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Warhammer 40,000: Dawn of War - Winter Assault Review

PC Review by Jim Rossignol

27 September, 2005

How do you like your science fiction? I've always liked it to be completely over the top, and a little bit messy. The ultra-brutalist battle-goths of Warhammer 40,000 amply satisfy such tastes, especially when they remember to fall on the right side of violent and nasty. Yet somehow the combative characters of Winter Assault are, for my tastes at least, slightly too cartoonish to sit correctly in relation to the nastiness threshold.

Games Workshop seems to have a bit of a split personality in that regard: sometimes the Warhammer universe is profoundly grim, and other times those death monks really don't seem so bad. Hey, maybe they're even a bit funny. Ah well, we can't have it all, and in most other respects Dawn of War (as well as Winter Assault) manages to be both nightmarishly vicious and sense-bludgeoning good fun. Warhammer's far-future universe is one of pure war, and the countless billions of folk who have nothing better to do are worshiping evil, piloting death-machines or getting high on psychic energies. In a universe without shopping, there is Only War.

As RTS games go Winter Assault and its parent game are more concerned with being spectacular than they are about being sophisticated, but we appreciate how that works - some games are more about the light and noise than about the cerebral juices. And in Warhammer 40k, above all sci-fi worlds, there is a blinding light, and a drunken orchestra of noise. Hyper-baroque pseudo-religion and cog 'n' piston mecha-war meld into a startling caricature of a future where genocide is exquisitely animated. When you get past the lavish design and density of gadgets, Dawn of War and Winter Assault are both fairly shallow, but perfectly balanced and utterly compelling.

'Warhammer 40,000: Dawn of War - Winter Assault' Screenshot 1

Adagio for Strings plays as guardsmen run in slow-motion to their tragic demise. (Not really.)

Of course some folk would disagree. But they'd not be able to disagree that Dawn of War is just made for expansion packs. The toy kits from Games Workshop already come in half a dozen flavours of ready-made space-army, and the most obvious of those for the videogame variant to provide are the Imperial Guard, the everyday squaddies of 38,000 years in the future.

The Guard have many toys, including giant ogre men, brave sergeants, brutal discipline and clunking attack walkers. So, attack walkers aside, the Imperial Guard are rather like the soldiers of today: squishy, easily killed, and reliant on officers and tanks for protection. While the milling guardsmen might be thrown by a few pieces of enemy armour, they're usually able to rely on some large pieces of machinery of their own to deliver the killing blow.

Happily there are some excellent leaders and war machines on hand, including the ultimate Baneblade, a supertank that dwarfs all other battlefield ordnance with its titanium enormity. Simply, the Imperial Guard provide a lot more things to play with, and being a little closer to our 21st Century home, they're generally even more amusing than the faceless war-drones of the Space Marines or the wimpy Eldar. They're exactly right for Dawn of War's overall tone, which is about the massed scrapping of multiple units, all making with the future fireworks until you can barely make out what is going on. With new tanks, stompy walkers, plenty of laser weaponry and freakish tele-war psykers, the Imperial Guard are as entertaining to watch in action as they are easy to send to their tiny deaths.

'Warhammer 40,000: Dawn of War - Winter Assault' Screenshot 2

Flame. Good for cooking marshmallows and purging the Imperium of the taint of daemonic Gods.

Winter Assault itself isn't about to live or die on the basis of its tactical depth, but that doesn't stop there being quite a few new elements to play with, including something that ties into the back-story: the tunnels. Being an old Imperial world, the Guard are supposedly reclaiming old infrastructure. This being so, it makes sense that bunker points, such as those that can be built on the strategic resource nodes which must be captured across the map, are all 'linked' via tunnels. This means you can rapidly move units across the map without them being harmed, or simply install them in bunkers, ready to be deployed. This capacity to reinforce different areas of the map quite quickly, or simply to get a techpriest to fix up units and build structures, gives both single and multiplayer games a tactical nuance that advantages the Imperial Guard. The Guardsmen also suffer from slightly wobbly morale, and may retreat if the odds are too great. The commissar, Soviet style morale-enforcement officer, can be deployed to shoot retreating troops and encourage them to 'bravery'.

Ah yes, it's no fun to be foot soldier. But as commander you're in tricky waters too. The objectives of the Imperial Guard aren't always possible for them to overcome, so as God-Colonel-In-The-Sky you take up the mantle of the Eldar for numerous short campaign missions. The star-ponces interweave pleasingly with the plot at vital junctures, and the Imperial commander voices his worry about their meddling in a series of slightly embarrassing in-game cut-scenes. The Eldar play quite differently, as DoW veterans will know, and act as a fast, efficient and ethereal strike unit. The maps are littered with cloaked warp gates, allowing them to nip from one place to another almost instantaneously. All, it seems, is good. The objectives pile up relentlessly, but in all honesty you seldom feel in danger of failing.

'Warhammer 40,000: Dawn of War - Winter Assault' Screenshot 3

The Chaos Defilers make mincemeant of Guardsmen and must therefore be dealt with by heavier units.

While there's just the one new army, there are two new campaigns. You also get to fight the war for the side of evil too, with lots of familiar ork and chaos units arriving from the original game, plus a stack of new ones to keep you amused. There's a fair amount of replayability in there too, but it's really just a linear sequence of explosions (of the very best kind) and it doesn't last all that long.

Of course it's the multiplayer mode that lies at the heart of Dawn Of War's appeal, and I fully expected to go online with an Imperial Guard army and get totally twatted by whomever I played. And, having navigated the astonishing array of idiots in the seemingly unmoderated chatrooms, I did. Not because the Imperial Guard aren't a solid and useful addition to the army line-up, but just because I'm rubbish at RTS multiplayer. No, I didn't win any games at all. I'll have to play Kieron or something, just to give my ego a break.

Or perhaps I'll just plunge into the ample skirmish mode and lay down fiery vengeance on heretic and mutants. The choices are almost too many.

8/10

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Comments: 1-18 of 18 in total

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space ace
27/09/05 @ 11:23
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but the ultimate winter game is fahrenheit :)
Stickman
27/09/05 @ 11:34
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I'm sure I read someone say that the Guard are a turtler's dream army, and are stupidly hard to dislodge once entrenched. Might have dreamed it though. (Dreamed? Drempt? I want to say drempt, but that clearly isn't right.)
blizeH
27/09/05 @ 11:37
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Dreamt, I think :)

Either way the game looks great, my copy of DoW is still sealed but I can't wait to play it, then ge this!
symmetry
27/09/05 @ 11:45
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Lets forget all these stupid little infantrymen, can we please have Dawn of War: Titans!

Now there's a game I want to play.
oliem2000
27/09/05 @ 11:49
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" Lets forget all these stupid little infantrymen, can we please have Dawn of War: Titans!

Now there's a game I want to play."

Epic 40k: Final liberation - what a game that was. Let's have some sort of re-incarnation please.

Groovicron
27/09/05 @ 12:23
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I was thinking the other day what a cool game a Titan simulator would be. Not an arcadey Mech Assault affair but a full on sim with you being the, whatever the fancy name for a titan commander is, commanding the crew. Like a submarine sim but with multi storey stompy robots.

Start in a Warhound Vulcaning flee Ork mobs then move up through the Titans, add command of battle groups then finish up in the mighty Imperator annhilating all that's stupid enough to get in your sights while you order about all the other Titans on the field.... I could go on about this idea all day really.
BremXJones
27/09/05 @ 12:35
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"I'll have to play Kieron or something, just to give my ego a break."

Just stress that when we did play 40K against each other, I WAS THE CLEAR VICTOR.

(mostly)

KG
Dynamize
27/09/05 @ 12:39
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Haven't heard the term before, I'm guessing "turtling" means a slow, defensive-minded style of play?
I've been messing about in skirmish on standard difficulty I can easily get crapped on when I'm playing as the Guard. I'm very much a rigid "secure base, then move to attack" tactician. It just seems all too easy for Chaos or the Orks to flood onto your defences, pausing slightly to obliterate any turrets, squads or bunkers you might've set up, and carve up your whole base.
It would seem though, that as soon as the Guard player gets the Mars vehicle construction thingy, it's game over for the other players. Still can't quite believe they put the Baneblade in. In the same way I couldn't quite believe it when someone actually built a 40K scale Baneblade from scratch years ago. Of course beyond artistic merit it was pointless as no bugger'd agree to play him fielding it :)
Did GW ever issue a kit for a 40K scale Baneblade? Or for that matter a Thunderhawk Gunship? Remember seeing one of them at Games Day years ago, man they looked awesome.
Gah, it's all flooding back to me now. Presumably GW got rid of the specific regiments in the Imperial Guard, Jungle Fighters of Catachan, Valhallan Ice Warriors, Tallarn Desert Raiders, Stormtroopers etc?
groovychainsaw
27/09/05 @ 13:00
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Epic would be cool - that would be an obvious next gen thing - 20,000 tiny orks getting stomped on by giant 30 storey tall walkers... If this was done right it could be great.
But damn it I'm old school - make it turn based!!
/flees inevitable flaming
Edited 1 times, most recently on 27/09/05 @ 13:58
Stickman
27/09/05 @ 13:18
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Some kind of epic type game along the lines of Rome TW would be a fantastic idea. I think something along the lines of Combat Mission would work best. Put your orders in, but then you're committed to them for the next minute of action.

Also, a game like that just screams for expansion packs and plenty of mods, etc.
Shrimp
27/09/05 @ 14:00
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Nice review - enjoyed the mini-analysis of 40k too.

Just to redress the turtling argument, both of the other reviews I've read (IGN and 1UP I think) didn't find any problems with the IG being invulnerable when played in a turtling style.

Maybe it's just you?
Ryuken
27/09/05 @ 18:21
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An actual 'turtling' side in such a fast-paced and 'resource-scattered' rts as DoW would really be a novelty. I am sure the IG have some other disadvantages. Can't wait for my copy.
Edited 1 times, most recently on 27/09/05 @ 19:19
Senor_Sanchez
28/09/05 @ 09:18
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Dawn of War is SUCH a great game - just wish they had released extras for the single player involving the other races (and sorted out the shabby ingame cut scenes ) - cant get Winter Assault until payday on friday - cant wait!
Gulag
28/09/05 @ 09:53
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KHAN!!!

Gamestop are sold out! Arse.
Ahh well, I have a church window to finish anyway...
Rdysn5
28/09/05 @ 15:40
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Is Dawn of War of comparable quality to the likes of, say, Rome Total War? Yes, I realise they are both radically different but they are both RTS's.
Ryuken
28/09/05 @ 16:26
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I would label Rome more as a turnbased game, since I spent most of the time in the campaign screen there. Or at least describe it as a mix. If Rome or any of the Total War games only had some loose real-time battles/missions it would have lost a lot of its appeal imo. DoW is simply another StarCraft clone (not talking about art nor design, I know WH40k exists longer than SC, it are just the game mechanics that are similar), but refreshing nonetheless.
Genji
29/09/05 @ 03:11
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Starcraft clone?? Don't make me laugh. They are worlds apart.
Ryuken
30/09/05 @ 18:16
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Play the real classic again then. The only different things that matter are the squads and their improvements, and the resource gathering (for requisition at least, although even that can be seen as a sort of modified version of obtaining SC's crystals, in DoW everything just happens somewhat faster with only having to capture points and not having to build a base around them). And yes, DoW also doesn't have that much unit variation. Clear now? Didn't say it was a bad game, just a refreshing clone overall.

Played WA a while and it's terribly short, and very seldom did I experience the same intensity as with WCIII: TFT. Also gotta love that 5.9 catalyst bug...
Edited 1 times, most recently on 30/09/05 @ 19:14

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