DoWpro
Dawn of War Professional, also known as DoWpro, is a Mod for Dawn of War. The mod focuses on returning to, and enhancing, the gameplay-experience of Vanilla Dawn of War (i.e. pre-Winter Assault).
Features
Content
Much of the original games' cut content was re-added in the mod, as well as in general, more toys for each faction to play as - the objective being that the player is generally given more choices as to the composition of their armies.
DoWpro also implements new content from certain other mods (used with permission).
Factions
Space Marines are rebalanced around being an Elite unit army, with their Tactical Space Marines taking 3 population (from 2 in the base game).
Chaos forces play similarly to the Space Marines, but with a greater focus on melee combat and daemonic support units. Their vehicle choices are more limited than the Space Marines, but versatility in units like the Defiler allow one unit to cover many roles.
Orks are rebalanced around being a melee Horde army (like in vanilla), except that they have more varied armor types and ways to deal with hard counters (which Orks lacked in vanilla, noticeably against the Eldar Warp Spiders).
Eldar, being more like Vanilla, are no longer about massing Dark Reapers (which is the most prominent opening in later expansions, depending on patch).
The Imperial Guard are rebalanced towards being a Horde army, where a guardsmen squad costs 100 requisition (from 160). In order to defeat Elite unit massed gunlines, the Imperial Guard rely on a combination of disruption, dense formations, siege warfare, and fighting in multiple places at once by utilising their numerical advantage. Expect atrociously high casualty rates even in victory.
Tau emphasize mobile firepower that is rebalanced more towards the use of infiltration, jetpacks, ambushes and diverse unit combinations. Additionally, Stealth suits begin as hunter kill units, instead of Tier 0 capper units (with Pathfinder units taking their place).
Some factions are changed more than others; Necrons use a unique mechanic where they need to expand their area of control and actually gain resources in an effort to actually force them to take and hold territory and play more like the rest of the factions, as opposed to how they originally played.
Cosmetics
The mod implements a number of cosmetic and minor improvements, in an effort to help keep some of the units closer to fluff. As an example, the World Eaters-exclusive Khorne Berserker in Vanilla is replaced with a Black Legion-style Berserker that includes team colors to make it look like a Khornate unit that happens to be in the warband.
Significant changes to the factions' tech trees (and subsequent necessary rebalancing), such as Grey Knights and Khorne Berserkers being available in Tier 1.
A series of "pancake-style" tech-upgrades ala 90's strategy-games, e.g. StarCraft.
Micromanagement
Tweaks have been made that reduce pathing issues, such as reducing model sizes of both infantry and tanks as well as the removal of clipping (similar to Starcraft).
Large scale army control in 1v1s is more common, because players tend to have more squads to control.
Removal of the Fire on the Move Accuracy Penalty implemented in Dark Crusade, thus the original game's 'run and shoot' unit control is emphasized.
Resource Mechanics
Resources on the map
Critical Locations provide twice the Requisition, which encourages map control or map denial. In combination with the fact that units scale well, ambushes are thus greatly encouraged as the enemy is lured out to capture them.
Capture rates were reduced for Relics to 30 seconds (from 45) and Critical Locations to 35 (from 45), which is still reduced by the unit type capturing it. Strategic points remain the same, at 20 seconds.
- Thus it is faster to take and re-take the map. There is more leeway to be less predictable in your capture order. It is more punishing for your strategic points to be decapture harassed. It is also more predictable to how many points you have, regardless of capture order (it's more a question of movement speed and distance, rather than simply type).
- Also, if the defender fends off an attack, but the attacker managed to successfully decapture points, then the attacker has more opportunity to capture critical locations while you re-secure your base's strategic points.
Requisition structural resources
Both LP2s and LP3s build faster in the mod. LP2 takes 30 seconds (from 35). LP3 takes 20 seconds (from 45 seconds).
Building a Listening Post no longer provides a gift of 50 requisition upon completion (essentially half of the principle cost). This encourages destroying the enemy Listening Posts, because instead of breaking even within 75 seconds it will take 150 seconds.
Building a second HQ costs a significant amount of resources, but also provide significant resources.
- There is a defensive trade-off between building a second HQ and fully upgrading a Listening Post (LP3).
- The LP3 provides vastly more line of sight and defence.
- The 2nd HQ provides more resources (in addition to other benefits) than an LP3.
- The 2nd HQ costs 250/250 (from 700/150).
Power structural resources
Power Generators rapidly scale in cost as you build more, which encourages raiding the enemy Power Generators. In addition, Power Generators explode on death.
Thermoplasma generators are an investment and a commitment rather than a near must-buy, costing (requisition/power/time):
- For SM/Chaos/IG/Sisters/Tau: 375/95/60 (from SM/Sisters: 275/0/60, from Chaos: 250/0/65, from IG: 250/0/60, from Tau: 250/0/45)
- For Eldar/DE: 350/95/60 (from Eldar: 250/0/60, from DE: 250/0/75)
- For Ork 335/95/60 (from 275/0/60)
- For Necron 0/350/120 (from 0/250/120)
- Power Gift is 50 (from 100) for all races except Necron which is 0 (from 100).
Researches
The Requisition resource upgrades were removed.
The Power resource upgrade now has a break even point after a few Power Generators have been built.
Combat Mechanics
General
Units in combat receive penalties to their reinforcement time:
- This applies only to the troops of the squad.
- It does not apply to special weapons or squad leaders.
- The penalty varies significantly by unit type. Elite units (such as Terminators) and Jumper suffer the worst penalties.
- Ork slugga boys barely suffer any penalty at all.
- This encourages players to be tactical with how they reinforce, both before a combat and during it.
Fire on the Move accuracy penalty has been significantly decreased.
Units in melee receive a defensive bonus against ranged firepower. This is in addition to the morale regeneration bonus units already get in melee.
Some units get increased movement speed when they charge into melee. This varies between either 20%, 30% or 40%. The range at which they initiate the charge also varies widely. In some cases, the unit starts with the ability to charge. In other circumstances it could happen while under the effect of an ability (such as Priest's fanaticism) or with a specific wargear or research. In the base game very few units used these mechanics.
Cover
Heavy cover also reduce Line of Sight by 40%. Light and Negative Cover also reduce Line of Sight by 20%.
The morale regeneration bonus of cover was significantly reduced. For Heavy cover it is +25% (from +100%). For Light cover it is +15% (from +50%).
Certain units are affected to a different degree by cover's usual ranged damage resistance. For instance, Heavy Weapon Teams receive twice the normal benefit, whereas the Chaos Bloodthirster receives no benefit at all.
Certain units are affected by cover's movement speed penalty differently, but these are the exceptions to the rule. Notably, most Dark Eldar units (as per the base game) does not suffer such penalties.
Line of Sight, Weapons Range & Positioning
The line of sight of most units has been standardized to 25, with select units having (or upgrades providing) enhanced line of sight. This follows the gameplay mantra of 'Nothing is free, and you pay for advantages'.
Many weapons, such as Plasmaguns, have a weapon range beyond visual range. This encourages scouting ahead (perhaps with infiltration) to maximize the unit's capabilities.
Many weapons had their range tweaked to encourage positional tactics. For example, Plasmaguns had their range increased from 25 to 28. The Force Commander's bolt pistol range was reduced from 25 to 18, and his plasma pistol from 25 to 22. Combined with the cover line of sight change described above, this allows a player to force the enemy out of cover in a long range firefight.
The Line of Sight radius of many buildings has been significantly reduced. LP2s and LP3s have increased line of sight, however.
Morale
Like in Tabletop, Morale Immunity in general does not exist.
Loss of Morale:
- The usual accuracy penalty is unchanged from the base game.
- Modifies movement speed by -10% (from +20%).
- Disables charge modifiers, such as what a Khorne Berserker may have.
- Stops ability recharge, such as frag grenades.
In effect, breaking the enemy morale helps you out manoeuvre your opponent or chase them down if they're trying to escape.
In the base game, breaking the enemy morale made it harder to close out games because the enemy ran away faster, allowing them to mount a counter offensive. In the mod, flamers are a weapon of choice to end games.
The morale loss that a unit suffers as a result of a model dying has been increased. As an example, guardsmen lose 40 morale (from 30). The morale death penalty for squad leaders is meaningfully higher, and this varies by race.
Vehicle Damage
A vehicle that is reduced to 20% of its maximum hp suffers a 25% decrease in movement speed, until it is repaired. This does not affect certain vehicles, such as Dreadnoughts.
Non-walker vehicles (such as Looted Leman Russ or Predators) suffer significantly increased damage in melee, thus making weapons like Power Fists significantly better than one may expect from DPS charts. Necrons are the notable exception to this, including the Restored Monolith.
Capture Rates
Jump units (such as Raptors, Warp Spiders, Assault Marines and Stealth Suits) capture points at a faster rate than normal units, facilitating their ability to help you acquire map control.
Production Mechanics
Squads, Commanders and Vehicles
For each consecutive unit of the same type of yours that is alive on the field, the production time is increased.
- As a side effect, this also increases the importance of repairing them.
- This penalty varies a lot by unit type. Landspeeders suffer the penalty to a lesser degree than Dreadnoughts, for instance.
- This penalty also applies to structures. Interestingly, the Imperial Guard vehicle production structure suffers the penalty less than other races.
Builder production times have been doubled across the board, to further reward hunting and killing them both in raids or during the repair of enemy assets in combat.
Builder requisition costs have also been increased and standardized. For example, the Eldar Bonesinger went from 45 req to 90, the Chaos Heretic went from 60 req to 80 and the Space Marine Servitor went from 75 req to 90.
Researches and Addons
Researches tend to cost 30 seconds to build, standardizing timing window attacks. For Eldar, however, it tends to take 20 seconds. Notably, certain Tau upgrades are even faster. This is a significant reduction in time from the base game where upgrades often take between 40-60 seconds (depending significantly on race).
With all population upgrades and the Second HQ, your army size cap is 26/26. Imperial Guard and Ork, however, who work differently. Without the Second HQ you reach 20/20.
Vehicle and Structure repair
The cost for a Builder to fully repair a unit (vehicle or building) has been reduced across the board to 30% (from 75% from all except Eldar who were 20%). Players are rewarded for saving their vehicles, and finishing off the enemy vehicles.
The repair rate for all builders in squads is 15 (so Necrons went from 30 to 15).
The repair rate of all builders not in squads is 30 (so Heretic from 15), except Eldar who are 25 (from 30). The Techpriest Enginseer can improve this via a research, which is a factional advantage.
Morale loss on Builders impairs their repair rate significantly. In practice, this most often happens when artillery strikes are hitting the area.
Control Radius
Factions can only place structures within their control radius, meaning that turret rushes don't typically exist.
The Necron Lord can deploy a Necrontyr Pillar, which provides a temporary control radius, allowing for turret rushes.
Landmines do not require a control radius, and are commonly used in both an aggressive, defensive and map control capacity.
Tiering Mechanics
Tiering is cheaper and faster within DoWpro:
Tier 2 tends to cost 250/100 (from 300/125) with a build time of 30 seconds (from 90).
Tier 3 tends to cost 250/200 (from 340/340) with a build time of 30 seconds (from 100).
Fast Tier 2 strategies works differently in DoWpro, despite faster Tiering. This is because differences in unit control skill can lead to large advantages in Tier 1. Between equally (or near equally) skilled opponents, progressing to Tier 2 and Tier 3 in a roughly even position are more common.
Rushing towards Tier 2 are less feasible. By fast, we mean a transition whereby the Tier is occurs somewhat faster than expected (or able to be handled by the enemy). Tier advantage strategies tend to be more micro-strategies, rather than the dominating theme of the overall build order.
It is no longer about pulling out a single infantry unit that overwhelms the enemy army completely.
Fast Tier 2.5 transitioning into vehicles can be used, but cannot be quickly massed. Thus to eliminate or overrun the enemy often means utilizing infantry to disrupt any anti-tank weaponry.
Infiltration Mechanics
Dowpro has four specific types of stealth depending on unit:
- "invisible when in cover"
- "timed invisibility"
- "invisible when not attacking"
- "invisible all the time"
"invisible when in cover" is a very useful addition because it opens up the lanes of many maps to potential attacks. For example, Blood River's center lane is flooded with negative cover, which would otherwise be highly dangerous to navigate.
Keen Sight refers to the ability of a unit to reveal infiltrators.
Commanders tend to have a Keen Sight radius equal to half of their normal sight range, which can be further augmented via wargear:
- This encourages Commanders to gap close (putting themselves at risk) in order to expose Infiltrators. The better you are able to handle commander duels, the better you could handle infiltrator units.
- The loss of a commander (or it being low HP) exposes you to the risk of infiltrator units to operating unscathed.
- The player is encouraged to position infiltrator units at the flank in a fight, away from the enemy commander.
- The player is encouraged to assault enemy positions away from their commander(s), encouraging map awareness and micromanagement of units across the map.
Units marked by an icon in their production facility (such as a Barracks), possess Keen Sight. Notably, the Chaos Bloodthirster now has Keen Sight.
Turrets no longer detect infiltrators. LP3s now have Keen Sight, instead.
Damaging a unit with a weapon disables the target unit's infiltration for 5 seconds. Thus:
- To re-infiltrate you need to disengage from combat.
- To prevent enemy infiltrate you can chase them.
- Infiltrator units with escape mechanics (such as Stealth Suit Jump) have an advantage over Infiltrator units without (such as Chaos Space Marines).
- Well placed turrets, while they cannot themselves reveal a unit, they can ensure a unit cannot re-infiltrate in your base.
- Frag grenades (which now have a Requisition and Power cost per use), artillery and grenade launchers can reveal enemy infiltrators, as they can target the ground.
Population Mechanics
Unique to Dawn of War (and further emphasised in this mod), having more squads than the enemy has a number of advantages:
- You can 'dance' with ranged troops to negate the damage of melee troops.
- Melee units can wreck the enemy's economy, while tieing up (or chasing) ranged troops in close combat.
- You can reinforce faster than the enemy, and thus overrun them with a more powerful economy.
- You can adapt to the enemy faster, by having more special weapons.
- Morale loss is less painful, as it affects a smaller subset of your army.
- Units with long range weapons, such as Heavy Bolters and Missile Launchers, benefit from the sight provided by allied units.
- You have more opportunities to concentrate gunfire from many units onto one.
Population is faster to acquire, allowing for the creation of a timing window where you have more squads than the enemy. As the base game, you can produce a Squad Cap Increase from the HQ and an infantry squad from the Barracks simultaneously (the same applies to vehicles), to reduce the time needed to pull this off.
Population is more expensive to acquire, leading to:
- A momentary loss in capability, as there is an opportunity cost to not upgrading your troops.
- An opportunity cost until you impose your military advantage on the enemy, as you could have grown your economy.
To be more specific:
- Squad Cap Research and Support Cap Research now build in 20 seconds (from 30/35 seconds respectively).
- Their cost was also increased to 200/50 (from 150/0); Each subsequent research also increases in cost by +50/+50.
- Cap researches give +3 population (from +5).
Population serves to create predictability to the number of squads you could have at any moment in time, and is a key part of the encouraged framework for building army compositions.
During the first phase of the game both armies are more predictable (but not necessarily fully predictable) in its composition, as it is an outgrowth from the somewhat limited subset of units available at Tier 1. After squads have been completely destroyed and major battles fought, then follow up army compositions are far less predictable.
Units also have varying levels of 'population efficiency', which is dependent on how many upgrades or special weapons they have. For instance, Scouts with special weapons (such as plasma guns) are highly pop efficient. Population costs increases the value of dual or tri hero compositions (or even anything that costs no pop), which is an interesting variation to generally infantry or vehicle mass.
Population Mechanics: Space Marines
The following applies specifically to Space Marines, but applies to the other factions in a similar manner.
Squad Cap
Initial Population 9. This permits a combination of: Tactical Space Marines (3 pop, Tier 1), Scouts (1 pop, Tier 1), Grey Knights (3 pop, Tier 1), Assault Marines (3 pop, Tier 1).
- During a Tier 1 fight, it is common for the player to lose their scouts. In response, you could purchase an additional elite unit (maxing out your population with 3 squads of tactical marines, for instance) to accelerate your brute force advantage, but undermining your ability to contest the critical locations while simultaneously applying pressure to the enemy base.
Second HQ +3.
- In a common opening, with two Tactical Marines and three Scouts, if you had not lost any units then you still would not have the spare population for a Terminator or Assault Terminator (4 pop, Tier 2.5) squad, unless a scout squad dies. This is a trade off in your army composition.
Squad Cap Increase +3.
Vehicle Cap
Initial Population 3. This permits a combination of Rhino (1 pop, Tier 2), Landspeeder (1 pop, Tier 2.5), Dreadnought (2, Tier 2.5), Hellfire Dreadnought (2, Tier 2.5), Whirlwind (2, Tier 2.5), but not a Predator (4 pop, Tier 2.5).
Second HQ +1. This permits a predator (4 pop, Tier 2.5).
Machine Cult +2. This permits, without a 2nd HQ, a Land Raider (5 pop, Tier 3).
Vehicle Cap Increase +3. Even with Initial Population + Second HQ + Squad Cap Increase, you could not get both a Predator and a Land Raider (praise the Emperor!).
Having a Second HQ with your Machine Cult is the difference between having 2 or 3 dreadnoughts during the mid game.
Population Mechanics: Imperial Guard
In addition to the population below, the Imperial Guard can have up to 2 of each in Tier 1: Commissar, Priest and Psyker.
Squad Cap
Initial Population 8. This permits a combination of Guardsmen (2 pop, Tier 1), Kasrkin (3 pop, Tier 1), Ogryn (4 pop, Tier 2).
Infantry Command +2.
2nd Infantry Command +2.
Squad Cap Increase +3.
Vehicle Cap
The Imperial Guard use a unique resource, fundamentally different to Vehicle Cap, called Fire Support Resource (FSR). FSR is determined by both the infrastructure (both structures & addons) and infantry alive on the battlefield.
This means that the enemy can seek to slaughter your infantry forces, in order to prevent the oncoming onslaught of armoured divisions. It also provides an incentive for you to deploy numerous guardsmen to the battlefield.
In addition to being used for vehicles, it is also used for all Heavy Weapon Teams. This allows the Imperial Guard to engage in a protracted Tier 1 fight in a way the other factions cannot.
FSR is a regenerative resource and a cap that accumulates similar to how Requisition or Power does, but has an upper limit. Each guardsmen (model, not squad) increases the FSR rate by +2. Each sarge by +4. Each commander by +5. Each minihero by +5.
Sentinel (20 FSR), Hellhound (40 FSR), Griffon Tank (40 FSR), Chimera (40 FSR), Basilisk (50 FSR), Leman Russ Battle Tank (80 FSR), Baneblade (120 FSR).
Notice that the Landspeeder and Rhino cost 1 pop, yet the Sentinel costs half the FSR of the Chimera. Mobile Infantry is relatively more expensive for the Imperial Guard.
Commander Mechanics
The fall of a commander wrecks the morale of nearby units, taking away 66% of their max Morale and Morale regen rate for 20 seconds. This does stack, in the rare case where multiple commanders die in a short period of time.
Commanders now have access to wargear that allow you to adapt to the enemy forces, to augment your soldiers, to undermine your enemy. There are both similarities and differences to the wargear accessible to each faction.
They are purchasable so long as you have captured at least one Relic, further encouraging map control. Importantly, you need only the Relic to purchase the wargear, which means that you can grab the relic momentarily knowing it will be aggressively decaptured just to quickly purchase your gear.
Avoid the death of your commander, for their build time and cost increases with each upgrade.
Commander wargear of the same Tier are mutually exclusive. Upon the completion of a second HQ the other wargear are unlocked for as long as the second HQ remains alive.
Fully upgraded Commanders tend to destroy non-upgraded Commanders in melee.
Commander upgrades, as a general rule, upgrade the DPS of the secondary or tertiary commanders (instead of the primary commander).
Wargear tends to build a lot faster than normal researches, taking only 10 seconds.
The destruction of a HQ causes the player to lose all wargear purchased through that HQ. They must then re-purchase that wargear, following the normal rules.
To get an idea of what commander wargear provides, see the following tables:
Space Marine Force Commander Wargear | |||
---|---|---|---|
Wargear | Tier | Costs | Bonuses |
Champion's Cincture | 1 | 60 requisition, 30 power | Increases Sight radius by 5 and HP by 100. Enables the Rapid Deployment ability which reduces the target unit's setup time by 80% and reload times by 15%. |
Iron Halo | 1 | 50 requisition, 50 power | Increases Health Regen by 1 per second, HP by 100, and provides 15% ranged damage resistance. |
Bracer's of the Righteous | 2 | 100 requisition, 60 power | Increases HP by 150, and Melee and ranged damage increased by 5%. Enables the passive Inspiring Aura, which increases the damage of nearby troops by 10% and reduces incoming ranged damage by 5%. |
Heroism's Pedastal | 2 | 80 requisition, 50 power | Increases HP by 350, mass by 50, and enables melee charge. |
Master-Crafted Artificer Armor | 3 | 160 requisition, 120 power | Increases HP by 450, and provides melee damage resistance of 20%. Enables the Battlecry ability, which increases nearby unit's damage by 40% and morale by 200 for 10 seconds. |
Orbital Relay Link Transponder | 3 | 250 requisition, 200 power | Enables the Orbital Barrage ability. |
Champion's Cincture improves your ability to exploit the range advantage of your weapons, without necessarily being in front of your army and exposed to the enemy gunline. For instance, plasmaguns have 28 range, but tactical marines only have 25 sight range. Bracer's of the Righteous improves your gunline, whereas Heroism's Pedastal facilitates undermining the enemy gunline.
Tau Commander Wargear | |||
---|---|---|---|
Wargear | Tier | Costs | Bonuses |
Advanced Sensor Array | 1 | 60 requisition, 40 power | Increases Sight and Keen Sight radius by 10 and HP by 150. |
Advanced Jetpack Booster | 1 | 60 requisition, 40 power | Increases Fire on the Move accuracy by 20%. Enables the Jetpack Booster ability, which provides a massive burst of speed for a short period of time. |
Gun Drone Control Unit | 2 | 80 requisition, 60 power | Allows the Tau Commander to purchase gun drones. Increases the number of drones purchasable by 1. |
Shield Drone Control Unit | 2 | 80 requisition, 60 power | Allows the Tau Commander to purchase shield drones. Increases the number of drones purchasable by 1. |
Iridium Armour | 3 | 140 requisition, 100 power | Increases HP by 450, and provides melee damage resistance of 20%. |
Stealth Field Generator | 3 | 180 requisition, 150 power | Provides both timed and cover infiltration. |
The wargear that Tau has access to shapes their tactics. The Advanced Sensor Array allows you to gain the edge in troop rotations across the map or positional warfare. With the Advanced Jetpack Booster, you can engage in guerilla warfare. Shield Drones allow you to assault enemy positions, drawing gunfire away from your troops. Iridium Armour can help you weather psychic assaults (such as from Imperial Guard psykers or the Farseer Mind War).
Unit Scaling Mechanics
Squad sizes increase throughout the game, in response to reaching the next tier and purchasing infrastructure, research or addons. In the case of horde units this can be substantial. The particulars of what mechanic increases what unit, and by how much, varies by race.
Therefore there are multiple approaches to increasing your actual army size:
- Via research: squad cap increase.
- Via economy boom: second HQ.
- Via teching: Tier 1.5, 2.5 or Tier 3.5 structures (which tend to increase squad sizes).
And multiple approaches to increase your effective army size (without costing population):
- Special weapons, such as Plasmaguns.
- Squad leaders (and associated researches).
- Mini-heroes, such as Apothecaries
- Standard HP / DPS researches
- Squad type specific researches
- Commander wargear (via auras)
- Secondary or Tertiary commanders (via abilities)
Players are encouraged to think of things as optional ways to customise their army that can be mixed and matched in different combinations.
As the player progresses through the tech tree, the rate at which units scale is much flatter than the base game. Previously, units of the next tier would rapidly increase in combat capability by HP, Damage, Movement speed, Sight and even Armour type.
Issues and Criticisms
DoWpro's focus on Tier 1 battles with significant attention paid to expanding and holding territory as opposed to the fast-tech-and-fight gameplay of Dark Crusade and Soulstorm is not for everyone. It also has a number of gameplay issues and bugs all its own.
The mod removes Flyers.
It also fundamentally changes how the factions added in the expansions play, and not always for the better. Those who are fans of how existing factions or mechanics already work or feel (e.g. the uniqueness of the Necrons, which the mod removes, or Dark Crusade infiltration) will not enjoy it.
Balance has focused primarily on 1v1s, as opposed to team games.
Games less frequently reach Tier 3 or Tier 3.5 (which is a Tier level that some players may prefer).
Units feel much more fragile than they are in the originals, because the Fire on the Move changes allow for more concentrated firepower as multiple units gang up on a single unit.
This ironically makes for a game that while certainly much more varied than Vanilla, also tends to culminate in much more protracted battles over the course of a given match, and can quickly boil down to drawn-out battles of attrition dictated by "who makes the first major mistake". In certain match-ups, such as Orks vs Imperial Guard, this is very noticeable.
If there is a specific Build Order that you wish to play (which worked in DC/SS), there is a decent chance that it is no longer viable in DoWpro. For example, 3x Dark Reaper is not as viable, as they are now hard counter units. Also, it is much harder to aggressively place turrets as they require a Control Zone to be built in.
The mod encourages mid game transports (as they can be built from the HQ at Tier 2). However, transport gameplay is not as smooth as Starcraft (perhaps due to the game engine?), which hardcore RTS fans may not like.
Chaos is now more similar to the Space Marines (like in Vanilla), whereas in WA/DC/SS Chaos is significantly different and more unique.
The complex counter system means that there is a steep learning curve from the original. For example, Flamer weapons are highly effective against Demons.
Optimizing your units requires that you understand what armor types every unit has in the game, and roughly how well every unit's DPS performs against those armor types. Incorrectly targeting the wrong enemy unit is often excessively punishing, and encourages players to analyse Damage Per Second spreadsheets.
Even some units which keep fundamentally the same role they had in the original game may be changed in implementation, to the point where their use is fundamentally different in practice.
Jump pack units are less mobile in DoWpro. For example, in the base game at full charge the Assault Marine Squad will have 2 4/9 jumps available, requiring 110 s total to recharge from empty. In DoWPro, it is 1 4/9, approximately. From full charge if you jump, there is a 20 second timing window as you wait for your next charge.
Progressing through the Tech Tree as Eldar can be confusing if you're unfamiliar with the vanilla game.
If you was a fan of the Eldar Ranger squad (as in DC/SS), then you may be unhappy because it requires upgrades to achieve the same ranged harassment potential.
Tau is now a mobile shooty army instead of a stand-and-shoot army, which may or may not be in your favor depending on how you like your Firewarriors. On the other hand, you can now pick both Kauyon and Mont'ka within a single game.
The Imperial Guard have two pieces of Wargear called Ordo Xenos and Ordo Malleus that upgrades the Inquisitor, but where is Ordo Hereticus?
Certain build orders, such as opening with ASM or Raptors, are now more difficult to perform.
Artillery units such as Basilisks and Whirlwinds no longer do tons of damage to all infantry, which is what you may expect from artillery. Instead, they are used primarily for disruption, morale damage, and building siege damage.
Certain combos from DC/SS no longer exist in the same way, for example Grey Knight's Psychic Inquisition combined with the Librarian's Smite for impressive Area of Effect damage.
Further, it has a number of unique bugs (some of which might be blamed on the core game-engine), some of which are only avoidable by being aware of them (i.e. have to actively be played around by the player). Core gameplay changes, such as Fire on the Move no longer reducing accuracy as significantly, exacerbate pathing issues on some maps, which hurts Horde armies more than Elite armies.
Links
- http://www.moddb.com/mods/dowpro - Mod DB page.