Description:

The Dark Angels stand first amongst the Space Marine Chapters, as they have done since their very inception as the I Legion. They are a proud Chapter, with traditions and rituals that date back to the earliest days of the Imperium of Man.

Gameplay:

You can select from 3 branches to play: Might of the Deathwing, Fury of the Ravenwing, Power of the Battle Company. And that is not all!

Credits:

SPECIAL THANKS: To the FoK team for the use of some of their absolutely beyond-magnificent models!

Note:

This mod is for DoW:Soulstorm only.

Links:

Mod thread on relicnews forum (DOWNLOAD LINK THERE)
Mod thread on revora forum

Quote:

The enemies of the Emperor fear many things.
They fear discovery, defeat, despair and death.
Yet there is one thing they fear above all others.
They fear the wrath of the Space Marines!

Gameplay video on youtube:




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RSS Articles

The Dark Angels - one of the original chapters of Space Marines have finally arrived on the battlefields of Dawn of War : Soulstorm! After some 5 years of development this mod is the definitive way to play as one of the most secretive factions in the 40K Universe.

Tremble before the Power of the Deathwing! Behold the Tactical Brotherhood!

Featuring dozens of new units, you can lead the Dark Angels to victory by choosing from leading the unbeatable might of the Battle Company, the unstoppable speed of the Ravenwing or the unbeatable armour of the Deathwing Company. Each branch has completely different playstyles and also features the legendary heroes of the Dark Angels, such as Ezekial, Sammeal, Belial, Azrael and the Watchers in the Dark as well as the awesome battlefield presence of the Thunderhawk Gunship.

Fear the Might of the Deathwing, Heretic!!

This mod has been developed by the most talented people in the Dow Modding community and features full voice acting and unique FX and models. It requires Version 1.2 of Soulstorm and is packaged with an easy to use installer and the latest version of the Objective Points mod, allowing for unique banner models in player-made races.

Never Forget, Never Forgive! The Fallen Must Repent!

Dark Angels 2.00.00 Public Release

Race Modification guide for Soulstorm

Race Modification guide for Soulstorm

Feature 13 comments

There are a number of Soulstorm race modifications available on Moddb, so I've put together a quick guide of the available ones, as well as the Unification...

RSS Files
Dark Angels 2.30.00 Public Release

Dark Angels 2.30.00 Public Release

Full Version 17 comments

Dark Angels 2.30.00 Public Release for Soulstorm - One of the most secretive Space Marine chapters in existence, soon, they will arrive in the Kaurava...

Dark Angels 2.00.00 Public Release (OBSOLETE)

Dark Angels 2.00.00 Public Release (OBSOLETE)

Full Version 28 comments

Dark Angels 2.00.00 Public Release for Soulstorm - One of the most secretive Space Marine chapters in existence, soon, they will arrive in the Kaurava...

Objective_Points mod v2016.03.19 for DC and SS

Objective_Points mod v2016.03.19 for DC and SS

Patch 40 comments

The supplementary Objective_Points mod version 2016.03.19 for DoW:Dark Crusade and DoW:Soulstorm. This mod is vital for running any other mod(s) with...

DoW Community Map Pack 1-4

DoW Community Map Pack 1-4

Multiplayer Map 1 comment

The most known community map pack of the past decade, age of glory of DoW modding. Uploaded 17-11-2006 on DownOfWar.FileFront.com. Now saved on Moddb.

Streets of Magerion DOW:SS map

Streets of Magerion DOW:SS map

Multiplayer Map 3 comments

Here is one of my(Skinne) old maps that was kinda popular. I(Skinne) decided to put it on Moddb, since most of the old links are no longer available...

Shape of Things That Were (Svarog #5), DOW:SS map

Shape of Things That Were (Svarog #5), DOW:SS map

Multiplayer Map 6 comments

Latest map set in the Svarog Sector. Should depict an archaeological site with 4 height levels and several SCAR additions to make the map more exciting...

Comments  (0 - 10 of 151)
ZeusHammer
ZeusHammer

Oh, I forgot to add... maybe it could be better if more than one Tier III building were allowed. From Tier III, that building becomes a bottleneck because you can only build most combat-effective units from there (at least for the Deathwing and Ravenwing branches), and you also must research Tier IV from there. It is a problem more dearly felt when you have a lot of resources, e.g. playing in 4 on an 8-player map. Vanilla Marines could spawn two dreadnoughts and terminators at once given enough resources, while DA are restricted to just one unit at a time in any case.
On the other hand there's the deep-strike issue... Vanilla marines are limited to one orbital relay for a reason, I think. Having three production centers capable of deep-striking could be too much. Maybe you could consider adding Ravenwing/Deathwing/Veteran units to chapel barracks and machine cult too?

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ZeusHammer
ZeusHammer

It is a great mod indeed, and by Tier III you basically get three entirely different races each with its own peculiar units. That never lets you get bored.

Even though I am not the best player on Terra, I am having a hard time beating vanilla marines at insane difficulty. Vanilla marine units just seem to deal more damage and be more durable than DA units. DA infantr upgrades too don't seem that effective.
Even when I managed to build a mortis dreadnought with autocannons, all I could do was just hold them off for a little while.

In some other games, I managed to get to the Deathwing branch, and I think DA terminators are a little too fragile when compared to their vanilla counterparts.

I also think they resent from the lack of turret emplacements, considered they are not that durable (compared to vanilla marines at least) nor they have such a great mobility until Tier III.

Also, DA scouts are basically powerless against vanilla scouts, at least when using either bolt pistols or shotguns (shotguns don't seem to affect morale, either). DA scouts seem to have a rather high close combat damage statistic, but... they didn't achieve much of anything against, again, vanilla scouts ^^'

Also, I think they are too limited on the number of heavy weapons they can have. All races with heavy weapon choices have some upgrade by Tier II that expands by two their basic infantry heavy weapons cap, while DA only get that option by Tier III, and only with the battle company branch.

Playing myself vanilla marines vs DA,I did notice that the AI tends to get into close combat even with its tactical squads, and that did seem to disrupt temporarily my own tactical squads, but in the end I won by just Tier II with two scout squads, two tactical squads (two with four missile launchers), and a couple of turrets.

DA AI did beat me when I played Steel Legion against it (it took the Ravenwing branch with many anti-armor choices and... well... the AI is better at micro-management than poor old me :D), though SL are also somewhat a slow roller.

If I may dare, I think they may need to be at least a little sturdier as far as early tier units go, or have better upgrates and they need more heavy weapons regardless of the battle company branch (two plasma rifles just can't beat four, and two rocket launchers won't do much against a dreadnought). Even though my mistake may be relying too much on infantry, you still need to be able to gather enough resources to field vehicles.
Also, the scout thing: shotguns and melee seem to deal no damage at all.
Last thing that I noticed... the Mortis dreadnought starts with twin-linked heavy bolters. Although it does say "effective against infantry", I think they should deal a little more damage to heavy infantry too. After all, isn't it supposed to be a heavier-caliber version of the same bolter that does deal good damage to heavy-infantry when used by tactical squads? The first time I fielded a couple of Mortis I had no armory (tried to save on resources), so I couldn't give them autocannons... and they were possibly less effective than Imperial Guard lasguns against vanilla tactical squads.

Sorry for the verbose post and the complaints. I know it always comes as "get back to work", but it's indeed a great mod. Just a little... shy, so to say. It feels as if they were more attuned to IG than SM. They need more steroids :D

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Guest
Guest

I keep getting "Failed to activate requested game"... how do I fix this?

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Gambit_1 Creator
Gambit_1

You will have to have 2 more mods installed, brother:
FreeUI: Mediafire.com
Objective Points: Moddb.com

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Khoran_Gutsplitter
Khoran_Gutsplitter

I just love everything about this race mod, definitely my favorite one right beside the daemonhunters. The atmosphere, lore accuracy and those gorgeous looking units. Not to mention the darkshroud...holy emperor we have been blessed

Only one inconvenience remains however. Where's my precious Plasma spewing termies at? Surely if you have this much proffession to make a darkshroud, a plasma cannon terminator would be no problem to add right?

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Gambit_1 Creator
Gambit_1

Well, this is not THAT difficult, but it requires a modeller...
FFE could possibly do the job, but that is something I am unable to do properly.

Bottomline, it is a matter of lack of staff, brother.
...And the reason why you do not see that much activity in the scene lately. :(

Reply Good karma+3 votes
Khoran_Gutsplitter
Khoran_Gutsplitter

Understandable, there's no need to rush anything. I'll always remain patient so don't worry about me. Your team has already done an astounding job as it is.

But on that note some models of Termies with plasma cannons do actually exist, although they don't seem to be of the "highest quality" but they're pretty nice.

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Lordman87
Lordman87

I want to see Deathwing Knights and Ravenwing Black Knights

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Gambit_1 Creator
Gambit_1

Deathwing Knights are ALREADY IN man!!! And the have a leader and all as well.
As for Ravenwing Black Knights ... We need a modeller.

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Lordman87
Lordman87

Really I haven't noticed how are they different from assault terminators

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Gambit_1 Creator
Gambit_1

Totally different models, different abilities, different leaders (x2), different fielding method, different stats etc.
The only thing I left out, was adding a new ability. But this was due to the uber abilities conferred by the Watcher in the Dark.

Come on man... What else could be different? They are super terminators after all.

Reply Good karma+2 votes
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Highest Rated (6 agree) 10/10

this is a great mod!

Sep 26 2013 by moddlord1

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