Dawn of War 4 – Space Marines Faction FULL Overview — Transcript
Full transcript
- 0:00The Space Marines are the Imperium's
- 0:02elite warriors. Through gene seed
- 0:04implantation, extensive biological
- 0:06modification, and years of brutal
- 0:08training, recruits are transformed into
- 0:11soldiers who are stronger, faster, and
- 0:14far more resilient than ordinary men.
- 0:16Encased in armor and armed with some of
- 0:19the Imperium's most advanced weapons,
- 0:21they are designed to strike hard,
- 0:23survive battles that would destroy
- 0:24conventional forces, and continue
- 0:27fighting long after most armies would
- 0:29have been forced to withdraw. They also
- 0:32operate very differently from a
- 0:34conventional mass army. They are
- 0:36organized into individual chapters, each
- 0:39with its own history, traditions, and
- 0:41preferred methods of war. They are
- 0:43normally deployed as compact strike
- 0:46forces capable of concentrating enormous
- 0:48power exactly where it is needed. Now,
- 0:51that identity carries over very clearly
- 0:54in Dawn of War IV, where the Space
- 0:56Marines are built around a relatively
- 0:58small number of valuable
- 1:00that become significantly stronger
- 1:03through veterancy, research, and war
- 1:05gear options. A major part of the Space
- 1:08Marines, therefore, in Dawn of War IV is
- 1:11not simply deciding which units to
- 1:13choose, but deciding also how those
- 1:15units develop once they are on the
- 1:17battlefield. Their production buildings
- 1:19unlock different branches of their army.
- 1:22Individual squads can be equipped for
- 1:24different targets. Their commanders can
- 1:26be developed in several directions, and
- 1:29systems such as reserve, Thunderhawk
- 1:32redeployment, and stratagems allow them
- 1:34to move or reinforce their forces in
- 1:37ways of an elite strike force. In
- 1:40today's video, we'll be going through
- 1:42everything that you need to know about
- 1:43the Space Marines in Dawn of War IV from
- 1:46the ground up. Beginning with the Space
- 1:48Marines economy, their chapter keep, and
- 1:51their opening infantry before moving on
- 1:53to the chapel barracks, sanctum, armory,
- 1:56support structures, resource upgrades,
- 1:59commanders, and finally the stratagems
- 2:01that tie the faction all together. In
- 2:04order to fund everything though for the
- 2:06Space Marines, we'll need to talk about
- 2:08their economy. The Space Marine economy
- 2:10is built around requisition and power,
- 2:13and in Dawn of War 4, both resources are
- 2:16tied directly to controlling territory.
- 2:19Requisition is the main resource used
- 2:21across the faction for producing units
- 2:24and structures, whilst power becomes
- 2:26increasingly important as you move into
- 2:28upgrades, attachments, and the heavier
- 2:31parts of the army. That means map
- 2:33control is important from the very
- 2:35beginning, which is one of the reasons
- 2:37that many a time the Space Marines will
- 2:39start with an infiltrator squad. These
- 2:42can immediately move out and begin
- 2:44capturing control points, requisition
- 2:46nodes, and power nodes, whilst the rest
- 2:49of the base is still being established.
- 2:52Once those points are under your
- 2:53control, the Space Marines can invest
- 2:56further into them instead of simply
- 2:58leaving them as basic resource
- 2:59locations. Requisition points can be
- 3:02upgraded with the All Spec Shrines, and
- 3:05these progress through several stages.
- 3:07All Spec Shrine 1 prevents the enemy
- 3:09from capturing the point and also
- 3:11increases the amount of requisition it
- 3:13generates, so that the first upgrade
- 3:16already improves both the economy and
- 3:18your hold over that part of the map.
- 3:21Upgrading to All Spec Shrine 2 increases
- 3:24requisition income once again, and adds
- 3:26a mounted weapon, turning that point
- 3:29into a defensive position as well as an
- 3:31economic one. All Spec Shrine 3
- 3:34continues that progression, improving
- 3:36the weaponry and increasing requisition
- 3:38generation further. Now, power points
- 3:41work in a similar sort of fashion, where
- 3:43power generators can be upgraded on the
- 3:45power points, which increase the amount
- 3:47of power produced from that location.
- 3:49The Space Marines economy becomes
- 3:51stronger the longer you are able to hold
- 3:54and develop those resource nodes. From
- 3:56here though, we can now move naturally
- 3:59into the Space Marine production
- 4:00buildings because once the economy is
- 4:02established, the next question is how
- 4:05those resources are turned into the
- 4:07actual Space Marine army. Now,
- 4:09everything with the army essentially
- 4:11begins with the chapter key. It is the
- 4:13headquarters of a Space Marine base. It
- 4:16can produce basic infantry and also the
- 4:18commander that you selected before the
- 4:20start of the skirmish. Structures that
- 4:23are built closer to the chapter keep are
- 4:25constructed more quickly, making the
- 4:27area around the chapter keep the natural
- 4:30center for your early base. The
- 4:32commander options for the Space Marines
- 4:34are the captain, the chaplain, the chief
- 4:37librarian, and the company master. In a
- 4:40skirmish mission, you'll need to choose
- 4:42one of these commanders in the pre-game
- 4:44lobby, and that will become your
- 4:45commander for the next upcoming game.
- 4:48Each of these commanders will bring a
- 4:50different battlefield role, wargear
- 4:52selection, and in some cases, an
- 4:54additional strategem. We'll come back to
- 4:56the Space Marine commanders later on in
- 4:58the video though because there's quite a
- 5:00lot to go through with their individual
- 5:02capabilities and wargear options that
- 5:04make a lot more sense after we've
- 5:06explored the main army. The chapter keep
- 5:09though, where it all begins for the
- 5:10Space Marines, can also produce
- 5:12infiltrator squads. The Space Marines
- 5:15will usually begin a skirmish with one
- 5:18already deployed, but there's a good
- 5:19chance you may need more. The
- 5:22infiltrator squads are highly mobile
- 5:24light infantry units that are effective
- 5:26at range and are naturally invisible at
- 5:29a distance. This makes them ideal for
- 5:32immediately moving out and securing
- 5:34early game control points, requisition
- 5:36nodes, and power nodes while the rest of
- 5:39your base is still being established.
- 5:41Their stealth keeps them concealed until
- 5:43they attack, begin capturing something,
- 5:46or move within an enemy's detection
- 5:48radius, and even once they have been
- 5:50revealed, they still receive additional
- 5:52protection against ranged attacks. Their
- 5:55wargear can also make them useful beyond
- 5:57simple map control. The Infiltrator
- 6:00Comms Array increases command point
- 6:02generation, allowing a squad that is
- 6:05already operating around the edges of
- 6:07the battlefield to contribute towards
- 6:09the resources used for stratagems, while
- 6:12the Helix Gauntlet becomes available
- 6:14once the squad reaches the required
- 6:16veteran C level and allows lost squad
- 6:18members to be restored automatically
- 6:20over time. For a faction where
- 6:22preserving experienced units is
- 6:24particularly important, that gives
- 6:27veteran Infiltrators a useful degree of
- 6:29self-sufficiency. Now, the building for
- 6:32the Space Marines that handles [music]
- 6:33most of the infantry roster is the
- 6:35Chapel Barracks. It's worth noting that
- 6:38the Chapel Barracks can also produce
- 6:40Infiltrators, but 5 seconds faster than
- 6:43the Chapter Keep. We've talked about the
- 6:45Infiltrators a little bit earlier, but
- 6:47the Chapel Barracks can also train
- 6:49Intercessor Squads as well as Assault
- 6:52Intercessors as standard. Once the
- 6:54building receives the Vanguard
- 6:56attachment, though, it also gains access
- 6:58to Eliminator Squads, as well as the
- 7:00Invictor Tactical Warsuit, in addition
- 7:02to another group of research options
- 7:05that strengthens the more specialized
- 7:07side of the infantry army. The research
- 7:10available here gives you several ways to
- 7:12improve the core army. Enhanced
- 7:15Physiology strengthens the armor of the
- 7:17Infiltrators and the Intercessor Squads,
- 7:20while Take and Hold increases infantry
- 7:23capture speed, something, of course,
- 7:25that can be especially useful for an
- 7:27elite faction that normally has fewer
- 7:29squads available to spread across the
- 7:31map. Vanguard Tactics strengthens units
- 7:34relying on stealth by making them harder
- 7:36to reveal and reducing the range damage
- 7:38they take whilst they are concealed.
- 7:41Now, once the Vanguard attachment has
- 7:43been installed, the building becomes
- 7:45much more focused on reconnaissance and
- 7:47mobile warfare. Guerrilla Tactics
- 7:50increases the durability of
- 7:51infiltrators, eliminators, and Invictor
- 7:54Tactical Warsuits. While Adaptive
- 7:57Strategy speeds up production from the
- 7:59Chapel Barracks, allowing you to
- 8:01reinforce that part of the army much
- 8:03more quickly. Before getting into those
- 8:05Vanguard units though, the two core
- 8:07infantry squads show just how much
- 8:09customization these Space Marines
- 8:11already have at the beginning of their
- 8:13technology tree. The Intercessor Squad
- 8:16is the core ranged infantry unit of the
- 8:18faction. They are effective at range,
- 8:20good against infantry, and come with
- 8:22frag and crack grenades as part of their
- 8:25standard tool kits. The grenades give
- 8:27them an area attack that can also negate
- 8:29cover. Their main rifle can also be
- 8:32changed [music] depending on what you
- 8:33want the squad to do. The standard
- 8:35weapon can be swapped for auto bolt
- 8:38rifles, which move the squad towards
- 8:40shorter ranged anti-infantry fighting,
- 8:43or for stalker bolt rifles, which give
- 8:45them a longer ranged role and improve
- 8:47their usefulness against tougher
- 8:49targets, including vehicles. Beyond that
- 8:52main weapon choice though, individual
- 8:54Intercessor models can also receive
- 8:56additional equipment. One member can
- 8:59take an auxiliary grenade launcher,
- 9:01adding more area damage while giving the
- 9:03squad another useful tool against
- 9:05vehicles, whilst another can take a
- 9:08power sword and hand flamer, improving
- 9:10their close range anti-infantry
- 9:12capability. They can also gain access to
- 9:15the supercharged plasma pistol, giving
- 9:17the squad a powerful plasma attack that
- 9:19deals area damage. So, even though the
- 9:22Intercessors are the basic line infantry
- 9:25of the Space Marines, they are not
- 9:27necessarily locked into one specific
- 9:29role. One squad can be developed into a
- 9:32short range anti-infantry unit, whilst
- 9:34another squad could be equipped for
- 9:36longer ranged
- 9:37or given additional tools for fighting
- 9:39vehicles. Moving on to the Assault
- 9:42Intercessors, they cover the close
- 9:44combat side of the core infantry roster
- 9:46for the Space Marines. They are
- 9:47effective in melee and particularly good
- 9:50against infantry, but it's their wargear
- 9:52that determines how aggressively they
- 9:54can reach the enemy and what kind of
- 9:56targets they can threaten once they get
- 9:58there. Jump packs are one of their most
- 10:00important options because they increase
- 10:02the squad's durability and grant jump
- 10:05pack assault, allowing them to rapidly
- 10:07close the distance, jump onto vulnerable
- 10:09ranged units, or reposition during a
- 10:12fight. Their other equipment can then
- 10:14alter their combat role even further
- 10:17with a power sword and hand flamer
- 10:19improving their performance against
- 10:20lighter armor whilst adding area damage.
- 10:23They can also take a thunder hammer and
- 10:25plasma pistol setup which pushes the
- 10:28squad towards fighting heavier targets
- 10:30and gives the unit a more dangerous
- 10:32answer to armor. And supercharge plasma
- 10:35pistol provides an additional burst of
- 10:37ranged plasma damage. That means Assault
- 10:40Intercessors can be developed as highly
- 10:42mobile anti-infantry troops or equipped
- 10:45to threaten opponents that basic melee
- 10:47weapons would usually struggle to
- 10:49handle. Now, once the Vanguard
- 10:51attachment has been added to the Chapel
- 10:53Barracks, the roster becomes much more
- 10:55specialized unlocking Eliminator Squads
- 10:58and Invictor Tactical Warsuits. The
- 11:00Vanguard attachment also opens up the
- 11:03research options mentioned earlier.
- 11:05Eliminators are dedicated sniper
- 11:07infantry that operate at long range,
- 11:10become invisible at distance, and cannot
- 11:12fire whilst moving. So, positioning
- 11:15arguably matters much more with them
- 11:17than it does with any of the other
- 11:19infantry for the Space Marines. Their
- 11:21weapon options can also push the squad
- 11:23towards very different targets. Las
- 11:26fusils specialize them heavily towards
- 11:29vehicles and heavy armor, whilst the
- 11:31instigator bolt Carbine can instead be
- 11:34given to one member of the squad,
- 11:36providing a much higher rate of fire and
- 11:38better performance against infantry. The
- 11:40important point though, is that the
- 11:42squad does not simply gain more damage.
- 11:44You'll be making a decision about
- 11:46whether that unit remains focused on
- 11:48infantry or becomes part of your
- 11:50anti-armor toolkit. The other unit
- 11:53unlocked by the Vanguard attachment is
- 11:55the Invictor Tactical Warsuit. A highly
- 11:58mobile walker that excels against
- 12:00infantry and begins a considerable
- 12:02amount of area damage. It comes equipped
- 12:05with an Incendium Cannon as standard,
- 12:08which is a close-ranged anti-infantry
- 12:10weapon that can negate cover and
- 12:12garrisons, making the Invictor Tactical
- 12:14Warsuit particularly useful for clearing
- 12:17out infantry from defensive positions.
- 12:20Now, that very Incendium Cannon can also
- 12:22be swapped though for the twin Ironhail
- 12:25Autocannon, which changes the unit's
- 12:27role quite dramatically by moving it
- 12:29towards longer-range combat and giving
- 12:31it stronger performances against heavy
- 12:33armor and vehicles. The Invictor
- 12:36Tactical Warsuit also has access to
- 12:38Fragstorm Grenade Barrage, allowing it
- 12:40to launch grenades at a target for area
- 12:43damage, which makes the unit a useful
- 12:45bridge between the infantry side of the
- 12:47army and the heavier units that arrive
- 12:49later. From there though, the Space
- 12:51Marine roster begins moving into veteran
- 12:54and elite units through the Sanctum.
- 12:56Initially, the Sanctum gives access to
- 12:58the Bladeguard Veterans and Eradicator
- 13:01Squads, while installing the Heavy
- 13:03Elites attachment unlocks Terminator
- 13:05Squads and Redemptor Dreadnoughts, along
- 13:08with additional research options. The
- 13:10research available here is centered
- 13:12around making those expensive units
- 13:14increasingly valuable as the skirmishes
- 13:17develop. Heroes of the Chapter improves
- 13:19experience gained for units produced
- 13:21from the Sanctums, while Burning Hatred
- 13:23increases Armor of Contempt generation
- 13:26across the wider army. More about the
- 13:28armor of contempt a little bit later in
- 13:30the video. Now, once the heavy elites
- 13:33attachment is installed, terrifying
- 13:35efficiency can increase the damage dealt
- 13:37by Sanctum units, while Fury of the
- 13:39first company significantly reduces both
- 13:42the production time and reserve
- 13:43deployment time of Terminator squads.
- 13:46For now though, it's clear that the
- 13:48Sanctum is a natural building for
- 13:50players who want to invest heavily in
- 13:52veteran infantry as well as elite units,
- 13:55starting with the Blade Guard Veterans.
- 13:57Before we do go into further detail
- 13:59about the Blade Guard though, I would
- 14:01like to say a very big thank you to
- 14:02everyone supporting the channel. Maybe
- 14:04this is your third or fourth video, and
- 14:06if so, if you haven't already, make sure
- 14:08you are subscribed to the channel and
- 14:09more importantly that you've hit the
- 14:11notification bell so that you get a bit
- 14:13of a ding-dong when I do upload the next
- 14:15video. It's absolutely free, and whilst
- 14:17today is covering the Space Marines, I'm
- 14:19certainly hopeful to cover the other
- 14:21factions, too. In any case, back to the
- 14:23Blade Guard Veterans, well, they are
- 14:25heavy infantry built around durability
- 14:27and close combat. They excel in melee,
- 14:30perform well against a broad range of
- 14:32targets, and give the Space Marines a
- 14:34solid front line capable of absorbing
- 14:36punishment whilst the rest of the army
- 14:39operates around them. Eradicators though
- 14:41fill almost the opposite role,
- 14:43functioning as dedicated anti-armor
- 14:45infantry that are effective at range and
- 14:47particularly dangerous against heavy
- 14:49armor and vehicles. Their heavy melta
- 14:52rifles reinforce that specialist role
- 14:54and give the Space Marines an
- 14:56infantry-based answer to enemy armor
- 14:58without forcing you to immediately
- 15:00invest in vehicles of your own. And once
- 15:03the heavy elites attachment is
- 15:04installed, the Sanctum then opens up the
- 15:06Terminator squad and the Redemptor
- 15:09Dreadnought. Terminators are elite
- 15:11infantry built around extreme
- 15:13durability. They are effective against
- 15:15almost every target type and can absorb
- 15:18a huge amount of punishment. Although
- 15:20that strength comes with relatively low
- 15:22mobility compared with the rest of the
- 15:24infantry roster. Their heavy weapon can
- 15:27be changed depending on what you expect
- 15:29them to fight. The assault cannon gives
- 15:31the squad a high rate of fire and
- 15:33stronger performance against heavily
- 15:35armored targets, while that weapon can
- 15:37instead be swapped for a heavy flamer,
- 15:39which pushes the unit towards
- 15:41close-ranged anti-infantry fighting and
- 15:43allows them to negate cover and
- 15:45garrisons. That gives Terminators a
- 15:47strong general-purpose foundation while
- 15:50still allowing you to tune the squad
- 15:52towards either heavier targets or
- 15:54entrenched infantry. The Redemptor
- 15:56Dreadnought provides the Space Marines
- 15:58with a powerful all-purpose walker. It
- 16:01is effective across different ranges,
- 16:03naturally strong against infantry, and
- 16:05capable of launching grenades. But once
- 16:08again, its role can be changed through
- 16:10its main weapon configuration. The
- 16:12Redemptor Dreadnought begins equipped
- 16:14with an anti-infantry pattern, which are
- 16:16designed, of course, for clearing
- 16:18infantry and fortified positions, as
- 16:20well as giving access to frag storm
- 16:22grenade barrage. That very anti-infantry
- 16:25pattern, though, can be swapped for the
- 16:27anti-armor pattern, changing the
- 16:29Dreadnought's focus towards heavy armor
- 16:31and vehicles, whilst granting the
- 16:33supercharge macro plasma incinerator
- 16:36ability. Now, bear in mind, the
- 16:38Redemptor Dreadnought can also be
- 16:40produced through the armory later on,
- 16:42and so there's an important point to be
- 16:44made here for the Space Marines that
- 16:46they have more than one production route
- 16:48for some of their units. Speaking of the
- 16:50armory, it handles the mechanized side
- 16:53of the faction and produces the Outrider
- 16:55squads and Redemptor Dreadnoughts
- 16:57initially, while the heavy armor
- 16:59attachment opens access to the Gladiator
- 17:01Reaper and the Repulsor Executioner. The
- 17:04armory also contains several research
- 17:06options designed to strengthen a
- 17:08mechanized army with devastating charge
- 17:11improving Outrider melee damage,
- 17:13reinforced bullworks increasing the
- 17:15durability of vehicles, and all spec
- 17:18shrines. After taking the heavy armor
- 17:20attachment, armored spearhead improves
- 17:22the survivability of heavier vehicles,
- 17:25as well as ancient fury increasing the
- 17:27maximum health of invictor tactical
- 17:29warsuits and redemptor dreadnoughts.
- 17:32Armored wrath causes units produced from
- 17:34the armory to begin at veteran C level
- 17:37one. Now the outrider squad is
- 17:39classified as melee infantry that also
- 17:42is quite strong against other infantry.
- 17:44They have high mobility and moderate
- 17:46durability making them particularly
- 17:49useful for quickly reaching exposed
- 17:51ranged units or responding to fights
- 17:53that slower parts of the space marine
- 17:55army would take much longer to reach.
- 17:58Unlike most of the space marine units
- 18:00though, outriders don't have individual
- 18:02war gear choices. So their development
- 18:04comes mainly through research such as
- 18:06the devastating charge from the armory.
- 18:09Once the heavy armor attachment is
- 18:11installed, the armory gains access to
- 18:13the gladiator reaper, a durable heavy
- 18:16vehicle built around ranged
- 18:18anti-infantry firepower. The gladiator
- 18:21comes equipped with the reaper pattern
- 18:23as standard, but this can be swapped for
- 18:25the valiant pattern allowing the same
- 18:27vehicle chassis to move away from its
- 18:29default role depending on what the army
- 18:32is fielding. This continues the wider
- 18:34space marine theme of building a
- 18:36relatively small number of powerful
- 18:38units and then adapting those units to
- 18:41the battlefield. Now as it happens, the
- 18:43heaviest vehicle for the space marines
- 18:45in dawn of war four continues with that
- 18:47flexibility. The repulsor executioner is
- 18:50classified as a super heavy vehicle and
- 18:53it sits at the top end of the space
- 18:55marine mechanized roster. It excels
- 18:58against a wide variety of targets, has
- 19:00very high durability, and carries frag
- 19:02storm grenade barrage as part of its
- 19:05standard battlefield toolkit. Its main
- 19:07weapon is the macro plasma incinerator
- 19:10which is strong against armor and gives
- 19:12access to the supercharge macro plasma
- 19:15incinerator ability, allowing the
- 19:17vehicle to fire a much more powerful
- 19:19charged plasma attack that deals area
- 19:22damage. The macro plasma incinerator
- 19:25though can be swapped for the heavy
- 19:26laser destroyer, moving the vehicle
- 19:29towards a slower firing but extremely
- 19:31hard hitting weapon setup. Even at the
- 19:33top of the tech tree then the space
- 19:35marines are still asking you to make a
- 19:37decision about how you want an expensive
- 19:40unit to fight instead of simply giving
- 19:42you one fixed late game tank. Now with
- 19:45the major production buildings covered,
- 19:47the next part of the faction is made up
- 19:49of the structures that support those
- 19:51armies and allow the space marines to
- 19:53operate over a much wider area of the
- 19:56battlefield. The strategium is a
- 19:58dedicated utility and research structure
- 20:01and many of its upgrades affect the army
- 20:04far beyond a single production building.
- 20:06Battle drill recall causes units
- 20:08produced from the chapel barracks and
- 20:10the sanctums to begin at veterancy level
- 20:13one. All units included, unfortunately
- 20:15with the exception though of the
- 20:17redemptor dreadnought. The not one
- 20:19backward step upgrade though reduces
- 20:21melee damage taken across the army and
- 20:24gives the space marines another broad
- 20:26defensive upgrade. Lightning deployment
- 20:28is especially important because it
- 20:30reduces deployment time from both the
- 20:32reserve whilst also removing the
- 20:34additional deployment time penalty
- 20:36normally applied to structures built
- 20:38outside the range of a chapter key. Now
- 20:41as your production buildings are
- 20:43upgraded, the strategium can also expand
- 20:45the systems used to move units across
- 20:48the map. Orbital onslaught increases the
- 20:50capacity of the reserve whilst rapid
- 20:53embarkation increases the capacity of
- 20:56thunderhawk relays, allowing a larger
- 20:59part of the army to be held back or
- 21:01rapidly deployed. The thunderhawk relay
- 21:04itself allows units to enter the
- 21:05structure and then be deployed elsewhere
- 21:08as long as you have visibility of the
- 21:10destination. And combined with the
- 21:12reserve system, this gives the Space
- 21:14Marines a way of concentrating their
- 21:16valuable units where they are needed
- 21:18instead of having every squad
- 21:20permanently marching from one side of
- 21:22the map to the other. Now, this mobility
- 21:25also works alongside the faction's
- 21:27defensive structures because Space
- 21:29Marines can fortify important positions
- 21:32whilst keeping the main army free to
- 21:34redeploy elsewhere. The Tarantula turret
- 21:37provides a relatively light defensive
- 21:39option with a high rate of fire and good
- 21:42performance against infantry. Whilst the
- 21:44Hammerfall bunker is the heavier
- 21:46fortification combining much greater
- 21:49durability with the ability to fight a
- 21:51wider range of targets. Now, the
- 21:54eagle-eyed amongst you will have noticed
- 21:56through the video some references to
- 21:58armor of contempt. Now, the armor of
- 22:01contempt gives Space Marine units an
- 22:03additional layer of protection that can
- 22:05be built up through combat. As your
- 22:07Space Marines secure kills, loses
- 22:10members, or gains veteran C, they can
- 22:12generate this extra protection on top of
- 22:15their normal health rewarding you for
- 22:17keeping successful squads alive and
- 22:19continuing to use experienced units
- 22:22instead of constantly replacing them.
- 22:24Several later upgrades and commander
- 22:26abilities also interact directly with
- 22:28the armor of contempt including burning
- 22:31hatred from the Sanctum which increases
- 22:33how quickly it is generated and
- 22:35abilities such as the Chaplain's litany
- 22:37of faith which can restore it to nearby
- 22:40Space Marines. Speaking of the Chaplain
- 22:42though, now's probably a good time to
- 22:44start talking about the Space Marine
- 22:46commanders. At present, there are four
- 22:48commanders available for the Space
- 22:50Marines and these are the Captain, the
- 22:53Chaplain, the Chief Librarian, and the
- 22:55Company Master. Each one begins with a
- 22:58clear battlefield identity before being
- 23:01pushed further in different directions
- 23:03through various war gear options. Now,
- 23:05several of these choices are mutually
- 23:07exclusive, which is an important point
- 23:10because you are not simply purchasing
- 23:12every upgrade. Eventually, you will be
- 23:14choosing between different weapons or
- 23:16different ability packages. So, two
- 23:18players using the same commander can
- 23:20still end up with noticeably different
- 23:22capabilities. The Captain is a high
- 23:25damage marksman who is effective at
- 23:27range and becomes invisible at distance.
- 23:30This makes him the natural choice for
- 23:32players who want reconnaissance,
- 23:33precision fire, and ranged support. He
- 23:36begins with a bolt sniper rifle, which
- 23:39grants special issue ammunition and
- 23:41allows him to fire a specialized round
- 23:44that negates cover. Now, that very same
- 23:46bolt sniper rifle can in fact be swapped
- 23:49for either an instigator bolt carbine or
- 23:52even a combi plasma. The instigator bolt
- 23:55carbine gives the Captain a much higher
- 23:57rate of fire and improved mobility
- 24:00whilst making him better suited to
- 24:02fighting infantry. The combi plasma,
- 24:04though, instead pushes him towards
- 24:06medium-ranged combat and tougher targets
- 24:09whilst also granting the supercharge
- 24:11combi plasma for a powerful area damage
- 24:14attack. Now, his next war gear slot
- 24:16provides you with a choice between
- 24:18multi-spectrum array that increases
- 24:20vision and stealth detection or even
- 24:23haywire mine that allows him to place a
- 24:25concealed proximity explosive whilst the
- 24:28third and last choice in this slot is
- 24:30master of deceit that grants stealth to
- 24:33the unit that is attached to him. The
- 24:35final war gear group, though, for the
- 24:37Captain lets you choose between marksman
- 24:39honors, which increases the Captain's
- 24:41own ranged damage, strategic expertise
- 24:44that improves command point generation
- 24:47whilst also increasing damage dealt by
- 24:49the wider army, and lastly, strike from
- 24:51the shadows that causes enemies damaged
- 24:53by the Captain to temporarily take
- 24:56increased ranged damage. The captain
- 24:58therefore starts as a long-ranged
- 25:01marksman, but his equipment can turn him
- 25:03into a more mobile infantry fighter, a
- 25:05plasma-based anti-armor commander, a
- 25:08stealth support character, or a wider
- 25:10army support piece. Now, the chaplain
- 25:13approaches command from the opposite end
- 25:15of the battlefield roles. He is a
- 25:18high-mobility melee leader designed to
- 25:20fight directly alongside friendly units
- 25:22and empower the troops around him. His
- 25:25Crozius Arcanum and bolt pistol come as
- 25:28standard and cannot be exchanged, while
- 25:30spiritual leader is part of his default
- 25:32ability set. Because those weapons
- 25:35remain fixed, almost all of his
- 25:37customization comes through several
- 25:39groups of ability choices. The first
- 25:42group lets you choose between recitation
- 25:44of focus, which increases the damage
- 25:46dealt by both the chaplain and his
- 25:48attached unit when they are fighting at
- 25:50low health. Another option is catechism
- 25:53of fire that increases the ranged damage
- 25:56dealt by nearby friendly units. And
- 25:58lastly for this particular group, mantra
- 26:00of strength which focuses entirely on
- 26:03increasing the chaplain's own melee
- 26:05damage. The next group offers a choice
- 26:08between litany of faith, which is a
- 26:10defensive option reducing incoming
- 26:12damage whilst restoring armor of
- 26:14contempt to the chaplain and nearby
- 26:16space marines. The other choice being
- 26:19canticle of hate that is more aggressive
- 26:21and allows him to knock enemies down and
- 26:24increase his damage as he enters melee
- 26:26combat. His final wargear group contains
- 26:29hammer of wrath that gives him a direct
- 26:32charge damaging and knocking down
- 26:34enemies in his path. Aura of dread
- 26:36reduces the damage dealt by nearby enemy
- 26:39units, and indomitable fury keeps the
- 26:41chaplain temporarily invulnerable when
- 26:44he would otherwise be incapacitated.
- 26:47That gives the chaplain a lot of
- 26:48flexibility despite his fixed weapons.
- 26:51He can be built around leading an
- 26:53aggressive melee push, supporting nearby
- 26:55ranged units, weakening enemies around
- 26:57him, or simply becoming extremely
- 26:59difficult to remove once he reaches the
- 27:02center of a fight. It's very important
- 27:04to note as well though that choosing the
- 27:06Chaplin also grants access to the Angels
- 27:09of Death strategem, which we'll come
- 27:11back to later. The Chief Librarian gives
- 27:14the Space Marines a psychic commander
- 27:16who is effective in melee while also
- 27:18providing offensive and defensive
- 27:20support through psychic abilities. He
- 27:23begins with a force stave and heavy bolt
- 27:25pistol, which remain fixed, whilst smite
- 27:28is available as a standard active
- 27:30ability. Emperor's Wrath then improves
- 27:33on smite by increasing its area of
- 27:35effect, making the attack more useful
- 27:37against grouped targets. He also gives
- 27:40the choice between Fury of Ancients that
- 27:43launches a powerful psychic attack into
- 27:45a target area dealing area damage, where
- 27:48Telekine Dome is a more defensive choice
- 27:50and makes the librarian immobile while
- 27:53creating a shield that negates incoming
- 27:55projectiles for both him and his
- 27:57attached unit. The final choice though
- 28:00is between Might of Heroes that
- 28:02significantly improves armor, fire rate,
- 28:05and armor penetration for the librarian
- 28:07and the attached unit, whilst psychic
- 28:09mastery reduces his ability cool downs
- 28:12and allows him to use his psychic powers
- 28:14more frequently. Now, this all means
- 28:16that Chief Librarian can be built around
- 28:19repeated offensive psychic attacks,
- 28:21protecting an important unit from
- 28:23incoming fire, or dramatically
- 28:25increasing the combat strength of
- 28:27whatever squad he is attached to. He
- 28:29also unlocks the precognition capability
- 28:32for the Space Marines, giving access to
- 28:34yet another unique powerful strategem.
- 28:37Now, the Commander Master is the heavily
- 28:40armored all-rounder of the four
- 28:42commanders, combining very high
- 28:44durability with relatively low mobility
- 28:47and a set of weapon options that can
- 28:49move him towards ranged combat, melee,
- 28:52or pure survivability. He begins
- 28:54equipped with a storm bolter and power
- 28:56sword, which gives him a good balanced
- 28:59starting loadout. That combination can
- 29:01be swapped, however, for the assault
- 29:03cannon and power fist. That pushes him
- 29:06much more heavily towards ranged combat
- 29:08and grants fire overwatch, which makes
- 29:10the company master immobile, but
- 29:12dramatically increases his ranged
- 29:14damage. The thunder hammer and storm
- 29:17shield option takes him in the opposite
- 29:19direction, though, focusing on melee
- 29:21whilst also reducing the damage he
- 29:23receives. Before his additional wargear
- 29:26choices are even added, he also begins
- 29:29with the battle cry as a standard active
- 29:31ability, which gives allied units around
- 29:33him a boost in melee capability. The
- 29:36next wargear group, though, gives you a
- 29:38choice between teleport beacon, weapons
- 29:40of the first legion, and adamantine
- 29:43cuirass. The teleport beacon makes the
- 29:46company master temporarily immobile
- 29:49before teleporting him back into the
- 29:51reserve. Weapons of the first legion
- 29:53increases his damage output, while
- 29:55adamantine cuirass reduces incoming
- 29:57damage and pushes him further towards a
- 30:00defensive build. His final wargear group
- 30:03offers fear made manifest, calibanite
- 30:06knights, and iron resolve. Fear made
- 30:09manifest reduces damage dealt by nearby
- 30:11enemies. Calibanite knight grants armor
- 30:14of contempt
- 30:15whenever company master deals melee
- 30:17damage, and iron resolve increases the
- 30:20invulnerable protection of both the
- 30:22company master and his attached unit.
- 30:25That gives the company master one of the
- 30:27clearest splits between ranged, melee,
- 30:30and defensive builds. He can anchor a
- 30:32position with fire overwatch, become a
- 30:34durable front-line melee commander, or
- 30:37focus almost entirely on making himself
- 30:39and the unit around him extremely
- 30:41difficult to remove. He also grants
- 30:44access to the veteran reinforcements
- 30:46strategem, tying him directly into the
- 30:48Terminator and first company side of the
- 30:51Space Marine faction. So, whilst we've
- 30:53seen a great breadth of varying
- 30:55capabilities of the Space Marine
- 30:57commanders, one thing to note is that
- 30:59several of them also bring with them
- 31:01special strategem options. Now,
- 31:04strategems are powerful battlefield
- 31:06abilities and the Space Marines use
- 31:08command points in order to enact them.
- 31:11Now, these command points are generated
- 31:13through combat, capturing and holding
- 31:15resource points, as well as producing
- 31:17units and structures. Certain upgrades
- 31:20though can increase that generation
- 31:21further, including the infiltrator comms
- 31:24array and the captain's strategic
- 31:26expertise. Regardless of the commander
- 31:29choice though, the Space Marines have at
- 31:31least three strategems. Battle honors
- 31:33grants a large amount of experience to a
- 31:36chosen unit, allowing you to accelerate
- 31:38veteran C on something that you
- 31:40particularly want to preserve.
- 31:42Thunderhawk cluster bombs cause, well, a
- 31:44Thunderhawk to perform a bombing run
- 31:46over a selected area. Whilst orbital
- 31:49bombardment repeatedly strikes a target
- 31:51location from orbit and provides one of
- 31:53the heaviest battlefield attacks
- 31:55available to the Space Marines. Your
- 31:57commander choice though can potentially
- 31:59add a fourth option. The chaplain grants
- 32:02Angels of Death, which reduces the
- 32:04damage dealt by enemy units for a period
- 32:07of time, while the chief librarian
- 32:09grants precog nition, revealing enemy
- 32:11units hidden inside fog of war, and the
- 32:14company master grants veteran
- 32:15reinforcements, allowing a Terminator
- 32:18squad to be teleported directly from
- 32:20orbit onto a chosen location. Now, with
- 32:23all of these systems put together, the
- 32:25Space Marines in Dawn of War IV are
- 32:27clearly designed around making a smaller
- 32:29number of units matter. You begin with
- 32:32an infiltrator already moving out on the
- 32:34map. The chapel barracks gives you
- 32:36flexible core infantry, the Sanctum
- 32:38takes you into veteran troops,
- 32:40Terminators, and Dreadnoughts, while the
- 32:42Armory opens up progressively heavier
- 32:44vehicles. The important thing is that
- 32:47reaching those units is only half of the
- 32:48process because you still have to decide
- 32:51how you want them to fight. Intercessors
- 32:53can change their main rifles and add
- 32:55specialist squad weapons, assault
- 32:58Intercessors can gain jump packs or
- 33:00heavier melee equipment, Eliminators can
- 33:02move towards anti-vehicle last fusils,
- 33:05the Invictor Tactical Warsuit can swap
- 33:07its Incendium Cannon for a twin Ironhail
- 33:10Autocannon, and the list goes on and on.
- 33:13The Space Marine production buildings
- 33:15then also reinforce those choices
- 33:17through research, whilst the Strategium
- 33:20improves veterancy, durability, and
- 33:22deployment. Thunderhawk relays and the
- 33:24reserve system allow valuable units to
- 33:27be moved to new parts of the battlefield
- 33:29without having to march all the way
- 33:31across the map, and the commander
- 33:32selected before the skirmish adds
- 33:34another layer of customization on top of
- 33:37everything else. The result is a Space
- 33:40Marine faction built around quality,
- 33:42adaptability, and concentration of
- 33:44force. They are a faction that typically
- 33:47fields fewer units, but these units are
- 33:49durable, highly customizable, and
- 33:52supported by systems designed to keep
- 33:54them relevant throughout a skirmish. So,
- 33:56I hope you enjoyed today's video, and if
- 33:58you did, make sure you give the video a
- 34:00thumbs up. A special shout-out to the
- 34:02YouTube channel members. I really
- 34:04appreciate the extra support. And now
- 34:06for more official details and coverage
- 34:08of Dawn of War 4, make sure you check
- 34:09out the links in the video description.
- 34:11As always, though, take care and see you
- 34:14next time.
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