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Old 02-04-2009, 02:22 AM   #31
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Re: Warhammer 40K: Dawn of War Soulstorm Tips, Help, Tricks, Hints, Cheat Codes, Stra

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Yes, they are the strongest for rushing, but all a player needs to do to stop that is fight off the first wave and then build a defensive line. One of the best ones is where a guard player stes up heavy weapon teams in cover, with basiliks pounding the ground a bit in front of them, with oygrins/infantry in the rear and air support.
YEAH!! I TOTALLY AGREE. I mean Guards RULE. But once their lines are broken..their as good as dead.
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Old 02-06-2009, 07:00 AM   #32
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Re: Warhammer 40K: Dawn of War Soulstorm Tips, Help, Tricks, Hints, Cheat Codes, Stra

I have this game, and I loaded it on my (new) PC an then after about 3 mins into campaign mode it just freezes and then crashes... whats wrong with it?? Does anyone know how to fix this problem?
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Old 02-23-2009, 06:56 AM   #33
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yeah, when i got the game, my computer is really slow and it takes 10 minutes for the campain to set up. i think that this is because the computers we have have not a lot of momory left, the way to stop this is toput more memory into it or get an alian ( a very good gamming Commputer with HD and all)
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Old 03-12-2009, 04:48 PM   #34
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Re: Warhammer 40K: Dawn of War Soulstorm Tips, Help, Tricks, Hints, Cheat Codes, Stra

Yeah, I think Guards are brilliant. Grind down the enemy with long range bombardments, keep them at a distance with amassed firepower and then shell the enemy's base with them in it. Or charge every guardsmen you have in. That works too usually. I love Guard. However, I don't think they're the best (admittedly all races are as good as the person who wields them) I've tried Tau, Eldar, Guard and Marines with the best success. Orks are overrated, but I gotta hand it to them, they give me the hardest time and are usually the most fun to play against or with.

With Tau, I agree with one of the guys on the previous page. Build fire warriors, back up with two pathfinder squads, tankthem up with Hammerheads and two, maybe three broadsides. Don't bother much with Knarloc unless you're against orks or other close combat specialists. If you go the other way (Kroot), just take the Krootox instead, they work too.

Guard: Men to rush. Don't worry, it's a distraction, they're meant to die. Get Basilisks and heavy weapon teams. Post outside the enemy building and bombard where their buildings are. After a while, you should force them out or obliterate them. Follow up with grunts, karskin, Ogryn and Leman Russ. Maybe add a marauder for a real blitz. Back up your heavy weapon teams with turrets. Watch out for enemy allies though, they can really ruin your day by beating guard in attrition, especially Orks. Side attacks can be annoying. Hope you have an ally who can keep up.

Eldar: Yeha, the guy on the page before is more or less right. Though I take as many warp spiders as possible as well (haywire grenades!). Howling banshees and Avatar for infantry, Wraithlords and nightwings (but not too many, they're not THAT good.) maybe a fire prism or two. Create the webway near enemy base, march in. Maybe even teleport your bonesinger behind the enemy lines instead. Three squads of warp spiders out first, haywire any buildings nearby then send everything in. (Avatar and Vehicles first!) Switch Fleet off when attacking. It decreases attack power and accuracy.

Space Marines: Really basic actually. For the quickest perhaps, try and get plasma guns as fast as possible and charge in. If that doesn't work, then take two heavy bolters and two missile launchers for 'devy' squads, two flamers/plasma for semi-close-combat, flamers for close combat OR Take anti-building equipment (Missiles and plasma. Maybe Bolters, but I shouldn't think so.) Take lascannon on dreadnoughts or hellfires. Predators maxed out on lascannons or the two side bolters and a main lascannon. Charge your preds and land raider in. then deep strike everything else (termies, squads, dreds. Stick commander with veteran termies and librarian with Grey Knights or the other termies if you don't take knights. apothecaries and skull drones with the other squads. Take at least one skull!)

Chaos: Same thing really as Space Marines. Plasma asap and charge in. Or take an all invisible army and repeat. Charge demons in AFTERWARDS. Let regular troops distract the enemy (Or charge the demons in as one GIANT meat shield and then destroy surrounding areas with regular troops.) Use sorceror to teleport a squad in and release the bloodthirster. Take Predators and defilers. Maybe one or two Talons. TAKE OBLITERATORS. If you have the time then take three rhinos (filled with troops). Preds and defilers in front (and talons). Get Demon Prince in front of them for a spearhead. Teleport your squad in, release the bloodthirster and charge everything in, smoke launchers popping. Deep strike your oblits. Maybe one or two horrors but they should attack buildings only. No raptors.

Orks: Well. Swarm the enemy as quickly as possible (Three squads at a time. Shouldn't be hard with a settlement and da hut.). If it's down to attrition, Flash Gitz are a must. Shooter boyz BUT don't reinforce them. get regular squads and fit them all with big shootas. They all end up with big shootas and just as many boyz anyway. Nobz are good, especially with claws. Meganobz are great. Don't take that many Tankbustas. Take Looted Tank, Squiggoth and Killer Kans. Alternatively, replace the Kans for War Trukk for a speed preference. Add in one or two bombers for a similar approach to Guard's. At the end, if you get the 'Free Sluggas' upgrade, then build as many spawning points for slugga boys as possible towards the enemy and just constantly spam with slugga boys. They don't cost a thing and you can concentrate your requisition and power on better things. Warboss goes best with Nobz or Meganobz and Big Mek goes with the other. Or jump with around 50 Stormboyz. that works sometimes XD.

Necrons: I'm not a regular Necron player, but I work alongside a specialist so I get a few ideas. For a really sneaky idea, get immortals and warriors in an important locations and delete them. Then build more and resurrect your old ones with Necron Lord. Anyway, Build cores first. If you're on quickstart, then you'll have enough power to beat the opponent with time to spare. Let allies build your power generators if possible. Mill out warriors then immortals. These are for defensive purposes. Flayed ones asap. Take the deceiver BUT don't use him just yet. Send Lord into enemy base (doesn't matter too much what abilities you take, but the flash is usually good. Resurrection orb's good. Veil of Darkness may be risky as it can work both ways.) Activate any abilities that may be useful and then turn into deceiver. Turn the enemy troops. Then send REAL monolith in, then wait a bit before you create a fake with the Deceiver. Teleport your necron warriors in. Flayed ones near enemy troopers.

Side note: You may notice there isn't a quick one for Necrons. Just try to get flayed ones in asap and do a similar thing anyway. It might not work but there you go.

Dark Eldar: I'm not an extensive Dark Eldar user, but on quickstart, immediately build three Halls of Blood at the same time (I love these builders!) and a soul .... at the back (It was Soul SOMETHING, but I can't remember what! Not cage. The thing with the psychic blast.) Then build the remaining soul thingies wherever you want. But with your halls of blood, spawn warriors and send them in straight away. And then continue spawning.
Similar thing on normal, but just not as quickly I suppose. Maybe cut three halls of blood down to two. If it gets into the later stages... you're screwed. Joking! Talos are a must. Wyches aren't but they are useful. Warp beasts... maybe. Jump infantry with Dark Lances are brilliant for a decisive annihilation match if you get around the main army. Raiders aren't a must but they are good for getting your grunts in with a bang, though I wouldn't recommend them. Dais and Ravagers in first. Scythe the opposition down (nearer to buildings the better) Ravagers aimed at enemy tanks/ buildings. Now bring Talos in. Whatever infantry you have, bring it in. At this late stage, equal amounts of scourges and warriors are probably the best idea at this late stage.

Sisters of Battle: Sorry, no. Not a sisters player AT ALL. Although, meltas seem to be a good way to go all the way. Living Saint asap seem to be the aim of some people. Then it seems to be a jump with seraphim. A quick spam of regular squads quickly seem popular too. celestians seem to be bad for value and repentia just seems suicidal.
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Old 03-12-2009, 05:02 PM   #35
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Re: Warhammer 40K: Dawn of War Soulstorm Tips, Help, Tricks, Hints, Cheat Codes, Stra

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Here are my tactics for each race...

Space Marines:
Attack: Make alot of Space Marine squads and max them out with heavy weapons (usually 2 Heavy Bolters, 1 Missile Launcher and 1 Plasma gun).
Defence: Two words my friend, Heavy Bolters.

Orks:
attack: Max out your number of Flash Gitz and send them in with either a few shoota boy squads or a looted tank or two.
Defence: Anything works, as long as there's alot of them.

Tau:
Attack: Make all the way through the tech-tree to the etherial. Then make his body guards. If your playing Dark Crusade then you can make as many of them as you want, but if your playing Soulstorm, they limit you to 1, which sucks. Then make some Hammerheads, some Fire Warriors, Some XV8's and XV88's, Krootox, and your ready to march.
Defence: Since they don't have turrets, just any unit with a ranged attack.

Eldar/Chaos/Sisters of Battle:
Attack: For all these I just mainly get to the mega unit (Avatar/Bloodthirster/Living Saint) and go out and kick their anus.
Defence: What beats a heap of turrets? Not much...

Overall Tips:
Always, max out your squads, never send out half made squads.
Never, send out your commander, especially for orks because you have to wait until you have an Orky Fort to reinforce him.
Always, have a unit that can detect infiltrated units in both your offence and defence armies.

Hope u got somthing out of that. reading that must have taken a while...
I'm not exactly gonna disagree with it all, just modify it.

1. Space Marine Heavy Bolters and missiles aren't good on the fly. you might want to limit this down to one heavy bolter and two Plasma and a missile launcher for all-rounder squads.

2. The Orks lowdown was brief and very good. However your second last paragraph: 'always, max out your squads' Not for shoota boys. If you equip all with big shoota, and don't reinforce, like the guy above says, all your shoota boys will have big shootas and you'll still use the same amount of WAAAGH points. Otherwise, your tactic embodies ork ideals XD.

3. With tau, you might want to add one or two pathfinder squads to detect and mark opponents. XV8s might be risky as you can't repair them and they cost an unhealthy amount of caps.

4.When it comes to the defence of eldar/marines/Sisters, turrets don't last long when it comes to a real attack, only a couple squads at a time. They can only hope to heap your opponent some casualties in addition to your own defences. I'd say mix what each turrets have i.e some have heavy bolters and others missiles. Or back them up with respective squads/vehicles.

5.I've heard that an 80 strong stealth suit army jump with fusion blasters will surprise most enemies, especially if an ally takes out turrets and listening posts first. But it works best when set to 'burn' stance and you're playing annihilate or destroy HQ.

Otherwise, I agree with it all!
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Old 03-20-2009, 07:14 AM   #36
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Re: Warhammer 40K: Dawn of War Soulstorm Tips, Help, Tricks, Hints, Cheat Codes, Stra

I notice how all of you bicker about which is the best race. The game designers made all of the equal in strength. It is called a rock-paper-scissors game. Thus on a perfectly equal playing field, with perfectly equal players the game could hypothetically go on infinately because of the nature of the game type. That being said the game has two ways of being played luck and statistical analysis. Just like a game of Rock-paper-Scissors, you can randomly guess to try and beat your opponent, or you can pay attention to how they attack and attack with the correct units.

Basicly you can make the strongest units every time and still lose because your opponent saw through your strategy and attacked with the correct units.

That is the strategy which works, just to let you know and end the stupid fight, because the fights are better left for the real battlefield in Iraq. These are games have fun with them, if you think your top dog ENLIST.
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Old 05-07-2009, 12:13 PM   #37
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Angry Re: Warhammer 40K: Dawn of War Soulstorm Tips, Help, Tricks, Hints, Cheat Codes, Stra

i have killed all the races with orks but i cant kill da orks eny tips
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Old 05-07-2009, 12:14 PM   #38
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i have killed all the races with orks but i cant kill da orks eny tips
hahahahaha
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Old 05-16-2009, 02:58 PM   #39
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Re: Warhammer 40K: Dawn of War Soulstorm Tips, Help, Tricks, Hints, Cheat Codes, Stra

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Originally Posted by Mastaa View Post
One of the Koolest cheats eva is when ur playing as the Sisters of Battle. Make a listening Post on one of ur relics or stratigic points. Then click on the holy icon button costing 25 req and 0 pwr. Then cancel making it for 65 req and 25 pwr. Keep doing this and u've got infinate resources!!!! You can make another holy icon when the other one is actually made and do that one making it for 65 req and 25 pwr, and canceling it for 105 req and 50 pwr. It's GENIOUS!
I just gave this a try, and if it did work before, I'm glad to say it doesn't anymore.
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Old 05-16-2009, 11:22 PM   #40
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Re: Warhammer 40K: Dawn of War Soulstorm Tips, Help, Tricks, Hints, Cheat Codes, Stra

As if!!! Necrons are much weaker than all other races!!!
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Old 06-07-2009, 07:12 PM   #41
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Re: Warhammer 40K: Dawn of War Soulstorm Tips, Help, Tricks, Hints, Cheat Codes, Stra

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As if!!! Necrons are much weaker than all other races!!!
You sir are a numskull. The necrons are one of my favs. If you can keep your monolith alive dont play them because you suck. All you gotta do is get lightning field, the defensive one (forgot the name), and res orb. From that i have taken one entire armys on harder with my necron lord and a squad of flayers.

Another wonderful tactic is get as many flayers as possible and teleport your necron lord into an enemys base then body flood the area with flayers. wait till you cant see that ground and use the res orb. iv reach over the pop cap to 45 before. if you have that many flayers i dont care who the hell you are or what your usen. your gonna get your butt kicked.
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Old 06-28-2009, 09:08 PM   #42
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Exclamation Re: Warhammer 40K: Dawn of War Soulstorm Tips, Help, Tricks, Hints, Cheat Codes, Stra

i reckon that orkz are the best to play as beacause you could get hundreads of orkz and get lots of flash gitz then youll win
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Old 06-28-2009, 09:23 PM   #43
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try to get lots of shota boyz and get a squigoth put the big boss in the squigoth then charge at enemy base with all the shoota boyz get the big boss oughta the squigoth and destroy all enemy barracks generaters etc. bend the screen camara down and it looks like real war it just looks so cool
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Old 07-25-2009, 03:48 PM   #44
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Smile Re: Warhammer 40K: Dawn of War Soulstorm Tips, Help, Tricks, Hints, Cheat Codes, Stra

what cheats work on LAN battles please find out because i cant get on soulstorm right now
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Old 07-25-2009, 03:56 PM   #45
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Smile Re: Warhammer 40K: Dawn of War Soulstorm Tips, Help, Tricks, Hints, Cheat Codes, Stra

P.S necrons are the best get necron lord to caste stealth by where u want turrets and get loads of men in steal shoot at atacker (defence)
for attack get loads of monoliths maxed out to the one before last and every time one dies get one back straigh away (attack) bets map for this tactit is kaurav city
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