Warhammer 40,000: Dawn of War delivers a level of visual detail never before seen in an RTS. Hundreds of units clash on the battlefields of the dark future, unleashing massive destruction through a stunning battery of long-range weaponry before closing in for the finish. Incredible kill animations bring science fiction combat to life like never before, and the gritty future-gothic Warhammer 40,000 setting provides a striking tableau for the chaos and carnage of this grim, dark future, where there is only war!

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As mentioned before, Concordant Mod aims to return to the first Dawn of War mostly, with a longer technical progress; and it of course raises the importance of each level, with longer battles and more time spending for every Tier. According to this, Mod increases the number of useful units, possibilities and tactics for every Tier... So there will be more battles (on small maps for example) without using high levels T-3 and T-4, because they are not necessary to win. High levels in Concordant Mod are mainly intended for long fights and big maps with more elite troops and ‘heavy tanks’.

That also means T-4 Relic-Units: their appearance on the battlefield changes more than in the original, they are stronger, and they are much more useful for their specialized purposes. However, all of them are much more expensive, longer and require more control and a good timing to be the most effective. Concordant Mod also brings MORE relic-units, so You always need to choose which one is better for your actual strategy&units and for the situation on the battlefield now. And this choice is a really vital gameplay element, because uber-units are really different in characteristics and opportunities, and the wrong choice can make your uber-unit absolutely useless. Check this several examples.

Necrons: Restored Monolith/Pylon/Aeonic Orb


Necron's gameplay feature means quite similar units in a high weapon effectiveness against all targets, but very different tactics. Familiar from the original Monolith is a multipurpose unit, with increased hitpoints (and decreased Hp for evacuation) and abilities boosting its vitality and own troops reinforce, it can be a good attack shield for your army. Pylon, as the core of your defending line, combines a high damage and a really big fire range with serious energy expenses for every shot, for every jumping and for its special ability. Pretty little (to be logical and balanced well) and unstable Aeonic Orb has low hitpoints but CRITICAL(!!) damage skills; it’s also quite dangerous for your own forces too and requires a high micro-control.

IG: Baneblade/Shadowsword/Stormlord


Radically different situation, with highly specialized heavy tanks. Their hitpoints are 25% reduced and the price is higher, so now it’s very important to use your heavy tank right!! Baneblade’s weapon wants to destroy enemy vehicles and makes it great, but compared with the original it is not so effective against troops. Stormlord is ready to do an antipodal job of killing A LOT of infantry, but it’s helpless against vehicles. Shadowsword is a trump against big Daemons and high-armored targets, but its defensive weaponary is weak and You need to control it closely. 5 different types of Leman Russ tank can be combined with every super-heavy without restriction, for getting the most effective combination.

Stormlord + Vanquisher + Vanquisher + Eradicator. Baneblade + Conqueror + Conqueror + Punisher. Etc...

Inquisition: Land Raider Redeemer/Living Saint/Judgment Chair


Sister’s Living Saint gets new damage abillties and friends aura for keeping its efficiency high enough with new realities. It also combines well with Sisters Vengeance Angels and gets additional bonuses for your Canoness and more Faith resource. Judgment Chair is the final Ordo Hereticus argument, its characteristics are inadequate for the relic unit, but its orbital strikes and shooting abilities are almost permanent! Just keep enough resources to pay for this beauty. But of course JC will always be a primary target for your enemy. Grey Knght’s Land Raider is just the most durable heavy vehicle of the game with 12.300 hitpoints and improved armour; Redeemer will deliver the squad in any place despite of any enemy fire. On the other hand Redeemer doesn’t have its own outstanding firepower, comparing with Space Marines Land Raiders, so it should be complemented correctly.

Orkz: Squiggoth/Battlefortress


Units for two different gameplay models in T-4. Squiggoth doesn’t transport squads any more and now it’s a unit for mainly breaking through the enemy defense and crushing the base. Note that its attack and rampage became more realistic: it hits the radius, not a point; its attack count reduced, but the real damage efficiency grown up. Squiggoth is now a ‘monster_med’ type of armour, but it has DAMN 18.500 hitpoints! However, the most logical feature is an enemy morale rate reduction by Squiggoth appearance))

Battlefortress is a mighty transport, able to hold heavy units like Nobz and Mega Nobz, and also produce Slugga squads right among the battlefield. It carries much more firepower than Squiggoth, and gives an effective fire support. Despite of the relic unit status, Battlefortress is ‘vehicle_med’ vehicle; so it also has a lot of hitpoints but all melee walkers are very dangerous for it. And You must secure it attentively.

Etc. Im not writing more because all other races have a similar principle in that question. But maybe I’ll write about them too, later.

Ultimate Apocalypse News - November part 2 (2015)

Ultimate Apocalypse News - November part 2 (2015)

1 week ago Ultimate Apocalypse Mod (DOW SS) 4 comments

Finally part 2! This news will basically cover everything! From releases of next version and the next version, to explaining what is going on, this news...

DoW Campaign conversion to DC - released

DoW Campaign conversion to DC - released

1 week ago [DC] Veteran Mod 1 comment

The adaption of the original DoW Campaign to work in DC which is meant to be a generic addon like mod which can be combined and/or modified by other modders...

Witch Hunters Mod for Soulstorm is Finally Released!

Witch Hunters Mod for Soulstorm is Finally Released!

1 week ago Witch Hunters: Adepta Sororitas mod 3 comments

The Witch Hunter Mods for Soulstorm is finally here! Full mod release.

November Patch Launched

November Patch Launched

1 week ago The Imperium of Man 9 comments

A Patch update article for imperium of man mod which is no currently LIVE.

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Daemons Mod Complete - 2.0!

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A complete version for Daemons mod! 2.0! REQUIRES OBJECTIVE POINTS MOD! NOT REQUIRED FOR ULTIMATE APOCALYPSE! Includes tons of balance changes, AI improvements...

Black Templars Kaurava Crusade mod beta-5.5.021

Black Templars Kaurava Crusade mod beta-5.5.021

1 day ago Black Templars mod: Kaurava Crusade Patch 4 comments

Patch contains a vital balance changes. Also updated models and settings and "Heroes" wincondition. Just unpack into your Soulstorm with rewrite.

Ultimate Apocalypse - THB Patch v1.84.58

Ultimate Apocalypse - THB Patch v1.84.58

5 days ago Ultimate Apocalypse Mod (DOW SS) Patch 24 comments

Makes Chaos Daemons AI playable without crashing. Link of video in description of what caused it. DOES NOT REQUIRE previous patches! Install directly...

Witch Hunters: Adepta Sororitas mod for Soulstorm

Witch Hunters: Adepta Sororitas mod for Soulstorm

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The Witch Hunters: Adepta Sororitas mod for Soulstorm has finally arrived! Use the Adeptus Arbites and the Adepta Sororitas in the fight against the Great...

Ultimate Apocalypse - THB Patch v1.84.5 (OUTDATED)

Ultimate Apocalypse - THB Patch v1.84.5 (OUTDATED)

1 week ago Ultimate Apocalypse Mod (DOW SS) Patch 43 comments

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Imperium of Man November Patch

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2 weeks ago The Imperium of Man Patch 0 comments

Imperium of Man November patch is finally LIVE. I apologise for the delay

Post comment Comments  (50 - 60 of 664)
hayden112 Oct 5 2014 says:

Hi, hopefully this has now been posted in the right place which would allow someone with the info i need to find and answer it, (thanks in advance) :)
Im after a means of adjusting the difficulty of individual AI in single skirmish and multiplayer LAN, ending up with AI of different difficulty in the same game. im not sure how this would be done but i guess in the form of another drop down menu in addition to the drop down menus for; teams, race, colour etc. would be the ideal interface.
Couldnt find a mod, hopefully someone might know or have something, any help would be appreciated thanks

+2 votes     reply to comment
Kasrkin84 Oct 5 2014 replied:

I don't know of any mods that do this, but in a pinch you could just do it through console commands.

Once a skirmish match has started, pause it and pull down the console and type the following:

Cpu_SetDifficulty(World_GetPlayerAt(i), x)

"i" is the player number minus 1 (i.e. for player 2, "i" would be "1", or for player 5 "i" would be "4"), and where "x" is the required difficulty level (options are AD_Easy, AD_Standard, AD_Hard, AD_Advanced or AD_Insane).

Do this for each CPU player in the game to set their difficulty levels individually. Note that the code is case-sensitive, and (probably) won't work for multiplayer.

+2 votes     reply to comment
hayden112 Oct 10 2014 replied:

hi, i need the convenience of adjusting all difficulties before the game starts (for eg. another drop down in the pre game menu) i want to use this to represent the ever changing strengths of races in a 2 player campaign played through a series of multiplayer games
(Guest comment is mine, forgot to log in)

+1 vote     reply to comment
Kasrkin84 Oct 11 2014 replied:

Unfortunately this can't be done at the moment. The only possibility (and it's a slim one) would be editing of the game's EXE and/or DLL files, which is not something many people on the DOW modding scene have the required knowledge for.

+1 vote     reply to comment
Guest Oct 10 2014 replied:

This comment is currently awaiting admin approval, join now to view.

killerferreira003 Sep 29 2014 says:

how the hell are shaders added into a rsh someone tell mah ive seen it but i cant do it.

+2 votes     reply to comment
killerferreira003 Oct 1 2014 replied:


-2 votes     reply to comment
shef2 Sep 28 2014 says:

help me how to correct the mistake additions

+2 votes     reply to comment
Kasrkin84 Sep 28 2014 replied:

You're going to have to provide more information than that about what exactly the problem is.

+2 votes     reply to comment
shef2 Sep 29 2014 replied:

I ustonovil mod for Warhammer, stop by launch it in the Add-ons Manager, turn on the mod, mod has started and suddenly on the screen is written is not possible to include extra. and so with every mod. what's the problem?

+2 votes     reply to comment
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Dawn of War
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Released 2004
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524 votes submitted.

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Highest Rated (21 agree) 10/10

For 6 years now I have been playing Dawn of War. Modding it gave me that extra plus.

8/10 because it is a really good game. I am however ashamed that Relic stopped at Soulstorm.

10/10 because I always experienced something new in it.

10/10 100% warhammer

10/10 for Dawn of War I and Winter Assault campaign

7/10 for Dark Crusade and Soulstorm campaign

10/10 for your epic stories and hard work combined.

Oct 27 2011 by Lord_Cylarne

Lowest Rated (3 agree) 5/10

So much more could have been done, that was ignored during development.
Betas should of had more input.

Only saving grace is that there is a Modding community with which to complete the incomplete game... :(

Sep 8 2012 by RT2...

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