Dawn of War Expansions: Forging a Legacy, a Retrospective

Dawn of War from Relic Entertainment is considered by many to be the best Warhammer 40,000 video game ever produced. It’s arrival heralded a new era of 40K video games which garnered widespread appeal. The Brutal Legacy of Dawn of War is discussed at length in this article. Flush with both commercial and critical success, Relic ventured into new territories by launching three expansion packs, starting with Winter Assault. This expansion not only added a gripping single-player campaign but also introduced a brand-new playable faction to the fray – the Imperial Guard.

In the grim future of Warhammer 40,000, where genetically enhanced Space Marines stride like titans across war-torn battlefields, the ordinary men and women of the Imperial Guard are the true unsung heroes. Comprising regular humans armed with lasguns and balls of steel, the Guard face the daunting task of battling daemons, hulking Orks, and otherworldly aliens. Their remarkable bravery, facing foes of colossal proportions, added a layer of depth to Winter Assault. These are boys and girls like me and you. The strength of the Imperial Guards lies in it’s numerical strength and it’s colossal war machines.

Gameplay-wise, the Imperial Guard’s early game strategy revolved around desperate defence. Basic Guardsmen squads faced obliteration by the elite from other factions, leading the Guard to throw entire squads into the meat-grinder. However, as the game progressed, the Imperial Guard unlocked access to some of the game’s best mechanized forces, including the formidable Leman Russ tank and the beloved Basilisk artillery. With strategic upgrades, the once-vulnerable Guardsmen became formidable late-game assets.

The Imperial Guard’s unique leadership structure, featuring an entire squad of commanders, added an interesting dynamic. Notably, one commander was a chainsaw-wielding priest, injecting a dash of distinctive flair into the leadership hierarchy.

The campaign structure in Winter Assault followed the base game’s template with linear missions and cutscenes. However, it improved upon the writing, showcasing commanders of various factions and switching between the forces of order (Imperial Guard and Eldar) and the forces of disorder (Chaos and Orks). While this could make the campaign feel disjointed, it introduced variety to the missions and led to epic moments through scripted events.

Building upon the success of Winter Assault, Relic Entertainment took a bold step with the outstanding Dark Crusade. Departing from the linear single-player format, Dark Crusade embraced turn-based strategy on a world map. Each turn involved moving or attacking different regions, leading to skirmishes where players battled for control. The permanent bases built in conquered territories added strategic depth, and the Requisition income from these territories became crucial.

The campaign structure in Dark Crusade introduced an ultimate goal – assaulting and defeating the other factions’ bases of operations in epic missions. These missions featured scripted events and required players to defend against incoming waves of enemies, emphasizing the importance of a well-equipped honour guard. The addition of secondary objectives involving mini-bases added a satisfying sense of progression.

Dark Crusade also welcomed two new factions into the Dawn of War universe. The first, the Necrons, brought a visually imposing and mechanically distinct presence. Slow to start, the Necrons evolved into an unstoppable force with the formidable Monolith at their disposal. Ditching Requisition as their resource, the Necrons relied solely on energy, introducing a unique economic system to the game.

The second addition, the Tau, brought a divisive playstyle, with a tech tree choice dictating their focus on either more mercenary units or larger vehicles. Despite differing opinions on the Tau, their inclusion expanded the strategic possibilities in Dark Crusade.

Dark Crusade received widespread critical acclaim for its innovative campaign structure, and it showcased Relic Entertainment’s willingness to experiment with the established formula.

While Dark Crusade soared to critical heights, the anticipation for the next expansion, Soulstorm, was palpable. However, due to Relic Entertainment’s focus on other projects, development duties fell to Iron Lore. Despite the challenges, Soulstorm entered the scene, introducing some fundamental changes.

The campaign design in Soulstorm mirrored that of Dark Crusade but attempted to elevate it by spanning multiple planets. However, the absence of ship-to-ship combat and lore-related discrepancies involving interplanetary travel drew criticism from fans. The removal of permanent bases from the campaign diminished the experience, making it feel like a series of skirmishes rather than a grand conquest. Fortunately, mods emerged to rectify this design choice.

Soulstorm’s UI design raised eyebrows, with an unnecessarily oversized interface obscuring the tactical map. Even the models of faction commanders were replaced with mundane icons, complicating the understanding of the battlefield at a glance. The campaign also lacked the sharp dialogue of its predecessors, making faction commanders feel more generic.

Despite these shortcomings, Soulstorm did bring two new factions into the fray – the Dark Eldar and the Sisters of Battle. The former showcased a visually unique, BDSM-inspired aesthetic, focusing on early-game rushes and hit-and-run tactics. The latter, resembling a Church choir gone rogue, positioned themselves between the Space Marines and the Imperial Guard. Despite having a challenging troop composition, the Sisters of Battle added an intriguing dynamic to the game.

Soulstorm introduced aircraft units to the game, coinciding with Games Workshop’s tabletop addition. However, these units were met with criticism for their lacklustre implementation, often getting entangled in terrain and contributing little to the overall gameplay.

Despite being regarded as the weakest of the expansions, Soulstorm played a crucial role in expanding Dawn of War to a whopping nine factions across four different campaigns and numerous skirmish maps. It laid the foundation for the game’s extensive modding scene, ensuring the series lived on in the hearts of dedicated fans.

Dawn of War expansions provided a rich and varied experience, not only in gameplay but in their contribution to the expansive lore of Warhammer 40,000. From the gritty defence of the Imperial Guard to the strategic conquests of Dark Crusade and the interplanetary conflicts in Soulstorm, each expansion added layers to the narrative tapestry. The willingness of Relic Entertainment to experiment with campaign structures and factions showcased a commitment to keeping the series fresh and engaging. While Soulstorm may have fallen short of the lofty standards set by its predecessors, the collective legacy of these expansions continues to resonate within the Warhammer 40,000 universe and the hearts of passionate players.