* Prices may differ from that shown
This review will focus on the expansion pack alone. I have another review on dawn of war, the orignal, which you can read to bring up to speed about how the game works and so on. I do not see the need to go on about it here. Anyway, in Dawn of war, winter assault, a new race is added, the imperial guard. The imperal guard are actually playable (slightly) in the campaign mode, but you can't say build building with them, or drive any of their vehicles (except in one level you get to drive the lehmen russ, a sort of artillary/tank style war machine). Anyway, the imperial guard are a group who have a fairly weak infanty, with almost no melee units (except a unit you can only get if you capture a relic). There units are also relatively weak in terms of morale, being easy to scare off. So why go imperial guard? Their vehicles are very strong, and the ultimate vehicle, the gunblade, or gunbane or something like that, is just crazy strong. Also, their building have superior defence ratings, and have tunnels between buildings. These tunnels allow your soliders to crawl from any building to any other building. Also you can garrison your troops in building, and use building as turrents almost so long that you garrison troops inside. This makes the imperial guard a very good race at defending positions, just stick down a turrent, garrison (i think its up to 3 troops inside), and reinforce it with the tunnels if needed. Also there is a solider known as heavy weapon squad or something, that can set up turrents (its like a big machine gun group, they unset their machine gun and use it). Apart from that, and the new campaign, there are no real difference from this game and the old one. Its just an expansion. The following expansions (which i will review in good time) allow for more changes than this one. However that said, i would say that the imperial guard are one of my favourite races, so I would definately recommend this expansion. Also, (although I am not sure), I think that you can play this game standalone, but you will be only able to play imperial guards, so its not really worth doing. In summary, a great expansion to an already great game
Winter Assault is the first expansion pack to the popular Dawn of War RTS video game. It see's you take charge of the imperial guard part of the same forces as the previous game's Space Marines. Since you're reading this i'm going to assume you've either already played the previous game or at least know the basics so i'll skip on to what's different. The game handles a lot like the last game, being dropped into scenarios where you have to build bases and complete objectives. However you are now in control of the Imperial Guard. The elite human soldiers of the Emperor's army. Unlike the Space Marines before them the guard are slightly weaker but to compensate the units are made up of more soldiers. While you may not have access to some of the massive firepower of the Blood Ravens there is certainly a lot of variety, especially in the armoured vehicle department. With the main campaign seeing you fight many of the same enemy types as the previous game it means you have to change your approach. Very rarely can you go in all guns blazing and expect to win. Unless you have vastly superior numbers. Also importantly it adds the Imperial Guard to the multiplayer giving that feature a new dimension.
Winter Assault is the first expansion to Dawn of War, the real time strategy game set in the Warhammer 40,000 universe. The biggest selling point for this game is the addition of the Imperial Guard to the series, meaning you can swamp your enemies under hundreds of infantrymen, or batter them into oblivion with heavy armour and artillery (and yes, the 10-guns-on-1-tank Baneblade is included). The game has 2 ways to play, a campaign mode and a skirmish mode. The campaign is basically your typical story mode, involving completing missions in a set order until you complete the storyline. This can be played from 2 perspectives, Order or Disorder. The order storyline will see you controlling a mixture of Eldar and Imperial Guard forces, whereas the Disorder campaign involves you controlling the Ork and Chaos armies. Unlike some games, if you pick the Order campaign, you won't play the same missions as the Disorder campaign with different units. Each side in the conflict has their own story, but they do overarch and interact a lot. The skirmish style of play as kind of like a free-for-all, involving you picking your side from the 5 available armies (the 4 previously mentioned, and also the Space Marines), choosing a map, setting what you want the objectives to be (ranging from capturing and holding locations, destroying your enemies' bases, or just assassinating the enemy commander), choosing your allies and enemies, and then going to war as you set it up. The skirmish mode also allows you to use your own colour schemes for your army, which can be set in the Army Painter mode. This is a great expansion, but you will need the original Dawn of War game to play it.
Winter Assault is first expansion pack for Warhammer 40000 Dawn of War. Unlike the future expansion packs it requires a copy of Dawn of War to play and is not a stand alone game. The game follows the story of the new faction, The Imperial Guard, these humans are a proud army dealt with the task of recovering a mighty Titan, a weapon of great power, however soon they learn their not the only ones after the Titan and also of its true potential. Like the first Dawn of War the story is well presented and interesting. The Imperial Guard are an interesting faction. Them focus on mass troops and powerful vehicles to overwhelm their enemies. They remind me a bit of Soviet Russia, you can actually execute a member of a squad to increase the morale of other men. While they do have a few powerful troops, their real strength comes from their tanks, such as the Leman Russ. These huge machines provide great support for their large squads which tend to act more like cannon fodder than anything. This time the campaign opens up a little and allows you to play as either the good (the Imperial Guard and Eldar) or the bad (Chaos and Orks). Both campaigns are fun and its nice to be able to play as the baddies for a change. A nice feature they've introduced is that in some missions you can actually choose which faction to play as therefore altering the story and allowing you to have more control. Its a nice feature that works great. The difficulty of the game also increase, as your thrown in the deep end, however you should have picked up enough experience in the previous game to deal with anything they throw your way. Overall Winter Assault in an enjoyable expansion pack that deliver a couple new campaigns and a whole new civilisation that are fun to play. Its worth a buy. Andy Creighton
Winter Assault is the 2nd game of the Dawn of War series to be released, and requires the original Dawn of war game to be played. The game introduces the Imperial Guard, who are a human race (us basically) and you can now take full command of the guard army. Having collected the Guard in Warhammer, it was really exciting to be able to play them for the 1st time in the game and I have to say no detail has been lost. There are almost every single type of unit present, normal riflemen, Kasrkins, Ogryns, snipers, Commisars, Generals and so it goes on. However the best thing of the new army has to be the artillary, the Guard's fist. Here we have Basalisks, Leman Russes, Hellhounds and the Baneblade. Also sentinals are available to play. You can customise the weapons on the tanks with upgrades to make it even more personal. The campain story varies depending on what race you play. Lets say you play the Guard, the story will revolve around you protecting the titan crew to the crashed titan along with the help of the space marines, as you try to rush to get there before the orks or anyone else gets there. It's a change from the last game and is pretty refreshing. You can also play as the eldar and chaos campaign. Visual wise, its pretty similar to the previous game, scenery is well designed with most of it being covered in snow. Controls and layout of the hud are all pretty similar, so it doesn't feel like a whole new game. The great thing about playing as the Guard are sure to be the numbers, with up to 15 men in a squad, the ability to equip them with grenade launchers and flame throwers all together mounts up to be devastating, even against stronger foes ie chaos. If you liked the 1st game, this will not disappoint. Most of the key aspects have been kept and an amazing new army added and implemented. Long live the Guard.
Winter Assault is the first add on for Warhammer 40,000: Dawn of War. Unlike the newer add-ons, you do require the original Dawn of War game to play this one, however, if you don't already own Dawn of War, I would recommend buying the Anthology set which is cheaper than the individual add-ons, and includes the original game. In fact, even if you do own the original game, the Anthology may be the best value option - then you can pass the parts you already have onto a friend, and enjoy multi-player gaming! Winter Assault only adds one new playable race to the game - the Imperial Guard. This race was present in the original game, but only usable for one or two missions; this expansion gives you the ability to play as Imperials in both the single player campaign and in multiplayer games. The new campaign is a different style to the original game. Of course, as an RTS (Real Time Strategy), it's still about conquering your enemy through map over map, but whereas in the original game you can only play as the Space Marines, Winter Assault offers two opposing campaigns - Chaos and Order. Both campaigns follow the same plot - your mission is to gain control of the Titan super-weapon and thereby win control of hte planet. In fact, the same maps are used in a lot of levels, but you'll have the opposite objective depending on if you're playing Chaos or Order. Another difference; playing Chaos and Order doesn't restrict you to just one race. As Chaos, you'll play Chaos Space Marines and Orks; as Order you'll play the Imperial Guard and the Eldar. Each mission puts you in charge of only one army; but some missions see you change from controlling one of your aligned races to the other, and at the end-game, you must chose which of the races you will control to win the final battle. The only odd thing about the game is the name; while a few of the maps do seem a little "wintery", it's odd that the add-on would be named for something that has so little impact on game-play...
Warhammer 40k is a title everybody should respect. Enjoy? That is of course up the player, but without a doubt, respect is something they deserve. The franchise has to date 3 expansions with more planned, featuring 9 races in a MASSIVE universe, with more units and abilities being introduced to EACH race along the way. Balance issues do arise from this many races. This is an inevitability. True the release of a new expansion means adjustments and this particular expansion involved just that. In the original title, the Emperial Soldiers, the race that was briefely introduced in the first, is fully incorporated in this one. And in the first one you get a sense that this race is all about expendability. You have 15 troops in a squad, and the tanks cost a little less space wise. In this expansion that number was dropped from 15 to 9. a whopping 6 less. Why is this important? Well the fun of playing the Emperial soldiers was the fact that you had such great losses and numbers. Truly it felt like a war of epic proportions. Units dying and screaming, fighting and blasting. Since their rifles were weaker the greater number of flying lasers LOOKED like they were TEARING and RIPPING the armor and flesh off your enemies with crunchy and juicy sounds. The grenade launchers you can equip on the infantry made them also anti vehicle savy, whilst keeping them the same old juicy expandeble race. Now they seem like Blood Ravens 0.75. Weaker, smaller, not quite there, but there you have it kind of race. Their commanding units have interesting abilities like the execute ability which kills one of the troops but forces them to fight at their finest for a period of time. Their sniper units have excellent damage and range on hero units. Bunkers are something only they have providing the more terran experience of starcraft. What else was new? Yes there were a few new specialty units in all the other races, the continuation of the story from the previous, but none of these additions changed the gameplay in any real drastic way. Yes the new race understandably changed the gameplay and forced you to accomodate for it, but it's still the same old Warhammer 40k i've grown to love.
dawn of war winter assault expasion pack , the ultimate rts experience. winter assault is the expantion for the original dawn of war giving you new races and new weapons also new maps. online gameing with this is great , very hard but great. 3 vs 3 is imense but a whole lot of fun. the only bad thing i can say about this game is that there are alot of keys for ths game, it takes alot of time to get used to what key does what. but once used to it its brill
Dawn of War: Winter Assault is the first expansion pack for the RTS Dawn of War. It boasts a new and unique race; the Imperial Guard and also offers a new single player campaign. It also offers more multi-player maps and a new unit for each original army. The new army; The Imperial Guard are a completely new race and as such require a lot of new tactics to play. They rely on swarm tactics at the beginning of the battle, similar to the Orks, however, the guardsmen have very low morale, meaning they lose in close combat every time. Unfortunately, the guardsmen are weak all round and are only useful for holding people off until you are able to get the more powerful units. The Imperial Guard tanks are the main powerhouse of the army, with a wide variety of strong tanks; you are able to turn the battle. The most powerful of all is the Baneblade, which has extreme health and firepower. (Unfortunately, like all the super units it is limited to 1). All round, the imperial guards can be a formidable force if played correctly, however if your men start to run, youre as good as dead. The new units; Eldar: Fire Dragons - the fire dragons are a much needed anti tank unit for the Eldar, they are effective against all vehicles and buildings but I found them fairly pointless. Space Marines: Chaplin - The Chaplin is a new character unit for the space marines. It greatly increases the heal rate of all squad units around it and is also fairly effective in close combat. Unlike most characters, the Chaplin can't be attached to squads. The Chaplin can be the one unit to turn the tide of battle, reducing your losses greatly, allowing your army to stay up while your enemy falls. Chaos: Khorne Bezerkers - The Khorne Bezerkers are a new close combat unit for the chaos. They are fast and very powerful in close combat, standing up to any but the most elite squads. They are a useful unit for the chaos, holding up squads while you take them down from long range. Orks: Mega-armoured nobs - The mega-armoured nobs are one of the few close combat units able to stand up against the Khorne Bezerkers. Unlike the rest of the Ork army, these units can take a huge beating. They are also effective all round, using powerful guns and even more powerful claws. They have become the Orks most powerful unit (behind the squiggoth) and are extremely effective. The new campaign; The new single player campaign allows you to choose either the forces of order or disorder (effectively good and evil). The forces of order are the Imperial guard and the Eldar and the forces of disorder are Chaos and Orks. This campaign gives a break from the all Space Marine campaign of the original game. Throughout the campaign you get to choose which army you want to use for a mission (sometimes you must use both armies to complete a mission). The aim of the campaign is to reach and activate the Titan, a huge war machine that will allow the winning army dominance of the planet. Despite working together throughout the campaign, at the final mission you must choose one army to play as and effectively win control of the titan. I thought the campaign was fairly good, with a fairly shady storyline but some good maps with extra challenges on them. It was nice to be able to choose which army you wanted to play as, rather than having to use the Space Marines and the final choice makes a difference to the ending sequence. Conclusion; I would say that this is a fairly good add-on and would definitely recommend it to anyone who liked the original. The new army introduces a new style of play and the new units give the old armies a facelift. The campaign was fairly linear and simple but wasn't too bad. The new maps also offered a bit more when playing multi-player battles as the old maps started to get a little bit boring.
Lost amongst the ruins of a leveled city lies an Emperor Class Titan, a war vessel of untold power forged in the planet-wide furnaces of Mars, and revered by billions as the epitome of Imperial dominance. The one who controls it will command the power to destroy, or defend, a world. The Imperials will summon it to overcome great evil, Chaos will corrupt it for their own designs, Orks will destroy it in their bloodlust and Eldar will disregard it in their arrogance. The expansion pack to the award winning Warhammer 40,000: Dawn of War will build upon the most exciting, visceral, front-line battlefield ever seen in an RTS game. Promising one of the biggest expansion packs ever.