![]() Should the player defend manually, play returns to that map with the player's structures standing as of the end of that map's last battle infantry and vehicles not reinforcing the region must be requisitioned again and any strategic points held in the attacker's deployment zone are removed from the player's possession. When this happens, the player may choose to defend the region or "autoresolve" the attack, which makes the computer determine the outcome based on the defending region's reinforcement value. Should the player's faction lose its home region, the game is over.ĪI factions can attack player-held regions. Defeating an enemy faction in its home region takes it out of the game though it retains any regions still under its control, it can only defend held territory. Home regions are heavily entrenched and have numerous secondary objectives to make achieving victory easier. Most regions have the single objective to destroy the enemy headquarters building, but some have special objectives that will grant the team that reaches it first a special bonus for as long as they control that region. ![]() The player starts each map with just a headquarters building, a builder unit, the army's main character, and whatever Honour Guard purchased. Each turn, the player is allowed to move to a neighbouring region if another faction controls that region, the player may attack, initiating the traditional Dawn of War game. ![]() The player's faction starts with only its home region, while the AI factions control the rest of the map. Instead, it employs a dynamic meta-map structure where each faction defends a "home region" of the planet.
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