Love in times of war: questions about relations within the Imperial Guard : 40kLore
Is it fluff friendly to make an imperial army list with dark angel allies? Warhammer 40k Discord . Pandorax Campaign against chaos space marines and traitor guard. worlds view the dark angels as strictly a buisness relationship. . a billion times easier and all but with this war for you; and then having. Imperial Dating System · Timeline · Space Marines · Imperial Guard · Xenos Races A new faction was included in Winter Assault, the Imperial Guard, previously only All of the races and factions from Dawn of War (the Orks, Eldar, Chaos, and The th Cadian Regiment participated in the Imperial campaign on Lorn V. Warhammer Dawn of War is a Real-Time Strategy game by Relic Although the Imperial Guard and Space Marines factions are usually on the same side, Chaos Space Marines to the multiplayer and as antagonists in the campaign, . Their relationship with the Eldar and Orks is closer to The Usual Adversaries.
Dawn of War's interface, zoom level and controls just weren't built for battles of that scale. Yet Retribution is startlingly good — it's the best Warhammer 40K game I've ever played. Because it's not really about numbers, it's about diversity. If you played Dawn of War 2 and its first expansion Chaos Rising, you've spent upwards of 30 hours controlling some combination of the same seven units.
Retribution lets you choose between six different factions, with a total of around 70 squads, vehicles and heroes to play with. It's a massive breath of fresh air. Joy of six There are six campaigns of around eight hours each, all playable in singleplayer or co-op.
One of the six races is largely new to the game, the Imperial Guard, and they're also playable in competitive multiplayer. Then there's a new map and a new hero for Last Stand, the superb three-player cooperative survival mode Relic added to Dawn of War 2 in a free update. And if you're interested in any of these ways to play it online, there's the enormously welcome news that it now uses Steam for matchmaking and friends lists, instead of the horrific Games for Windows Live.
Frankly, the last time anyone went this nuts with an expansion was, well, Relic — with Dawn of War: These aren't six completely unique campaigns, admittedly. Play two and you'll find they have about ten of their twelve missions in common, just slightly repurposed to fit a different plot. That only really hurts the early missions: But once you do fight through them, you have enough experience points to start customising your heroes, and that's where Retribution suddenly turns around.
Dawn of War 2 was one great fight, repeated. You set up your heavy weapons in cover, snuck your scout in to snipe a prime target, tanked them with your commander, and jumpjetted your assault guys onto the enemy's strongest shooters. It was satisfying, but by and large it was the same every time. It was often the same map every time.
Retribution comes up with five new formulae, composed of the same basic elements of stealth, suppression, jumps, melee and damage types. Formulae that evolve as you decide how to upgrade each hero, what you equip them with, and how you want to use them.
Dawn of War II
It's still tactical and manually intensive — you need to move each hero individually and activate the right abilities just when you need them, preferably with hotkeys.
You can bench heroes in return for a free squad or vehicle and an increased army size limit in the field. But for most races, each hero plays such an important role that it's hard to see why anyone would. So for the most part, you slip into playing Retribution much as you did Dawn of War 2: I added a few heavy weapons squads to support my biggest gunner, and the occasional vehicle when I could afford it, then spent the rest of my money on upgrading and reviving my heroes. I mentioned the Orks earlier: He can teleport into battle, and one of his perks causes him to explode every time he does anything.
So when he teleports, he also explodes, flooring everyone. He can then turn on his force field so that incoming damage will drain energy rather than health when everyone gets back up. This causes him to explode. Damage taken to his forcefield also charges his static blast, an ability that causes him to explode. And since it is an ability, it also causes him to explode. In addition to the explosion. That part of the Ork's combat formula is a result of the way I'd specced my Nailbrain.
Each hero of each race has three stats: Those can be upgraded from zero to five, and almost every upgrade comes with some ability or perk that changes the way the hero works.
The static explosion is a perk for upgrading Nailbrain's damage to level 3. For every mission, you can either take your four heroes along and concentrate resources on buffing them to maxibuff, or your can replace them with Honor Guard that cleave closer to the units found in multiplayer, plus increase the population capacity so you can field more general units.
Also, mission rewards offer a choice between unlocking new units or unit upgrades, or simply indulging yourself in a colossal piece of loot for one of the heroes. It is entirely possible to play the campaign with just your four uber-characters and pretty much ignore building anything. It lets you pick which one you want to play, which makes the old formula make so much more sense.
It also livens up the repeat plays an awful lot; the missions might be the same, by my tactics and abilities can be quite profoundly different. At the same time, I do miss caring at a level beyond OTT war and mega-biff. While last expandalone Chaos Rising hardly deserves an entry on the videogame narrative scroll of fame, it did a pretty stand-up job of juggling loot hunger, huge fights and having a vested interest in the broad but solid archetypes that made up its core cast.
They were on the road to hell, I got the chance to viciously toy with their morality, and I had a vested interest in finding out who the style traitor in their ranks was. Here, I just want, crave more stuff, more powers, more crazy.
Imperial guard and dark angels? : Warhammer40k
Multiplayer I am, as I have always been, less excited about. Between their mighty tankitude and the lumbering meat-shield Ogryns, they have at least as much clout as any other faction.
While there are a raft of tweaks and boosts the multiplayer game at large, primarily a victory point tussle, remains fundamentally the same however; a remix of Company of Heroes with a little more micro and a lot more colour.
That it does have, to some extent, in the co-op arena mode that is Last Stand, introduced yonks ago but updated with new heroes and loot here. At this time, the Eldar force from Craftworld Ulthwe led by Farseer Taldeer appears at Crull's base and attacks it, continually launching assaults throughout the mission. When Crull gathers enough blood, the Eldar summon an Avatar of Khainea manifestation of their own God of War, to overwhelm the Chaotic forces' base.
Crull is forced to use the blood gathered to summon a Bloodthirstera powerful Greater Daemon of Khorne, and defeats the Eldar. However, Crull uses too much of the sacrificial blood summoning the Bloodthirster and is forced to gather more later.
However, he learns Gorgutz is amassing his forces near the Titan: The Chaotic forces then proceed to butcher their way through the remaining Imperials to the psychic gate, which they then open for long enough to get their men and vehicles through, before sealing it shut on the Orks.
As the Orks desperately try to breach it, Crull taunts Gorgutz with the knowledge that he only spared the Ork's life so he could fight the Imperials and Eldar, thus saving Crull the trouble of doing so: Crull remarks to Gorgutz, "You've been a good dog However, with no one to lead them, the Orks no longer pose a threat as they revert to their usual fratricidal ways. Crull and his men establish a base near the downed Titan and re-erect their sacrificial pit dedicated to the Blood God.
While fending off attacks from the last few Imperial outposts, corrupted psykers under Crull's control capture Imperial Guardsmen and bring them back to the base to be sacrificed to the Blood God. But as Crull acquires enough blood, the Necrons finally awaken: With the power of the Titan, the Necrons and surviving Imperials are annihilated.
Delighted with his victory, Crull prepares to rebuild the Titan, and then take his war across the galaxy. He vows to his troops that what will come next "is not longer war: Blood for the Blood God A desperate battle ensues between the Orks and Chaos Space Marines: Crull sneers Gorgutz won't know how to use the Titan, but Gorgutz retorts he plans to destroy it, since it's of no use to him. Mortified at this potential loss of such a powerful weapon, Crull launches a full attack on the gate, forcing his way through.
Gorgutz and the Orks establish a base near the Titan, and a brutal, three-way battle begins between the Orks, the Chaos Space Marines of the Blood Legion of Khorne and the last few Imperial survivors from the Ultramarines and the th Cadian Regiment. Several of the Titan's weapons are destroyed and the Imperials are wiped out, but the Orks keep fighting: The Orks finally fight their way to the main Chaotic base, and after they destroy Crull's army, Gorgutz and Crull face off in a final duel: Gorgutz kills Crull and cuts off the Chaos Lord's head to serve as his latest trophy, just as he had promised.
Canonical Ending Although the game has several playable endings there is a canonical ending to the game, as established by its sequel Dark Crusade. She dies in all the other factions' storylines. Warboss Gorgutz 'Ead 'Unter lives to fight another day, literally.
He can be seen in Dark Crusadeleading the Orks again. Gorgutz was forced to retreat from Lorn V by the Imperial Guard, but not before killing Lord Crull and taking his skull with him. General Lukas Alexander's regiment was ordered to pursue the Eldar across the galaxy and that "this long chase was finally over" when they faced off at Victory Bay on Kronus. Conversely, if Governor-Militant Lukas Alexander defeats the Eldar in Dark Crusade, the narrator states that his "original mission was at an end", suggesting that his original primary mission was to hunt down Farseer Taldeer for her treachery on Lorn V.
It is thus likely that the canonical ending is not just one ending but two: Taldeer escapes from Lorn V to continue her mission to stymie the awakening Necrons, much to the surprise of the Imperial Guard, who send General Lucas Alexander to question her involvement in the Lorn V conflict, thus following her to Kronus.
Gorgutz possesses the skull of Lord Crull, meaning the two finally faced off as in the final Ork mission before Gorgutz was forced to retreat and leave Lorn V. However Gorgutz was unable to reach the Titan, as Taldeer arrived at the crash site first.
However, according to the book Dawn of War: It is also mentioned that Taldeer survives the massacre, however badly wounded and taken prisoner by the Imperials.