The Soulstorm: Strongholds mod unlocks all seven Dark Crusade and all nine Soulstorm campaign stronghold missions, allowing them to be played directly from the skirmish menu. Compatibility is included for all vanilla and most mod races, which means that the Dark Eldar and Sisters of Battle can be used on the Dark Crusade missions, blue-on-blue match-ups are permitted, and support is included for the following mods:

  • Black Templars: Kaurava Crusade (tested with beta-5)
  • Chaos Daemons (tested with v1.5)
  • Dark Angels (tested with v2.00)
  • Harlequins - The Dance Macabre (tested with v0.15)
  • Inquisition: Daemonhunt (tested with Soulstorm beta v2.01)
  • RAGE: World Eaters Warband (tested with v1.0)
  • Renegade Guard (tested with v0.64)
  • Salamanders (tested with v1.0.01)
  • Space Wolves (tested with v0.63)
  • Steel Legion (tested with v1.0)
  • Tyranids (tested with v0.5b2)
  • Witch Hunters (Dark Crusade beta v0.2, untested - you have been warned)

Any other new race mods that are released will be added to this list. This should be a fairly easy process, as I have re-coded all the mission SCAR and NIS files to make it as simple as possible to add extra race compatibility.

The infamous Dawn of War narrator's voiceovers have been included at the start and end of each mission, although these can be skipped without affecting anything else.

As an added bonus, I have included three (sort of) new missions, entitled Mannheim Bay, the Suratha Precinct and the Lands of Eternity. They're basically conversions of existing missions from Dark Crusade and Soulstorm, using the Steel Legion and Black Templars as antagonists.

Full instructions on how to get this mod set up correctly can be found in the readme file accompanying the most recent release version (currently v1.30), including a list of all required and optional mods with download links. I strongly advise that you check it out before you get started.

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Soulstorm: Strongholds [v1.31 patch]

Soulstorm: Strongholds [v1.31 patch]

Aug 11, 2014 Patch 24 comments

v1.31 brings some essential bugfixes, hopefully ridding the Strongholds mod of such annoyances as units getting stuck in the terrain in the Dussala Precinct...

Soulstorm: Strongholds [v1.30]

Soulstorm: Strongholds [v1.30]

Jul 6, 2014 Full Version 17 comments

Tyrea gets the Strongholds Mod treatment in v1.30, as the assault on Farseer Taldeer's icy mountain fortress degenerates into an epic four-way slaughter...

Post comment Comments  (0 - 10 of 411)
Anxozt Oct 9 2014, 2:07pm says:

I likely have this mod to be compabile with more than one, i likely to combine it with Titanium war mod and Building staying (like in Dark crusade) mod

+1 vote     reply to comment
Kasrkin84 Oct 9 2014, 5:51pm replied:

It won't work with Titanium Wars, and it's pointless combining it with the Campaign Bases mod as the campaign is deactivated in the Strongholds mod anyway.

+1 vote     reply to comment
Oaks Oct 9 2014, 7:15am says:

So you are absolutely sure that there will be no CO-OP Strongholds? :D

Chaos deamons mod had release update adding an epic unit.
Question is in the end, if Strongholds could/will be
able to always catch up with latest mods releases.

I saw new Race mod on the horizon such as Legio Cybernetica.
I beforehand wonder if it could end up being in SaR and Strongholds as well.
Assuming the respective modders consent of course.

+2 votes     reply to comment
Kasrkin84 Oct 9 2014, 7:37am replied:

Any new mod races that are released that are (a) good and (b) unlikely to have any major changes to their building and squad lists will definitely be included. I'm working on adding support for Thousand Sons right now in anticipation of their eventual release. Oh, and the new daemons units will be in 1.32. :-)

+3 votes     reply to comment
Kasrkin84 Oct 8 2014, 9:59am replied:


+1 vote     reply to comment
jONES1979 Oct 8 2014, 12:40pm replied: Online

But if this question will be asked to you each three days, then these things will be possible? I just curious.

+3 votes     reply to comment
Shodar87 Oct 8 2014, 11:05am replied:

I would say yes (for 7 and less players maps with the inclusion of +1 player) but in case of 8 it could be quite problematic and it would require quite some reworking as the "roles are taken".

+2 votes     reply to comment
Kasrkin84 Oct 8 2014, 1:24pm replied:

While it MAY be theoretically possible to do for some maps, I don't have any intention of even attempting this. The amount of work required would just be ridiculous, and the coding problems it would create would drive me to the point of insanity.

So anyway, never gonna happen. EVER.

+2 votes     reply to comment
jONES1979 Oct 8 2014, 2:22pm replied: Online

You need add the F.A.Q. to summary )))

+2 votes     reply to comment
Kasrkin84 Oct 8 2014, 3:07pm replied:

The problem isn't that it would be hard to code per se, it's that for well over a year I have been coding it with the assumption that there will be just one player attacking. EVERYTHING has been set up with that assumption in mind, and so much fundamental stuff would need to change in order to implement a new system with allied AI. Ultimately though it's just something I have no interest in doing whatsoever.

Having said that, there is something I have sort-of planned for the distant future that involves something similar to this idea. Just for one specific mission though.

Nice idea about the FAQ though. I've been meaning to do something like that for a while anyway. :)

+2 votes     reply to comment
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Released Jun 8, 2013
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Highest Rated (6 agree) 10/10

Greate Job Done! Congratulations!

Jun 9 2013, 11:31pm by jONES1979

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