Warhammer 40,000: Dawn of War II – Retribution Guide

How to win The Last Stand for Warhammer 40,000: Dawn of War II - Retribution

How to win The Last Stand

Overview

How to win The Last Stand and all the secrets of “teamplay “

Why?

Why do I write this guide?
Well, I play Warhammer already for a while and especially with pleasure The Last Stand. I have seen some actions with those I wished myself to stick the head of the player in to a meat grinder, but in addition later more. This guide does contain some things you perhabs should do and some you sholdn’t.

Rules and Teamplay

General:

  • Allways, allways, allways, help you teammates
  • Kill meele adds wich attack ranges, staying next to an allie and doing nothing is bad
  • Revive allies before you finish the wave

As Farseer:

  • Only teleport your group if its necessary, teleport me away when i just called my dreadnought and I will hate you
  • Don’t cast your storm on allies

As Mek:

  • Never and i realy mean never play fallowing items in one build
    Zzap Knife, Mad Teleporta Pack and/or Juiced-Up Tellyporta. 2 of them are fine.
  • If you use Juiced-Up Tellyporta with Teleporta-Pack pay attention what you do and where you jump.

As Space Marine:

  • No Bolter
  • Pay attention where you place the Dreadnought Drop Pod and the Orbital Bombardment

As Tyrant:

  • The Devourer Cannon + Toxin Sacs are very usefull but at the Bloodied Colosseum wave 16 will
    erase you from the surface.

As Sorcerer:

  • There are only a few realy good mobs they worth it to copy. If I facepalm everytime when I saw a sorcerer who summons eache wave new minions, espacilly on the Colosseum after wave 16, I’ll have a nose like Voldemort right now.
  • Good Minions are Bloodied Coloseum:
    Wave 4: Space Marine Commander
    Wave 16: strongest doppelganger
    Anvil of Khorne
    Wave 4: Lictor
    Wave 12: Bloodcrusher
    Wave 20: Terminator/Tank
    You don’t have to copy when their apear, just when your old minion is dead.
  • Also use your summons as a shield you do not have much health and they can save your life by giving you time to gather your energy so you can sacrifice your summons to heal yourself.

As Tau:

  • Don’t jump arround like a rabbit on crack
  • Fusion Blaster is the Bolter for Tau
  • You have an Ion Battery, use it (espacilly for your teammates)
  • Anti-Armor Missles can hurt (and kill) your allies

As Necron:

  • You’re not alone, so hanging around on a spawn point and do nothing exept clearing this spawnpoint is selfish ( its for everybody but especially for necrons)
  • If you wanna play super tanky you chose the right hero, if you then play Colosseum you chose the wrong map. Nobody wants a 5 min long fight only to get the Necron doppelganger down

Final words

Originally posted by 1d4 chan-wiki:

Wise Words of Wisdom

THE CAPTURABLE POWER NODES DO NOT BRING EXTRA EXPERIENCE FOR LEVELING UP, THEY ARE SCORE MULTIPLIERS, SO UNLESS YOU ARE A “PRO” AND WANT TO GET A HIGH SCORE OR ARE ACHIEVEMENT HUNTING, DON’T EVEN BOTHER; BEFORE THINKING ABOUT IT YOU NEED TO LEARN TO PLAY AND LEVEL UP YOUR HERO, THE HIGH SCORES WILL COME ALONE BY THEMSELVES ONCE YOU HAVE MASTERED THIS GAME. (Not true, AI is programmed to take the points where they can, so simple tactic is capping them towards the end of each wave which will give you valuable breathing space at the beginning of the next)

Far more pressing and important: On Bloodied Coliseum, you can predict from where the doppelgangers are coming from: they almost invariably come from the same corner where the first group of Eldar banshees from wave 9 came from or even earlier at wave 3 where the first pair of guardian squads spawn. Or Earlier than that at level 2 where the pair of Hormagaunt squads spawn.

Because you still can’t see wich Map you will play, except the leader, the leader can write wich map he chosed so your teammembers can prepared their heros.

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