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Dawn of War 4 – Space Marines Faction FULL Overview — Transcript

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  1. 0:00The Space Marines are the Imperium's
  2. 0:02elite warriors. Through gene seed
  3. 0:04implantation, extensive biological
  4. 0:06modification, and years of brutal
  5. 0:08training, recruits are transformed into
  6. 0:11soldiers who are stronger, faster, and
  7. 0:14far more resilient than ordinary men.
  8. 0:16Encased in armor and armed with some of
  9. 0:19the Imperium's most advanced weapons,
  10. 0:21they are designed to strike hard,
  11. 0:23survive battles that would destroy
  12. 0:24conventional forces, and continue
  13. 0:27fighting long after most armies would
  14. 0:29have been forced to withdraw. They also
  15. 0:32operate very differently from a
  16. 0:34conventional mass army. They are
  17. 0:36organized into individual chapters, each
  18. 0:39with its own history, traditions, and
  19. 0:41preferred methods of war. They are
  20. 0:43normally deployed as compact strike
  21. 0:46forces capable of concentrating enormous
  22. 0:48power exactly where it is needed. Now,
  23. 0:51that identity carries over very clearly
  24. 0:54in Dawn of War IV, where the Space
  25. 0:56Marines are built around a relatively
  26. 0:58small number of valuable
  27. 1:00that become significantly stronger
  28. 1:03through veterancy, research, and war
  29. 1:05gear options. A major part of the Space
  30. 1:08Marines, therefore, in Dawn of War IV is
  31. 1:11not simply deciding which units to
  32. 1:13choose, but deciding also how those
  33. 1:15units develop once they are on the
  34. 1:17battlefield. Their production buildings
  35. 1:19unlock different branches of their army.
  36. 1:22Individual squads can be equipped for
  37. 1:24different targets. Their commanders can
  38. 1:26be developed in several directions, and
  39. 1:29systems such as reserve, Thunderhawk
  40. 1:32redeployment, and stratagems allow them
  41. 1:34to move or reinforce their forces in
  42. 1:37ways of an elite strike force. In
  43. 1:40today's video, we'll be going through
  44. 1:42everything that you need to know about
  45. 1:43the Space Marines in Dawn of War IV from
  46. 1:46the ground up. Beginning with the Space
  47. 1:48Marines economy, their chapter keep, and
  48. 1:51their opening infantry before moving on
  49. 1:53to the chapel barracks, sanctum, armory,
  50. 1:56support structures, resource upgrades,
  51. 1:59commanders, and finally the stratagems
  52. 2:01that tie the faction all together. In
  53. 2:04order to fund everything though for the
  54. 2:06Space Marines, we'll need to talk about
  55. 2:08their economy. The Space Marine economy
  56. 2:10is built around requisition and power,
  57. 2:13and in Dawn of War 4, both resources are
  58. 2:16tied directly to controlling territory.
  59. 2:19Requisition is the main resource used
  60. 2:21across the faction for producing units
  61. 2:24and structures, whilst power becomes
  62. 2:26increasingly important as you move into
  63. 2:28upgrades, attachments, and the heavier
  64. 2:31parts of the army. That means map
  65. 2:33control is important from the very
  66. 2:35beginning, which is one of the reasons
  67. 2:37that many a time the Space Marines will
  68. 2:39start with an infiltrator squad. These
  69. 2:42can immediately move out and begin
  70. 2:44capturing control points, requisition
  71. 2:46nodes, and power nodes, whilst the rest
  72. 2:49of the base is still being established.
  73. 2:52Once those points are under your
  74. 2:53control, the Space Marines can invest
  75. 2:56further into them instead of simply
  76. 2:58leaving them as basic resource
  77. 2:59locations. Requisition points can be
  78. 3:02upgraded with the All Spec Shrines, and
  79. 3:05these progress through several stages.
  80. 3:07All Spec Shrine 1 prevents the enemy
  81. 3:09from capturing the point and also
  82. 3:11increases the amount of requisition it
  83. 3:13generates, so that the first upgrade
  84. 3:16already improves both the economy and
  85. 3:18your hold over that part of the map.
  86. 3:21Upgrading to All Spec Shrine 2 increases
  87. 3:24requisition income once again, and adds
  88. 3:26a mounted weapon, turning that point
  89. 3:29into a defensive position as well as an
  90. 3:31economic one. All Spec Shrine 3
  91. 3:34continues that progression, improving
  92. 3:36the weaponry and increasing requisition
  93. 3:38generation further. Now, power points
  94. 3:41work in a similar sort of fashion, where
  95. 3:43power generators can be upgraded on the
  96. 3:45power points, which increase the amount
  97. 3:47of power produced from that location.
  98. 3:49The Space Marines economy becomes
  99. 3:51stronger the longer you are able to hold
  100. 3:54and develop those resource nodes. From
  101. 3:56here though, we can now move naturally
  102. 3:59into the Space Marine production
  103. 4:00buildings because once the economy is
  104. 4:02established, the next question is how
  105. 4:05those resources are turned into the
  106. 4:07actual Space Marine army. Now,
  107. 4:09everything with the army essentially
  108. 4:11begins with the chapter key. It is the
  109. 4:13headquarters of a Space Marine base. It
  110. 4:16can produce basic infantry and also the
  111. 4:18commander that you selected before the
  112. 4:20start of the skirmish. Structures that
  113. 4:23are built closer to the chapter keep are
  114. 4:25constructed more quickly, making the
  115. 4:27area around the chapter keep the natural
  116. 4:30center for your early base. The
  117. 4:32commander options for the Space Marines
  118. 4:34are the captain, the chaplain, the chief
  119. 4:37librarian, and the company master. In a
  120. 4:40skirmish mission, you'll need to choose
  121. 4:42one of these commanders in the pre-game
  122. 4:44lobby, and that will become your
  123. 4:45commander for the next upcoming game.
  124. 4:48Each of these commanders will bring a
  125. 4:50different battlefield role, wargear
  126. 4:52selection, and in some cases, an
  127. 4:54additional strategem. We'll come back to
  128. 4:56the Space Marine commanders later on in
  129. 4:58the video though because there's quite a
  130. 5:00lot to go through with their individual
  131. 5:02capabilities and wargear options that
  132. 5:04make a lot more sense after we've
  133. 5:06explored the main army. The chapter keep
  134. 5:09though, where it all begins for the
  135. 5:10Space Marines, can also produce
  136. 5:12infiltrator squads. The Space Marines
  137. 5:15will usually begin a skirmish with one
  138. 5:18already deployed, but there's a good
  139. 5:19chance you may need more. The
  140. 5:22infiltrator squads are highly mobile
  141. 5:24light infantry units that are effective
  142. 5:26at range and are naturally invisible at
  143. 5:29a distance. This makes them ideal for
  144. 5:32immediately moving out and securing
  145. 5:34early game control points, requisition
  146. 5:36nodes, and power nodes while the rest of
  147. 5:39your base is still being established.
  148. 5:41Their stealth keeps them concealed until
  149. 5:43they attack, begin capturing something,
  150. 5:46or move within an enemy's detection
  151. 5:48radius, and even once they have been
  152. 5:50revealed, they still receive additional
  153. 5:52protection against ranged attacks. Their
  154. 5:55wargear can also make them useful beyond
  155. 5:57simple map control. The Infiltrator
  156. 6:00Comms Array increases command point
  157. 6:02generation, allowing a squad that is
  158. 6:05already operating around the edges of
  159. 6:07the battlefield to contribute towards
  160. 6:09the resources used for stratagems, while
  161. 6:12the Helix Gauntlet becomes available
  162. 6:14once the squad reaches the required
  163. 6:16veteran C level and allows lost squad
  164. 6:18members to be restored automatically
  165. 6:20over time. For a faction where
  166. 6:22preserving experienced units is
  167. 6:24particularly important, that gives
  168. 6:27veteran Infiltrators a useful degree of
  169. 6:29self-sufficiency. Now, the building for
  170. 6:32the Space Marines that handles [music]
  171. 6:33most of the infantry roster is the
  172. 6:35Chapel Barracks. It's worth noting that
  173. 6:38the Chapel Barracks can also produce
  174. 6:40Infiltrators, but 5 seconds faster than
  175. 6:43the Chapter Keep. We've talked about the
  176. 6:45Infiltrators a little bit earlier, but
  177. 6:47the Chapel Barracks can also train
  178. 6:49Intercessor Squads as well as Assault
  179. 6:52Intercessors as standard. Once the
  180. 6:54building receives the Vanguard
  181. 6:56attachment, though, it also gains access
  182. 6:58to Eliminator Squads, as well as the
  183. 7:00Invictor Tactical Warsuit, in addition
  184. 7:02to another group of research options
  185. 7:05that strengthens the more specialized
  186. 7:07side of the infantry army. The research
  187. 7:10available here gives you several ways to
  188. 7:12improve the core army. Enhanced
  189. 7:15Physiology strengthens the armor of the
  190. 7:17Infiltrators and the Intercessor Squads,
  191. 7:20while Take and Hold increases infantry
  192. 7:23capture speed, something, of course,
  193. 7:25that can be especially useful for an
  194. 7:27elite faction that normally has fewer
  195. 7:29squads available to spread across the
  196. 7:31map. Vanguard Tactics strengthens units
  197. 7:34relying on stealth by making them harder
  198. 7:36to reveal and reducing the range damage
  199. 7:38they take whilst they are concealed.
  200. 7:41Now, once the Vanguard attachment has
  201. 7:43been installed, the building becomes
  202. 7:45much more focused on reconnaissance and
  203. 7:47mobile warfare. Guerrilla Tactics
  204. 7:50increases the durability of
  205. 7:51infiltrators, eliminators, and Invictor
  206. 7:54Tactical Warsuits. While Adaptive
  207. 7:57Strategy speeds up production from the
  208. 7:59Chapel Barracks, allowing you to
  209. 8:01reinforce that part of the army much
  210. 8:03more quickly. Before getting into those
  211. 8:05Vanguard units though, the two core
  212. 8:07infantry squads show just how much
  213. 8:09customization these Space Marines
  214. 8:11already have at the beginning of their
  215. 8:13technology tree. The Intercessor Squad
  216. 8:16is the core ranged infantry unit of the
  217. 8:18faction. They are effective at range,
  218. 8:20good against infantry, and come with
  219. 8:22frag and crack grenades as part of their
  220. 8:25standard tool kits. The grenades give
  221. 8:27them an area attack that can also negate
  222. 8:29cover. Their main rifle can also be
  223. 8:32changed [music] depending on what you
  224. 8:33want the squad to do. The standard
  225. 8:35weapon can be swapped for auto bolt
  226. 8:38rifles, which move the squad towards
  227. 8:40shorter ranged anti-infantry fighting,
  228. 8:43or for stalker bolt rifles, which give
  229. 8:45them a longer ranged role and improve
  230. 8:47their usefulness against tougher
  231. 8:49targets, including vehicles. Beyond that
  232. 8:52main weapon choice though, individual
  233. 8:54Intercessor models can also receive
  234. 8:56additional equipment. One member can
  235. 8:59take an auxiliary grenade launcher,
  236. 9:01adding more area damage while giving the
  237. 9:03squad another useful tool against
  238. 9:05vehicles, whilst another can take a
  239. 9:08power sword and hand flamer, improving
  240. 9:10their close range anti-infantry
  241. 9:12capability. They can also gain access to
  242. 9:15the supercharged plasma pistol, giving
  243. 9:17the squad a powerful plasma attack that
  244. 9:19deals area damage. So, even though the
  245. 9:22Intercessors are the basic line infantry
  246. 9:25of the Space Marines, they are not
  247. 9:27necessarily locked into one specific
  248. 9:29role. One squad can be developed into a
  249. 9:32short range anti-infantry unit, whilst
  250. 9:34another squad could be equipped for
  251. 9:36longer ranged
  252. 9:37or given additional tools for fighting
  253. 9:39vehicles. Moving on to the Assault
  254. 9:42Intercessors, they cover the close
  255. 9:44combat side of the core infantry roster
  256. 9:46for the Space Marines. They are
  257. 9:47effective in melee and particularly good
  258. 9:50against infantry, but it's their wargear
  259. 9:52that determines how aggressively they
  260. 9:54can reach the enemy and what kind of
  261. 9:56targets they can threaten once they get
  262. 9:58there. Jump packs are one of their most
  263. 10:00important options because they increase
  264. 10:02the squad's durability and grant jump
  265. 10:05pack assault, allowing them to rapidly
  266. 10:07close the distance, jump onto vulnerable
  267. 10:09ranged units, or reposition during a
  268. 10:12fight. Their other equipment can then
  269. 10:14alter their combat role even further
  270. 10:17with a power sword and hand flamer
  271. 10:19improving their performance against
  272. 10:20lighter armor whilst adding area damage.
  273. 10:23They can also take a thunder hammer and
  274. 10:25plasma pistol setup which pushes the
  275. 10:28squad towards fighting heavier targets
  276. 10:30and gives the unit a more dangerous
  277. 10:32answer to armor. And supercharge plasma
  278. 10:35pistol provides an additional burst of
  279. 10:37ranged plasma damage. That means Assault
  280. 10:40Intercessors can be developed as highly
  281. 10:42mobile anti-infantry troops or equipped
  282. 10:45to threaten opponents that basic melee
  283. 10:47weapons would usually struggle to
  284. 10:49handle. Now, once the Vanguard
  285. 10:51attachment has been added to the Chapel
  286. 10:53Barracks, the roster becomes much more
  287. 10:55specialized unlocking Eliminator Squads
  288. 10:58and Invictor Tactical Warsuits. The
  289. 11:00Vanguard attachment also opens up the
  290. 11:03research options mentioned earlier.
  291. 11:05Eliminators are dedicated sniper
  292. 11:07infantry that operate at long range,
  293. 11:10become invisible at distance, and cannot
  294. 11:12fire whilst moving. So, positioning
  295. 11:15arguably matters much more with them
  296. 11:17than it does with any of the other
  297. 11:19infantry for the Space Marines. Their
  298. 11:21weapon options can also push the squad
  299. 11:23towards very different targets. Las
  300. 11:26fusils specialize them heavily towards
  301. 11:29vehicles and heavy armor, whilst the
  302. 11:31instigator bolt Carbine can instead be
  303. 11:34given to one member of the squad,
  304. 11:36providing a much higher rate of fire and
  305. 11:38better performance against infantry. The
  306. 11:40important point though, is that the
  307. 11:42squad does not simply gain more damage.
  308. 11:44You'll be making a decision about
  309. 11:46whether that unit remains focused on
  310. 11:48infantry or becomes part of your
  311. 11:50anti-armor toolkit. The other unit
  312. 11:53unlocked by the Vanguard attachment is
  313. 11:55the Invictor Tactical Warsuit. A highly
  314. 11:58mobile walker that excels against
  315. 12:00infantry and begins a considerable
  316. 12:02amount of area damage. It comes equipped
  317. 12:05with an Incendium Cannon as standard,
  318. 12:08which is a close-ranged anti-infantry
  319. 12:10weapon that can negate cover and
  320. 12:12garrisons, making the Invictor Tactical
  321. 12:14Warsuit particularly useful for clearing
  322. 12:17out infantry from defensive positions.
  323. 12:20Now, that very Incendium Cannon can also
  324. 12:22be swapped though for the twin Ironhail
  325. 12:25Autocannon, which changes the unit's
  326. 12:27role quite dramatically by moving it
  327. 12:29towards longer-range combat and giving
  328. 12:31it stronger performances against heavy
  329. 12:33armor and vehicles. The Invictor
  330. 12:36Tactical Warsuit also has access to
  331. 12:38Fragstorm Grenade Barrage, allowing it
  332. 12:40to launch grenades at a target for area
  333. 12:43damage, which makes the unit a useful
  334. 12:45bridge between the infantry side of the
  335. 12:47army and the heavier units that arrive
  336. 12:49later. From there though, the Space
  337. 12:51Marine roster begins moving into veteran
  338. 12:54and elite units through the Sanctum.
  339. 12:56Initially, the Sanctum gives access to
  340. 12:58the Bladeguard Veterans and Eradicator
  341. 13:01Squads, while installing the Heavy
  342. 13:03Elites attachment unlocks Terminator
  343. 13:05Squads and Redemptor Dreadnoughts, along
  344. 13:08with additional research options. The
  345. 13:10research available here is centered
  346. 13:12around making those expensive units
  347. 13:14increasingly valuable as the skirmishes
  348. 13:17develop. Heroes of the Chapter improves
  349. 13:19experience gained for units produced
  350. 13:21from the Sanctums, while Burning Hatred
  351. 13:23increases Armor of Contempt generation
  352. 13:26across the wider army. More about the
  353. 13:28armor of contempt a little bit later in
  354. 13:30the video. Now, once the heavy elites
  355. 13:33attachment is installed, terrifying
  356. 13:35efficiency can increase the damage dealt
  357. 13:37by Sanctum units, while Fury of the
  358. 13:39first company significantly reduces both
  359. 13:42the production time and reserve
  360. 13:43deployment time of Terminator squads.
  361. 13:46For now though, it's clear that the
  362. 13:48Sanctum is a natural building for
  363. 13:50players who want to invest heavily in
  364. 13:52veteran infantry as well as elite units,
  365. 13:55starting with the Blade Guard Veterans.
  366. 13:57Before we do go into further detail
  367. 13:59about the Blade Guard though, I would
  368. 14:01like to say a very big thank you to
  369. 14:02everyone supporting the channel. Maybe
  370. 14:04this is your third or fourth video, and
  371. 14:06if so, if you haven't already, make sure
  372. 14:08you are subscribed to the channel and
  373. 14:09more importantly that you've hit the
  374. 14:11notification bell so that you get a bit
  375. 14:13of a ding-dong when I do upload the next
  376. 14:15video. It's absolutely free, and whilst
  377. 14:17today is covering the Space Marines, I'm
  378. 14:19certainly hopeful to cover the other
  379. 14:21factions, too. In any case, back to the
  380. 14:23Blade Guard Veterans, well, they are
  381. 14:25heavy infantry built around durability
  382. 14:27and close combat. They excel in melee,
  383. 14:30perform well against a broad range of
  384. 14:32targets, and give the Space Marines a
  385. 14:34solid front line capable of absorbing
  386. 14:36punishment whilst the rest of the army
  387. 14:39operates around them. Eradicators though
  388. 14:41fill almost the opposite role,
  389. 14:43functioning as dedicated anti-armor
  390. 14:45infantry that are effective at range and
  391. 14:47particularly dangerous against heavy
  392. 14:49armor and vehicles. Their heavy melta
  393. 14:52rifles reinforce that specialist role
  394. 14:54and give the Space Marines an
  395. 14:56infantry-based answer to enemy armor
  396. 14:58without forcing you to immediately
  397. 15:00invest in vehicles of your own. And once
  398. 15:03the heavy elites attachment is
  399. 15:04installed, the Sanctum then opens up the
  400. 15:06Terminator squad and the Redemptor
  401. 15:09Dreadnought. Terminators are elite
  402. 15:11infantry built around extreme
  403. 15:13durability. They are effective against
  404. 15:15almost every target type and can absorb
  405. 15:18a huge amount of punishment. Although
  406. 15:20that strength comes with relatively low
  407. 15:22mobility compared with the rest of the
  408. 15:24infantry roster. Their heavy weapon can
  409. 15:27be changed depending on what you expect
  410. 15:29them to fight. The assault cannon gives
  411. 15:31the squad a high rate of fire and
  412. 15:33stronger performance against heavily
  413. 15:35armored targets, while that weapon can
  414. 15:37instead be swapped for a heavy flamer,
  415. 15:39which pushes the unit towards
  416. 15:41close-ranged anti-infantry fighting and
  417. 15:43allows them to negate cover and
  418. 15:45garrisons. That gives Terminators a
  419. 15:47strong general-purpose foundation while
  420. 15:50still allowing you to tune the squad
  421. 15:52towards either heavier targets or
  422. 15:54entrenched infantry. The Redemptor
  423. 15:56Dreadnought provides the Space Marines
  424. 15:58with a powerful all-purpose walker. It
  425. 16:01is effective across different ranges,
  426. 16:03naturally strong against infantry, and
  427. 16:05capable of launching grenades. But once
  428. 16:08again, its role can be changed through
  429. 16:10its main weapon configuration. The
  430. 16:12Redemptor Dreadnought begins equipped
  431. 16:14with an anti-infantry pattern, which are
  432. 16:16designed, of course, for clearing
  433. 16:18infantry and fortified positions, as
  434. 16:20well as giving access to frag storm
  435. 16:22grenade barrage. That very anti-infantry
  436. 16:25pattern, though, can be swapped for the
  437. 16:27anti-armor pattern, changing the
  438. 16:29Dreadnought's focus towards heavy armor
  439. 16:31and vehicles, whilst granting the
  440. 16:33supercharge macro plasma incinerator
  441. 16:36ability. Now, bear in mind, the
  442. 16:38Redemptor Dreadnought can also be
  443. 16:40produced through the armory later on,
  444. 16:42and so there's an important point to be
  445. 16:44made here for the Space Marines that
  446. 16:46they have more than one production route
  447. 16:48for some of their units. Speaking of the
  448. 16:50armory, it handles the mechanized side
  449. 16:53of the faction and produces the Outrider
  450. 16:55squads and Redemptor Dreadnoughts
  451. 16:57initially, while the heavy armor
  452. 16:59attachment opens access to the Gladiator
  453. 17:01Reaper and the Repulsor Executioner. The
  454. 17:04armory also contains several research
  455. 17:06options designed to strengthen a
  456. 17:08mechanized army with devastating charge
  457. 17:11improving Outrider melee damage,
  458. 17:13reinforced bullworks increasing the
  459. 17:15durability of vehicles, and all spec
  460. 17:18shrines. After taking the heavy armor
  461. 17:20attachment, armored spearhead improves
  462. 17:22the survivability of heavier vehicles,
  463. 17:25as well as ancient fury increasing the
  464. 17:27maximum health of invictor tactical
  465. 17:29warsuits and redemptor dreadnoughts.
  466. 17:32Armored wrath causes units produced from
  467. 17:34the armory to begin at veteran C level
  468. 17:37one. Now the outrider squad is
  469. 17:39classified as melee infantry that also
  470. 17:42is quite strong against other infantry.
  471. 17:44They have high mobility and moderate
  472. 17:46durability making them particularly
  473. 17:49useful for quickly reaching exposed
  474. 17:51ranged units or responding to fights
  475. 17:53that slower parts of the space marine
  476. 17:55army would take much longer to reach.
  477. 17:58Unlike most of the space marine units
  478. 18:00though, outriders don't have individual
  479. 18:02war gear choices. So their development
  480. 18:04comes mainly through research such as
  481. 18:06the devastating charge from the armory.
  482. 18:09Once the heavy armor attachment is
  483. 18:11installed, the armory gains access to
  484. 18:13the gladiator reaper, a durable heavy
  485. 18:16vehicle built around ranged
  486. 18:18anti-infantry firepower. The gladiator
  487. 18:21comes equipped with the reaper pattern
  488. 18:23as standard, but this can be swapped for
  489. 18:25the valiant pattern allowing the same
  490. 18:27vehicle chassis to move away from its
  491. 18:29default role depending on what the army
  492. 18:32is fielding. This continues the wider
  493. 18:34space marine theme of building a
  494. 18:36relatively small number of powerful
  495. 18:38units and then adapting those units to
  496. 18:41the battlefield. Now as it happens, the
  497. 18:43heaviest vehicle for the space marines
  498. 18:45in dawn of war four continues with that
  499. 18:47flexibility. The repulsor executioner is
  500. 18:50classified as a super heavy vehicle and
  501. 18:53it sits at the top end of the space
  502. 18:55marine mechanized roster. It excels
  503. 18:58against a wide variety of targets, has
  504. 19:00very high durability, and carries frag
  505. 19:02storm grenade barrage as part of its
  506. 19:05standard battlefield toolkit. Its main
  507. 19:07weapon is the macro plasma incinerator
  508. 19:10which is strong against armor and gives
  509. 19:12access to the supercharge macro plasma
  510. 19:15incinerator ability, allowing the
  511. 19:17vehicle to fire a much more powerful
  512. 19:19charged plasma attack that deals area
  513. 19:22damage. The macro plasma incinerator
  514. 19:25though can be swapped for the heavy
  515. 19:26laser destroyer, moving the vehicle
  516. 19:29towards a slower firing but extremely
  517. 19:31hard hitting weapon setup. Even at the
  518. 19:33top of the tech tree then the space
  519. 19:35marines are still asking you to make a
  520. 19:37decision about how you want an expensive
  521. 19:40unit to fight instead of simply giving
  522. 19:42you one fixed late game tank. Now with
  523. 19:45the major production buildings covered,
  524. 19:47the next part of the faction is made up
  525. 19:49of the structures that support those
  526. 19:51armies and allow the space marines to
  527. 19:53operate over a much wider area of the
  528. 19:56battlefield. The strategium is a
  529. 19:58dedicated utility and research structure
  530. 20:01and many of its upgrades affect the army
  531. 20:04far beyond a single production building.
  532. 20:06Battle drill recall causes units
  533. 20:08produced from the chapel barracks and
  534. 20:10the sanctums to begin at veterancy level
  535. 20:13one. All units included, unfortunately
  536. 20:15with the exception though of the
  537. 20:17redemptor dreadnought. The not one
  538. 20:19backward step upgrade though reduces
  539. 20:21melee damage taken across the army and
  540. 20:24gives the space marines another broad
  541. 20:26defensive upgrade. Lightning deployment
  542. 20:28is especially important because it
  543. 20:30reduces deployment time from both the
  544. 20:32reserve whilst also removing the
  545. 20:34additional deployment time penalty
  546. 20:36normally applied to structures built
  547. 20:38outside the range of a chapter key. Now
  548. 20:41as your production buildings are
  549. 20:43upgraded, the strategium can also expand
  550. 20:45the systems used to move units across
  551. 20:48the map. Orbital onslaught increases the
  552. 20:50capacity of the reserve whilst rapid
  553. 20:53embarkation increases the capacity of
  554. 20:56thunderhawk relays, allowing a larger
  555. 20:59part of the army to be held back or
  556. 21:01rapidly deployed. The thunderhawk relay
  557. 21:04itself allows units to enter the
  558. 21:05structure and then be deployed elsewhere
  559. 21:08as long as you have visibility of the
  560. 21:10destination. And combined with the
  561. 21:12reserve system, this gives the Space
  562. 21:14Marines a way of concentrating their
  563. 21:16valuable units where they are needed
  564. 21:18instead of having every squad
  565. 21:20permanently marching from one side of
  566. 21:22the map to the other. Now, this mobility
  567. 21:25also works alongside the faction's
  568. 21:27defensive structures because Space
  569. 21:29Marines can fortify important positions
  570. 21:32whilst keeping the main army free to
  571. 21:34redeploy elsewhere. The Tarantula turret
  572. 21:37provides a relatively light defensive
  573. 21:39option with a high rate of fire and good
  574. 21:42performance against infantry. Whilst the
  575. 21:44Hammerfall bunker is the heavier
  576. 21:46fortification combining much greater
  577. 21:49durability with the ability to fight a
  578. 21:51wider range of targets. Now, the
  579. 21:54eagle-eyed amongst you will have noticed
  580. 21:56through the video some references to
  581. 21:58armor of contempt. Now, the armor of
  582. 22:01contempt gives Space Marine units an
  583. 22:03additional layer of protection that can
  584. 22:05be built up through combat. As your
  585. 22:07Space Marines secure kills, loses
  586. 22:10members, or gains veteran C, they can
  587. 22:12generate this extra protection on top of
  588. 22:15their normal health rewarding you for
  589. 22:17keeping successful squads alive and
  590. 22:19continuing to use experienced units
  591. 22:22instead of constantly replacing them.
  592. 22:24Several later upgrades and commander
  593. 22:26abilities also interact directly with
  594. 22:28the armor of contempt including burning
  595. 22:31hatred from the Sanctum which increases
  596. 22:33how quickly it is generated and
  597. 22:35abilities such as the Chaplain's litany
  598. 22:37of faith which can restore it to nearby
  599. 22:40Space Marines. Speaking of the Chaplain
  600. 22:42though, now's probably a good time to
  601. 22:44start talking about the Space Marine
  602. 22:46commanders. At present, there are four
  603. 22:48commanders available for the Space
  604. 22:50Marines and these are the Captain, the
  605. 22:53Chaplain, the Chief Librarian, and the
  606. 22:55Company Master. Each one begins with a
  607. 22:58clear battlefield identity before being
  608. 23:01pushed further in different directions
  609. 23:03through various war gear options. Now,
  610. 23:05several of these choices are mutually
  611. 23:07exclusive, which is an important point
  612. 23:10because you are not simply purchasing
  613. 23:12every upgrade. Eventually, you will be
  614. 23:14choosing between different weapons or
  615. 23:16different ability packages. So, two
  616. 23:18players using the same commander can
  617. 23:20still end up with noticeably different
  618. 23:22capabilities. The Captain is a high
  619. 23:25damage marksman who is effective at
  620. 23:27range and becomes invisible at distance.
  621. 23:30This makes him the natural choice for
  622. 23:32players who want reconnaissance,
  623. 23:33precision fire, and ranged support. He
  624. 23:36begins with a bolt sniper rifle, which
  625. 23:39grants special issue ammunition and
  626. 23:41allows him to fire a specialized round
  627. 23:44that negates cover. Now, that very same
  628. 23:46bolt sniper rifle can in fact be swapped
  629. 23:49for either an instigator bolt carbine or
  630. 23:52even a combi plasma. The instigator bolt
  631. 23:55carbine gives the Captain a much higher
  632. 23:57rate of fire and improved mobility
  633. 24:00whilst making him better suited to
  634. 24:02fighting infantry. The combi plasma,
  635. 24:04though, instead pushes him towards
  636. 24:06medium-ranged combat and tougher targets
  637. 24:09whilst also granting the supercharge
  638. 24:11combi plasma for a powerful area damage
  639. 24:14attack. Now, his next war gear slot
  640. 24:16provides you with a choice between
  641. 24:18multi-spectrum array that increases
  642. 24:20vision and stealth detection or even
  643. 24:23haywire mine that allows him to place a
  644. 24:25concealed proximity explosive whilst the
  645. 24:28third and last choice in this slot is
  646. 24:30master of deceit that grants stealth to
  647. 24:33the unit that is attached to him. The
  648. 24:35final war gear group, though, for the
  649. 24:37Captain lets you choose between marksman
  650. 24:39honors, which increases the Captain's
  651. 24:41own ranged damage, strategic expertise
  652. 24:44that improves command point generation
  653. 24:47whilst also increasing damage dealt by
  654. 24:49the wider army, and lastly, strike from
  655. 24:51the shadows that causes enemies damaged
  656. 24:53by the Captain to temporarily take
  657. 24:56increased ranged damage. The captain
  658. 24:58therefore starts as a long-ranged
  659. 25:01marksman, but his equipment can turn him
  660. 25:03into a more mobile infantry fighter, a
  661. 25:05plasma-based anti-armor commander, a
  662. 25:08stealth support character, or a wider
  663. 25:10army support piece. Now, the chaplain
  664. 25:13approaches command from the opposite end
  665. 25:15of the battlefield roles. He is a
  666. 25:18high-mobility melee leader designed to
  667. 25:20fight directly alongside friendly units
  668. 25:22and empower the troops around him. His
  669. 25:25Crozius Arcanum and bolt pistol come as
  670. 25:28standard and cannot be exchanged, while
  671. 25:30spiritual leader is part of his default
  672. 25:32ability set. Because those weapons
  673. 25:35remain fixed, almost all of his
  674. 25:37customization comes through several
  675. 25:39groups of ability choices. The first
  676. 25:42group lets you choose between recitation
  677. 25:44of focus, which increases the damage
  678. 25:46dealt by both the chaplain and his
  679. 25:48attached unit when they are fighting at
  680. 25:50low health. Another option is catechism
  681. 25:53of fire that increases the ranged damage
  682. 25:56dealt by nearby friendly units. And
  683. 25:58lastly for this particular group, mantra
  684. 26:00of strength which focuses entirely on
  685. 26:03increasing the chaplain's own melee
  686. 26:05damage. The next group offers a choice
  687. 26:08between litany of faith, which is a
  688. 26:10defensive option reducing incoming
  689. 26:12damage whilst restoring armor of
  690. 26:14contempt to the chaplain and nearby
  691. 26:16space marines. The other choice being
  692. 26:19canticle of hate that is more aggressive
  693. 26:21and allows him to knock enemies down and
  694. 26:24increase his damage as he enters melee
  695. 26:26combat. His final wargear group contains
  696. 26:29hammer of wrath that gives him a direct
  697. 26:32charge damaging and knocking down
  698. 26:34enemies in his path. Aura of dread
  699. 26:36reduces the damage dealt by nearby enemy
  700. 26:39units, and indomitable fury keeps the
  701. 26:41chaplain temporarily invulnerable when
  702. 26:44he would otherwise be incapacitated.
  703. 26:47That gives the chaplain a lot of
  704. 26:48flexibility despite his fixed weapons.
  705. 26:51He can be built around leading an
  706. 26:53aggressive melee push, supporting nearby
  707. 26:55ranged units, weakening enemies around
  708. 26:57him, or simply becoming extremely
  709. 26:59difficult to remove once he reaches the
  710. 27:02center of a fight. It's very important
  711. 27:04to note as well though that choosing the
  712. 27:06Chaplin also grants access to the Angels
  713. 27:09of Death strategem, which we'll come
  714. 27:11back to later. The Chief Librarian gives
  715. 27:14the Space Marines a psychic commander
  716. 27:16who is effective in melee while also
  717. 27:18providing offensive and defensive
  718. 27:20support through psychic abilities. He
  719. 27:23begins with a force stave and heavy bolt
  720. 27:25pistol, which remain fixed, whilst smite
  721. 27:28is available as a standard active
  722. 27:30ability. Emperor's Wrath then improves
  723. 27:33on smite by increasing its area of
  724. 27:35effect, making the attack more useful
  725. 27:37against grouped targets. He also gives
  726. 27:40the choice between Fury of Ancients that
  727. 27:43launches a powerful psychic attack into
  728. 27:45a target area dealing area damage, where
  729. 27:48Telekine Dome is a more defensive choice
  730. 27:50and makes the librarian immobile while
  731. 27:53creating a shield that negates incoming
  732. 27:55projectiles for both him and his
  733. 27:57attached unit. The final choice though
  734. 28:00is between Might of Heroes that
  735. 28:02significantly improves armor, fire rate,
  736. 28:05and armor penetration for the librarian
  737. 28:07and the attached unit, whilst psychic
  738. 28:09mastery reduces his ability cool downs
  739. 28:12and allows him to use his psychic powers
  740. 28:14more frequently. Now, this all means
  741. 28:16that Chief Librarian can be built around
  742. 28:19repeated offensive psychic attacks,
  743. 28:21protecting an important unit from
  744. 28:23incoming fire, or dramatically
  745. 28:25increasing the combat strength of
  746. 28:27whatever squad he is attached to. He
  747. 28:29also unlocks the precognition capability
  748. 28:32for the Space Marines, giving access to
  749. 28:34yet another unique powerful strategem.
  750. 28:37Now, the Commander Master is the heavily
  751. 28:40armored all-rounder of the four
  752. 28:42commanders, combining very high
  753. 28:44durability with relatively low mobility
  754. 28:47and a set of weapon options that can
  755. 28:49move him towards ranged combat, melee,
  756. 28:52or pure survivability. He begins
  757. 28:54equipped with a storm bolter and power
  758. 28:56sword, which gives him a good balanced
  759. 28:59starting loadout. That combination can
  760. 29:01be swapped, however, for the assault
  761. 29:03cannon and power fist. That pushes him
  762. 29:06much more heavily towards ranged combat
  763. 29:08and grants fire overwatch, which makes
  764. 29:10the company master immobile, but
  765. 29:12dramatically increases his ranged
  766. 29:14damage. The thunder hammer and storm
  767. 29:17shield option takes him in the opposite
  768. 29:19direction, though, focusing on melee
  769. 29:21whilst also reducing the damage he
  770. 29:23receives. Before his additional wargear
  771. 29:26choices are even added, he also begins
  772. 29:29with the battle cry as a standard active
  773. 29:31ability, which gives allied units around
  774. 29:33him a boost in melee capability. The
  775. 29:36next wargear group, though, gives you a
  776. 29:38choice between teleport beacon, weapons
  777. 29:40of the first legion, and adamantine
  778. 29:43cuirass. The teleport beacon makes the
  779. 29:46company master temporarily immobile
  780. 29:49before teleporting him back into the
  781. 29:51reserve. Weapons of the first legion
  782. 29:53increases his damage output, while
  783. 29:55adamantine cuirass reduces incoming
  784. 29:57damage and pushes him further towards a
  785. 30:00defensive build. His final wargear group
  786. 30:03offers fear made manifest, calibanite
  787. 30:06knights, and iron resolve. Fear made
  788. 30:09manifest reduces damage dealt by nearby
  789. 30:11enemies. Calibanite knight grants armor
  790. 30:14of contempt
  791. 30:15whenever company master deals melee
  792. 30:17damage, and iron resolve increases the
  793. 30:20invulnerable protection of both the
  794. 30:22company master and his attached unit.
  795. 30:25That gives the company master one of the
  796. 30:27clearest splits between ranged, melee,
  797. 30:30and defensive builds. He can anchor a
  798. 30:32position with fire overwatch, become a
  799. 30:34durable front-line melee commander, or
  800. 30:37focus almost entirely on making himself
  801. 30:39and the unit around him extremely
  802. 30:41difficult to remove. He also grants
  803. 30:44access to the veteran reinforcements
  804. 30:46strategem, tying him directly into the
  805. 30:48Terminator and first company side of the
  806. 30:51Space Marine faction. So, whilst we've
  807. 30:53seen a great breadth of varying
  808. 30:55capabilities of the Space Marine
  809. 30:57commanders, one thing to note is that
  810. 30:59several of them also bring with them
  811. 31:01special strategem options. Now,
  812. 31:04strategems are powerful battlefield
  813. 31:06abilities and the Space Marines use
  814. 31:08command points in order to enact them.
  815. 31:11Now, these command points are generated
  816. 31:13through combat, capturing and holding
  817. 31:15resource points, as well as producing
  818. 31:17units and structures. Certain upgrades
  819. 31:20though can increase that generation
  820. 31:21further, including the infiltrator comms
  821. 31:24array and the captain's strategic
  822. 31:26expertise. Regardless of the commander
  823. 31:29choice though, the Space Marines have at
  824. 31:31least three strategems. Battle honors
  825. 31:33grants a large amount of experience to a
  826. 31:36chosen unit, allowing you to accelerate
  827. 31:38veteran C on something that you
  828. 31:40particularly want to preserve.
  829. 31:42Thunderhawk cluster bombs cause, well, a
  830. 31:44Thunderhawk to perform a bombing run
  831. 31:46over a selected area. Whilst orbital
  832. 31:49bombardment repeatedly strikes a target
  833. 31:51location from orbit and provides one of
  834. 31:53the heaviest battlefield attacks
  835. 31:55available to the Space Marines. Your
  836. 31:57commander choice though can potentially
  837. 31:59add a fourth option. The chaplain grants
  838. 32:02Angels of Death, which reduces the
  839. 32:04damage dealt by enemy units for a period
  840. 32:07of time, while the chief librarian
  841. 32:09grants precog nition, revealing enemy
  842. 32:11units hidden inside fog of war, and the
  843. 32:14company master grants veteran
  844. 32:15reinforcements, allowing a Terminator
  845. 32:18squad to be teleported directly from
  846. 32:20orbit onto a chosen location. Now, with
  847. 32:23all of these systems put together, the
  848. 32:25Space Marines in Dawn of War IV are
  849. 32:27clearly designed around making a smaller
  850. 32:29number of units matter. You begin with
  851. 32:32an infiltrator already moving out on the
  852. 32:34map. The chapel barracks gives you
  853. 32:36flexible core infantry, the Sanctum
  854. 32:38takes you into veteran troops,
  855. 32:40Terminators, and Dreadnoughts, while the
  856. 32:42Armory opens up progressively heavier
  857. 32:44vehicles. The important thing is that
  858. 32:47reaching those units is only half of the
  859. 32:48process because you still have to decide
  860. 32:51how you want them to fight. Intercessors
  861. 32:53can change their main rifles and add
  862. 32:55specialist squad weapons, assault
  863. 32:58Intercessors can gain jump packs or
  864. 33:00heavier melee equipment, Eliminators can
  865. 33:02move towards anti-vehicle last fusils,
  866. 33:05the Invictor Tactical Warsuit can swap
  867. 33:07its Incendium Cannon for a twin Ironhail
  868. 33:10Autocannon, and the list goes on and on.
  869. 33:13The Space Marine production buildings
  870. 33:15then also reinforce those choices
  871. 33:17through research, whilst the Strategium
  872. 33:20improves veterancy, durability, and
  873. 33:22deployment. Thunderhawk relays and the
  874. 33:24reserve system allow valuable units to
  875. 33:27be moved to new parts of the battlefield
  876. 33:29without having to march all the way
  877. 33:31across the map, and the commander
  878. 33:32selected before the skirmish adds
  879. 33:34another layer of customization on top of
  880. 33:37everything else. The result is a Space
  881. 33:40Marine faction built around quality,
  882. 33:42adaptability, and concentration of
  883. 33:44force. They are a faction that typically
  884. 33:47fields fewer units, but these units are
  885. 33:49durable, highly customizable, and
  886. 33:52supported by systems designed to keep
  887. 33:54them relevant throughout a skirmish. So,
  888. 33:56I hope you enjoyed today's video, and if
  889. 33:58you did, make sure you give the video a
  890. 34:00thumbs up. A special shout-out to the
  891. 34:02YouTube channel members. I really
  892. 34:04appreciate the extra support. And now
  893. 34:06for more official details and coverage
  894. 34:08of Dawn of War 4, make sure you check
  895. 34:09out the links in the video description.
  896. 34:11As always, though, take care and see you
  897. 34:14next time.

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