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    Warhammer 40,000: Dawn of War II - Retribution

    Game » consists of 3 releases. Released Mar 01, 2011

    Ten years after the events of Chaos Rising, sub-sector Aurelia is still engulfed in all out war. In this third installment of Dawn of War II, you decide the victor!

    A PSA on Power and You!

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    DocHaus

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    #1  Edited By DocHaus

    I've mentioned this in the guide before, but it seems that no one's bothering to read it, so I feel the need to reiterate this point in a separate forum post. If you want to stop getting your ass kicked in multiplayer, please read on.

    What is best in life?

    The power crush your enemies, see them driven before you, and to hear the lamentation of their women.

    What is power?

    Power is that bluish-looking resource that magically gives your units better tech and allows you to build vehicles. Yes, Victory Points are important to win, but if you're stuck with T1 units and the enemy has the power to roll out vehicles, you will lose those VPs in the long run.

    Build early, build often.

    Every race has their own little opening hand, true, but when you capture a power node, spend most of your requisition building it up. Once you hear your race's narrator mentioning that you've captured a power node, click on that same node and you will see an icon in the toolbox on the bottom right that indicates you can build it up for 125 requisition (that golden-looking resource). After this node has been fully built, drop as many generators as you can on that built node in the same manner (for 100 req each).

    The best part about this? The power nodes and requisition points all spread their wealth to each member of the team, so when you play team games, by helping yourself to an increased power supply, you also help your pals!

    Power down the competition

    If the opponent is any good, they will already know that they should open with substantial power reserves, so now comes the flipside of this equation. Say your forces have met in battle with those of the enemy, and your men have just emerged victorious. If you have any downtime, send one unit to cap an enemy's VP, but send the rest to destroy the enemy's power generators before they come back.

    If you attack-move your men, they will always target the main power node instead of a generator. If this generator is close enough to your territory, then go ahead and cap it for yourself. However, if the generator is closer to enemy territory, or you think you don't have enough men to hold it, then destroy the generators first. Even your T1 infantry can destroy them quite easily with enough focused fire.

    Think of the long game.

    In any good war game, you won't always have the advantage at first. The enemy may try to concentrate on capping the VPs first and you'll see some tickets disappear early on. However, while they're concentrating on the VPs, destroy their power and build your own. If you can do that, you will tech faster than them. And you will win in the end. Patience is a virtue, young grasshopper.
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    Seedofpower

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    #2  Edited By Seedofpower

    Don't forget about range and melee dynamics.

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    DocHaus

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    #3  Edited By DocHaus
    @Seedofpower: 
    I know, but this was mostly about power management. Those things will be addressed either in the guide (which is still waiting for your contribution, btw!) or another post.
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    Seedofpower

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    #4  Edited By Seedofpower
    @DocHaus:  Ok ok, ill go do that right now.

    This edit will also create new pages on Giant Bomb for:

    Beware, you are proposing to add brand new pages to the wiki along with your edits. Make sure this is what you intended. This will likely increase the time it takes for your changes to go live.

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