The Dawn of War: Strongholds mod unlocks all seven Dark Crusade and all nine Soulstorm campaign stronghold missions, allowing them to be played directly from the skirmish menu. Compatibility is included for all vanilla and most mod races, which means that the Dark Eldar and Sisters of Battle can be used on the Dark Crusade missions, blue-on-blue match-ups are permitted, and support is included for the following mods:

  • Adeptus Mechanicus Explorators
  • Black Templars: Kaurava Crusade
  • Blood Angels
  • Chaos Daemons
  • Dark Angels
  • Emperor's Children
  • Harlequins - The Dance Macabre
  • Inquisition: Daemonhunt
  • Legion of the Damned
  • Night Lords
  • Praetorian Guard
  • RAGE: World Eaters Warband
  • Renegade Guard
  • Salamanders
  • Space Wolves
  • Steel Legion
  • Thousand Sons
  • Vostroyan Firstborn
  • Witch Hunters

Any other new race mods that are released will be added to this list. This should be a fairly easy process, as I have re-coded all the mission SCAR and NIS files to make it as simple as possible to add extra race compatibility.

Full instructions on how to get this mod set up correctly can be found in the readme file accompanying the most recent release version including a list of all required and optional mods with download links. I strongly advise that you check it out before you get started.

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Firstly there is an updated installation tutorial for anyone who has been having difficulty getting started with the mod:

Secondly, there are two gameplay videos, showing a Grey Knights raid into the Thur'Abis Catacombs and a Vostroyan Firstborn assault on the Dussala Precinct:

This is in addition to all the older Strongholds videos on his channel. Although they were created using out-of-date versions of the mod, many are still well worth a look. The full playlist can be found here:


Of course he also has videos of vanilla Dawn of War, other mods like Ultimate Apocalypse, plus a host of other games. Check them out here:


FAQ

FAQ

Other Tutorial 29 comments

I have created this list to try and address the most common questions that are asked about the Soulstorm: Strongholds mod. Please read through this before...

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[OBSOLETE] Dawn of War: Strongholds [v1.7.6 patch]

[OBSOLETE] Dawn of War: Strongholds [v1.7.6 patch]

Patch 34 comments

Looks like it's patch time again. Ensure you have v1.7.0 installed (other v1.7.X patches are not required but won't do any harm if you already have any...

[OBSOLETE] Dawn of War: Strongholds [v1.7.0]

[OBSOLETE] Dawn of War: Strongholds [v1.7.0]

Full Version 17 comments

Probably the biggest update ever for the mod, as many missions have received major updates, new bonus abilities are available for Soulstorm missions...

[OBSOLETE] Dawn of War: Strongholds [v1.7.5 patch]

[OBSOLETE] Dawn of War: Strongholds [v1.7.5 patch]

Patch 1 comment

Just a quick patch to address a few issues missed in the last update. Ensure you have v1.7.0 installed (other v1.7.X patches are not required but won't...

[OBSOLETE] Dawn of War: Strongholds [v1.7.4 patch]

[OBSOLETE] Dawn of War: Strongholds [v1.7.4 patch]

Patch 5 comments

Well then, I think two years is long enough, so here we go. Ensure you have v1.7.0 installed (patches v1.7.1, v1.7.2 and v1.7.3 are not required but won't...

[OBSOLETE] Dawn of War: Strongholds [v1.7.3 patch]

[OBSOLETE] Dawn of War: Strongholds [v1.7.3 patch]

Patch 116 comments

Another set of bugfixes for Strongholds. As before, ensure you have v1.7.0 installed (patches v1.7.1 and v1.7.2 are not required but won't do any harm...

[OBSOLETE] Dawn of War: Strongholds [v1.7.2 patch]

[OBSOLETE] Dawn of War: Strongholds [v1.7.2 patch]

Patch 7 comments

Patch 1.7.2 brings some more vital fixes for various stronghold missions. Ensure that you have v1.7.0 installed first (the v1.7.1 patch is not required...

Post comment Comments  (50 - 60 of 1,194)
Guest
Guest - - 700,282 comments

I'm a newb, how do I approach these strongholds?

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ArcanePariah
ArcanePariah - - 3 comments

In general, the non stronghold missions you have to cheese, most have soft kill timers (Eres, Vandea, Pavonis sometimes, Aceria). By cheese, you need to get RNG lucky with faction rolls, and with who the AI attack first. If you get attacked by more then one AI, immediately restart, you will be too far behind before the soft kill timers finish you (all the alternate "victory" conditions are just faster lose conditions, need to avoid them). Let me emphasize, do NOT even THINK of trying to win with the secondary win conditions, they will just cause you to lose faster. Vandea is the worst, it has a soft 10 minute kill timer since everyone but you starts with a thermo gen in their main base. Either cheese the thermos or somehow magically win inside 10 minutes (some factions simply can't do it, not against 3 AI's)

In general, for most strongholds, you need to have an ultra solid defense, and focus on killing off buildings, ignore the armies as much as you can, they are infinite spawned, there's no clearing them. Most again have soft kill timers, where the spawns become overwhelming (basically, nearly every stronghold has a enrage timer of about 45 minutes, at which point you are facing 3-5x a normal army, on the order of multiple relic units, and any unit that might be restricted for you, they will get 3-5 of them). To give you an idea, by the end of Deimos, I was facing 4-6 obliterator squads, and 3-5 possessed squads, 2 bloodthirsters, and a daemon prince, on top of massed cultists and chaos marines.

Basically, play normally, do lots of restarts to dodge the RNG losses, and let that AI's kill each other, then alpha strike the last one standing. For regular strongholds, semi rush, and you will have to learn which race combinations are impossible (IG vs Tau Stronghold for instance, the infinite spawning stealth teams and IG's horrible detection means you really can't win)

Biggest thing you have to accept is the baseline difficulty is about 2 steps above Hard from campaign, and the out of box AI for non stronghold missions directly cheats by focusing you down on multiple maps (I define this as cheating simply because out of the box, you have a butil in RNG autoloss)

To be clear, I've also done some tweaks to the mod myself to make it (in my eyes) playable, the out of the box is functionally impossible for all factions, you simply get overwhelmed since the AI doesn't respect any form of supply cap or restricted unit cap, all units are directly spawned in, not trained at all, and there's basically 4-5 complete AI armies to fight.

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Guest
Guest - - 700,282 comments

I just wanted to skip the boring skirmish maps and play the stongholds. I'm glad this modder took it upon himself to make them hard for no reason and not even let you have access to the bonuses unless I play all those boring missions I downloaded this mod to skip in the first place one at a time with every single race. THANKS

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Guest
Guest - - 700,282 comments

Nan Yanoi is impossible? Why is Tau so tanky and powerful? I doubt that you tweaked their stats. Maybe my race was just too weak or I just sucked.
Imperial Fists with many DC bonuses(they didn't activate) was decimated and Vostroyan Firstborn was melted in the blink of an eye. It was easy difficulty with buffed resource rate. I'm not sure what is going on. I'll keep try with other races though. Love your mod and it's very entertaining brother. Thanks.

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ArcanePariah
ArcanePariah - - 3 comments

Very nice mod. I'm curious if the exponential difficulty curve was intended (some missions seem functionally impossible since the AI is handed armies that are impossible for the human to ever have), but still fun to play at lower difficulties that are more reasonable :)

The balance on some missions needs major work though, just played Eldar SS stronghold as Chaos, you can't win (15 squads vs 3 doesn't really work out). I don't know if this is something that can't be tested, but basically some factions need to be excluded from some missions because they can't do them, just grey them out for now.

Basically, remove the AI unit spam, because it feels like the AI unit spawning was made for one AI, but there's functionally more of them, so I feel like I have 4-6 AI players attacking at once.

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forealdo
forealdo - - 139 comments

Since unification is going to add new units to some of the factions in the near future, have you considered updating the mod to make use of them?

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Curieyes
Curieyes - - 67 comments

It really cannot be underscored enough how good this mod is. It provides direct access to all the great things about Dark Crusade and Soulstorm and much MORE. The changes to missions coupled with the addition of all the other races adds so much replayability it's insane. Been enjoying this one for years.

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Exodus765
Exodus765 - - 13 comments

Have you considered making new stronghold maps for new races as well? It would require a lot of coding and help from the race mod makers, I'm sure, but I think it would be an amazing addition to the game!

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K84 Creator
K84 - - 973 comments

I have, and that is the long-term plan. It's just a question of time, of which there is never enough.

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Exodus765
Exodus765 - - 13 comments

Why can I not use the Tyranids mod with this mod? Seems every other race has been included, all except Tyranids.

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K84 Creator
K84 - - 973 comments

It's because the current publicly available version of the Tyranids mod doesn't work with Unification, which is a requirement for this mod. The next one will, but god knows when that'll finally be released.

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Guest
Guest - - 700,282 comments

That is REALLY disappointing. What is the reason for it not working? Any ways around it?

I used to be super big into the nids mod, was a tester and bug catcher YEARS ago. I linda fell off due to life getting busy. Do they have any new forums or anything?

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K84 Creator
K84 - - 973 comments

No ways around it other than a new version of the Tyranids mod. It's mostly stuff to do with their unique Influence resource and their builder unit IIRC.

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Exodus765
Exodus765 - - 13 comments

for some reason I didn't get logged in. This "guest" message was still me lol

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