40K: Dawn of War III Gets Doctrines

Dawn of War III will have doctrines that change the way you play – check out a preview of what to expect!

In a recent spotlight article from Dawn of War III, teasers of the Doctrine Mechanics made a debut. Doctrines are special abilities that you can chose for your Elite units (think Heroes) and your army as a whole. Some of these doctrines can add passive/situational effects and other just add new abilities for your units. Check these out:

Elite Doctrines

Equipping Gabriel Angelos with the Slam Barrier doctrine, and your Dreadnought’s Slam ability gains a new feature – a temporary barrier that absorbs shots and reflects projectiles.

Eldar Farseer Macha’s Last Chance doctrine allows her to help out fellow Elites. When other Elites reach zero health, instead of dying they’ll temporarily enter stasis and heal.

Gorgutz’s Keep Trukk’n doctrine makes it so that units ejected from Trukks gain a temporary shield and taunt in a circle.

Army Doctrines

The Ork doctrine Slice ‘Em upgrades the Defkopta’s Buzzsaw Blitz ability. They’ll now attach to the first building or unit they collide with, slowing and damaging them over time.

The Space Marine doctrine Scout Strike lets Scout units in stealth cover do bonus damage on their initial attack.

The Eldar doctrine Webway Holo-field gives Webway Gates the ability to activate a large holo-field, granting Stealth to the Webway Gate and to units within its radius.

On top of those, there are dozens more. You’ll get to choose a total of 3 Elite Doctrines for your Elite units per match. There are two categories – Command and Presence. For the Army Doctrines, you’ll get to choose another 3 and equip them before each match. These differences can lead to some very different gameplay strategies for your army from game-to-game. This should help keep multiplayer pretty interesting as well! It’s going to be fun to experiment and test out different combinations to figure out what works best for you.

Dawn of War III

Available April 27, 2017

 

What do you think of the idea of Doctrines in Dawn of War III?

  • Deathwing

    Ol Capt Gabriel is looking a little chewed up and spit out after 2 games and a couple novels.

    • WhenDidVicesBecomeVirtues

      Despite this he can do somersaults and cirque du soleil moves in full tactical dreadnought armour.

      • ZeeLobby

        He’s a spry little Sigmarine, that’s for sure.

      • Hawt Dawg

        That does not bother me.

        His new voice does…

      • pokemastercube .

        which is even more incredible as he is uses catapharctii terminator armour, which is meant to be heavyer then the standard

        • Derek

          He used Tartaros, look at the shoulder pad, the 2 round note, the curve up design, Very distinguishable from cataphractii.

          But that does not mean he can jump like that. Otherwise we’d have Jump pack Terminator, or jump pack dreadnought.

          • NNextremNN

            Yeah JetPack Tartaros terminator. I wish they would have made a model for him with this special rule just to troll all the haters XD

    • Commissar Molotov

      “Do you even moisturize, bro?”

    • NNextremNN

      Well I guess that might is what happened when he battled that daemon prince.

  • piglette

    Blood Ravens are Thousand Sons geneseed

    • NNextremNN

      This will probably never be confirmed but yes they are the most likely candidate. And I very much like that idea.

  • Marco Marantz

    meh, they are not really doctrines per se as the concept was implemented in say, Company of Heroes. These are more akin to the wargear of DoW2. A bit of variation but still not buying this game. Always thought its gonna suck.

    • The14th

      Better for it to not be like CoH2, those took FOREVER to get the one you wanted.

  • MechBattler

    This could be an interesting idea if they give you a selection of single use army wide buffs that have a limited time duration or some trigger for activation like taking damage.
    I could see it being used to bump up accuracy, increase damage, increase speed, throw up a shield, or stuff like that on the whole army for a brief duration.
    It would kind of be like the WAAAGH ability from older games in that it gives you an advantage for a short time, but getting the timing right for it to be effective is crucial.
    That kind of do or die choice would be fun to have.

  • Marios Kontopyrgos

    I wanna ask something irrelevant to this post if I may as commenting on previous posts has shut down and I am late to the party. About Allies, do people who support the removal of allies have any ideas to what should happen with Imperial Units such as assassins or Imperial advisors? Essentially things that are only covered in the codex: Imperial Agents. I guess this question should also cover Knights. I personally think the Imperium becomes one big faction as evident by Roboute Guilliman’s rules (Lord Commander of the Imperium) and also the Aeldari will become one. I guess I would be against Space Marines and AM lining up next to each other as they are the 2 big armies withing that faction but everyone else from Knights to Sororitas to Custodes can’t field a complete army and should be used in cohort with someone else. Again I apologize for the irrelevancy of my comment but reading through comments on other posts I felt like my point of view was not represented. Thank you

  • loveone789

    green tide tactical doctrine for da orkz?