Warhammer 40,000: Dawn of War Winter Assault (Insane Mode) FAQ/Walkthrough Version 1.00 Copyright 2004 Wood Elf E-Mail - [email protected] First Site: www.GameFAQs.com E-mail me suggestions or corrections. ------------------------ Legal Info ------------------------ This may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. ------------------------ Quicksearch Note: You can use the Find command (Ctrl+F) to quickly find the part you need. ========================================= 1.00 Order Walkthrough 1.1 No Retreat! (NR!) 1.2 Hold the Line! (HTL!) 1.3 Between a Stone and an Axe (BaSaaA) 1.4 Final Journey 1.41 Imperial Gaurd (FJ1) 1.42 Eldar (FJ2) 1.51 Titan of the Emperor (TOTE) 1.52 Ancestral Powers (APR!) 2.00 Disorder Walkthrough 2.1 Gather the Clans (GTC) 2.2 Hunter! (HNT!) 2.3 Blood for the Blood God! (BFTBG!) 2.4 Keep your Enemies Closer 2.41 Chaos (KYEC1) 2.42 Orks (KYEC2) 2.51 Titan of Khorne (TOK) 2.52 Tropies (TRPI) 3.00 Imperial Gaurd 3.1 Imperial Gaurd Units 4.00 Versions 5.00 Credits and Thanks 6.00 FAQs ========================================= ______________________ / \_________________ | 1.0 Order Walkthrough \ \________________________________________/ 1.1 Mission 1 - No Retreat! (NR!) "Under the valiant General Sturnn, the Imperial Gaurd have entered orbit around the ice-world Lorn V. Their goal is simple; they must retrieve a powerful war-machine called a Titan that was left behind when Chaos Marines conquered the planet from the local Imperial garrison. If Sturnn's planetfall beachhead is to succeed, his forces must seize control of a defense fortress currently in the hands of Chaos. Fortunately, the Imperial Gaurd possesses the iron will see this undoubtedly brutal battle through to its bloody end." -------------------- Cadian 412th Command; Establish a foothold Sercure Local Area Build a Field Command Build a turret Build a Tactica Command Build an Infantry Command Move Reinforcements forward Take out the Artillery Take the Fortress Breach the outer gates (The two gates near your base) Breach the Inner Gates (Two more gates more towards the Chaos base) Breach the Inner Sanctum Breach the Blood Gate Secondary Assault Capture Hellhound Command Capture Sentinel Command Halt the Raptor Raids -------------------- Ulthwe Command; The Blood Gate Bring forth Reinforcements Move via Webway Gates Destroy Thermal Plasma Generators Kill the Sorcerer -------------------- Command Squad Suggestion: You can either make him go solo so there are no penalties if you want to delete him for a fully healed one, or equip him with other leaders to help him out. I suggest Psyker and Priest at first, then get a Commissar and another Psyker. I normally kill him early on then once I get the Uncomman Valor I start training other commanders. Starting Units; 1 Commander Squad 1 Commissar 7 Groups of 9 Imperial Gaurdsman Walkthrough: After the movie showing Valkyries bombing Cultist squad, you will gain controll of Command Squad, Commissar and 9 Imperial Gaurd squads. Attach the Commissar to one of the squads and head to the north towards a strategic point. Watch out because there is a Heavy Bolter there that can really hurt your Imperial Gaurd. To avoid deaths, use your Commander Squad as a meat shield since if he dies, he will respawn with no penalties. While your attacking the Heavy Bolter, start capturing the strategic point with one of your squads. Once the bolter turret is destroyed, move your army to the other nearby strategic point. There will also be a bolter turret there so make your Commander Squad be your meat shield once again. Again start capturing the strategic point with a squad while attacking the bolter. By now, your Commander Squad will be hurt so you can kill him with delete and get a fully healed one. Though you shouldn't do it if you hired any members like Psykers, Priests or Commissors. Take all of your guys besides the ones capturing the strategic point and head to one of the doors. Each door is gaurded by a Cultist squad. I suggest you only destroy one since you can defend one easier than two (I take the right one). Once both strategic points are captured, a Field Command and two Techpriest Enginseer will arrive. The Field Command will be quickly built in a few seconds. Once the Field Command is built, send one of the them to build a Infantry Command and the other to build the Listening Posts on the strategic points (starting with the one near the destroyed gate). Also start training two Commissars and attach them to two of your squads. Start a Tactica Command once the Infantry Command is done. Also start upgrading your Listening Posts once they're built. Some Chaos Marines and Cultists may pay you a visit from the destroyed gate. Once all the previously mentioned buildings are complete, start building a Plasma Generator. Start upgrading your Field Command to Battle Command. Start researching Battle Armor and Death before Dishonar. Once Battle Command is finished, start on Satalite Targeting Resolution, Will of the Emperor and Weapon Specialization. Also research Escalate Engagement Research and if you want to start Improved Power Grid Research (I suggest doing it later when you have more spare RR. Start adding Sergants to your squad as well as improved weapons. I normally get 1 Grenade Launcher and 2 Plasma Guns. Also if you haven't yet, start building your third Techpriest Enginseer. All of this costs quite a bit of energy, so build another Plasma generator and get Improved Power Grid if you haven't when you can spare the RR. Leave one of them at your base while the other 2 go along with your troops outside of your base. Capture the strategic point right outside of your base and cap it off with a Listening Post and upgrade it with Fortified Position ASAP. Don't start destroying the second gate quite yet. Instead capture the strategic point to the east first. Note: You can attack some of the Chaos base through the mountain area if you want. Not many buildings can be hit this way but it does save time later in the game. There will be a Cultist squad and Chaos Temple near the strategic point you need to take out. While attacking once again send one of your squads to capture the strategic point. Once it's captured, you will gain control of 2 Hellhounds as well as a Mechanized Command. You can build a third Hellhound if you want to but I suggest no. Be sure to cap it off with a Listening Post before you leave. It may be a good idea to build a turret a bit west of your new strategic point because they can often attack there. Be sure to be fully equipped by now. Start heading backwards towards your base and start destroying the other first gate. There will be a Defiler near the second gate there, but otherwise do the same routine as the previous area. Capture the first strategic point, cap it off but instead of using a bolter turret place one or two of your Hellhounds there to defend it. Also build a second bolter turret near your first turret. Continue west for a second Mechanized Command along with 2 Sentinels. It will be gaurded by 2 bolter turrets and a Chaos Temple. Cap the strategic point near the Mechanized Command and I like to build 2 more Sentinels and have them as fire support for your main troops. Note: While doing all of this, alot of Chaos Raptor squads attacked me so be carefull. Once again, you will be able to destroy a building or two in the Chaos base. Once you finish destroying the second gate, start heading towards the middle of the map where a Chaos base is. There will be many squads so be sure to have fully equiped squads. Use your Sentinels to take down buildings while your troopers cover them from infantry. While all of this is happening, there still will be Chaos Raptor raids on your Listening Posts so be sure to watch them carefully. Also when this is happening, be sure to use your Sentinels or Imperial Gaurd to remove the ownership of the strategic points from the Chaos forces. Search for any Chaos Temples you may have missed and be sure they are destroyed. There are one to the north east of both the Mechanized Command and the Chaos base. Once your sure everything has been destroyed and all the strategic points have been capped off, fully equippde, fully repaired, destroy one of the final gates. All of the Heavy Bolter Turrets will now be under your control, which helps very much in defense. I suggest you send a Techpriest Enginseer near the bolter turrets in case they get damaged. There will be many Chaos forces on the other side of the gate, so be ready. Once you destroy all of the Chaos forces in the area, capture the two strategic points and cap them off and upgrade them. Once that is done, move all your troops back away from any bombardment from enemy Defilers. Then send in your Hellhounds and/or Sentinels to the gate and just let them chip away at the gates 10k health bar. Once it goes so low, a cut-scene will appear. It will basicly say that the gate is tained by the Warp and if they do not break it soon, they will lose the battle. Now you switch to the Eldar ------------------------------ Starting Units; 1 Farseer Order the Farseer into the Webway Gate. Go to the top right webway and click the Strike Force button and order the Farseer out of the webway. There are only Cultists here, not much trouble at all. Once the generator is destroyed, enter the webway gate and exit through the top left one. This time there will be some Possessed Squads there, so it will be harder to kill but still easy. In the final area there will be some Cultists there, along with some Chaos Space Marines. Enter the webway once again and exit through the newest webway gate. Once out, be carefull because there are multiple Defilers there that can deal alot of harm if you attack them. They will leave you alone if you do the same to them. Just kill the normal Chaos forces and head towards the objective marker where the Sorcerer is at. While attacking him, be sure to use all of the Farseer's abilities. Now you switch to the Imperial Gaurd ------------------------------ Now reselect the hotkeys for your troops. Be sure to make sure you are fully equipped and fully repaired before heading towards the remaining Chaos's base. Be sure to bring your Sentinels to attack the Defilers to reduce deaths of your Imperial Gaurd. While trying to reach the Defilers, a few Chaos Space Marine squads will attack but they pose little threat to fully equiped army. ============================== ------------------------------ ============================== 1.2 Level 2 - Hold the Line! (HTL!) "The Imperials under General Sturnn have taken the defense fortress and begun construction of an immense Psychic Shield to protect the Titan. Unfortunately, Chaos Space Marines shot down the Thunderhawk transporting the Titan's crew as well as their bodygaurd detail consisting of Space Marine Chaplain Varnus and his hardened Ultramarines. General Sturnn must launch a rescue attempt behind enemy lines of the crew and Ultramarines, but his thoughts are troubled by the mysterious, sinister force that saved his men in their last battle." -------------------- Cadian 412th Command; Reach the Field Command Capture the Infantry Command Move troops forwards Capture the Turrets Reinforce the Ultramarines Destroy the Chaos Base Secondary Imperial Machinery Repair Chimeras Repair Sentinels -------------------- Ulthwe Command; Destroy the Ork Artillery Lure First Ork army Lure Second Ork army Lure Third Ork army -------------------- Suggestion: Keep a fully equipped squad or two inside your command center or any other building ready to be deployed in base a building that is not well gaurded or near your main army is under attack. Build the squad when you have enough resources, don't build them right away since they don't attack untill mid- level. Starting Units; 1 Commander Squad 1 Commissar 4 Squads of 9 Imperial Gaurdsman Walkthrough: Once you start, attach your Commissar to one of your squads and go to the east and take out the nearby Shoota Boy squad. Then start capturing nearby strategic point. Once it's captured, it will explain how you can move your troops around sort of like webway gates. Once the explanation is done a squad of Stormboyz will come over. Once they are killed, move to the other Infantry Command and head towards the nearby strategic point. There will be a few Shoota Boy squads to take care of near the strategic point. While killing them, capture the strategic point. Once it's captured, you gain control of the nearby defensive buildings. This goes throughout the map, if you control a strategic point you will gain the nearby defensive structures. So always be sure to capture them quickly. Now head toward the objective marker. Once again there will be some Shoota Boys there to take care of. Start capturing the strategic point there and continue south east where you will encounter more orks. Once you have captured the strategic point you will be able to build Techpriest Enginseers. Start building Listening Posts and the rest of the regular buildings. For now just keep working on upgrading your technology and reinforcing your troops. While this is happening, there will be Cultist, Chaos and Ork squads that will keep coming to attack you from the south east of your Field Command so keep your troops positioned there. Once your troops are fully equipped and ready, start moving more to the south east towards a Chaos base. Build a bolter turret or two at the strategic point to the south east of your base since Orks will attack it. Also your first strategic point can be attacked so be watchfull for that one too. The base itself shouldn't be much a problem since they send nearly all of your troops to attack your base down the same pathway you take to reach them. Once you have razed their base, start capturing the strategic point to gain a Infantry Command and two Heavy Bolter Turrets. The Infantry command will be used as quick transportation. Enter it and send your troops to the other Infantry Command a bit to the north west. Start capturing both of the the strategic points nearby. Once it's captured, expect alot of Chaos forces to attack you. Be sure to have your Techpriest Enginseer repair the Heavy Bolter Turrets that will most likely be damaged. Once the area is sercured, head north west and skip the strategic point to the north east. Keep pushing forward through the valley area. Capture the strategic points along the way to gain buildings on the other side of the valley. You don't have to use the buildings to reach there, you can climb up a cliff after the second strategic point. Go up the cliff and clear it of all orks. Send a squad to capture the two strategic points on the cliff. Send the rest of your troops to the north west strategic point where a Mechanized Command is. Once you capture the cliffs they will provide fire support so you don't really need to worry about mop up of the squads. Send your Mechpriest Enginseers to repair the Chimeras there. Once they have been repaired, the Mechanized Command will change ownership to you. Be sure you have enough Chimeras to carry all of your troops and order them inside of them. Once you reach the other side of the valley near the walkway, unload your troops and open fire on anything shooting at you. Since the turrets where firing at your Chimeras before your troops, they will continue to be fired upon. You will most likely lose them, but they work as a good meat shield in the mean time. There is a Looted Leman Russ Tank that can be trouble for your troops. Capture the strategic points on the cliff. Continue on the pathway. There will be a few ork squads, and a Waaagh! Banner to. Capture the strategic point nearby to get the Infantry Command. Again follow the pathway, but this time it leads to a cut-scene saying you cannot continue with the ork artillery in the way. Now you switch to the Eldar ------------------------------ Starting Units; 1 Farseer 1 Group of 1 Ranger 2 Groups of 9 Howling Banshee 2 Groups of 5 Dark Reaper Once you start, reinforce your Ranger squad and start research on both Banshee and Reaper Aspect Stone. Once that is done, add a Exarch to both Banshees and Reaper. You should be able to build another squad of your choice. Head to the objective marker on your map. At the objective marker is 2 Waaarg! towers, Pile O Gunz and a Da Mek Shop to deal with as well as ork squads. Once the generator has been destroyed, the Killa Kans will move towards the destroyed generator. Run to your base before they reach you. Once your back at your base, head out of your base through the south west base. Continue south west towards the next Bigga Generator. There's only 2 squads there, so it will be easier than the last one. Now head back to your base again because Killa Kans will run towards the generator again. Go up to the area a bit west of your base. Continue this pathway towards the first generator. Once you see a fork in the road towards the objective marker, take it. Order your troops to head towards the objective marker. Once there, destroy all orks in the area and then take out the Bigga Generator. Now quickly move back to the area where the fork is. Once the Killa Kans have moved to the generator, take the same path they did to get there. Head to the objective marker where the Ork's base and artillery are located. Keep your troops back and use Eldrich Storm. Once the storm is done, send your troops into the fight. Be sure to target each vehicle with all your troops, then the next and the next. This will make your loses alot less. Now you switch to the Imperial Gaurd ------------------------------ Joy! You got Basalisks now. They are the Imperial Gaurd's artillery, and they have huge range. Regroup your troops, and be sure to hotkey your Basalisks. Start by bombarding the edge of the cliff near the second strategic point. There are many heavy bolter turrets there, this helps later on. While you're bombarding the turrets, continue moving forward with your army. By the time you reach where you were bombarding, you should have destroyed 2 bolter turrets. Start bombarding the remaining bolter turrets near the second strategic point. Order your troops to move towards the second closest strategic point to your Basalisks. There is a Mechanized Command and a few Sentinels as well. Before you can train vehicles, you have to repair the Sentinels there. You can either kill your Basalisks for Sentinels so you have quick movement and firepower. Or you can keep your Basalisks and use them to slowly destroy bolter turrets ahead. I like the Sentinel way myself. Now it's time to finish the level. Head towards the Ultramarines. Between them and you however is a big Chaos base, with many bolter turrets as well. I just charged in there Sentinel first. This way they took the bulk of the damage. I took out the missile turrets first, then the bolter so the Sentinels would last longer. Once the bulk of thebolter turrets are destroyed, it's easy to finish the cleanup of Chaos base. ============================== ------------------------------ ============================== 1.3 Mission 3 - Between a Stone and an Axe (BaSaaA) "The Eldar, secret participents in the struggle on Lorn V and silent saviors of the Imperial Gaurd, are close to their mysterious objective. Quitely maneuvering between the armies of Imperials, Orks and Chaos, the Eldar pursue a vital objective seemingly far more important than the Titan. Now, all that stands before them and the succsess is the largest Ork WAAAGH! they have ever seen. The Eldar must sneak through the main force of Orks, and remain undetected. Should they fail, they will fall under under the sheer number of their adversaries." -------------------- Ulthwe Command; Forward Progress Eliminate the Ork Boss (Time Limit) Build a new Webway Gate Use the Relocate Ability Build another Webway Gate Use the Relocate Ability once again -------------------- Cadian 412th Command; An Alliance of Convenience Defend the Eldar Base Hold the Line! -------------------- Starting Units; 1 Farseer 1 Group of 1 Seer Council 3 Groups of 8 Rangers Walkthrough: Once the cut-scene is over, notice the time limit on the right hand of the screen. You have to kill the Ork Boss before it runs out. Right away start Wargear: Enhanced Optics, Wargear: Reinforced Armor and Imbue: Fortune right away at your Soul Shrine. Start reinforcing your Seer Council, they will be your only melee unit besides your Far Seer. Start capturing the strategic point inside of your base with one of your Ranger squads. Now select your Bonesinger and teleport him to the strategic point to the south east and wait. With the rest of your troops, start moving towards Big Mek. Along the way there will be Ork squads that will not create much trouble for you. Your Seer Council squad can take any of them, and your Ranger will reduce their morale. It will be easy to take out the Ork Boss. Once destroyed, an Ork swarm will start toward you. Order your Bonesinger to use Teleport to the new objective marker on the map and start a Webway Gate there. Once the gateway is ready, order your buildings to relocate that. Once the buildings are completly relocated, enter the webway and go to your new base. Teleport your Bonesinger once again and start a Webway gate there. Once the Relocate ability can be used again, do it quickly. While waiting, move your troops a bit north west of your buildings because that's where Stormboyz will keep coming to attack you. Once the Relocation timer is up, the steel door the Orks were attacking gets destroyed and more Orks will come to attack. Once again when the buildings are done enter the webway and exit this area. A cut-scene happens where the Imperial Gaurd have spotted you. The Eldar actually call them for help! They agree even though neither trusts each other. Now you switch to the Imperial Gaurd ------------------------------ Note: Keep upgrading everything. Be sure to build Listening Posts and a Plasma Generator and get the resource upgrades. Just use what ever troops you want, have fun on this map. Starting Units; 1 Commander Squad 1 Commissar 2 Groups of 8 Kirskin 2 Groups of 9 Imperial Gaurdsman 1 Hellhound 2 Sentinels 1 Techpriest Enginseer Now you can build and research anything you want finally. Once you gain control send your Karskin squad to the Eldar base and use your Imperial Gaurd squads to capture the strategic points in your base. Bring the 2 Sentinels and your Hellhound along as well. The Hellhound is very good at this point taking out infantry. Once your Imperial Gaurd is finished capturing, bring them along to the Eldar base as well. After a few rounds of Orks, some vehicles will come in. Use your Sentinels to take them out quickly. Now just keep defending wave after wave untill the timer in done. Once that is done, retreat to your base and start a defense. You may want to place some mines and Heavy Bolter Turrets for some support when the orks come. Repair any damaged vehicles and reinforce any squads, then move where your bolter turrets are and wait. Remember that you have Air Strike on your Command Squad. It will be very effective to any clump of enemy squads. The first wave comes front on and shouldn't pose that much trouble. The second wave comes from the south east from some Stormboyz. Third wave is from the front and has some vehicle backup. The fourth is from the front again, there are vehicles again so use your Sentinels to defeat them. The next wave comes from the front again and thankfully there are no vehicles. The next wave you are not so lucky, there will be 2 tanks to deal with... AND a Squiggoth! Just hold out untill reinforcements come. Once they do, you get 3 Imperial Gaurd squads, and a Runeblade! Runeblades are nearly invincable, they can take HUGE amounts of damage. Order it to take the Squiggoth. With the Squiggoth focused on the Runeblade, it will be easy to take it down (Easy is a relative term). Because of the reinforcements, the enemy will no longer send in waves of attacks for a little while. Once you finish with the Squiggoth, the level ends. A cut-scene will appear explaining that the Necrons are approaching, and the Eldar are trying to stop them. ============================== ------------------------------ ============================== 1.41 Mission 4 - Final Journey (FJ1) "The Imperials and the Eldar have struck an uneasy alliance, but it teeters under their weight of their mutual distrust. Both have their objectives, and both know their objective will cost them their alliance. Such is war, however. The Imperials must escort the Titan's crew convoy safely through the Psychic Shield while the Eldar hope to accomplish the same with their Soul Stone of their Webway Assembly. Unfourtunately, only one this can win the day, and both belive they hold greater stakes in the matter." -------------------- Cadian 412th Command; Deliver the Titan Crew Escort Convoy to the Gate Capture the Control Building Defend the final approach Secondary; Clear the Path Use the Call convoy Ability Escort convoy to the Gate Open the Outer Gates Open the Median Gates Open the Inner Gates -------------------- Imperial Gaurd Note: The Land Raider will move by itself on a specific pathway, so if you want to upgrade your men or reinforce them, use the Call convoy ability and it will move toward your Commander Squad. Command Squad Note: You can get Air Strike on this map. Since your Force Commander will be basicly your only melee unit, he will get damaged alot. So before he dies, be sure to use Air Strike. Starting Troops; 1 Commander Squad 3 Groups of 8 Imperial Gaurdsmen 3 Sentinels (1 is in the Valkryie) 3 Techpriest Enginseer (1 is in the Valkyrie) Walkthrough: Once you start, get the extra Techpriest Enginseer and Sentinel from the landed Valkyrie. Start toward the chaos outpost to the north east. Don't send in your Imperial Gaurd just yet, target the closest bolter turret with your Sentinels so your Imperial Gaurdsmen are safe. Once destroyed, start targeting the Chaos temple with your Sentinels and the chaos infantry with your gaurdsman. Keep chipping away the chaos soldiers while your Sentinels take out the rest of the bolter turrets to the south east of outpost. Once both are destroyed, start capturing the strategic point with one of your squads. Send your Force Commander to the Field Command. Right away start uprading it to a Battefield Command and start research in your Tactica Command. There will be chaos soldiers nearby, so use the rest of your troops to mop up the area (Watch out for the Chaos Lord). Build a few Plasma Generators with your RR. Start upgrading your troops with special weapons and leaders. Once the listening post is captured, cap it off quickly. While all of this is happening, the convoy will most likely be attacked as well. The convoy will most likely start moving by itself, call it to your Commander Squad while your upgrading your troops and buildings. When you get an upgrade or two, head to the south of your base and destroy the chaos base there. Keep an eye on possible Ork attacks and the convoy. Be sure to repair it when ever you have a chance. Just keep pushing forward into the chaos base. It will take a long while to finish it off. Once you get a Field Command, I suggest you replace some of your troops with more durable ones like Kirskins. Be sure you're maxed out on both infantry cap and vehicle cap. Use your infantry to many take infantry, and Plasma Guns on them for heavy infantry. I like to use Sentinels for fire support on both vehicles and buildings. Once again, it will take a long while to keep pushing forward through the chaos base since about 80% of the bottum left of the map is a huge chaos base. Once the base is destroyed, let the convoy reach the gates. Once there, you need to defend them when wave after wave of enemies that keeps coming. You have to wait for a NPC squad to capture the strategic point near the gate for it to open. Quicly run into the newly opened gate. A huge bunch of orks will most likely be after you, so this is a great time to use Airstrike at the gate entrance. Now you have to move forward, while defending the convoy. Huge amounts of orks will constantly attack, so keep a close on on your troops. Bring an Imperial Gaurd squad along with the convoy. I find it good to set your defense at the second gate. The convoy can take care of itself if you put on a defense at the second gate. There will be a Infantry Command and Tactica Control that you can take control of south east of the gate. There is also another Infantry Command, Mechanized Command and a Plasma Generator to the south east of other buildings. There's also a Relic there. If you get more than one Mechanized Command, I suggest you start pumping out as many Leman Russ Tanks, they can hold their own very well against any of the ork units. When the convoy reaches the gate, you need to capture the Critical Point. Once that happens, you have to defend the convoy untill it reachs the objective marker that is nearby. ============================== ------------------------------ ============================== 1.42 Mission 5 - Final Journey (FJ2) "The Imperials and the Eldar have struck an uneasy alliance, but it teeters under their weight of their mutual distrust. Both have their objectives, and both know their objective will cost them their alliance. Such is war, however. The Imperials must escort the Titan's crew convoy safely through the Psychic Shield while the Eldar hope to accomplish the same with their Soul Stone of their Webway Assembly. Unfourtunately, only one this can win the day, and both belive they hold greater stakes in the matter." -------------------- Ulthwe Command; Deliver the Soul Stone Scout the Shield Entrance Destroy the Generators Secondary; Relocate to the Plataeu Relocate to the Strategic Point -------------------- Starting Units; 1 Farseer 1 Group of 1 Seer Council 2 Groups of 6 Gaurdians 1 Group of 7 Gaurdians 1 Falcon Grav Tank 1 Bonesinger Walkthrough: Start by reinforcing your squads and build a few more Bonesingers. Start on an Aspect Portal, Plasma Generators and two Soul Shrines. Start researching upgrades at your Soul Shrine while you build a Support Portal. Move your troops to the north east where the objective marker is at. Target the Basalisk because it will cause the most trouble for your troops. Once it's destroyed, attack the Imperial Gaurd and Infantry Command. ============================== ------------------------------ ============================== 1.51 Mission 5 - Titan of the Emperor (TOTE) "The Titan crew is in place and bringing the great war-machine online. General Sturnn has led the Imperial Gaurd well, but he now faces his greatest challange and races against time to ready the Titan. The Eldar warned him of a great threat called the Necrons, a cold, heartless species bent on destroying all life in their path. But with the Titan theirs and the will of the Imperials unbroken, General Sturnn to face the new menace with head held high and his arsenal blazing. The Imperial Gaurd will win the day so long as he breathes." -------------------- Titan! Defend the Base Power the Titan Defeat the Necrons Secondary; Secure Generator Sites Repair Mars Pattern Command -------------------- Starting Units; 1 Chaplain 1 Commander Squad 2 Groups of 10 Imperial Gaurdsman (Leader, +2 Plasma Guns, +1 Grenade Launcher) 1 Group of Karskin (Leader) 1 Sentinel 2 Techpriest Enginseer Necron Note: They only come when you have finished the fourth generator. Do not build it untill you are ready. Walkthrough: At the start, order every squad you have to capture a strategic point. You have two Space Marine squads on top of your Imperial Gaurdsmen that can also capture. There's a total of five strategic points and a relic that needs to be captured. Start building a third Techpriest Enginseer right away, and que up Regimental Command as well. Work on building a Tactica Command and two Thermo Plasma Generators with your Techpriest Enginseers. Continue capturing the rest of the strategic points and cap them off when your done with the other buildings. Start on Satallite Targeting Resolution and Weapon Specialization. Start on Escalate Engagement Research and Strengthen Power Grid as soon as you can. Keep working on capturing, building and fully upgrading Listening Posts on every strategic point. Groups of both Chaos and Orks will attack your outposts, so be sure to watch carefully while they are being upgraded. Be sure to research Basalisk Deop at your Mechanized Command. Get all three Basalisks built. Start moving to the Mars Pattern Command with your main troops. Provide any fire support with your Basalisks. Work on more Infantry and Mechanized Commands to increase your squad cap. Start on Full Scale War when your second Mechanized Command is built. With your spare Techpriest Enginseers, build Heavy Bolter Turrets near the strategic points and Slag Deposits. Once you reach the Mars Pattern Command, you will gain control of the Leman Russ Tanks there and a Mechanized Command. Send a Techpriest Enginseer to repair it. Once it's fully repaired, you will gain control of a Baneblade. Put some of your troops to defend the Mars Pattern Command for now. Continue building a line of bolter turrets at your base. Build enough Infantry and Mechanized Command to cap your max squad number. Upgrade everything you can, such as all the quarters at Infantry Command and depos at Mechanized Command. Build a third Thermo Plasma Generator and wait. Before the big part of the level begins, replace any of your units with stronger ones you want to. Once you're ready, build the final three generators. Once you finish the fourth, the Necrons will appear and attack. They will easily destroy the other bases. They will destroy you too if you do not finish all six of the generators. Once they are online, some of the outer guns will be avalible to use. Hotkey theses guns for quicker targeting. You have to wait for the Necron Monoliths to become in range of the Titan's weapons. It will take two direct hits of a Titan's gun to destroy the Monolith. Once the final Monolith is destroy, you win. ============================== ------------------------------ ============================== 1.52 Mission 5 - Titan of the Emperor (APR!) "Fate promises no victory but Farseer Taldeer has weathered the combined storm of the Imperials, Orks and Chaos to face her greatest challange and her greatest fear. The Necrons are coming, and if Taldeer does not stop their current advance here, on Lorn V, the Necrons will consume billions of lives. While the Farseer's vaunted warriors quietly prepare for the battle, she herself is restless; victory will not be easy this day. The battle will require great sacrifice, and Farseer Taldeer is unsure of the day's full implication... win or lose." -------------------- Banish the Necrons Summon the Avatar Use the Soul Stone Entomb the Titan Webway Assembly Must Survive Secondary; Secure Generator Sites Repair Mars Pattern Command -------------------- Starting Units; 1 Farseer 1 Group of 3 Seer Council 1 Group of 5 Gaurdians 1 Wraithlord 1 Fire Prism 1 Group of 4 Fire Dragons 1 Bonesinger Walkthrough: Capture both the relic to the north and the strategic point to the south west. Do not try to get any other strategic points since they are gaurded by Imperial Gaurd. Que up all of the Bonesingers you can. Start on all of the Aspect Stones at both Aspect and Support Portals. Start to work on two Soul Shrines, a fourth Plasma Generator and some more Webway Gates. Very quickly the first Necron Monolith will appear. Start right away on Mobilize War Research with one of your Soul and any research you want with the other one. Continue on Webway Gates to increase your max squad caps with your Bonesingers. Cap the relic with a listening post and start Escalate Engagement research and upgrade it afterwords. About the time Mobilize War Research is complete, you will be able to use your Soul Stone. It will kill any enemy in a single hit. Target the Monolith. Once the Monolith is destroyed, you will have to do a mop up on the Necron Warriors. Let the Imperial Gaurd deal with them. Start work on Annahilate The Enemy Research. When the last of the Necron Warriors have been killed, more Monoliths will arive. To defeat these, you will have to capture the Titan's weapons. To do so, you will need to move your Bonesinger near a Titan weapon and wait untill you capture it. You can only capture one at a time, and it takes a full minute untill you capture it. Start on the Titan piece to the east of your base. I was able to start working on Fire Prisms and an Avatar. Get four Fire Prisms and four Wraithlords. Seperate your infantry from your vehicles. Send your infantry to the east Titan parts while your vehicles take out the northern Titan parts. Target the Monaliths as quick as you can with the Titan's weapons. It will take several hits to destroy one. Start capturing the first Titan weapon to the north of your base. Soon you will get a cut-scene where Farseer Taldeer visits General Sturnn. They start an uneasy alliance with each other. Now the Imperial Gaurd will not attack you, they will serve as fodder for the Necrons. Continue capturing the Titan's weapons. Once you get three of the weapons, you will quickly win the battle. ______________________ / \_________________ | 2.0 Chaos Walkthrough \ \________________________________________/ 2.1 Mission 1 - Gather the Clans (GTC) "While the Orks on Lorn V number many, they lack the unity to defeat the occupying force of Chaos Space Marines. These fell warriors squeeze Lorn V in their bloody grip, and the scattered Orks are losing ground, one clan at a time. But now, an Ork Warboss named Gorgutz is beating Chaos at every turn uniting more Orks under his banner. Gorgutz is now ready to take on and take over one of the biggest Ork Clans on the planet, drawing all the Orks together in a mighty WAAAGH! and crush all in his path." -------------------- Objectives; Gather the Clans Destroy the Headcrushaz Banner Destroy the Rokkit Rangaz Banner Destroy the Kwik Mekz Banner Destroy the Burna Boyz Banner Destroy the Squiggoth Base Gate's Power Generators Free the Squiggoth Trainer Capture the Squiggoths Destroy the Chaos Forces Destroy the Chaos Machine Pit Destroy the Chaos Headquarters Secondary; Capture the Critical Location Capture All Strategic Points -------------------- Starting Units; 1 Warboss 1 Group of 6 Slugga Boy Walkthrough: Start by going east which is where the first Ork base is. Inside the base is the Headcrushaz, to gain control of all of their units, destroy the banner. Do not attack anything else besides the banner, because if you damage or kill anything, you gain control of the damaged/killed unit. You gain a resource boost from capturing their base as well as all their units. Start by reinforcing any damaged units and capturing the strategic point. Now build several WAAAGH! Towers to increase your Ork Resource. Once your Ork squads are fully reinforced, head to the south east towards the Rokkit Rangaz base. Once again purely focus on their banner to gain full control of their base. Again start capturing the strategic point and reinforce any damaged units. Since you have a Pile O' Gunz!, add a Nob Leader to all of your Slugga Boy squads. Once ready, start moving to the Critical Location. There may be a group of Slugga Boys there, but they won't pose any threat. Capture the Critical Location when it's clear. You can choose either to take the Burna Boyz out, or the Kwik Mekz out first. The Burna Boys are to the north west, where the Kwik Mekz are to the south east. I said it before, and I will say it again, take only the banner out. This time since you have Tank Bustaz, it's alot easier. I like to take the Burna Boyz first. The Burna Boyz have some Slugga squads that have Burnas. I personally like to kill them and build some Shoota Boyz. You should have one squad from defeating them. Fully reinforce them, add a Nob Leader and Big Shootas. Head back to the Critical Location with your troops. After you capture all four of the outer Ork clans, you will now take on the final Ork clan. Before you can reach it however, you need to destroy some of the Bigga Generators to open the gate into their base. Build some more Wartraks in the Kwik Mekz Banner. Begin research with More Dakka Research too. Move all of your troops besides your Wartraks to the gate. You are able to attack the Bigga Generators by taking a pathway a bit south east of the gate. Once you destroy six of them the other three will be automaticly destroyed. Start charging into their base. This time there is no banner, so it's time to show the power of your WAAAGH!. There are some Killa Kans in there, take them out with your Wartrak and Tank Bustaz. Destroy the nearby Prison Gate where a Mad Dok is trapped. Once he is free, you need to head further inside their base towards the Squiggoths. To capture them, simply destroy their base and move your Mad Dok near them to get them. Your final objective is to destroy the nearby Chaos base. Put your Squiggoths in the front and follow with the rest of your troops. It is very easy with such a large army and two Squiggoths. There is no trouble, this part is simply a mop up. ============================== ------------------------------ ============================== 2.2 Level 2 - Hunter! (HNT!) "Gorgutz now leads the largest of the Ork Clans and dreams of embroiling all of Lorn V's Orks in a mighty WAAAGH! under his banner. With the hope of gathering even more boyz, Gorgutz's Mek have cobbled together a Rokkit Shuttle allowing him to travel to the far reaches with ease. That is, of course, if the Rokkit remains in the air... Meanwhile, Chaos Lord Crull, leader of the Chaos Space Marines of Lorn V revels in the possability of bloodshed and salavates for an oppertunity to face this new Warboss Gorgutz. He is about to get his chance." -------------------- Blood Legion of Khorne; Crush the WAAAGH! Destroy the Power Source Secondary; Protect the Temple Summon Khorne Beserkers Destroy the Warboss's Power Base Find the Ork Stronghold -------------------- Clan Gorgutz; Crush the Humies! Destroy the Barracks Rally the Boyz Destroy the Humie Base -------------------- Starting Units; 1 Chaos Lord 1 Group of 8 Chaos Space Marines 1 Possible Space Marine Squad 1 Group of 10 Cultists 1 Defiler Walkthrough: At the start you need to push forward with your troops towards the Gorgutz. Start building some Heratics, upgrade all of the Listening Posts you own and upgrade at the armory as well. Build two more Plasma Generator. Also start on upgrading your Desecrated Stronghold to a Desecrated Fortress. Send your Cultist squad to the Slag Deposit. After a while, Gorgutz will retreat away to another part of the map. Build a Sacrificial Circle and train a Sorcerer once the Desecrated Fortress is complete. Start training some Horror Squads. Get to work on researching Strengthen Power Grid and Escalate Engagament. Order your Defiler to the south east part of the map. The first time they attack one of the temples, it will be the north one. There will only be a few squads of Slugga Boys. Go near the temple and use the Summon Beserkers ability. Once you've got them, move all of your available units to the north west of the map, Gorgutz will appear from there. Your Defiler should have reached an Ork base at the eastern part of the map. Teleport all of your Horror Squads to the Ork base and raze it with both Horror Squads and Defilers. Send a Heratic or two to your Defiler to repair it. Once you defeat the Ork base, you will finish two objectives. Continue to the Slag Deposit. There are quite a few squads there, so be sure to have your Defiler in front for a meat shield. Only focus on the Ork squads, don't attack the Bigga Generator. If you deal damage to the Bigga Generator, two Wartrak will appear but they will pose no threat with your troops. When the Bigga Generator is destroyed, the Ork Warboss Gorgutz will appear in the middle of the map. Attack him with all of your troops. Many Ork squads will appear and will start attacking your buildings. Gorgutz will keep moving around so keep an eye on him. Using Chains of Tourment on him is a good idea since he won't be able to escape. A cut scene will appear. Now you switch to the Orks -------------------- Starting Units; 1 Warboss 2 Groups of 3 Shoota Boyz When you start, go a bit north to gain control of a Wartrak. It will be able remove all moral from the nearby Imperial Gaurd squad. Start destroying the Infantry Command once the Imperial Gaurdsmen are dead. Once the Infantry Command is destroyed, some Valkeryies drop some more Imperial Gaurdsmen. Go south east where a Valkyrie is landed. There will be some gaurdsmen there as well. And a bit south there is a squad of Kirskin and a Chimera which posses the most threat. Order your Warboss to melee attack them. There will be two more Chimeras to the south east, and both have a Kirskin squad inside of them. When you reach the Sewer Pipe nearby, you will get another Ork squad. Be very carefull, if you just send your Warboss out the Kirskin squads will mainly focus on your new squad. A little north east of the two Chimeras there is a Da Boyz Hut that you can gain control of. Once you have built enough troops, move out to the north east. There is another Infantry Command there. Focus only on the Infantry Command other wise reinforcements for the Imperial Gaurd will not stop. Once the Infantry COmmand is destroyed, start moving towards the objective marker. You can reach it by moving down the nearby ramp. Be sure to watch your flank, Chaos forces can come up the other ramp to reach you. On the way to the Imperial Gaurd's outpost, you will gain control of a Leman Russ Tank. Use it to target the Basalisks there. This part is very hard since all of the Basalisks and bolter turrets hurt alot. Once all of the buildings Imperial Gaurdsmen buildings in the area are destroyed, you win. ============================== ------------------------------ ============================== 2.3 Mission 3 - Final Journey (FJ1) "With the surprissing arival of the Imperial Gaurd, and the discovery of a fallen Titan, Chaos Lord Crull has begun his obsession to possess this powerful war-machine. Dispite his innate distrust of Sorcerers and their vile magics, he will use them to gather enough sacrificial blood to corrupt the Titan for his own designs. Meanwhile, Warboss Gorgutz WAAAGH! grows in scale with every battle, as does the Ork's lust for heads to add to his collection. He earns the moniker, Warboss Gorgutz 'Ead 'Unter, and for his first prize, he is eyeing the Imperial General, Sturnn." -------------------- Clan Gorgutz; Kill General Sturnn -------------------- Blood Legion of Khorne; Sercure Blood Pit Capture Strategic Points Build a Turret Build a Machine Pit Explore the Imperial Base Fill the Blood Pit Capture Gaurdsman Sacrifice Gaurdsman Destroy the Avatar Possess Your Sorcerer Kill the Avatar -------------------- Starting Units; 1 Warboss 1 Group of 1 Mega Armored Nobz Squad 3 Groups of 5 Slugga Boyz 3 Groups of 5 Nob Squad 2 Groups of 5 Shoota Boyz 4 Killakans 3 Wartrak Walkthrough: Start by grouping all of your units. I like to put all the infantry in a group, a Killakan group and a Watrak group. Start by charging first with your Killa Kans and your Warboss. They can be used as meat shields for this part of the map. Make your infantry target theirs. Killakans work good against anything, but Hellhounds are key targets for them. Focus your Wartraks on their Sentinels. I like to focus solely on one cornor at the start. I normally choose the north east one. Keep working on the boarders to reach their command where General Sturnn. Focus all of your firepower on Sturnn. He's easy to kill with your Killakans along with the rest of your troops. Of course you can simply rush them with all of your troops head on. Two key things are to reinforce when you get the Ork resource. And the other is to target their troops smartly. Use your Killakans for Hellhounds and Wartraks for Sentinels ect. Note: If you just charged for the base, the remaining Imperial Gaurd buildings will remain after you kill Sturnn. Now you switch to the Chaos Space Marines -------------------- Starting Units; 2 Groups of 9 Chaos Space Marine 1 Group of 5 Cultist Squad 3 Chaos Predator 2 Heratics 1 Chaos Lord 1 Chaos Sorcerer With your starting units, you will be able to capture three of the four nearby strategic points. Cap all four of them with Listening Posts to complete the first objective. Build some Plasma Generators, a Machine Pit and an Armory. Upgrade your squad max for infantry and vehicles at your Desecrated Stronghold. If you started capturing the south west strategic point right away, a little after you're done a group of Orks will attack. Another thing to upgrade is the Command Veteran Upgrade and Symbol of Chaos at your Sacrifical Pit. Because you have a Desecrated Stronghold already, you can research Strengthen Power Grid and Escalate Engagament. Upgrade your Listening Posts to Heavily Fortified Positions when you can. Chaos Lord Crull will comment about the Cultist's ability to use Infiltration for scouting. Soon the Eldar will attack your base. They are mainly Gaurdians with a squad of Fire Dragons with them. Take out the Fire Dragons first since they will cause the most damage for your base. One of your objectives is to build a turret. The north is where I was attacked the most by the Eldar, so you may want to build it there. You may want to do a mop up of the Imperial Gaurds base to the north west. Move your chaos infantry to capture the strategic point to the south east of your base. Cap the strategic point off and defend it while it's being upgraded. Note: You can skip this part if you want. I think you should start building a squad or two of Possesed Space Marines. Once your army is ready, head to the strategic points on the left side of the map where an Imperial Gaurd oupost is at. There are both Ogryns and Imperial Gaurdsmen there. Your Possessed Space Marines can take care of the Ogryns while your normal Space Marines can take care of the Imperial Gaurd. As long as you have one group of Possessed Space Marines, it should be easy to take them out. Capture both strategic points there and cap them off. Head south east to the strategic point, it should be unguarded. Continue to the south east where an Ork base is at. It may have just been me, but nearly all of the buildings were not built. Capture the strategic point at the ork base. Only move your Predators to the south east. There will be Imperial Gaurd vehicles like Basalisk and Leman Russ Tanks along with Imperial Gaurdsmen. Make your Predators only focus on Leman Russ Tanks and Basalisks while your chaos troops attack their Imperial Gaurdsmen. Note: Start here if you wanted to skip the area. Seperate your Chaos Lord Crull and your Sorcerer. Bring both of them to the objective marker where the Imperial Gaurdsman base is at. Use the Sorcerer's new ability "Capture Gaurdsman". Once you use it on a Gaurdsman squad, it will follow you. Move your Sorcerer to the Blood Pit. If any enemy Gaurdsmen follow, use Lord Crull or one of your squads to defeat them. Now keep rounding up the Imperial Gaurdsmans squads and brining them to the Blood Pit. Once the Blood Pit is filled, the Eldar will start an all out attack. They also have brought an Avatar along with them. Enemies will continuisly spawn near the Avatar and attack your base. Order your Sorcerer into the Blood Pit. It will take a while for him to get possessed. Get all of your troops to the south west strategic point, this is where they come from. Most of them are Gaurdians with a few other squad types. After a few minutes, your Sorcerer will become a Blood Thirster. To kill the Avatar, move your Bloodthirster to the Avatar and hit the "Kill Avatar" ability. If your close enough, you will kill it. ============================== ------------------------------ ============================== 2.41 Mission 4 - Keep your Enemies Closer (KYEC1) "The Imperial Gaurd, desperate to repair the Titan, surrounds it with a powerfull psycic shield to forstall it's capture. Lord Crull grows more impatient and desperate to possess the Titan. He commits his forces to capturing the war-machine while Gorgutz enters the fray in search of battle, blood and more heads to add to his collect. With the unexpected involvment of the Eldar, however, it swiftly becomes obvious that the Titan is a prized promised for only one winner, while the losers can expect an early grave." -------------------- Blood Legion of Khorne; Breache the Psycic Shield Destroy the Convoy Capture the Control Building -------------------- Starting Units; 1 Chaos Lord 2 Horror Squads 1 Chaos Space Marines 1 Possessed Squad Walkthrough: Start by building some Heratics since you start with none. Also start capturing the nearby strategic point and cap it as soon as you can. Build an Armory and some more Plasma Generators. Start upgrading your Desecrated Stronghold to a Desecrated Fortress. Head to the north east, there will be a Kirskin squad and a bolter turret. Once destroyed, move your Horror Squads to the north east, there will be a Hellhound there gaurding a bolter turret. Use Lord Crull as a meat shield. Go a bit south east and attack the Listening Post, it will be gaurded by an Ogryn squad. Your Possessed squad should be able to take care of them. While doing that, start on a Sacrifical Circle and a Machine Pit. Upgrade at your Sacrifical Circle and start upgrading your Desecrated Fortress to a Desecrated Monastary. Start capturing the strategic point where the Ogryn squads where at. Around now the convoy will be near there, so be careful. I like to build a Defiler and continue towards the Imperial Gaurds base to the north west. Use your Horror Squads to target their Sentinels, your infantry for their Imperial Gaurd. Use your Defiler as bombardment at the start, but once the Sentinels are destroyed, use them to melee the buildings. Capture all three strategic points in the Imperial Gaurd area. Then move to the other strategic point near the first one you captured. Then continue to the strategic point to the north east of the Imperial Gaurd's base. Now is the biggest part of the level, getting to the end of the road. Continue moving forward with your troops. I like to use Possessed squads, Chaos Space Marines squads, Horror squads, Defilers and Predators. I don't really know what else to say than continue towards the objective marker. Get there before the convoy. Your Predators can take down it by itself, but having some Horror Squads or Defilers help too. Once you clear the area around the Critical Location, there will be both Imperial Gaurd and Eldar forces all ready and waiting for a big battle. Retreat and repair your units, reinforce and build replacements. Once you're ready, get ready to attack the Psycic Gate. ============================== ------------------------------ ============================== 2.42 Mission 4 - Keep your Enemies Closer (KYEC2) "The Imperial Gaurd, desperate to repair the Titan, surrounds it with a powerfull psycic shield to forstall it's capture. Lord Crull grows more impatient and desperate to possess the Titan. He commits his forces to capturing the war-machine while Gorgutz enters the fray in search of battle, blood and more heads to add to his collect. With the unexpected involvment of the Eldar, however, it swiftly becomes obvious that the Titan is a prized promised for only one winner, while the losers can expect an early grave." -------------------- Gorgutz Clan; Breache the Psycic Shield Destroy the Convoy Capture the Control Building -------------------- Starting Units; 1 Warboss 2 Groups of 8 Shoota Boyz 2 Groups of 8 Nob Squads 2 Wartrak Heratic Note: Use Forced Labor to quickly build everything so you can spend more time on playing the Orks. Walkthrough: Start by building five Heratics, then switch to the Orks. Build four Gretchin Squads and start researching More Choppy Research, 'Eavy Boy Armor Research and Blastier research. Switch back to Chaos Order all of your Heratics to build an Armory. Suicide all of your infantry to reduce your infantry used count. Start upgrading your Desecrated Stronghold to a Desecrated Fortress when your Armor is complete. Also add Squad Cap Research to your que. Switch back to Orks. Reinforce all of your Gretchin Squads and start capturing both of the nearby strategic points with your squads. Once you've reinforced enough on your Gretchin squads, upgrade your Settlement to an Orky Fortress. Order three of your Gretchin Squads to each build a WAAGH! Tower. Order the other Gretchin squad to start on a Plasma Generator. Finally start work on a Slugga Boy squad. Start building two more Watraks at your Da Mek Shop. Start on Strengthen Power Grid research on your prebuilt generator. Order your Gretchins to build another Generator and Listening Posts on both of your strategic points. Research Kustim Gadgitz and start training on a Big Mek. Switch to Chaos and start building three Sacrifical Circles. Order them all to start working on Horror Squads. Switch back to the Orks. Star training a Slugga Boyz Squad who will be the one to capture the strategic points. Move your army to the north east and take the strategic point from the Eldar. The goal is to take it out before it has the chance to move to the third base location. Move your troops to the south east where the first Eldar base is located at. Take that base out too and use your Slugga Boyz to capture the strategic point there. It's time to push towards the second Eldar base where the nearby Slag Deposit is. There will be some Warp Spiders there along with a Wraithlord. Use your Commander Units and your Watrak to attack the Wraithlord while the rest of your units take out the Warp Spiders. Continue on the pathway to reach the Eldar base. There will be a fork in the road, one going north west while the other goes south east. Take the southern pathway. There will be a Fire Prism between you and the Eldar base. He will be easy to take out with your Big Mek's Tank Zzzaaapppa. Without a Fire Prism, there will only be regular troops there. Keep slowing moving forward with your troops and take out the Webway Assembly before it can make a jump. Mop up the entire area and capture every strategic point nearby. Build Listening Posts on them and build a Bigga Generator on the Slag Deposit. Be sure to start capturing the Relic nearby too. If you haven't already, start on Extra Vehicle Armor. The Eldar will come to attack you from near the Relic, so build a few WAAAGH! Towers there. Once your defenses are all built up, start working on any Ork squads or vehicles you want. Once you're ready, head out towards the entrance of the Psycic Gate. The Farseer Taldeer will be there, along with a army of both Eldar and Imperial Gaurd. The Eldar has Fire Dragons, Howling Banshees and Dark Reapers and an Avatar! The Imperial Gaurd have Karskin and Imperial Gaurdsmen squads. Also some Ultramarines will drop in to try kill you. Once you kill all the enemies in the area, you will win the level. ============================== ------------------------------ ============================== 2.51 Mission 5 - Titan of Khorne (TOK) "His victory seemingly assured, Lord Crull breaches the Imperial Psycic Shield and prepares to take the Titan itself. Unfortunately, his Sorcerers lost much sacrifical blood when they raised the dreaded Bloodthirster to defeat the Eldar's god-incarnate... the Avatar. Now, the Chaos Lord's forces must procure more blood for the final ritual that will bring the Titan under their dominion. And while Lord Crull dreams of his tyrannical march across the galaxy, a new event is about to unfold, one that threatens to unravel everything Crull has achieved." -------------------- Blood Legion of Khorne; Claim the Titan for Khorne Sacrifice the Gaurdsmen Capture the Titan Pieces Destroy the Monoliths Chaos HQ Must Survive -------------------- Starting Units; 1 Chaos Lord 1 Psyker 2 Groups of 6 Chaos Space Marines (Leader) 1 Group of 4 Khorne Beserkers 1 Group of 5 Horror Squads 1 Heratic Walkthrough: I really don't have much to say on this level. I found it very easy. Just go to the objective markers on the map and use the Capture Gaurdsman ability your Psyker has. Once under your control, bring them to the Blood Pit. The Necrons will appear after a while. Once the Blood Pit is filled, use the Possess Titan Piece ability your Sorcerer has. ============================== ------------------------------ ============================== 2.52 Mission 5 - Tropies (TRPI) "The Ork avalance continues with a magnificent roar. Warboss Gorgutz's mound of heads grow larger with each battle, and each victory the number of of worthy skulks worth of obtaining grows smaller. The last head for the Warboss to clain rests on Chaos Lord Crull's neck. To rule the day and collect the pearl of Lorn V, Gorgutz will lure Crull into a battle that he cannot win... At least if the Warboss has anything to say in the matter." -------------------- Blood Legion of Khorne; Trophies Damage Guns of the Titan Dominatus Reach Crull and Challange Him to a Duel Defeat the Necrons Finish the Duel with Crull Secondary; Attack the Imperial Gaurd Outposts Destroy Titan Guns to Spite Crull -------------------- Starting Units; 1 Chaos Lord 1 Psyker 2 Groups of 6 Chaos Space Marines (Leader) 1 Group of 4 Khorne Beserkers 1 Group of 5 Horror Squads 1 Heratic Walkthrough: Start by capturing both strategic points in the base as well as the relic. Reinforce both of your Gretchin squads and start to work on multiple Generators and Listening Posts when the strategic points are captured. The best place to build your WAAAGH! Towers is next to your strategic points. Imperial Gaurdsmen squads will periodicly attack you so the WAAAGH! Towers can prove cover. Start on one or two Shoota Boyz squads and a Pile O' Gunz. Move all of your troops to the north east of your base to an Imperial outpost. Use both your Warboss and your Wartrak to target the Infantry Command to prevent reinforcements. Be sure to capture the strategic point. Continue doing research at your Pile O' Gunz and upgrade your Settlement to an Orky Fort. I like to get three groups of Nob Squads and three groups of Shoota Boyz squads. For vehicles, I go for Watraks to destroy the enemies morale. Continue building your army and upgrades while you start to the other outpost. Take the second outpost the same way as the first one. When you finish building and upgrading your army, head north towards the first Titan gun. The first gun will have an Infantry Command, Imperial Gaurdsmen, an Ogryn squad and 2 Leman Russ Tanks. Use your Big Mek to disable one of them while a group or two of Nob Squads with Power Claw destroy them. Target the Infantry command with your Wartraks. Use your Warboss, Shoota Boyz and Watraks to take out the infantry. After you deal so much damage to the one of the Titan's guns, Lord Crull will appear and you will get an objective to challange him to a duel, head out to it. When you reach it, the Necrons will appear. They will be easily destroyed with your Nob Squads if they have Power Claws equipped. Use the rest of your troops to take out the Necron Warriors. Once you destroy the first Monolith, a second one will appear to the near the right side of the map. This second one will be easier to destroy since there are no Chaos forces nearby. Soon a third one will appear to the west of your base. You can use the Killakans and Looted Tanks that arrived to severly damage the third Monolith while your troops are dealing with the second one. Once you can, move the bulk of your army to the final Monolith and destroy it. There's one final thing to do, get Chaos Lord Crull's skull for Gorgutz's pointy stick. To reach him you need to get through the Chaos base and a Bloodthirster. Use your Wartraks to take out buildings and units. Your Nob Squad once again will be powerful melee unit as well as vehicle control. The entry way to to the Chaos base is the hardest part. There will be Obliterator squad and several Predators as well as the normal chaos troops. Between the Chaos base and Chaos Lord Crull is a Bloodthirster with 21k health to deal with. Just hit him with everything you've got. You simpley have to reach the objective marker to win the mission. ______________________ / \_________________ | 2.Order Imperial Gaurd \ \________________________________________/ 2.1 Imperial Guard Units Name: The Name of the Unit Cost: RQ Cost/Power Cost/Population Cost Melee Damage: Damage-Damage per Second Ranged Damage: Damage-Damage per Second Requirements: Requires X Upgrades: Possible upgrades Description; In-game helpfull text Info; Manual Info --- Name: Techpriest Enginseer Cost: 75/0/0 Melee Damage: 09-11 Ranged Damage: 45-55 Requirements: None Upgrades: None Description; Builder Unit. Legendary Builders from the Adeptus Mechanicus. Can repair units more quickly and effectiently than other races. Their exoskeletons allow them to take more punishment than other builder units. Info; Imperial Gaurd strategy dedicates their forces to a fight with the expectation of a long stay. With a focus on defensive structures and tanks, this requirement expands the purpose of the builders beyond what a basic Servitor can provide. Techpriest Enginseers are used primarily for construction, but can also make quick repairs in the heat of battle. The Enginseer's exoskeleton allows them to take far more punishment than the average builder. --- Name: Commander Squad Cost: 120/15/2 Melee Damage: 55-75 Ranged Damage: 55-88 Requirements: None Upgrades: Uncommon Valor Description; Led by the Imperial General. The Imperial General can add other leaders to the squad (such as a Commissar or Priest). This squad can counter the heros of the other races. Info; As the General of this Imperial Gaurd army, he's tough as nails and his leadership seperates the men from the boys. But when backed up with other leader units, they form an impregnable Command Squad. Customize the strengths provided by your Command Squad. For a group that's incredibly effective at Psychic powers include some Psykers. Or for a Fanatical powerhouse, add a few Priests. Choose the leader unit with the ability to supplement and complement your strategy. --- Name: Commissar Cost: 80/40/0 Melee Damage: 58-78 Ranged Damage: 25-45 Requirements: None Upgrades: None Description; Infantry Commander. Fearless leader that are the backbone of the Imperial Gaurd. Any squad they are attached to is immune to morale damage. Can execute cowards to make other Infantry fight better. Info; Commissars are tasked with ensuring that the job gets done, regardless of the cost. They inspire fear and loyalty in any squad they are attached to, since they imbue an exceptionally strong morale by their presence alone. --- Name: Psyker Cost: 100/50/0 Melee Damage: 45-55 Ranged Damage: 21-28 Requirements: Telepathica Temple Upgrades: None Description; Support Unit. Can use their abilities to turn the tides of battle. Lightning Arc ability can decimate entire infantry squads. Strip soul can do high damage to single humaniod units. Info; Psykers are capable of utilizing terrible psychic powers, including hurling chained lightning and destroying the minds of individual targets to destroy the enemy. Unfortunately Psykers are weaker than most and often suffer drastic consequences when using their powers. Gaurdsmen are well advised to avoid Psykers since they have a tendency to explode. --- Name: Priest Cost: 50/15/0 Melee Damage: 186-228 Ranged Damage: 00-00 Requirements: Ministorum Temple Upgrades: None Description; Infantry Commander. Inspire squads to fight courageously. Add hitpoints and morale to any squad they are attached to. Increase the damage output of any squad they are attached to. Fanaticism ability can make their entire squads temporaily invincable. Info; Fanatical religious devotees, Priests administer rituals to the rank and file Gaurdsmen, ensuring their spirits are up to the task of war. They inspire a reckless disregard for safety in any squad they're attached to and greatly increase morale. They can also temporarily whip a squad of Gaurdsmen into berserker fury that allows them to shrug off any wounds. --- Name: Assassin Cost: 100/50/0 Melee Damage: 108-134 Ranged Damage: 100-128 Requirements: Vindicare Temple Upgrades: None Description; Infiltration Unit. Equipped with a long ranged sniper rifle. Can kill most infantry units in one shot. Assassination scope allows the assassin to temporarity increase their range and sight. Effective against infantry and hero units. Info; Solitary warriors who are often distrusted by the ordinary men and even seasoned Commanders, these bio-enhanced killers are the ultimate tool in wet work and secrecy, highly skilled in any number of weapons and honed at working alone deep within enemy lines. So capable are they at Infiltration work, even the most aware commanders cannot pick them out until it is too late. They are greatly feared by enemies because of their ability to kill them with a single head shot from incredible distances. --- Name: Gaurdsmen Cost: 160/0/2/ Melee Damage: 10-12 Ranged Damage: 16-19 Requirements: None Upgrades: None Description; Infantry. Primary unit of the Imperial Gaurd. Weak in small numbers or without leaders. Powerful when massed in large numbers. Attach Commissars or Priests to greatly increase their power Effective against Infantry and Heavy Infantry Info; As the basic troop choice these units are the workhorse of the Imperial Gaurd. As they are able to be equipped with a large number of assault weapons, the Gaurd make up for their lack of accuracy with sheer firepower, and a will (no matter how imposed) to always take one step forward. --- Name: Kasrkin Cost: 200/100/3 Melee Damage: 18-22 Ranged Damage: 65-75 Requirements: None Upgrades: None Description; Elite commando units. Deal high damage and have a long range. Can move more quickly than other infantry. Effective against Infantry and Heavy Infantry. Info; Highly trained Elite Gaurdsmen, these troops have seen a great deal of combat and understand how best to deal with enemy Heavy Infantry squads. They're often used to strike swift and decisive assaults on an enemy's flank to break their charge or weaken their resources. --- Name: Cost: 180/60/3 Melee Damage: 75-95 Ranged Damage: 65-85 Requirements: None Upgrades: None Description; Heavy Infantry. Powerful melee attack. Strong ranged attack but highly inaccurate. Can take heavy punishment. Effective against Infantry and Heavy Infantry. Large size requires them to use two slots in transports and vehicle garrisons. Info; Giant mutant like creatures, Ogryns make up for their obvious lack of intellect with sheer strength and brutality. Because of their inability to deal well with complex weapons, Ogryns carry Ripper guns which are simple yet effective both at ranged and in melee. A full squad of Ogryns can be just as devestating as a Dreadnought in close combat! ______________________ / \_________________ | 5.0 Verions \ \________________________________________/ 1.00 Just put on GameFAQs ______________________ / \_________________ | 6.0 Credits and Thanks \ \________________________________________/ Relic for making this game CJayC for making GameFAQs Me for making this The Warhammer 40k Universe ______________________ / \_________________ | 7.0 Frequently Asked Questions \ \________________________________________/ None yet.