View Full Version : [DoW] Mission 1
Dyntheos
1st Oct 04, 11:55 PM
Planet Fall
IWAssassin
3rd Oct 04, 4:07 PM
Planet Fall [Assumes Easiest mission setting].
This is a fairly straightforward first mission. Follow the orders of Captain Gabriel exactly and you’ll wind up with three Listening Posts on the nearest strategic points, a Headquarters, a Chapel-Barracks, an Armory, and Some Power Generators.
After that you’ll want to build two additional Marine Squads, which will bring you to your unit cap. Reinforce them till both have 8 men, and you should have four 8 man squads of Marines. Equip every squad with four Heavy Bolters after researching the equipment upgrade, and go hunt some Orks.
Nothing on this level will pose a threat for 32 Marines with 16 Heavy Bolters so you should be able to just walk through the rest of the level killing Orks as you go. You might lose one or two Marines, simply reinforce the squad as you go. Don’t waste time capturing additional strategic points unless you really want to, as there is no need. This should lead you to a fairly easy mission complete.
Aliasalpha
3rd Oct 04, 8:30 PM
A few useful notes for this mission:
A group of gretchen are repairing a looted Leman Russ at the second ork base you come to (you have to ascend a ramp to access the section). You can have a squad pause near the wall and kill them but I have never yet seen the looted tank activate. It's designated as an enemy though so feel free to destroy it along with the grot lootaz.
Heavy bolters have a slightly greater range than the guns on the ork Waaaagh banners so use this to your advantage
http://img.photobucket.com/albums/v124/Aliasalpha/Stuff/Dow1.jpg
This map shows the basic layout of the first mission. Assisting the beleagured guardsmen doesn't really assist in the mission but does allow you to complete a secondary objective to save them. The Leman Russ, however, is a different story. Once you save it, it falls under your command and can be very useful in attacking the main ork base. Have a servitor standing by though as it's always critically damaged when you acquire it, no matter how rapidly you save it. Just behind the Leman Russ is a secondary way into the ork base (One that I only discovered myself when taking the screenshot for this map). This way bypasses several of the static defences but has a large population of entrenched ork boyz but the Leman Russ has a battlecannon...
As a general tip, get used to using squads in pairs & performing a leapfrogging advance. Move one squad forward & let them prepare their heavy weapons, once that's done, move the other squad further forward (but still in weapon range of your first squad) and allow them setup time. Repeating this will mean that any enemy unit attempting to engage your advancing troops will take fire from the supporting troops. Unless pressed for time or in a totally safe area, this is the best way to move.
BrianGeneral
4th Oct 04, 5:39 AM
I'll choose to send my Leman back to the base and repair,since field repair is very dangerous.
And,a squad with full flamer will be useful.
Used to kill all the Orks(being distracted by those crappy IG men:D) but forget to cap all SP back.:(
Just remember to concertrate on one,and keep distance from a structure in a time,then another.You should'n take too much causalty then.
Arquebusier
16th Oct 04, 11:58 PM
I just built two squads of marines with all of them having heavy bolters. Never really discovered the Lemen Russ Tank
oldschool
17th Oct 04, 12:38 PM
I seem to have become a bit demented. I completed the mission, except for the part of building base (so I completed the level with just two squads of marines). I didn't build the base, because I couldn't find a servitor, the only ones I found were neutral ones who didn't want to build for me. Any help, please???
Slawson
17th Oct 04, 4:19 PM
I like to use squads of marines with heavy bolters in groups of at least two squads.
I will move one squad forward while the other one covers with heavy weapons. Then when the forward squad has waited in their new position long enough for their heavy bolters to work, I will move up the other squad.
With this technique all over I lose no marines and rarely enter hand to hand combat unless the enemy comes in great force and has some type of tank or dreadnaught.
Fear.Ian
17th Oct 04, 4:35 PM
ah! there is a bug here! when the servitor is coming to the base for u to use, it is nuteral. i saved the game here and when I came back the sevitor would not work. i restarted the mission and BAM fine. try it.
BrianGeneral
17th Oct 04, 9:54 PM
It'll occur in ANY saved games.
Also,If you saved a skirmish and load that again,after ending the game you won't be able to save the replay.
Relic should fix these 2 bugs.
Kurai
24th Nov 04, 9:22 PM
the side route to the final ork base isn't really necessary. the orkz in the heavy cover there are a pain
Sajuur
27th Nov 04, 8:12 PM
Insane Difficulty
Start off by capturing the 3 nearby points, building the Chapel Barracks, and killing the Orks around your base area. Construct 3 more Space Marine Squads (Kill your workers to allow 2 more pop, you will get another shortly after). Build Plasma generators, an armory, and listening posts through all of this. Get the weapon upgrade at the armory, and upgrade all squads to 4 bolters each. I would recommend not to attach the Force Commander to a squad.
Advance through the first Ork base. Make sure to have 1 or 2 squads use bolters to destroy buildings from out of range, while your other squads cover your forward squads for enemy units. When you reach the first group of Imperial Guard, send your Force Commander to keep the Orks away from your Heavy Bolter squads. Continue to advance through the mission moving 2 squads forward, while the others cover. Make sure when you reach the other Ork bases to keep out of range of their buildings, and keep 2-3 squads to cover those attacking buildings. You can either choose to get the Russ or not, I found it useful to aquire it simply to take the enemy fire instead of your marines. Make sure you send your builder up to repair it though.
The last enemy base should be much like the other places, simply keep out of range while coving your squads. The Russ can act as a meatsheild for your marines if you took command of it.
As long as your squads are always covering each other this mission shouldn't pose too great a threat. Just watch out for a lot of Orks coming at you, as they can sometimes tie up all your bolter squads and cause problems. Also, use the Force Commander and a sheild for marines, but don't put him into unnessicarly risky situations.
Aron_DeTomado
29th Nov 04, 9:49 AM
a tip: arm THREE squads with HB:s, arm one squad with flamers and attach ur FC 2 it. now, juat take a walk through the park.
Darmort
2nd Jan 05, 11:27 AM
Aron_DeTomado: Works for me :D
Then again, I always have a Squad with the Force Commander armed with Flamers, especially on Hard.
A sneaky tactic: Send in the Force Commander ALONE, and while all the Orks are hacking him to bits, send all Squads in armed with Flamers and watch their Morale drop faster than a Drop Pod :D.
Of course, that doesn't always work, but it's fun when your Commander starts hacking Orks and then Orks get roasted.
Fla5h
4th Jan 05, 11:11 AM
Amen thats what i do all the time in most games
josh317
8th Jan 05, 2:47 PM
another way to win is follow the dudes instructions but just walk thu with marines and the fc they come back is they die so its easy
savagedave
25th Jan 05, 5:30 PM
sneaky tip. Max out your squad cap, the queue up another squad. Then delete your servitors. This will free up space for another squad, and then a drop pod delivers you another servitor free of charge. Funnily though, the drop pod will actually damage your stronghold slightly because it hits too close.
nemesis646
17th Nov 07, 10:26 AM
[QUOTE=Sajuur]Insane Difficulty
You can either choose to get the Russ or not, I found it useful to aquire it simply to take the enemy fire instead of your marines. Make sure you send your builder up to repair it though.
I thought you said to kill your builders to fill up your squad cap, so how would you have any builders?
Joe Bob Joe
18th Nov 07, 9:25 AM
hes saying that when you kill your servitors to get another squad a drop pod comes in with a servitor thus putting you over squad cap.
[Space Marine]
7th Aug 09, 9:23 AM
-- Dawn of War -- Mission 1 -- Planet Fall --
-Starting Team-
1 - Force Commander
2 - Space Marine Squads [8 Units Each]
2 - Servitors
-Walkthrough-
This mission is very simple to let you get a grip of the game even without playing the tutorial. Your Force Commander will thorougly explain all mission objectives to facilitate your job.
As soon as you start, attach the Force Commander to one of your Space Marine Squads and send them to the strategic point north of your base to conquer it; meanwhile, send the second Space Marine Squad to the point on the east nearest to the map's south edge.
Build a third Servitor and have them all build everything the mission makes you available: Chapel-Barracks will come first, and be sure to build another two more Space Marine Squads and fully reinforce themto 8 units. Once the Armory has been made available, research for the extra heavy weapons and build one or two Plasma Generators.
Get all your squads together and equip all available soldiers with Heavy Bolters. Move all your squads where the Force Commander was and begin a sweep throughout the Spaceport. Near your current location you'll find some Gretchins and Slugga Boyz, which will be a very easy prey for your Marines.
Now, you'll have to basically follow a path through the whole Spaceport where you'll have to eradicate any Orkz, help out Imperial Guards and capture any strategic points you encounter. To do so, proceed east and capture the last of the three first strategic points: continuing east, you'll find the first Ork Camp, with two Waaagh! Banners and a Da Boyz Hut; take out the Banners with concentrated long-range fire and then take care of the last building. Continue north and you'll find a group of Guards under attack by Slugga Boyz; help the Guards out and continue west, to find a second group of Guards under attack by Ork; once the Guards have been rescued, place your Space Marines near them and you should be able to destroy a Looted Leman Russ Tank without getting a scratch. Continue north and destroy the second Ork camp; this time expect Orkz Listenin' Posts on the strategic points nearby, and more Waaagh! Banners protecting the outpost, plus a heavier resistance by the Orks; there's a Da Boyz Hut, too, be sure to take it out.
Continue your sweep and capture the strategic point east of the previous one; north of this, there is an other strategic point, guarded by Shoota Boyz: split the group into 2 squads each; place the group with the Force Commander guarding this way while the two other Space Marine squads go east and capture the other strategic point and help a Leman Russ tank under attack by a large group of Slugga Boyz. The tank is barely able to defend itself and it's on the verge of being destroyed, so be sure to destroy the Orkz fast. If you succeed, the Leman Russ will be under your command. Before capturing the strategic point, go south of it and help out the last group of Imperial Guards, then return to the strategic point and claim it.
Now make this group proceed north toward the last strategic point. Be sure to destroy the Shoota Boyz in the crater north of it, then make them go west to begin extermination of the last Orkz camp. Meanwhile, your other Space Marine Squads will advance from their positions and complete a pincer maneuver that won't let the Orkz to escape; be careful, however: as you might have already noticed, all Orkz structures have self-defense emplacements, so once firing against the Settlement, for example, be sure to have exterminated all other units and concentrate fire on it. If you want, you can repair the Leman Russ you've rescued before to help out, but it won't be strictly necessary.
-Insane Changes-
Nothing at all really, when approaching the Ork Camp the AI will keep throwing Shoota Boyz at ya.
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