[WH40K] Dawn of War - Mission 2 - Infiltration [Normal] speedrun in 11:21

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Published on ● Video Link: https://www.youtube.com/watch?v=tum-axh-_II



Duration: 11:40
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GOTY/Steam release played under Windows 7 x64. Subject to the rules of the leaderboards at https://www.speedrun.com/wh40kdow.

Mission 2 is an interesting run, but not the most interesting route. I didn't implement many route changes from the previously fastest run by Wilder Joe, yet this one beats that by around 2.5 minutes. Note, his run omits an obvious time saver in the beginning (as he admits), but I also made adjustments that speeds up the last half of the mission considerably.

I experimented quite a bit with cutting things out, but you definitely need the Monastery's additional artillery to make everything fast. The heavier weapons are basically vital to taking out the Killa Kan decently fast. I once managed to beat the mission with bolters only, but it was slower by several minutes.

Also, I'm still not using a lot of the keyboard shortcuts, so I'm probably losing small bits of time all around. This certainly isn't the cleanest run, but I feel I got super lucky a few times. I will need more time and research to come up with fastest combat strategies. Overall, this run is very good but definitely beatable.


ROUTE NOTES

1. The start matches the route of Wilder Joe's run. I'm even using his strategy of building listening posts in parallel to the main buildings to get nice req flow through the majority of the mission. I wind up with +50 by around the 4.5 minute mark and take that to the end.

2. This run only focuses on mandatory objectives. You must build your base (including 1 plasma gen), then your main objective is to destroy all the ork camps. It's very similar to Mission 1 in that respect. Also, to repeat a point previously mentioned, you don't need to take down banners nor turrets. I will take down a few I feel are in the way, while others just get targeted incidentally.

3. Orks really like to target Force Commander if he's beating on one of their structures. It's a very useful decoy, but he does take a beating from it. I believe he died and respawned twice in this run. Also, I left him behind on the final leg. Though not exactly intentional, the squads are powerful enough by that point to handle things on their own.

4. Giving the squads a mix of plasma and missiles makes things go super smooth. There's little reason to go bolters as the missiles fill in quite nicely. Plasmas also give your squads some much needed defense when you're trying to pull them out of melee with orks.

5. Like in Mission 1, they give you way more power than you need to start, so you can scuttle the plasma gen for a quick req boost after completing the base objective.


Twitter: @TascoDLX







Tags:
Warhammer 40000
Dawn of War
WH40K
Mission 2
Infiltration
Speedrun
Normal
Fastest



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At this time, TascoDLX has 2,185 views for Warhammer 40,000: Dawn of War spread across 4 videos. His channel published less than an hour of Warhammer 40,000: Dawn of War content, roughly 3.31% of the content that TascoDLX has uploaded to YouTube.