Build Orders

Time is the enemy and friend in RTS games. Build orders - also known as openings - define the order in which you build things. Dawn of War is unique among mainstream RTS in that **you can reinforce squads as well as build squads**. This leads to **subtle timing variations in the opening** which can have a big impact on the game outcome.

The more units, researches and add-ons you have in the early game, the more potential build orders that exist. Structure requirements such as the Armoury (Tier 1.5) discourage certain build orders, or at least introduce an element of risk which is something to be worked around. Researches available from the HQ or Barracks (instead of the armoury) allow the **simultaneous completion of researches which creates timing window attacks** that should be considered as part of the early game.

The nature of Dawn of War - that **early game units can take the map which then increases income** - mean that all opening theory concerns itself with either map control or map denial. This is in stark contrast to the opening theory of Dark Crusade that concerns itself primarily with out tiering the enemy to acquire advanced units or opposing enemies that seek to out tier you.

Build orders vary in effectiveness depending on the map you play on (which may favour certain kinds of units), the matchup you're fighting or even the build order that the opponent executes. By varying your build order, even subtly, you become more unpredictable which can be an advantage. **Some build orders are considered safer than others. Riskier build orders rely heavily on surprise**, and an example of riskier build orders are 2x power generator openings where you sacrifice early game military presence in exchange for faster growth. **Surprise is a dynamic that matters more when you play a Best of 3 or Best of 5.** It is only by being unpredictable do you throw the enemy into disarray.

### Advise to new players

**Do not build more than one builder until later in the game**, unless you lose your builders to early game violence. It is a severe mistake to 3 or 4 builders early in the game.

Build orders depend on a clean execution of the early game. This means:

* Using rally points.

* Using the shift key to queue up commands.
* Using hotkeys.

Your feel for a build order depends highly on its clean execution.

**Once you are aware of the different potential build orders for one race, it will become more seamless to devise build orders for other races.**

## Build orders

### **SPACE MARINES**

#### TSM > TSM > FC Opening

This strategy relies on getting your 2x Tactical Space Marines + 1x Force Commander on the field before starting any real conflict. If you reinforce, then you would delay your FC which would become a problem.

* 2x Servitor (build the Chapel Barracks, Power Generator and then all the Listening Posts)
* 3x Scout (capture the map objectives)
* 2x Tactical Space Marine
* 1x Force Commander (take the fight to the enemy)

This allows a few different tactics, such as contesting both relics simultaneously, to see which you can get. If the enemy took a risk and did a 2x gen opening, then you may have both relics now.

#### Reinforced TSM > FC > Delayed TSM Opening

If you reinforce your first Tactical Space Marine squad, your second tactical squad will be delayed.

* 2x Servitor (build the Chapel Barracks, Power Generator and then all the Listening Posts)
* 3x Scout (capture the map objectives)
* 1x Tactical Space Marine (reinforce and take the fight to the enemy)
* 1x Force Commander
* 1x Tactical Space Marine (delayed)

There are multiple potential goals with this strategy: to deflect an early attack, to kill vulnerable targets, to aggressively deny the enemy the relic.

#### TSM > FC > Grey Knight Opening

One less scout means you need the first squad to be a Tactical Squad that captures a map objective, to retain the same level of eco as the enemy.

* 2x Servitor (build the Chapel Barracks, Power Generator and then all the Listening Posts)
* 2x Scout (capture the map objectives)
* Tactical Space Marine (capture a map objective)
* Force Commander
* Grey Knight

If the enemy does an early attack, they may not see your Grey Knight squad which can be desirable.

#### TSM > Grey Knight > FC Opening

One less scout means you need the first squad to be a Tactical Squad that captures a map objective, to retain the same level of eco as the enemy. You may be able to reinforce the GK as your FC builds, which can give a timing advantage in an attack.

* 2x Servitor (build the Chapel Barracks, Power Generator and then all the Listening Posts)
* 2x Scout (capture the map objectives)
* Tactical Space Marine (capture a map objective)
* Force Commander
* Grey Knight

The power cost of this opening means that an early minefield or LP2 at the Relic is unlikely.

#### FC > TSM > TSM Opening (Early Hero Attack)

Send the FC to the enemy as soon as possible. Bring a scout with him if you want to simultaneously decapture harass the enemy; If so, then use a Tactical Squad to capture a map objective, to get a potential eco lead.

* 2x Servitor (build the Chapel Barracks, Power Generator and then all the Listening Posts)
* 3x Scout (capture the map objectives)
* Force Commander (send to the enemy unsafe point. Bring a scout with him, if you want to decap harass the enemy)
* Tactical Space Marine (capture a map objective)
* Tactical Space Marine (as you wish)

The power cost of this opening means that an early minefield or LP2 at the Relic is unlikely.

#### TSM > FC > Delayed TSM (2x Gen, Early Minefield)

Have the 2nd or 3rd scout race towards a relic to take it. Bring with that scout a servitor builder to place a minefield.

* 2x Servitor (build the Chapel Barracks, **2x Power Generator** and then all the Listening Posts)
* 3x Scout (capture the map objectives)
* Tactical Space Marine (capture a map objective)
* Force Commander (send to your relic)
* Delayed Tactical Space Marine (to defend or deny the map)
* Upgrade your Listening post to an LP2 as soon as possible, using the surplus power.

A fast relic means you can grab a hero wargear - such as Iron Halo - as soon as possible for a nice advantage.

### **CHAOS**

Almost any opening that the Space Marine can do, Chaos can also do. The main differences are:

* Cultists are 2 population, whereas Scouts are 1 population. This leads Chaos players to more often than not only get 2x Cultist (instead of 3x Scout) and use their first Chaos Space Marine squad to capture a strategic point.
* Compared to SM, Chaos buildings take longer to build without Forced Labour but are faster to build with Forced Labour. This leads to timing differences in the opening; **Chaos usually gets units out faster.**

#### CSM > Chaos Lord > CSM Opening

* 2x Heretics (build the Temple, power generator and then all the listening posts)
* 2x Cultists (capture the map objectives)
* Chaos Space Marine (first capture one strategic point)
* Chaos Lord (try to slay the enemy commander in a 1v1 duel, as you will win most of the time)
* Chaos Space Marine (capture point or contest the map)

#### Berserker > Chaos Lord > Berserker Opening

* 2x Heretics (build the Temple, power generator and then all the listening posts)
* 2x Cultists (capture the map objectives)
* Berserker (first capture one strategic point)
* Chaos Lord (try to slay the enemy commander in a 1v1 duel, as you will win most of the time)
* Berserker (capture point or contest the map)

### **ELDAR**

They have - perhaps - the most viable openings of any race, meaning the enemy can never really predict their timings if that is what you wish. It is expected that an Eldar player be aware of how to create subtly different openings, so the following two openings are there to inform non-Eldar players.

#### Aggressive Guardian Opening (Fast Tier 1.5)

For Eldar, an aggressive opening often involves a **fast Tier 1.5**.

* 2x Bonesingers (build the Aspect Portal, Power Generator and then all the Listening Posts)
* 3x Guardians (capture the map objectives or assault the enemy outer points)
* Research Fleet of Foot
* 1x Farseer (take the fight to the enemy. Either use Mind War on the enemy Hero or Builder)
* Get an early Soul Shrine. Then research Heavy Guardian Defenders (for plasma grenades).

#### Defensive Ranger Opening

Rangers are weak in the early game, requiring support from other units in order to contest map control.

* 2x Bonesingers (build the Aspect Portal, Power Generator and then all the Listening Posts)
* 3x Rangers
* Research Fleet of Foot
* 1x Farseer (harass the enemy, in order to destabilise them)
* Get out either: 2x Dark Reapers or 1x Warp Spider or 2x Banshee or 2x Guardians

### **NECRONS**

This faction starts with all of the builders already constructed, surrounding the Monolith (the HQ structure).

#### Aggressive Warrior Opening

* Queue up two Necron Warriors from the Monolith (rally them to the outer enemy points)
* Send one Builder Scarab with the warrior, to decapture a point.
* Have two builders construct the Forbidden Archive. When this is completed immediately buy the Necron Lord.
* Have the other builders each go to the rear of the base, spread out and build power generators.

#### Fast Relic Flayed One Opening

* Send a Builder Scarab to take a relic immediately.
* Queue up a Flayed One from the Monolith
* Have two builders construct the Summoning Core. When this is completed immediately buy a Wraith.
* Either transition into 2nd Wraith, 2nd Flayed One or Necron Lord.