Warhammer 40,000: Dawn of War II

Warhammer 40,000: Dawn of War II is a real time strategy game that was developed by Relic Entertainment and was released for the PC on February 19, 2009.

Developer: Relic Entertainment
Publisher: THQ
Release Date: February 19, 2009
Platforms: PC
JustRPG Score:
85%
Pros:
+Great campaign mode.
+Great dialogue.
+Pleasant visuals.
+Good soundtrack.
Cons:
-Multiplayer is unbalanced.
-No replay value.

Overview

Warhammer 40,000: Dawn of War II Overview

Warhammer 40,000: Dawn of War II is a real time strategy game and was the sequel to the popular Warhammer 40,000 Dawn of War series. The game is set in the Warhammer 40,000 universe and has familiar characters and units if you are a Warhammer 40k gamer. The campaign is fun and thrilling but the multiplayer modes are very unbalanced.

Warhammer 40,000: Dawn of War II Screenshots

Warhammer 40,000: Dawn of War II Featured Video

Full Review

Warhammer 40,000: Dawn of War II Review

Warhammer 40,000: Dawn of War II is an intense RPG centering around the Chaos Space Marines and their Force Commander, you. The campaign is massive, with lots of missions that deal with the Orks, Eldar, and the alien Tyranids. The first mission of the campaign pits you against an Ork invasion. Captain Davian Thule tells you to provide support to flank and destroy the Orks. You move with Tarkus, a Tactical Marine commander, destroying the Orks along the way. Once the Orks are killed you head to a mine and close the entrance, ending the mission and starting many more. You will also get to use more commanders besides yourself and Tarkus.

 

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Along the way you may have noticed supply drops and supply boxes. The supply boxes have supply drops on the inside which are very important to any mission. These supply drops increase the number of accessories, items that you have like a stimulant kit. The stimulant kits fully heal all ally units within range of the user. The range is huge so you don’t have to worry about not getting anyone. The beginning three commanders have different accessories as defaults. The Force Commander has a stimulant kit, Tarkus has frag grenade packs, and Cyrus has a demolition charge pack. You can change them at any time when choosing a mission.

 

Wargear will also drop from killed enemies. The wargear is equipment used to equip your commanders with weapons, armor, accessories, and commander items. The commander items can only be equipped onto the force commander. Certain weapons, armor, and accessories can be equipped on certain commanders. A shotgun and a sniper rifle, for example, can only be equipped to Cyrus, but he can’t wear any power armor or terminator armor. Instead, he uses scouts armor. Some commanders can equip weapons once they gain a trait. The force commander can’t use a Flamer until you get the trait in the ranged stat. Wargear can also increase a commander’s stats like the “Doom of Traitors.”� A Thunder Hammer increases the will combat discipline by 1 and melee skill by 4.

 

The disciplines are stats that you can increase every level. One level will give you two points to allocate into the disciplines. There are four disciplines that the commanders have. They are stamina, ranged, strength, and will. Stamina increases the commander’s health and health regeneration; ranged increases the average damage done with a ranged weapon; strength increases average damage done with melee weapons and the chance to perform special attacks that knock down opponents; and will increases the amount of energy a commander has and the regeneration. Energy is important for the use of skills that every commander has. The force commander has a skill called Battle Cry that makes him use a special attack every hit and become immune to knock backs, and nearby allies will gain additional damage temporarily. Battle Cry costs 110 energy and is quite costly at the beginning, but it’s the most used skill and it helps on the bosses and bigger enemies.

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In the Campaign, there are six commanders to choose from, but only four can be used per mission. These commanders are you, Tarkus, Cyrus, Avitus, Thaddeus, and Davian Thule. You are a force commander, whose weapons as default are any type of melee weapon, and if the melee weapon is one-handed, he can equip a sidearm. He mainly uses melee abilities, but if you allocate enough points into the ranged stat, he can use ranged weapons. Tarkus is a tactical marine commander that can taunt the enemy and can get out of suppression easily. Tarkus uses two-handed ranged weapons. Cyrus is a scout commander able to stealth his way through enemy territory, and he can also equip the most accessories, but has the least amount of armor. Cyrus can use a sniper rifle and a shotgun for weapons. Avitus is a devastator commander capable of using heavy weaponry that literally cuts the enemy to pieces. Thaddeus is an assault marine commander, equipped with a jump pack. His assault jump ability is useful for disturbing huge groups of enemies. Thaddeus can equip chain swords and a sidearm, but can later use power weapons.

 

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Davian Thule is a dreadnought that is capable of just about anything. Davian is a huge asset to the team, he can blast your opponents away with his assault cannon barrage (if equipped) or in melee range. He can use his might of the ancient ability to knock down and kill most foes in range. He is the only vehicle of the team, so you can’t heal him with stimulant kits, but he can be healed with the rites of repair accessory or his own ancient defender ability that allows him to repair himself while being immobile.

 

During missions, killing the enemies will give your chosen commanders experience points to gain levels. After a mission is complete, depending on what you did, you will gain even more experience. Some missions won’t just be to go on the offensive, but you will have to defend some areas too. The defense missions aren’t hard, but necessary to keep buildings that help you during other missions on that certain planet. These buildings include foundries, arrays, and shrines. The foundries increase the bar at the end of a mission so you can deploy more times that day, because certain missions can only take place in a certain amount of days and increase the amount of certain accessories’ use. Arrays allow you to use more attacks that certain accessories give, like the Signum that grants the user to use an artillery strike upon an area and increase special asset number during a defense mission like sentry guns or mines. Shrines increase experience gained after missions and are needed for certain accessories.

 

Dawn of War II also has the option of doing multiplayer online and offline. If you want, you can also fight the computer. You can play as all four of the races portrayed in the campaign: Space Marine, Ork, Eldar, and Tyranid. All races have three commanders to choose from. The Space Marines have the offensive force commander, the healing apothecary, and the defensive techmarine. The Orks have the offensive warboss, the stealthy kommando nob, and the supporting mekboy. The Eldar have the offensive warlock, the teleporting warp spider exarch, and the supporting farseer. The Tyranids have the offensive hive tyrant, the tunneling ravener alpha, and the ambushing lictor alpha.

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The multiplayer is like a whole different game compared to the campaign. It is in the normal RTS fashion with a few differences. There are two game types you can play: annihilate and victory point control. In annihilate you just kill the opposing teams, in victory point control you control victory points that will let you gain points and lower the enemies’ points until it reaches zero. The max amount of points you can have is 500. In game, in order to gain resources, you have to capture nodes and points. Power nodes increase power and requisition points increase requisition. Requisition is the main resource used to build units and wargear for your commander and some units. Power is also used for wargear and units. Wargear is bought from a panel next to the units portrait. Commanders and important infantry, such as the lictor, will gain experience points through killing enemy units, and when they level their health and energy are increased. If your commander dies during battle, he will revive in a certain amount of time, but if your important infantry die, they won’t be able to come back and their level does not stay the same if you build new ones. Once the time is up for your commander to be revived, double click on his portrait in the top right to revive him at your base. This uses requisition, though. Buildings are selected from a bar above your resources. Depending on which commander you chose, buildings will be different. In order to build buildings, you will need biomass. Biomass is gained by killing enemies and the death of your own troops.

 

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A cool feature for the multiplayer is that you can customize the appearance of the different races’ commanders. There are already predefined color schemes that you can choose from for each race, but you can create a new color scheme where you can choose from many colors. There are four different colors for the materials or parts on the commander. You can also change the badge that each commander has. The Tyranids don’t have any badges, though. There are four different patterns that only the Space Marines can choose from.

 

Warhammer 40,000: Dawn of War II is an amazing game that any RPG or RTS lover can get in to and love until the end. I give Warhammer 40,000: Dawn of War II a 85.

 

Final Grade: 85%

Screenshots

Warhammer 40,000: Dawn of War II Screenshots

Videos

Warhammer 40,000: Dawn of War II Videos

Warhammer 40,000: Dawn of War II Trailer

Guides / Links

Warhammer 40,000: Dawn of War II Guides / Links

Warhammer 40,000: Dawn of War II Wikipedia Entry

FAQ/Walkthrough