TheOverclocker Issue 41 | Page 36

points on the map. Most units spawn as squads rather than single troops, and as they take damage, squad members will perish, reducing the squad in question’s overall efficacy until you can find enough reprieve to get them back to base and summon reinforcements – or better yet, find a way to replenish them without retreating from the frontlines. Aside from that, almost everything else has changed. Base building is back, so if you want access to a specific unit, you’ll need to work your way up the tech tree to get there. Armies are much larger and designed to be mostly expendable, relatively easily replaced should the worst happen. DoW II’s cover system has almost entirely vanished. No longer do you need to strategically position troops around light/heavy cover to mitigate damage. Instead, a new type of capture point is available which, once captured, will provide protection from ranged (but not melee) attacks. Adjusting the cover system makes sense in the context of DoW III’s new design philosophy, but I can’t help longing for the DoW II way of doing things. The single-player campaign is a complete about-turn too. Gone are the incredibly compelling ARPG mechanics and the sense of player choice touted by the previous game. By contrast, Dawn of War III’s campaign is incredibly straightforward, presenting a linear sequence of missions for you to play through. The missions themselves and the objectives within aren’t anything memorable, but they’re entertaining enough, aside from one or two that manage to become painfully tedious. The most interesting aspect of it is that it doesn’t specifically focus on any one of the game’s three playable races (Space Marines, Orks and Eldar), instead hopping back and forth between the three factions as you progress. Viewing the narrative from the perspective of all three sides is an interesting dynamic, even though the narrative itself isn’t terribly interesting or exciting. I’d say it’s worth playing through, but it’s far from essential. Elites are the stars of DoW III. These heroic units come in a variety of flavours. Some are specialised squads of harassment troops. Others are supporting spellcasters. 36 The OverClocker Issue 41 | 2017 A few are hulking behemoths, capable of absorbing and dishing out massive amounts of damage. Each one sports a range of unique abilities, and proper use of Elites can quickly swing the pendulum of a match in the opposite direction. There’s a new resource specifically dedicated to summoning Elites, and each one has a different cost associated with it. You’re limited to selecting three Elites to take with you into a match, so choosing Elites that complement one another and that can help carry you through the early, mid and late game is important. Doctrines work similarly, in that only three can be equipped before heading into battle. These are army-wide special abilities. Some Doctrines enable the reinforcement of squads at listening posts built on strategic points, for example, while others outfit your standard units with new, powerful special abilities. As with Elites, choosing Doctrines that suit your play style and augment your preferred troops will provide a significant boost to your chance of victory.