Warhammer 40,000: Dark Crusade
- October 11, 2006 16:13 PM PST
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Usually, expansion packs don't offer much beyond a few unit additions and extra levels. It's sort of like adding fries to your hamburger: it's a great accompaniment but it lacks substance.
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PROTIP: Imperial Guard Heavy Weapon Teams can plow through enemy units, but they need to be defended by infantry escorts or they will be vulnerable while on the move.
Once in a blue moon that trend is broken and an expansion pack is released that's just as filling as the original. Dark Crusade, Relic's second expansion to Warhammer 40,000: Dawn of War, is an ambitious follow-up that not only adds two new playable races and additional units but an entirely redesigned single-player campaign mode to boot.
Welcome To The Party, Pal
The addition to two entirely new races--the Tau and Necron--is perhaps the most important feature in Dark Crusade. Unlike the Imperial Guard faction, which was added in the Winter Assault expansion, the Tau and the Necron are far more mobile in their approach, both having several units that can teleport or jetpack across the futuristic battlefields.
PROTIP: Taking out an awakened Monolith is no easy task. If you have to tackle one, use a relic unit to deal with it.
There isn't much incentive for turtling with these new races, a fact that holds especially true for the Tau, who rely heavily on hit-and-run attacks. Made up of largely elite and expensive units, the Tau attacks are spearheaded by devastating ranged attackers such as the Fire Warriors and XV8 Crisis Battlesuit. While strong at range, melee units for the Tau are almost pitiful; aside from their Kroot allies, the Tau have little in the way of defense against those enemies that can get close enough to use power-swords and the like.
The Necron on the other hand are far more measured in their movements. While they build up slowly, the Necron can eventually bring overwhelming power to bear if given enough time and room to breath. The Necrons start slowly but they gradually increase in speed as they "reawaken." After taking a requisition node, Necron players can build units and structures slightly faster than other factions. The Necrons also feature a completely new economy structure: they don't require requisition points at all, relying solely on power to create units and structures.
PROTIP: Several provinces offer particularly good advantages such as the ability to attack twice in one turn. Be sure to attack those first.
PROTIP: Upgrade the Tau Commander with additional weapons as soon as possible to give him a boost in battle.
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