They need a solid mix of units, a good interface, and a solid strategic balance to be worthwhile. Dawn of War has all of this - in spades. Each of the four races is extremely distinct. Space marines are the most balanced, Orks are mindless killing machines that throw tons of bodies at the enemy, Eldar are graceful and fast, relying on mobility and stealth, and Chaos has weaker armor and vehicles but more than makes up for it with magic spells and special powers.
The beauty, though, is that Dawn of War manages to deliver these races without sacrificing play balance. Every race's combat style is perfectly reflected in its mix of units and each unit in the game is designed for a specific purpose. The upshot is that the game comes close to that strategic purity that all RTS titles strive for -- there's no distinct advantage in picking one race over another. Multiplayer matches truly become tests of strategic skill between players, rather than just the race to find an unbeatable combination of units or powers.
I have no doubt that once hundreds of players on the 'Net start tearing the game apart, they'll eventually find strategic imbalances in the game, but after playing skirmishes and multiplayer matches with each of the races for a couple of days, they all felt pretty solid to me. The strategic 'feel' of the game is excellent, as well. While the game contains the standard mix of base building, production, research, and upgrades in addition to managing troop movement, the emphasis in the game is clearly on fast movement and maneuverability.
Most of the weapons and units in the game are clearly built for offense and mobility. Base buildings and constructors are cheap in cost and fast to build, and base defenses are fairly pathetic. The game's two resources, energy from reactors and 'command points' acquired by holding strategic points on the battlefield, are abundant.
Any old RTS hand can tell you what this combination means -- 'turtlers' need not apply. There is simply no way to hunker down in a base and build an overwhelming force -- movement, quick strikes, and holding certain positions are the order of the day.
Whether this is a plus or minus, though, depends on what kind of RTS player you are. For my part, though I usually love base building and research and tend toward the turtle, Dawn of War was so much fun that I found myself adapting my play style to it rather than feeling frustrated that my usual strategies tended to get me killed.
That kind of strategic bias in the gameplay design is what makes the game's single-player campaign -- which actually takes a back seat to the game's skirmish and multiplayer modes -- so odd. The campaign is fun, but at the same time, it's structurally weak. The plot is good enough to keep your interest, but the story of a Space Marine Force Commander getting to the bottom of a Chaos plot on the planet Tarterus is pretty predictable. Many of the missions in the single-player campaign also fall prey to the classic RTS blunder of becoming puzzles.
In fact, the missions that were the most fun in single-player were the more open maps that mimicked the feel of multiplayer or skirmish games.
The campaign is also quite short, only 12 missions, and only allow you to play as the Space Marines. The gameplay is not limited to simple victories in battle. You need to capture the main - initial - base of the enemy faction so that it cannot take any action. The plot develops linearly from each destroyed enemy. In an unknown way, the Red Raven appears at the end of the territory of Kronus with a huge army..
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