Nevil Estrom, they worked on the Hammer of Dawn for thirteen years until the UIR scientist, Dr. Adam hoped that he could create an orbital weapon that would end all wars. as deputy head of the weapons research division. Adam would leave the army and join the Defense Research Agency in 17 B.E. The Hammer of Dawn was first envisioned by the then Captain Adam Fenix after the Battle of Ragani, where Fenix discovered a need to create a deterrent in order to end the Pendulum Wars and force politicians to rethink their decisions. Satellite targeting that can take out a single tank or a whole city." -Adam Fenix having the first idea about the Hammer of Dawn Pendulum Wars The Vision " Orbital weapons platform.
The Hammer of Dawn was a COG (part UIR) Imulsion-energized, orbital, satellite-based laser. That's my duty now." -Captain Adam Fenix envisioning the Hammer of Dawn I can build a deterrent that'll bring governments to their sense. Someone has to create weapons so powerful that if politicians want to wage war, they'll face the same death as the men and women sent to fight it. You can give commands normally while paused, and they will be executed when you unpause." And now we go and do it all over again. If you have trouble micromanaging your army fast enough or don't know what to do, remember you can always Pause and think for a minute. Use this to your advantage and don't keep your own infantry in a single big bunch. Even if the actual damage inflicted were minimal, this will prevent a squad from firing and render them quite useless. Some attacks - like artillery fire or the melee attacks of certain units - knock infantry units down and send them flying all over. Run away until the enemy squad switches its target, then stop the dancing squad to fire upon the enemies while you run away with the other. If the enemy tries to melee your ranged squad and you cannot screen, move away the targeted squad while you shoot at the enemy with another squad. Then use your ranged units to help out the meatshield squad, otherwise it could lose or be severely weakened. To prevent an enemy melee squad from reaching your ranged units, you should have a melee squad of your own available to intercept. If the enemy squad is really hurting you and you don't have anything better, order one of your own ranged squads to charge and melee them.
They will be unable to fire, and probably lose to your melee squad anyway, although you want to pepper them with ranged units for good measure if possible. To prevent a strong ranged squad from using their most effective attack, send a squad - preferably a fast-moving melee specialist squad - to engage them in melee. See the army descriptions for details on using Space Marines and countering enemy units: You have to build your army according to what the opponent has, choose which units will be in front and which will flank or hang back, and you must see that your units choose targets they are effective against. You can't just build random stuff and send it to the enemy base they will get slaughtered. Strong ranged units tend to be weak in close combat. Anti-vehicle weapons are good against vehicles but bad against infantry, and vice versa. Many units and weapons in Dawn of War have a specific role. This guide will not explain things that are already clearly described in the tutorial, such as Requisition, Power, Squad/Vehicle Cap, Strategic Points, reinforcing squads, et cetera. The tutorial will teach you the basic gameplay mechanics, the role of your backbone units, and what you will need to get the different units/structures. It may sound stupid, but you really should. On the other hand, some multiplayer fundamentals - such as build orders and early harassment/rushing - are of no consequence in campaign play. There are some generic tactics and techniques that apply regardless of the mission or the specific units in play.