- Population: 10
- Build time (secs): 20
- Health: 675
- Armour: Normal
- Melee DPS: eight Normal
- Ranged DPS: 23 Normal
- Built from: Barracks
- Sniper Scouts are very long-range, anti-infantry models with much less utility who should setup earlier than firing.
- Doctrine:
- Cover Fire – if attacking from stealth or heavy cowl, applies a sluggish to targets.
- Heavy Bolter Devastators
- Stats:
- Cost: 150 req
- Population: 9
- Build time (secs): 27
- Health: 810
- Armour: Normal
- Melee DPS: 7 Normal
- Ranged DPS: 56 Normal
- Built from: Doctrine Chapel
- The anti-infantry selection within the early-game, should setup earlier than firing and inflicts sluggish in an space round their goal.
- Lascannon Devastators
- Stats:
- Cost: 140 req
- Population: 9
- Build time (secs): 21
- Health: 840
- Armour: Normal
- Melee DPS: 7 Normal
- Ranged DPS: 18 Armour Piercing
- Built from: Doctrine Chapel
- The anti-vehicle model of the Devastator. Increases harm over time towards single targets and offers bonus harm to Skimmers.
- Dreadnoughts
- Stats:
- Cost: 100 req, 300 pow
- Population: 18
- Build time (secs): 35
- Health: 2800
- Armour: Heavy
- Melee DPS: 88 Armour Piercing
- Ranged DPS: 17 Normal
- Built from: Machine Cult
- The Walker infantry unit and heavy assault possibility. Slows enemies it expenses.
- Abilities:
- Ground Slam – offers AOE harm, knockback and sluggish, in addition to beautiful automobiles, across the Dreadnought.
- Doctrine:
- Invigorating Slam – Causes Ground Slam to grant a defend and enhance the Dreadnought’s pace.
- Land Speeders
- Stats:
- Cost: 175 req, 175 pow
- Population: 10
- Build time (secs): 23
- Health: 700
- Armour: Heavy
- Ranged DPS: 74 Normal
- Built from: Machine Cult
- Skimmer unit. Can be upgraded with a multi-melta for increased, anti-armour harm.
- Predator Annihilators
- Stats:
- Cost: 150 req, 275 pow
- Population: 18
- Build time (secs): 35
- Health: 2250
- Armour: Heavy
- Ranged DPS: 58 Armour Piercing
- Built from: Machine Cult
- The anti-tank, er, tank possibility. Uses Lascannons to get the job finished.
- Doctrine:
- Ablative Armour – Predators achieve a regenerating defend. This applies to all variations of the automobile.
- Predator Destructors
- Stats:
- Cost: 150 req, 275 pow
- Population: 18
- Build time (secs): 35
- Health: 2250
- Armour: Heavy
- Ranged DPS: 47 Normal
- Built from: Machine Cult
- The extra normal Predator varient, dealing AOE harm round targets for anti-infantry loss of life.
- Deathstorm Drop Pods
- Stats:
- Cost: 500 req, 50 pow
- Build time (secs): 60
- Health: 1000
- Armour: Heavy
- Ranged DPS: 466 Normal
- Deathstorm drop pods do not ship models and are extra of a particular means, however include autocannons on every door, letting them do huge harm till they despawn after a couple of seconds. Hence, no inhabitants value.
- Knight Paladin
- While it hasn’t been proven, a melee model of the Imperial Knight tremendous unit is confirmed as on the best way, as seen within the cinematic trailer.
- Venerable Dreadnought
- Operating as an Elite verison of the Dreadnought, no details have been given as to what position this can server.
Dawn of War three Eldar models
The enigmatic Eldar are Dawn of War’s second faction, bringing spirits certain in struggle marchines, psychic powers and jetbikes aplenty. The galaxy’s elite, boastful and fragile bygone race, they pack quite a lot of punch however cannot hang around taking harm for too lengthy earlier than they begin to crumble. This comes all the way down to their Battle Focus shields, which runs down as Eldar struggle in addition to absorbing harm. They use the webway to maneuver across the battlefield together with their pure pace and enormous variety of grav models, conducting hit and run assaults.
Their Webway Gates and HQ construct have the Fleet of Foot passive means, which will increase motion pace and Battle Focus regeneration pace for any Eldar models close by. Their different talents are detailed beneath.
- Relocate
- This permits varied Eldar buildings to teleport across the map.
- Connect Webways
- Two buildings may be linked collectively to permit models to teleport between them. This permits for some highly effective ambushes.
- Eldritch Storm
- Super means.
- Creates an enormous, damaging, stacking-slow AOE that may be managed.
- Can be reactivated on a unit to show it into the storm’s conduit, making it bigger, with lightning strikes.
Eldar Super models
Wraithknight
The range-focused loss of life machine of the Eldar forces, it places out harm at an excessive fee and might even get round shortly.
Abilities:
Jump
A brief vary bounce that ends in a slide. While sliding, the Wraithknight buts out extra harm, and the slide itself knocks models again. 45 second cooldown.
Distortion Rift
Creates a black gap at goal location, pulling in enemy infantry and slowing automobiles. Doesn’t kill models pulled in, however does lock them out of motion or motion. 40 second cooldown.
Focused Beam
An enormous beam of sunshine that offers large harm to something inside. One-shots most issues. 60 second cooldown.
Doctrines:
- Presence: Improved Recall – Wraith-type models can Soul Recall with out utilizing expenses.
- Command: Teleport Beacon – Dark Reapers can plant a short lived, attackable beacon that they will teleport to at will.
In-game mannequin:
Good at:
- Annihilating enemies at vary
- Taking out key targets
- Area harm
Weak at:
- Taking sustained hearth
- Melee fight
Eldar Hero models
Farseer Macha
Leader of the Eldar forces coming back from the primary sport, Macha is a spell caster and formidable melee risk.
Abilities:
Singing Spear
Line-nuke that sticks on the targetted location, knocking again and damaging something it hits. Can be returned to Macha, for a similar impact once more going the opposite method, or left at its location to spice up the harm of close by Eldar forces and Macha’s different talents to be activated from its location. 30 second cooldown.
Psyker Blast
A small AOE from round Macha’s spear, dealing harm. If she has it outfitted this additionally buffs her regular assaults and reduces incoming harm. If the spear is planted it creates an aura to buff close by allies. 60 second cooldown.
Temporal Wave
If holding her spear, Macha creates a temporal sphere round herself, placing enemies into stasis the place they can not assault, transfer or be broken. If the spear has been planted it creates a temporal wall between Macha and the spear as a substitute. 120 second cooldown.
Doctrines:
- Presence: Last Chance – Elite models enter stasis and start to heal as a substitute of dying whereas Maacha is on the sphere.
- Command: Enhanced Battle Focus – Activated means for Wraithguard that drains shields whereas growing assault pace.
Good at:
- Disrupting enemies
- Quick bursts of injury
- Crowd management
Weak at:
- Fighting massive teams with out help
- Vehicular fight
Jain Zar
A powerhouse Banshee chief and Phoenix Lord, Jain Zar is the sport’s deadliest melee fighter but, with lightning pace and unbelievable harm.
Abilities:
Silent Death
Fires a line nuke in a path, which reverses course after an affordable distance. Will return to Jain Zar wherever she is on the battlefield, and does sufficient harm to wipe out poorly positioned squads. 35 second cooldown.
Dash
Jain Zar expenses to a focused level. Hitting an enemy will trigger her to leap into the air with an explosion, touchdown a brief distance away with one other explosion. It will also be combo’d with Silent Death as an escape software. 50 second cooldown.
Fleet of Foot (Passive), Critical Strike (Passive), Battle Scream (Passive)
Doctrines:
- Presence: Stealth Ambush – Howing Banshees grow to be stealthed when getting into stealth cowl. Removed if capturing, attacking or detected.
- Command: Swift Vengeance – Dying Wraithblades grant stacking bonuses to surviving squad members for harm and pace.
In-game mannequin:
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