In true Warhammer 40.000 style, all factions are enemies. Aiming for the home provinces is a way to ensure that you will suffer fewer attacks in the long run. However, they will no longer have an attacking army so they can't expand their territory. Once you have defeated a faction's home province, any other provinces they owned will still be under their command and must be conquered normally. There is a lot of dialogue in these battles, fleshing out the story of the campaign. Attacking a faction's home province is not like the usual skirmish matches, and you will usually have a lot of special objectives to complete. Some provinces provide a special ability to whoever owns it, and the fight to take such provinces will usually feature special objectives.Įach faction has a home province, and conquering the home province of a faction will eliminate them from the campaign. A weakly defended province will only have a single base, and basic infantry. If you attack a heavily fortified province, you might have to defeat two enemy bases, as well as powerful armies. The difficulty depends on the strength of your opponent. When you attack a province, or defend one of your provinces from enemy attack, it plays out as a regular skirmish map. During your turn, you can fortify your conquered provinces with more troops, and you can move your army to attack. Each of the factions get their turn to move their armies, or attack. However, for Dark Crusade, you wage war across a planet, and it is up to you how you wage that war. Previously, the campaigns would feature linear progression through the story missions. Let's talk about the campaign first, because it really is what makes Dark Crusade shine. Released in 2006, this expansion added two new factions, as well as a completely new campaign with a unique mechanic. Not that Dawn of War was not good before Dark Crusade, it's just so much better after Dark Crusade. Dark Crusade is the second expansion for Dawn of War, and this is where the series definitely took a turn for the better.
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