
There is no more fiddly directional cover from DoW2 (I can't imagine having to micro 20 squads into cover before each battle) instead there is capturable cover points which work like garrisonable buildings - these can be countered by melee units, flamers or just pure firepower. The large super units are great fun when they finally come out in the late game. Unsupported elites (especially early game elites) will die quickly. The elite units are powerful and may require some balancing, but can be countered by spreading your units out to avoid AoE. Blood, gore, dismemberment, explosions, persistent wrecks and bodies all play a part in the visual spectacle. The action is truly fun and frenetic with a strong focus on unit micro. Preserving units is still important, especially in the early game, as reinforcing an existing unit is much cheaper than building a new one. DoW3 is much faster paced and units die faster than previous DoW games, though not as fast as something like Starcraft. However building placement is still important as buildings are where units reinforce, and provide other benefits like increased speed and shield regen (Eldar) or Waaagh! buffs and scrap (Orks). There has also been a return to large armies, which can get much larger than the previous games. The base buildiing is minimal (similar to DoW1) but is a welcome addition, making the game feel like a true RTS. In the campaign, 3 more races make cameo appearances (one is after the credits). Each race also has a whole slew of doctrines (upgrades which you can pick and swap before each match) which change how units work, adding new effects and sometimes entirely new abilities. Some units still have upgrades, but most of the variety is in the fact that nearly every unit has multiple active and passive abilities. The game has 3 races which are more unique and varied than in the previous games, with more units and unique mechanics. However, you won't earn skulls (more on that later). You can play any of the singleplayer content offline. The people who say that are flat out lying. Firstly I want to say that this game is NOT always-online. The My background: I bought DoW soon after release, and bought DoW2 on release. Can be upgraded with reinforced plating.My background: I bought DoW soon after release, and bought DoW2 on release. Effective against infantry, vehicles and buildings. Additional abilities include Luv da Dakka, Smoke Grenade, and the Burna Bomb. Upgrades include 'Uge Hammers, Nob Leader and the Meaner an' Greener which grants the Frenzy ability.įragile stealth ranged unit. Large Orks who do very high damage against infantry. Charge his energy by putting him near da boyz and having them shout. The Weirdboy is a long-range support unit and caster. Transports infantry units across the battlefield and allows nearby squads to reinforce. Can also be upgraded with Burnaz 'n Bitz.įast and fragile, anti-infantry vehicle. Has the Rampage ability which allows the Deff Dread to move faster. Capable of using the Rokkit Barrage ability to rain rockets down upon their foes. Can also bombard units from a distance with Stikkbombz. Can be upgraded with Impoved Rokkit Packs which allow the use of Bommaboys. Good at closing quickly and forcing ranged units into melee combat. a lot.Īssault troops equipped with jump packs. Loota are gitz what collect big gunz, and then shoots them.

Can also be upgraded with a Nob Leader for greater durability. Can be upgraded with Burnas and with a Nob Leader to unlock the Swamp 'Em ability.Ĭan be upgraded with the Big Shoota which grants the Aiming? Wotz Dat? ability. Tough melee troops equipped with a Choppa and Slugga. They also can enhance troops with their technology. Excels at supporting infantry with his abilities or by building turrets and Waaagh! Banners. Mekboys are responsible for maintaining the machinery that the Orks use. The Kommando is a stealth expert that ambushes his prey.

The largest and most powerful Ork, he excels at melee combat.
