
There’s been rumours around, but it’s finally been confirmed in our old comrades at the PC Gamer* podcast. Talking about their forthcoming issue where they reveal that the first Dawn of War 2 add-on pack will feature chaos. And it’s called Chaos Rising. It’s welcome, but not exactly an enormous surprise – I thought Chaos would be one of the most-likely factions to be in the original game. There’s little more in the podcast – expect more to come when the subs copies arrive with their readers shortly.
*UK. As in, the original one. Yeah, you heard.
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@ Gorgeras:
Orkz aren’t underpowered, ESPECIALLY not against Space Marines (the only army without a direct melee unit, just a disruption unit).
Aside from being really cheap and being able to field 3 squads of them right from the start, Slugga Boyz also have Waaagh, which when combined across 2-3 squads gives some very serious damage buffs. ASM’s have kcockback on landing, Stormboyz have a cheaper cost, power weapons (which do hefty damage against SM armour) and a T2 upgrade that’s really lethal when used properly.
And Orkz most certainly have a counter to suppressive fire. Stickbommaz Are a nasty counter to set-up teams, and are easily useful outside of that role besides. And once you get to T2, it’s pretty much moot anyway. To be honest, set-up teams in general are still largely a waste of time. They’re easy to flank and are usually just big targets for anyone with half a mind to disrupt them otherwise. Later on they’re effectively useless because there are so many ways to counter them.
Sorry, but you really are one of the few people who I’ve seen call Orkz underpowered. Right now it’s the SM suffering largely because they don’t have a viable early melee counter. If you are just trying to zerg the enemies guns, then that’s your problem right there. Orkz strength comes from large numbers, but that doesn’t mean you just charge straight at a heavy bolter squad.
I agree.
- Early melee spam is currently a bit too powerful, Orks fit this bill perfectly.
- Nob Squads are one of, if not the best units in the game.
- Roks is probably the best AoE global ability and can easily be a game-changer.
- Mekboy is arguably the best and most versatile Commander in the game (suppression, teleportation, teleportation+suppression, squad healing, AoE damage, turrets, damage and speed buffs, shield, vehicle repair and in situ squad reinforcement).
The Orks have counters to everything and most often they’re cheap. There’s no way Orks are underpowered.
I’d like to see them mix up a skirmish mode and the action rpg bit of the first campaign, because as good as it was, the campaign did start to get a bit repetitive, will be interesting see where they take it next.
Exciting times! I hope this does well for Relic and isn’t buried by StarCraft II, which is quite likely to release in fairly close proximity.
ummm. orks have swarmy low health units. anything aoe decimates them. They are slightly underpowered at high levels of play, and slightly over powered at low levels.
in the high levels of play sluggas are basically useless. More because of the abilities of certain offensive commanders. No ammount of sluggas can beat a lictor, warlock, or apothecary, the farseer,hive tyrant ,warboss, and force commander will put the boot down on multiple squads before they fall.
If you have enough resources to use roks, you are playing hte orks wrong. you should be using them on your earlier abilities. call the horde etc etc.
about time chaos came in, the space marines need a real enemy who can pose a threat , orks a good early on but if your a good space marine commander as i am there really is no proper threat all the game through