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Along with its specific damage, range and rate of fire info, each weapon (both melee and ranged) in the ''Dawn of War II'' series belongs to a Weapon Family. There are two considerations of importance regarding a weapon's weapon family. The first is its accuracy (chance to hit) against the target's Size category, and the second is the family's damage type against the target's Armor Type (already described in the Armor Types section).
 
Along with its specific damage, range and rate of fire info, each weapon (both melee and ranged) in the ''Dawn of War II'' series belongs to a Weapon Family. There are two considerations of importance regarding a weapon's weapon family. The first is its accuracy (chance to hit) against the target's Size category, and the second is the family's damage type against the target's Armor Type (already described in the Armor Types section).
   
Weapon families that represent heavy and cumbersome anti-vehicle weapons have a very low chance of hitting smaller creatures and infantry models (of Tiny or Small size). Though they would cause massive damage on a hit, the chance to hit infantry can be as low as 5%, or even 1%. Despite this unwieldy nature, they are able to consistently hit vehicles and buildings (Large or Huge size categories), and in fact are the only weapons that have a Damage Type that can impart full damage to the vehicle Armor Types of these targets.
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Weapon families that represent heavy and cumbersome anti-vehicle weapons have a very low chance of hitting smaller creatures and infantry models (of Tiny or Small size). Though they would cause massive damage, the chance to hit infantry can be as low as 5% or even 1%. Despite their unwieldy nature, they are able to consistently hit vehicles and buildings (Large or Huge size categories), and in fact are the only weapons that have a Damage Type that can cause full damage to the vehicle Armor Types of these targets.
   
Meanwhile, weapon families that represent anti-personnel small arms can consistently hit infantry targets, and obviously have no trouble hitting larger vehicles and buildings either. However, due to their Damage Type, they only cause insignificant scratch damage to vehicle and building Armor Types.
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Meanwhile, small arms can consistently hit infantry targets, and obviously have no trouble hitting larger vehicles either. However, due to their Damage Type, they only cause insignificant scratch damage to vehicle and building Armor Types.
   
As a somewhat over-generalized conceptual summary: small arms can hit everything, but can only really hurt infantry. Anti-tank weapons can seriously hurt anything they hit, but can only consistently hit vehicles.
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As a somewhat over-generalized summary, small arms can hit everything, but can only really hurt infantry. Anti-tank weapons can seriously hurt anything they hit, but can only realistically hit vehicles.
   
As there are over 40 weapon families in the game, referring directly to the corresponding page for specific info is necessary to fully evaluate the effectiveness of each weapon family against a target of a given Size and Armor Type, but the generalized logic described above holds true in ''most'' cases.
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As there are over 40 weapon families in the game, referring directly to the corresponding page for specific info is necessary to fully evaluate the efficiency of each family against a target of a given size and armour type, but the generalized logic described above holds true in ''most'' cases.
   
 
==Melee Skill==
 
==Melee Skill==
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The skill comparison is especially important in the case of opposing units that start off with equal skill (for example Assault Marines vs Howling Banshees, both with 70); an advantage of being just one Experience level ahead (and therefore 1 point more melee skill) can tip the balance of a fight even further than the level bonus to health/damage might suggest.
 
The skill comparison is especially important in the case of opposing units that start off with equal skill (for example Assault Marines vs Howling Banshees, both with 70); an advantage of being just one Experience level ahead (and therefore 1 point more melee skill) can tip the balance of a fight even further than the level bonus to health/damage might suggest.
   
A moving model has its Melee Skill reduced by 2 points. While this only slightly increases susceptibility to special attacks for already overmatched models, it can allow a slightly underskilled model to tie, and grant a small chance of pulling off a special attack on a moving enemy trying to slip past. This -2 penalty does ''not'' apply to models that are performing "Charging" movement (a special movement state when a model is running towards an enemy to engage it in melee, with a recognizable animation).
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A moving model has its Melee Skill reduced by 2 points. While this only slightly increases susceptibility to special attacks for already overmatched models, it can allow a slightly underskilled model to tie, and grant a small chance of pulling off a special attack on a moving enemy trying to slip past. This -2 penalty does ''not'' apply to models that are in "Charging" mode (a movement state when a model is moving toward an enemy to engage in melee).
   
 
Certain upgrades and triggered temporary abilities also increase a unit's melee skill.
 
Certain upgrades and triggered temporary abilities also increase a unit's melee skill.
   
The actual special attacks vary depending on the specific attacking unit. While they generally inflict varying amounts of extra damage, the additional effect differs. One type of unit might have a short ranged weapon sweep in a full 360 degree circle, while there are other units that perform a further-reaching front-facing knockback hit. Some units even have more than one special attack, that will be selected at random. Ranged specialist units often do not have a special attack at all.
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The actual special attacks vary depending on the specific attacking unit. While they generally inflict varying amounts of extra damage, the additional effect differs. One type of unit might have a broad weapon sweep, while there are other units that perform a front-facing knockback hit. Some units even have more than one special attack, that will be selected at random. Ranged specialist units often do not have a special attack at all.
   
 
Knockback from melee special attacks all fall under the "Weapon knockback" category (as opposed to "Ability knockback") and therefore do not affect Retreating units, Terminators, and the like.
 
Knockback from melee special attacks all fall under the "Weapon knockback" category (as opposed to "Ability knockback") and therefore do not affect Retreating units, Terminators, and the like.
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Certain units – generally close-combat squads but also all heroes (even ranged heroes) – have a passive "[[Retribution/Melee Resistance Aura|melee resistance aura]]" ability that causes the unit to receive reduced (-40%) melee damage. This is important to know in order to predict how a fight involving these units will turn out. Generally these units have high melee damage, and with the melee damage resistance, it is often better to avoid close combat and shoot them down instead – they still take full ranged damage.
 
Certain units – generally close-combat squads but also all heroes (even ranged heroes) – have a passive "[[Retribution/Melee Resistance Aura|melee resistance aura]]" ability that causes the unit to receive reduced (-40%) melee damage. This is important to know in order to predict how a fight involving these units will turn out. Generally these units have high melee damage, and with the melee damage resistance, it is often better to avoid close combat and shoot them down instead – they still take full ranged damage.
   
A notable exception to melee resistance being limited to melee specialists are [[Retribution/Scout Squad|Scouts]], [[Retribution/Tactical Marine Squad|Tactical Marines]] and [[Retribution/Chaos Space Marines (unit)|Chaos Space Marines]], who have melee resistance, in spite of being primarily ranged units.
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A notable exception to melee resistance being limited to melee specialists are [[Retribution/Scout Squad|Scouts]], [[Retribution/Tactical Marine Squad|Tactical Marines]] and [[Retribution/Chaos Space Marines (unit)|Chaos Space Marines]], who have the aura in spite of being primarily ranged units.
   
 
==Experience==
 
==Experience==
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Most units gain experience points through killing enemy units and reviving allied commanders. Experience points grant veterancy levels, which award bonuses such as improved health and damage. Some specific abilities such as [[Retribution/Tyranids|Tyranid]] synapse auras and the [[Retribution/Apothecary|Apothecary]]'s healing abilities improve with veterancy levels. Regular units have 4 levels, while heroes have 10.
 
Most units gain experience points through killing enemy units and reviving allied commanders. Experience points grant veterancy levels, which award bonuses such as improved health and damage. Some specific abilities such as [[Retribution/Tyranids|Tyranid]] synapse auras and the [[Retribution/Apothecary|Apothecary]]'s healing abilities improve with veterancy levels. Regular units have 4 levels, while heroes have 10.
   
Each model in the game has a designated XP value granted to enemies that kill it. When the model is killed, this XP value is spread out to all units that did damage to it. In addition, squads that gain experience share it to all friendly squads within a radius of 55 length-units (for comparison, the sight radius for most models is 40 length-units). These squads will receive 40% of the XP that the original unit gained.
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Each model in the game has a designated XP value. When the model is killed, this XP value is spread out to all units that did damage to it. In addition, units that gain experience share it to all friendly units within a 55 radius (the sight radius for most units is 40). These units gain 40% of the XP that the original unit gained.
   
Every unit requires 500 XP per level, and the progress to attaining the next level is visible as a bar on the status display that fills up with blue from left to right.
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Every unit requires 500 XP per level. Leveling up grants various general bonuses listed below (values are rounded approximations and in comparison to base stats).
 
Leveling up grants various general bonuses listed below (values are rounded approximations and in comparison to base stats).
 
   
 
* '''Level 1''' (0 XP): Base stats
 
* '''Level 1''' (0 XP): Base stats
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