Dawn Of War Imperial Guard Units
Sisters of Battle. Canoness Selena Agna - This unit has a high amount of hit points - which is typical of units of this kind - and also quite good melee and ranged attack. This unit also boosts the faith/morale of units it stands close to. It may join squads. There are available upgrades of hit points and special abilities for this unit.
Warhammer 40,000: Dawn of War – Winter Assault | |
---|---|
Developer(s) | Relic Entertainment |
Publisher(s) | |
Producer(s) | Jonathan Dowdeswell |
Designer(s) | Andrew Chambers |
Programmer(s) | Dominic Mathieu |
Artist(s) | Andy Lang Roland Longpre |
Composer(s) | Inon Zur |
Series | Warhammer 40,000 |
Platform(s) | Microsoft Windows |
Release | September 23, 2005 |
Genre(s) | Real-time strategy |
Mode(s) | Single-player, multiplayer |
Warhammer 40,000: Dawn of War – Winter Assault is the first expansion to Warhammer 40,000: Dawn of War for the PC developed by Relic Entertainment and published by THQ.[1] Based on Games Workshop's tabletop wargame, Warhammer 40,000, Dawn of War: Winter Assault was released on September 23, 2005. Some time after its initial release, Winter Assault and Dawn of War were coupled together in a double pack which featured some art on a fold out cover, an Ork with a flamethrower, or a group of Imperial Guard tanks lined up for attack.
- 1Expansion features
Expansion features[edit]
Imperial Guard[edit]
A new faction was included, the Imperial Guard, with some units previously available in certain single player missions of Dawn of War.
The Imperial Guard specializes in defense and attrition warfare, and therefore has the strongest defensive structures of all the factions in the game, as well as garrisonable production structures and a tunnel network between them, allowing stealthy transfer of troops. Their infantry tends to be of lower quality than that of their opponents in terms of weapons, armor, and morale, due to Guardsmen being regular humans. However, the Imperial Guard makes up for this with a range of powerful armoured vehicles, such as the Leman Russ and the Baneblade, as well as the Sentinel walkers, which until the Dark Crusade expansion were the only vehicular unit in the game which could uncapture strategic points. Also, uniquely, the Imperial Guard features not a single primary hero but a Command Squad staffed by a General and up to four secondary heroes, as well as up to 13 stand-alone secondary heroes, 8 out of which are Commissars or Priests that are much more effective when attached to squads (e.g. a Commissar helps to combat morale problems).
New campaign[edit]
There are two new single player campaigns, both of which involve each faction attempting to recover a lost Imperator-Class Imperial Titan. All races from Dawn of War (Orks, Eldar, Chaos, and Space Marines) are available in addition to the new Imperial Guard, with each race trying to find and gain control of the Titan for their own reasons. Although the Titan as a whole is not controllable, its weapon systems can be used to assist in the destruction of the Necrons, who make a cameo in the final mission for each faction. In this campaign at the beginning the player has a choice to either go with 'Disorder', personified by the Orks and Chaos Space Marines, or with 'Order', which comprises the Eldar and Imperial Guard with the odd appearance by the Space Marines.
Other changes[edit]
Many of the units available in Dawn of War were simplified, reduced or limited for the Winter Assault expansion. For example, Space Marine Predator tanks were limited to carrying anti-tank weapons while Chaos Predators were limited to anti-personnel weapons. In the original Dawn of War game both sides could upgrade their tanks from anti-personnel to anti-tank (Destructor pattern and Annihilator pattern respectively). Likewise the Land Raider was limited to one per player but in turn had greatly increased durability.
Limitations were also applied to the Orks, who lost most of their upgrade choices and became limited in their weapon choices. The Eldar had their 'hard counters' removed, meaning that specialized units such as Dark Reapers were no longer as prominently effective against heavy infantry. Some units, including most of the Ork army, also lost the ability to use grenades. The Chaos Space Marines also lost the ability to upgrade to any heavy weapons other than the heavy bolter and plasma gun.
Plot[edit]
Warhammer 40k Dawn Of War Imperial Guard Units
Further reading[edit]
- 'Index Astartes – Blood Ravens'. White Dwarf: Australian Edition (298). November 2004. ISSN0265-8712.
- The same information can be found in 'Index Astartes – Blood Ravens'. White Dwarf: UK Edition (305). ISSN0265-8712.
- Goto, Cassern (2004). Dawn of War. Nottingham: Black Library. ISBN1-84416-152-8.
- Goto, Cassern (2005). Dawn of War: Ascension. Nottingham: Black Library. ISBN1-84416-285-0.
References[edit]
- ^Yip, Aaron (October 2005), 'Warhammer 40,000: Winter Assault', GameAxis, Hardware Zone Pte Ltd. (26): 8–9.
External links[edit]
- Warhammer 40,000: Dawn of War – Winter Assault at MobyGames
With the immense number of troops available to the Guard, their fighting power tends to add up and may crush the strongest of foes. The Guardsmen can simply overwhelm the enemy – if it fails, they can get more men and attack again. It is said that if the Space Marines, who, in contrast, are fewer than Imperial planets, are the Imperium's scalpel, then the Imperial Guard is the hammer.
HistoryEdit
Imperial ArmyEdit
The origins of the Imperial Guard go back to the Great Crusade, the 200-year expansion war in the 30th millennium when the Emperor of Man was reuniting mankind. Although the Emperor had his early Space Marine Legions to spearhead his invasion, the Astartes had not the numbers to claim and hold it all. Thus a larger force was needed to garrison conquered worlds, build massive sieges, and the like. This force was called the Imperial Army.The earliest precursor of the Guard was formed on Terra itself during the homeworld's Unification Wars by preserving some of the older military units (even though battlefields were dominated by early Space Marines). When new worlds were conquered, troops would be recruited from the population of each world; originally for defending against other invaders and to prevent rebellions. However, when the Imperium expanded, these armies were soon needed on the front as well. This was the founding of the Imperial Army, at that time placed under the command of the Space Marine Legions.When the Horus Heresy struck and nine Space Marine Legions turned traitor, some of the Imperial Army units continued following orders from the Traitor Legions, turning on the loyalist army in civil war. Some ambitious commanders ignored the conflict altogether and set out to build their private empires.
Imperial GuardEdit
After the civil war and the retreat of the Traitor Legions – along with a number of Traitor Regiments – the Imperial Army was reorganized, much like the Space Marine Legions. Steps were taken to decrease the power of individual officers in case of future traitors. The navy was separated from the army, so that army officers could no longer command transportation for ground troops. Thus two new forces were created; the Imperial Guard and the Imperial Navy.Excluding the lack of an integrated naval force, the Imperial Guard works much the same way as the old Imperial Army. Troops are still recruited from Imperial worlds and either assigned in the Planetary Defence Force or sent wherever needed.
OrganizationEdit
The RegimentsEdit
Imperial Guard troops are organized into largely autonomous Regiments. These are composed of troops recruited at the same time from the same world, commanded by their own officers and supported by their own non-combat personnel. Once a Regiment is formed and sent away, it is usually not reinforced. If it takes many casualties, it may be merged with another crippled Regiment, or it may be completely destroyed. Either way, Regiments are not intended to be permanent; once one is used up, the Imperium can always create more.There is no standard template for an Imperial Guard Regiment. As the population level, industrial capacity, military tradition and other factors make each world unique, so are their Regiments. There is variance in the size, equipment, training and command structure. A densely populated jungle world will naturally produce a different kind of army than a sparsely populated ice world.
Command hierarchyEdit
Although there is variance, the Regiment is usually commanded by a Colonel. Majors, Captains and Lieutenants act as intermediary officers while Sergeants lead combat squads. A battlegroup formed of several Regiments is commanded by a General. From here, it is a complex path with many steps up to the highest level of command: the Departmento Munitorum, which is led by three of the High Lords of Terra – the Chancellor of the Estate Imperium, the Master of the Administratum and the Lord Commander Militant of the Imperial Guard.Notable RegimentsEdit
- Cadian 412th (Dawn of War: Winter Assault)
- 1st Kronus (Dawn of War: Dark Crusade)
- 252nd Kauravan Conservator (Dawn of War: Soulstorm)
- 85th Vendoland (Dawn of War II, Dawn of War II: Chaos Rising)
- House Vandis (Dawn of War II: Chaos Rising)
See alsoEdit
- Dawn of War/Imperial Guard -- the Imperial Guard faction in Dawn of War
- Winter Assault/Imperial Guard -- the Imperial Guard faction in Dawn of War: Winter Assault
- Dark Crusade/Imperial Guard -- the Imperial Guard faction in Dawn of War: Dark Crusade
- Soulstorm/Imperial Guard -- the Imperial Guard faction in Dawn of War: Soulstorm
- Dawn of War II/Imperial Guard -- the Imperial Guard faction in Dawn of War II and Dawn of War II: Chaos Rising
- Retribution/Imperial Guard -- the Imperial Guard faction in Dawn of War II: Retribution
GalleryEdit
ReferencesEdit
- Cruddace, Robin.Warhammer 40,000. Codex: Imperial Guard. Nottingham: Games Workshop, 2008. Print.