Dawn of war 2 and more blogs, oh my!
Yes, that’s right folks, another blog is added to the group! And this blog is noted fan and part-time employee in Dylan’s blog; Floyd Tarrant! He tends to complain that I do not update enough and well he’s about to find out why (although I believe I will be eating those words seeing as how he goes on the internet much more than me). To award this momentous occasion, I am releasing a review of Dawn of War 2 for you all to enjoy. Happy 0th birthday Floyd’s Blog!
Dawn of War is an RTS system that was designed for Warhammer 40 000. A lot of mixed reviews were of the game, seeing as the only real thing the game had in common with 40k was the armies and units. It leant more to the RTS aspect, abandoning the whole turn-based points-set combat that 40k lovers had grown to enjoy. This was good news for people who liked RTS games, but it put some of the 40k players in a bit of an awkward position. The original DOW games were pretty good, but it was also fairly standard. The only special thing about it was the units, arguably the enviroments, the huge battlefields and, of course, the ability to ‘re-enforce’ units. DOW2, however, almost went in the opposite direction. The maps in DOW2 are tiny in comparison to the other DOW game sized maps. It has a lot of that 500 points 40k feel to it. Most of the other elements are there, including requisition points being the standard ‘currency’ for units with a secondary resource being power.
To start off with the bad, is some of the interface. When you create units, it neatly organises it on the right side of the screen all numbered. You may press the number on the keypad to quickly access these units which is very useful. However, if one of your units are unfortunate enough to die, then any new units will continue being added as if that unit had never died; i.e. you have units 1, 2, 4, 5 and 6, but it is still ordered from top to bottom. This can start getting very confusing very fast, making it difficult to use the numbers to select units later on into the game. In addition, there is a button you can press that instantly makes your squad run away. This makes them run towards the nearest point where they can recover and re-inforce, which gives them the bonous where they ignore suppression (heavy weapons cause suppresion, making units in an area move at a snails pace). However, you cannot tell them to stop running away until they have gotten to your base or wherever they need to go to heal. For example, I had my army roaming around for points. I then saw a terrifyingly huge army right in front of me which immediately procceeded to whip the sh*t out of me with suppresion weapons. I immediately told everyone to run away. However, on the way back, I noticed single squads taking over all my victory points and requisition points. I shouted at the screen (in my head) for them to stop running and shoot the squads, but unfortunately they hadn’t learned how to stop running away in training, so they just frowned at me while I mashed the fall back button, hoping it would de-activate but they just continued to run away. Lastly, girls must be godlike at this game because it requires a lot of freaking multitasking! If you want to be good at the game, you need to capture requisition, power, and victory points while defending them and attacking others as well as managing resources, constructing units, upgrading units and managing a full-scale battle and use commander special abilities and use unit special abilities and communicate with your teammate and upgrade your fortress and if you do all that then congratulations you have a 50-50 chance of winning now!
Now onto the good stuff, combat is really tactical! Every unit is unique in their own small, special way, including surpression units(see above) and jump units and units that can be invisible and units that can heal other units; a load of cool stuff. Not to mention the cover system; this game is following traditional RTS mechanics where winning involves Ctr-A Kill. An army that utilitises cover to their advantage will absolutely rape anything it sees; even the worst amount of cover reduces all damage by 25%. But of course, if you don’t like your opponents doing that, you can build a dreadnought and simply have them walk all over their cover and rip apart their suppression guns so your melee units can get their teeth stuck in as well. But to avoid that happening, intercept it with a wraithlord or some tankbustas; and it all escalates from there. Some battles get really epic; simply type “Epic battle DOW2″ into youtube and you’ll see some amazing results. While the good things are outnumbered by the bad things, they easily make up for it.
Overall, DOW 2 is a fantastic game, and I’ve only just scratched the surface; there is still the last stand, the campaign, and of course, online play, which will forever torment me with some of the people on there. Just make sure your computer can handle the strain, because the graphics are pretty intense at times.
Toodloo!

