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The multilayer in Dawn of War II will force you to venture out at the very beginning of each battle

The multilayer in Dawn of War II will force you to venture out at the very beginning of each battle
DateTime:7/8/2009 5:21:12 PM

The key thing to know about the multiplayer in Dawn of War II, especially in how it compares to the original game, is that it is much more streamlined.  However, there aren't any other support structures that you have to build; the stronghold takes care of everything when it comes to production. This lets you focus on commanding your squads and units on the battlefield. If doesn't matter if you or your teammates capture a node, because you all benefit equally from it. That's not to say that you share a resource pool; each player has his or her own resource pool, so if you have 400 requisition points and one of your teammates buys a unit worth 200 points, the purchase price is taken out of his resource pool, not yours. You only lose points on the things that you purchase.

Like Company of Heroes, the multilayer in Dawn of War II will force you to venture out at the very beginning of each battle, rather than turtle up in your base. That's because the resource system is tied to nodes on the battlefield. Capture a node and you get its resource. In this case, there are simply two resource types. The first is requisition points, which is the more plentiful resource, but that's because it's used for everything. The second is power, which can only be accumulated by capturing power nodes. Power is much scarcer, but it's important because advanced units and research depend on it.
The nice thing in a three-on-three game is that you can work with your allies to capture nodes.For instance, there isn't traditional base building, per se. Each player has a stronghold in the rear area that you command to spew out new units and vehicles.

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