Faction intelligence
Launch factions
Four factions ship with Dawn of War IV. Each plays to a different economy, tempo and failure mode.
Space Marines
Hold what you take. Reinforce rather than replace, and let upgrades compound.
Difficulty 2/59 unitsA small, expensive, extremely durable force that wins by never losing a squad.
- Strengths
- Squads survive engagements other factions would lose outright
- Weaknesses
- Low model count makes every loss expensive
CyrusAstoranEzraelOrks
Attack early, attack wide, and never let the enemy consolidate.
Difficulty 3/58 unitsNumbers, momentum and scrap. An Ork army that is not attacking is losing.
- Strengths
- Cheapest infantry in the game by a wide margin
- Weaknesses
- Very poor value per population point
GorgutzGuzcuttaNecrons
Concede early ground, refuse to break, and let reanimation do the work.
Difficulty 4/57 unitsSlow, expensive and nearly impossible to finish off. Necrons win by attrition they do not feel.
- Strengths
- Reanimation makes losing models far cheaper than for any other faction
- Weaknesses
- Slowest army on the field
ThothmekAhmnokAdeptus Mechanicus
Scout, then build the exact answer. Composition matters more than volume.
Difficulty 5/57 unitsA technical faction that converts a power economy into precise, specialised answers.
- Strengths
- Best long-range infantry in the game
- Weaknesses
- Punished badly by a misread — the wrong composition loses outright
Potentia Delta-9Sek-Ix-23