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Each her will gain experience through victory and will earn the chance to upgrade with more powerful weapons and armor. The last major persistent characteristic of the game is the hero. These make a major difference to how the campaign plays out. For instance, the territory of Eres Badlands will allow whoever controls it to make two moves per turn include two separate attacks while the territory of Pavonis grants the Space Port ability that allows the controller to attack anywhere on the map, not just adjacent territories. The special ability territories are key to winning the campaign. Each territory also has either a special ability or honor guard unit attached to it. The more territories held, the larger the sum of PRP gathered per turn. These points are used to purchase honor guards for heroes, reinforcements for territories, and sometimes initial buildings when attacking an enemy territory. Firstly, each has a number of Planetary Requisition Points associated with them. Each territory also brings advantages to its owner. This gives defenders a much needed advantage in real-time battles, especially later into the campaign when heroes have a large army traveling with them. Not only will players be able to reinforce conquered territories using Planetary Requisition Points, they'll also retain whatever buildings were constructed there when the territory was conquered the first time. YES NO Territories that aren't protected by the hero character and honor guard aren't exactly defenseless. Once that's gone, the faction is removed from the game as an aggressive force. If the hero is defeated in battle, they'll retreat back into the nearest friendly territory until the only territory left is their home base.
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This character can attack any adjacent territory with one exception that we'll get into momentarily. Each faction's attacking army is represented by a hero character. While players are taking the battle to new territory, enemy factions are doing the same. Much like Rise of Nations, Total War, Empire at War, and others, the Dark Crusade campaign is set on a strategic map in which players have the freedom to attack and defend as they like. The story is grand and all, but the main point is the introduction of persistence into the franchise. The Space Marines, on the other hand, are there to protect a secret by cleansing the planet of all alien races. For instance, the Tau, one of the new races, is all about combating evil for the Greater Good. All of the factions have their own reasons for being there and all of their campaigns will include different outlooks on the events. The fiction follows the convergence of the seven factions found in the game (Space Marines, Chaos, Eldar, Orks, Imperium of Man, Tau, and Necron) on the planet Kronus for an all out brawl. It's broader in scope and presented more like a galactic history lesson than an adventure. While the campaign is taking a much different approach to strategy, Relic has still developed a story. Warhammer 40,000: Dawn of War - Dark Crusade is a stand-alone expansion that adds two races, a new campaign mode, more skirmish and multiplayer maps, and a lot more fun.
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As Relic gears up for the next round of RTS titles, lead by the excellent Company of Heroes, they're giving Dawn of War another chance in the present before (hopefully) pushing it forward into the future. The parent product brought some great innovations and fast action to the real-time strategy market back in 2004 and was followed up last year with an expansion called Winter Assault, which added the Imperials as well as a new campaign. Dawn of War has been a great franchise for Relic and THQ for the last couple of years.