This is part 3 of our Dawn of War walkthrough, covering the Dark Crusade campaign on the planet Kronus. There is no fixed list of missions here. You pick one of seven factions and conquer a world map one territory at a time, ending with the enemy strongholds.
Dawn of War walkthrough: ← Previous part | Next part →
The whole walkthrough
| Part | Covers |
|---|---|
| Beginner's guide | What's in the Definitive Edition, the basics, which faction and campaign to start with |
| Part 1: Tartarus | The original Blood Ravens campaign, all 11 missions from Planet Fall to All Out War |
| Part 2: Lorn V | Winter Assault: the Order campaign (Imperial Guard and Eldar) and the Disorder campaign (Chaos and Orks) |
| Part 3: Kronus | Dark Crusade: how the map campaign works, which faction to pick, what to take first, strongholds |
| Part 4: Kaurava | Soulstorm: the nine-faction map campaign across the Kaurava system |
How the Kronus campaign works
Dark Crusade plays like a board game wrapped around normal RTS battles. Seven factions start on Kronus: Space Marines, Chaos, Orks, Eldar, Imperial Guard, Tau and Necrons. You choose one, and the other six are your enemies.
- The map is split into territories. You start with your home territory and expand from there.
- Each turn you make a move, usually an attack on a territory next to one you own. That starts a normal battle on that territory's map.
- Win the battle and the territory is yours. Lose and nothing changes, but you have spent the turn.
- The AI factions move too. They attack each other and they attack you. When they hit one of your territories, you fight a defense battle.
- Territories give requisition on the campaign map. You spend it between battles to build up your army.
Your commander joins every battle, so think of him as your main character. He gets stronger as the campaign goes on.
Honour Guard and wargear
These two systems are why the campaign gets easier the longer you play.
- Honour Guard: extra squads you buy with campaign requisition. They start every battle next to your commander, so you don't have to build them. A full Honour Guard turns the first minutes of a battle into a big advantage.
- Wargear: new gear for your commander unlocks as you win. You choose it between battles. Better wargear makes your commander a real killer in the field.
Keep your commander alive. He is your strongest unit in almost every fight, and losing him early in a battle hurts a lot.
Territory bonuses
Many territories give a special bonus while you hold them. Some add income, some help your army, and some change what you can do on the campaign map. Hover over a territory to read its bonus before you attack.
This matters for your order of attack. A territory with a strong bonus is worth more than a bigger territory with none. Check the bonuses near your home first and plan a route through them.
Which faction should you pick?
Every faction can win, but the campaign is long and you play the same army all the way through. Some are easier than others:
- Space Marines (led by Captain Davian Thule): the safest first pick. Tough squads, a strong commander and the most familiar army if you played Tartarus.
- Imperial Guard: forgiving and great for big defensive fights. Tanks carry the late game.
- Necrons: very durable and a favourite of many players for this campaign. Their economy works differently, so learn them in skirmish first.
- Chaos: strong attackers with a powerful commander. Good if you prefer pushing over defending.
- Orks: fun but more work, since your army size depends on Waaagh! Banners.
- Tau and Eldar: powerful but fragile. Better for a second run.
Your faction also gets its own story scenes and a different ending, so a second run with a new faction is worth it.
Recommended order to take territories
The map and the AI's moves change each run, so there is no single perfect path. This general plan works for any faction:
- Start close to home. Take the neutral or weakly held territories next to your base first. Early battles are smaller and teach you the map style.
- Go for useful bonuses. Pick territories whose bonus helps you right away, like extra income or army help.
- Spend on Honour Guard. Turn your early income into Honour Guard squads before you take on bigger fights.
- Pick one enemy to push. Spreading attacks across many factions leaves a long border to defend. Focus on one neighbour and cut it down.
- Keep your border short. Every territory touching an enemy is one they can attack. Fewer border territories means fewer defense battles.
- Save strongholds for last. Attack a stronghold only once your Honour Guard is full and your commander has good wargear.
Strongholds
Each faction has a stronghold, its home territory. Stronghold battles are special, scripted missions, much bigger and harder than normal territory fights. The enemy is dug in with a full base, and the map usually has extra objectives and story scenes.
To win the campaign, you must take all six enemy strongholds. Here is how to handle them:
- Prepare first. Full Honour Guard, the best wargear you have, and a save before you start.
- Build a real economy. These are long fights. Grab Strategic Points and Relics early, just like in a skirmish.
- Read every objective. Stronghold maps often split the fight into stages. Finish each stage before you push on.
- Kill production buildings. Taking out the buildings that make vehicles and heavy units makes the rest of the map far easier.
- Bring answers to heavy units. Every stronghold throws its faction's best units at you. Plan anti-tank weapons before you go in.
Taking a stronghold is how you defeat a faction, so each one you beat also means one less army that can attack your territories.
Defense battles
Expect enemies to attack your territories, especially along a long border. A few rules help:
- Don't panic when you lose a small territory. Win it back later when you are stronger.
- Protect territories with bonuses you rely on. Losing one of those hurts more than losing a plain one.
- Short borders and steady Honour Guard purchases mean fewer and easier defense battles.
Tips for this part
- Read every territory bonus before you choose where to attack.
- Buy Honour Guard early and often. It is the best use of campaign income.
- Treat each battle like a skirmish. Expand fast, protect your points and grab Relics.
- Don't fight on many fronts. Knock out one neighbour at a time.
- Save before strongholds. They are the hardest battles in Dark Crusade.
My take
Dark Crusade is the campaign I come back to most. The map makes every battle feel like it matters, and building up a commander and his Honour Guard is really satisfying. My first full run was Space Marines, and the Necrons were the most fun the second time. Which faction did you conquer Kronus with?
FAQ
How many factions can you play in Dark Crusade?
Seven: Space Marines, Chaos, Orks, Eldar, Imperial Guard, Tau and Necrons. Each has its own stronghold and ending.
How do you win the Dark Crusade campaign?
Take all six enemy strongholds. Normal territories help you get stronger, but the strongholds are what end the war.
What is the easiest faction in Dark Crusade?
For most new players, the Space Marines or the Imperial Guard. Many experienced players also rate the Necrons very highly for this campaign.
Should I attack strongholds early?
Usually no. Wait until your Honour Guard is full and your commander has better wargear. Stronghold battles are much harder than normal territory fights.
Dawn of War walkthrough: ← Previous part | Next part →
Sources
- Wikipedia: Warhammer 40,000: Dawn of War - Dark Crusade en.wikipedia.org
- Steam guide: A Complete Guide to Warhammer 40,000: Dawn of War steamcommunity.com
- Steam guide: Dawn of War Definitive Edition Full Guide steamcommunity.com
