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While the tau are more tech-heavy, the necrons are more magic-based. These bonuses can make non-stronghold territories a tempting target. Or, gaining Pavonis gives you control of the planet's space port, letting you use transports to leapfrog and attack any territory, even those that aren't adjacent to your borders, though you can't use it to attack strongholds. Possessing the Eres Badlands, for instance, gives you control of the chaos god's relic, which lets you launch two attacks per turn, where before you were limited to only one.
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Meanwhile, some territories convey strategic advantages to whichever faction owns them. Territories are rated by military strength, so it's wise to avoid heavily defended territories until you can build up your military forces and your strength. There's a lot more to the campaign than just worrying about strongholds, though, as there are plenty of strategic implications on the map that may affect your war. By fighting to capture enemy strongholds, the gameplay focus will be on these strategic locations, so the game shouldn't get bogged down in a long campaign to conquer the entire map. On the flip side, that also means that you don't have to conquer every territory. If you ever lose your stronghold territory, you lose the campaign. Win and you seize that territory, but lose and you'll be rebuffed that turn. Every turn, you must decide where you want your army to attack next. The ultimate goal in Dark Crusade's campaign is to conquer the planet Kronus, and you begin with just a single territory, which is home to your stronghold. Turn-based campaign layers in real-time strategy games are becoming more and more popular, since the strategic layer can make the real-time battles more meaningful, as there's something at stake besides simply crushing the other guy on a battlefield. The significant new addition in Dark Crusade, though, is certainly the strategic campaign. However, all the existing races get new units, as well, so there's something for everyone in Dark Crusade. New here are the necrons, an undead army, and the tau, an almost mechanized race that uses seemingly anime-inspired battle suits. If you don't own Winter Assault or even Dawn of War, don't worry-the expansion packs all seven races in it. Dark Crusade introduces two new races, boosting the total to seven. The game featured four playable races in the form of the space marines, the orks, the eldar, and the chaos space marines, while the Winter Assault expansion introduced the Imperial Guard. The mechanized tau are one of the two new races in the expansion, along with the necrons.ĭawn of War's success can be attributed to the fact that it captured the violent nature of Warhammer 40,000 combat and set it in a challenging real-time strategy environment where capturing territory was just as important as base and unit building. We played around with a work-in-progress version of Dark Crusade to see just how these new features are coming together. Dark Crusade packs a lot of content for an expansion pack, and it introduces a number of new features, not the least of which is a turn-based strategic layer to the campaign game. Relic is currently putting the finishing touches on Warhammer: 40,000: Dawn of War: Dark Crusade, the second expansion to the hit 2004 real-time strategy game set in the brutal Warhammer 40,000 sci-fi universe. While Relic's superb Company of Heroes is currently the talk of the strategy genre, the company hasn't forgotten about its acclaimed Warhammer: 40,000 series, either.