History VideoGame / DawnOfWar

17th Jul '17 1:57:23 AM Arima
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* RailingKill: In ''Dawn of War I'', infantry that are hit with heavy knockback will still adhere to the boundaries of the map which prevents them from flying into water or over cliffs. However, if the explosion caused them to lose their last remaining hitpoints and die, then their body will be allowed to fly freely without restriction before hitting the ground/water.
14th Jul '17 6:22:56 PM Arima
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--> '''Thule:''' You won't hold that for long, demon-spawn!\\
'''Eliphas:''' Demon-spawn? One so hopelessly clueless about his origins shouldn't be so quick to insult another's parentage, "brother".\\

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--> '''Thule:''' You won't hold that for long, demon-spawn!\\
daemon-spawn!\\
'''Eliphas:''' Demon-spawn? Daemon-spawn? One so hopelessly clueless about ignorant of his origins shouldn't should not be so quick to insult another's parentage, "brother".\\




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[[folder:E - G]]




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[[folder:E - G]]

* EarlyInstallmentWeirdness: Among other things, the original ''Dawn of War'' let you have four Land Raiders, equip Ork mobs with anti-everything weaponry and have armies consisting entirely of high-end units. There was also no (relative) limit to the size of Ork squads, meaning that even squads of [[LargeAndInCharge Nobz]] could be up to 15 strong, not counting Leaders. It also let you deploy however many turrets you felt you could get away with. Relic/Specialist units and turrets gained caps when ''Dark Crusade'' was released.

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\n[[/folder]]\n\n[[folder:E - G]]\n\n* EarlyInstallmentWeirdness: EarlyInstallmentWeirdness:
**
Among other things, the original ''Dawn of War'' let you have four Land Raiders, equip Ork mobs with anti-everything weaponry and have armies consisting entirely of high-end units. There was also no (relative) limit to the size of Ork squads, meaning that even squads of [[LargeAndInCharge Nobz]] could be up to 15 strong, not counting Leaders. It also let you deploy however many turrets you felt you could get away with. Relic/Specialist units and turrets gained caps when ''Dark Crusade'' was released.released.
** For the sake of simplifying the animation work in ''Dawn of War I'', all characters are '''right-handed''' (they always use guns or melee with their right-hand). This is highly unusual as characters who wield a pistol and a melee weapon at the same time are implied to be left-handed (they're supposed to use the melee weapon with their strong, dominant arm instead of their weak, non-dominant arm).
8th Jul '17 7:51:04 PM Arima
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* EpicFail: In ''Soulstorm'', the Alpha Legion after action reports have the banner of the ''Word Bearers'' legion. One of the more clear indications on how unfinished the game was and how deep Iron Lore was in it's dire straits when it was handling development of the game.
7th Jul '17 2:32:46 PM Arima
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* AnnoyingArrows: Wargear Upgrades like the Eldar Runes of Warding reduce the effectiveness of ranged attacks. Some of them arr so effective that enemy bullets become nothing more than a trivial danger.

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* AnnoyingArrows: Wargear Upgrades like the Eldar Runes of Warding reduce the effectiveness of ranged attacks. Some of them arr ar so effective that enemy bullets become nothing more than a trivial danger.



* CriticalResearchFailure: In the official lore, Mandrakes are a type of Dark Eldar who have bone-white hair, ebony-skin covered in wretched runes glowing with green light, and the strength of an Ork. They are rightly feared even by other Dark Eldar as living, predatory shadows who are unrivaled masters of stealth and murder. In ''Soulstorm'', Mandrakes look ''nothing at all'' like the ones in the official lore and they're Tier-1 Infantry whose stats aren't very competitive against other Tier-1 melee infantry units.
7th Jul '17 2:17:33 PM Arima
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* AnnoyingArrows: Wargear Upgrades like the Eldar Runes of Warding reduce the effectiveness of ranged attacks. Some of them arr so effective that enemy bullets become nothing more than a trivial danger.



* CriticalResearchFailure: In the official lore, Mandrakes are a type of Dark Eldar who have bone-white hair, ebony-skin covered in wretched runes glowing with green light, and the strength of an Ork. They are rightly feared even by other Dark Eldar as living, predatory shadows who are unrivaled masters of stealth and murder.
In ''Soulstorm'', Mandrakes look ''nothing at all'' like the ones in the official lore and they're Tier-1 Infantry whose stats aren't very competitive against other Tier-1 melee infantry units.

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* CriticalResearchFailure: In the official lore, Mandrakes are a type of Dark Eldar who have bone-white hair, ebony-skin covered in wretched runes glowing with green light, and the strength of an Ork. They are rightly feared even by other Dark Eldar as living, predatory shadows who are unrivaled masters of stealth and murder.
murder. In ''Soulstorm'', Mandrakes look ''nothing at all'' like the ones in the official lore and they're Tier-1 Infantry whose stats aren't very competitive against other Tier-1 melee infantry units.
7th Jul '17 2:11:53 PM Arima
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* CriticalResearchFailure: In the official lore, Mandrakes are a type of Dark Eldar who have bone-white hair, ebony-skin covered in wretched runes glowing with green light, and the strength of an Ork. They are rightly feared even by other Dark Eldar as living, predatory shadows who are unrivaled masters of stealth and murder.
In ''Soulstorm'', Mandrakes look ''nothing at all'' like the ones in the official lore and they're Tier-1 Infantry whose stats aren't very competitive against other Tier-1 melee infantry units.



*** The Imperial Guard is in the same boat, more or less. Guardsmen squads have good firepower, especially once they have been fully upgraded, as do Kasrkin, but the former are quite poor at melee, and the latter are only a little better. Furthermore, unlike other factions, the Guard has no vehicles that are any good at melee; whereas, say, the Eldar have the Wraithlord, and the Imperial Space Marines have the Dreadnought, the Guard Walker, the Sentinel, is only good at ranged. The Guard, therefore, has only two units that are any good at melee: one single Ogryn squad, and the single command squad, especially if it has a lot of priests. Pretty much the only time you want to use the Guard in melee is against the Tau.

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*** The Imperial Guard is in the same boat, more or less. Guardsmen squads have good firepower, especially once they have been fully upgraded, as do Kasrkin, but the former are quite poor at melee, and the latter are only a little better. Furthermore, unlike other factions, the Guard has no vehicles that are any good at melee; whereas, say, the Eldar have the Wraithlord, and the Imperial Space Marines have the Dreadnought, the Guard Walker, the Sentinel, is only good at anti-vehicle ranged. The Guard, therefore, has only two units that are any good at melee: one single Ogryn squad, and the single command squad, especially if it has a lot of priests. Pretty much the only time you want to use the Guard in melee is against the Tau.
7th Jul '17 12:38:49 PM Arima
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** Elite squads for each faction, such as Terminator Space Marines and Imperial Guard Ogryns. They have limits imposed on their numbers from ''Dark Crusade'', but one or two of these squads is often all you need to turn the tide of a battle in your favour.

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** Elite squads for each faction, such as Terminator Space Marines and Imperial Guard Kasrkin and Ogryns. They have limits imposed on their numbers from ''Dark Crusade'', but one or two of these squads is often all you need to turn the tide of a battle in your favour.


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* {{Expy}}: The Space Marine who is shown on the box art of ''Dawn of War I'' but never appears in the game looks like Arnold Schwarzenegger.
17th Jun '17 11:42:42 AM DrVonOppendown
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* {{Mondegreen}}: Thanks to their truly bizarre accents and squeaky voices, it's often very difficult to actually make out what Chaos Cultists are yelling above the din of battle. While it is considerably funnier (and quite easy) to hear them screaming "Augh, my spleen!" as seen in AmusingInjuries above, what they're actually yelling is "Augh, I bleed!"



** In Winter Assault, the Imperial Guard and Eldar work to keep the Titan out of Chaos hands, though the first to the gate leaves the other to be torn apart. The orks and Chaos forces have an evil version where the mass landings of the Imperial Guard causes Crull and Gorgutz to stop fightig, though they have no illusions that it's out of convenience and intend to kill the other as soon as possible.

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** In Winter Assault, the Imperial Guard and Eldar work to keep the Titan out of Chaos hands, though the first to the gate leaves the other to be torn apart. The orks and Chaos forces have an evil version where the mass landings of the Imperial Guard causes Crull and Gorgutz to stop fightig, fighting, though they have no illusions that it's out of convenience and intend to kill the other as soon as possible.
16th Jun '17 5:24:12 PM Arima
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** Chaos Lord Crull, who is in charge of a World Eaters warband on Lorn V, has a Sorcerer to serve as his advisor. No true chaos warband that is utterly devoted to Khorne would permit a Sorcerer to be in their presence.
12th Jun '17 12:54:17 AM Arima
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* PowerUpLetdown: In ''Dark Crusade'', Eliphas's last upgrade is daemonic ascension which permanently makes him a daemon prince and requires having all nine wargear pieces acquired. The problem here is that by accepting daemonic ascension, Eliphas loses the effects of the Helm of Lorgar (Detects Infiltrated Units) and the Banner of Chaos (Damages enemy morale), making the upgrade a step backwards in usefulness.
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.DawnOfWar