DC Patch 1.2

The RTSC Guide to Dawn of War
Part 2: Resourcing

Resourcing Tiers Overwatch Infiltration Armour Stances
Builders Squads Morale Turrets DPS Shortcuts

One of Dawn of War's best attributes is its blend of front line tactics and resourcing. It uses Capture the Flag to generate cash for your war machine. Infantry squads must set aside their weapons to capture Strategic Points (known as capping) or steal opponent's (known as decapping). Whilst capping, the squad is completely at the mercy of your enemies. Once secured, you fortify points to increase your Requisition Resource, the main fuel used for building, reinforcing and well, everything. Strategic Points expand your starting base's building area, and form the nucleus for new expansions and outposts.

Your income is measured at the rate in which you gather a resource over a ten second period. Requisition income is shown in blue. Each and every flag you capture and hold earns you +6 Req, or 6 Requisition Resource points every 10 seconds. Your Requisition income can never exceed +400, even though you can still capture more points and improve them.

You build special structures known as Listening Posts (or LP) on capped points. These fortifications make it harder for your opponent to take them back and when you upgrade them, and when upgraded they can help repel attacks alongside your regular forces. Building an LP double your income on that point, (increasing it by an additional +6 Req, - before point decay sets in) plus you win 50% of its building cost back when its finished. Only an idiot forgets to build their LP's. There are two upgrades for Listening Posts (known on DoW forums as LP2 and LP3 respectively) that each buff the point's health, firepower, and income.

Power, shown in green, is your secondary resource. It funds techs, upgrades, and bigger and more powerful units. Unlike Requisition, Power is generated by standalone Plasma Generators, which can be built anywhere within your base. Like an LP, you score 50% of its build cost back (and a small power bonus) when you complete one. You can have up to 6 Generators for every heacdquarters you build, but your Power income can never exceed +350. While its fairly easy to belt out a lot of Requisition, Power will slow you down. Choosing to tech up, or spend on a basic force is one of the big decisions you have to make in the early game. You can run your early game without Power, but by the mid game you must have it to stay viable and to support vehicles. Generators are the Achilles Heel of your tech tree; they're very easy to take out. If you want to knobble another player's teching ability, and you feel your forces aren't that strong, take out their Power production. Like Listening Posts, cost of a Power Generator varies from army to army.

In most games, the rate of requisition decays over time. I'm not sure by how much or when (or why!), but in long games, you will notice income slowly deteriorating unless you're capturing fresh points off your opponent.

The Orks, unlike the other races, get a third resource: Ork Resource, but you can read that up in the RTSC Ork Guide.

The Necrons, unlike the other races, don't use any Requisition, nor Listening Posts. They capture Points and fortify them with Obelisks to increase the slow rate at which they build and reinforce, and to increase their Squad and Vehicle Caps. More on that when the Necron pages are done.

Requisition Resourcing
Points come in three flavours, which all tend to do the same things, look similar and tend to confuse beginners because they all earn the same amount of req.
Your basic point is known as a Strategic Point. Its a small, circular plate mounted in a small cross. X marks the spot. Quite simply, its an easily captured (and easily lost) point used almost exclusively for Requisition production and little else. When you build a Listening Post and upgrade it to an LP2 you can start using it as a new expansion point and a defensive position to dance around or retreat to. They are the fastest points to capture - and lose.

If you manage to capture over 66% of them and hold them for more than 7 minutes, you score a Control Area Victory. They appear as purple dots on the minimap. In many 1v1 games, players will capture all Strategic Points first, then work their way through Relics and Critical Locations.
The next type is the golden, square shaped Relic. These take more time to capture, but are essentially the same as a Strategic Point except for one important respect: holding a Relic unlocks your special units at the end of your build. You can build Listening Posts on them just like a regular Strategic Point. Usually Relics are limited in number; in many 1v1 games it probably won't matter if you own one or not. But in major team games that frequently make it to the big end games, not having a Relic can mean you or your team won't have access to a Squiggoth, Baneblade, Land Raider, Blood Thirster or Avatar.

There are no special victory conditions associated with Relics. They appear as yellow dots on the minimap. They are slower to capture than normal Strategic Points.

The last type of point is the hexagonal Critical Location. These are special points expressly designed to be haggled over; if you can hold more than half of them you claim the Take and Hold Victory. There is usually an odd number of them on a map to ensure that everyone is getting out of their hidey holes and into the thick of things. Even when Take and Hold is disabled, they're still worthwhile capturing: like any point, they each give you +6 Req, but more importantly their field of view lights up a large radius of the map. They take forever to cap, and a 15 seconds to decap.

If you manage to capture more than 50% of them and hold them for more than 7 minutes, you win a Take and Hold Victory. They appear as orange dots on the minimap. You can't build on them.

You are not allowed to build any structures too close to a Critical Location - so don't get any funny ideas about fortifying them to death with turrets or minefields!

Listening Posts
Listening Posts (LP's) (left) are the fortifications you build on a Strategic Point or a Relic in order to make it harder for your opponent to retake them. Adding an LP doubles your Requisition income (in normal games, this is the same as adding an extra +6 Req.) Listening Posts establish a sizeable build area around the point, establishing a new expansion or simply a defensive position. You don't need any power to build a basic LP, and best of all, you get half the cost of building it back when you finish it! Only a complete mug forgets to build LP's on their points.

Upgrading a Listening Post to an LP2 (right) increases its hit points, adds 50% Requisition income (i.e. in normal games this is simply adding another +6 Req to the point's income, pushing it to +18), and arms it with an anti-infantry weapon. The upgrade costs you 100/75, so timing when its safe to upgrade without killing your fledgling economy is very important. LP2's don't have overwhelming firepower by any means, but they will seriously harm early capping units and help tip the balance in any early engagements. In other words, an LP2 all by itself is probably doomed: you must use your regular forces with it in order to get any value out of its defensive capabilities.

Upgrading an LP2 to an LP3 (left) costs an arm and a leg, and only grants an extra 33.33% Requisition income (or a further +6 Req, pushing it to a maximum of +24). As you might expect, there's also an increase in health points and firepower, although with Orks and Eldar the weapon changes role to become a specialised anti-vehicle defence with a low rate of fire. You only upgrade to LP3's if you have a surplus of resources - they're expensive to reach, costing approximately 250/150 (its different for every side) and take a while to recoup their costs.

The amount or Requisition the point and any upgrades actually earn for you is affected by the Resource Rate in the game lobby's Game Settings and Point Decay. Low Resource Rate halves base point income to +3 Req; while High Resource Rate doubles it to +12 Req.

Escalate Engagement Research Full Scale War Research
There two upgrades available in your Listening Posts that globally improve your Requisition income. At Tier 2, Escalate Engagement Research improves Req production by a modest 15%; and at Tier 3 Full Scale War Research increases it again by 20%.

Power Generation
Quite simply, you can build one of these anywhere within your base and they generate Power Resource for you. The cost of a Power Generator varies from army to army, but all of them generate about +10 Power. Generators are extremely brittle, and susceptible to hit and run raids. Knocking out Plasma is a great way to crimp an opponent's vehicle or upper tier unit production. Often, if you have a force in an enemy base that's faltering or weak, their most effective tactic is to destroy as much power as possible.

You are limited to 6 Power Generators per Headquarters. If you want to build more, you'll need to construct another HQ.

Occasionally some maps will have a Slag Deposit (left), a neat little box fused into the ground that you can build a Large Plasma Generator (right) on. These large structures generate +40 Power for you, but they are very brittle and most maps have very few Slag Deposits on them. In many respects, they're a little bit like the Geothermal in Total Annihilation or a Vespene Gas deposit in StarCraft. You can build as many Large Plasma Generators as you like, provided you can find the Slag Deposits for them.

Building a single Large Power Generator is more cost effective than building four small Power Generators. Like any Strategic Point, a Large Plasma Generator produces its own Zone of Control which can let you fortify it with turrets or act as a new expansion.

Strengthen Power Grid Research Plasma Battery Storage Research
There are also two upgrades available in your Plasma Generators that globally improve your Power income. At Tier 2, Strengthen Power Grid Research improves Req production by 33%; and at Tier 3 Plasma Battery Storage Research increases it again by 20%. You'll know your Generators have been upgraded when they start to glow green on the field.


All Listening Posts and Power Generators decay after a certain amount of time. What this means is that after a while, the amount of Requisition and Power you gain from them will slowly decrease until they bottom out at some minimum. Usually there's a delay of xx minutes before decay starts, and then over a yy minute period the output of listening posts will decrease by zz% while Power Generators will decline by aa%. You'll know when Power Gens have decayed when they start to glow orange. This is part of the game's design plan to force you to get up and out and fighting your opponent, instead of sitting home just building wave after wave of units with endless amounts of resourcing.

Note, as you point decays, you get a corresponding decrease in the income bonuses that building Listening Posts and upgrading them bestows.

To overcome decay, your point has to be "reset" - that is, captured by the enemy, then retaken and built on. There's a distinct advantage in getting off your behind and capturing fresh enemy points as your old ones quietly "wear out". So - off you go! And keep hassling your opponents!

Relative resourcing costs
Not all armies are the same... There are subtle differences in the cost of Listening Posts and Plasma Generators, but for the most part all economies cost the same. Except for Imperial Guard: they have the most expensive LP's and Power, but score some impressive bargains when upgrading their economy.

Cost in Requisition/Power


Starting Resources

Maximum Caps LP cost Power Gen Cost LP1 upgrade LP2 upgrade Big Gen Cost Escalate Engagement Research Full Scale War Research Strengthen Power Grid Research Plasma Battery Storage Research
Space Marines 1000/100 400/350 100 135 100/75 260/150 275 75/250 100/350 200/40 350
Imperial Guard


400/350 100 165 100/55 250/100 250 75/250 100/300 150/50 250/100


400/350 80 165 100/75 250/155 250 75/250 100/350 200/40 350


400/350 90 135 100/75 265/155 250 75/250 75/350 200/40 350
Orks 1000/100 400/350 90 150 100/75 250/145 275 75/250 100/350 200/40 350


400/350 100 150 100/75 250/155 250 75/250 100/350 200/40 350
Necron 300 350? 25 +20ea 75 150 250 - - 400 750

Note: Necron Power Gens cost an additional +20 for each new Generator. The first is free, the second 20, the third 40, fourth 60, and so on.


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Last modified Wed, Jun 6 2011 by Lindsay Fleay