FREE! Click here to Join FunTrivia. Thousands of games, quizzes, and lots more!
Quiz about Warhammer 40000 Dawn of War
Quiz about Warhammer 40000 Dawn of War

"Warhammer 40,000 Dawn of War" Quiz


A collection of general knowledge questions about the different sides in "Warhammer 40,000 Dawn of War" for the PC. This also includes the expansions "Winter Assault" and "Dark Crusade".

A multiple-choice quiz by ryiannah_shrum. Estimated time: 6 mins.
  1. Home
  2. »
  3. Quizzes
  4. »
  5. Video Game Trivia
  6. »
  7. Video Games T-Z
  8. »
  9. Warhammer Video Games

Time
6 mins
Type
Multiple Choice
Quiz #
245,795
Updated
Dec 03 21
# Qns
10
Difficulty
Tough
Avg Score
5 / 10
Plays
570
- -
Question 1 of 10
1. Of the many races one can choose in "Dawn of War", each one has a top-level "super unit" that usually requires possession of a relic to build.

Which of the following races' super units is NOT a vehicle or transport of some sort?
Hint


Question 2 of 10
2. With their cheap cost, invisibility and their ability to send unsuspecting infantry flying in the air, mines are a cost-effective way of defending objectives now that defensive structures are now limited in number.

Which of the following "Dawn of War" races cannot build mines?
Hint


Question 3 of 10
3. Capturing strategic points (including relics and critical locations) is a vital part of "Dawn of War". Among the races though, there is a spattering of infantry units that are incapable of capturing strategic points.

Which of the following units can actually capture strategic points?
Hint


Question 4 of 10
4. Another tactical aspect of "Dawn of War" is the presence of heroes and characters that you can attach to your squads to boost their performance. However, there are several characters that cannot be attached to supporting squads.

Which of the following can actually be attached to squads?
Hint


Question 5 of 10
5. Offense and defense are a vital part of any real-time strategy game, especially "Dawn of War". As such, most races can build defensive structures like turrets and gun emplacements to protect their bases while their troops are off on the offensive.

However, there is one race in "Dawn of War" that cannot build any defensive turret-like structures (with the exception of listening post upgrades). Which race is it?
Hint


Question 6 of 10
6. In "Dawn of War", some units have special abilities that allow them to bypass intervening terrain in order to get to particular places quicker or to attempt attacks on an opponent from an unexpected direction. These units either jump over the terrain using anti-grav engines or jetpacks, or they teleport straight to their destination.

Which of the following races do not have any units that teleport?
Hint


Question 7 of 10
7. An interesting new feature of the "Dark Crusade" expansion is the change to infiltrating units. Now, infiltrators remain invisible even when firing their weapons, making for annoying harassment units. As such, several units are now very important because they are able to detect infiltrated units.

Which of the following is NOT a unit that can detect infiltrators?
Hint


Question 8 of 10
8. Many units in the game are good at either shooting or assault. There are a few select units that are decent at both tasks as well. Unlike other future/modern RTS (real-time strategy) games, "Dawn of War" races can rely heavily on hand-to-hand combat. This reduces damage when other units are shooting at the assaulting squad and it is a good tactic to tie-down and slaughter dedicated shooty squads.

Of the following units, which is the one best-suited for assault?
Hint


Question 9 of 10
9. When playing Orks, you have to rely on a mass of infantry to outnumber and overpower your opponent in hand-to-hand combat. Of course, the "Dawn of War" races have various counters to an infantry horde using most of their units.

When attacking an enemy using a horde of greenskins, which of the following units should you be worried about?
Hint


Question 10 of 10
10. The Imperial Guard have always been noted for their crude-yet-impressive armored vehicles. While fielding an IG Armored Company has been hampered by the limit on some of the vehicles by the "Dark Crusade" expansion update, IG vehicles are still some of the most dangerous ones on the field.

When attacking an enemy with an IG armored company (Leman Russes, Chimeras, etc), which of the following should you fear the most?
Hint



(Optional) Create a Free FunTrivia ID to save the points you are about to earn:

arrow Select a User ID:
arrow Choose a Password:
arrow Your Email:




Quiz Answer Key and Fun Facts
1. Of the many races one can choose in "Dawn of War", each one has a top-level "super unit" that usually requires possession of a relic to build. Which of the following races' super units is NOT a vehicle or transport of some sort?

Answer: Tau

The Great Knarloc, a huge relative of the Tau's Kroot allies, is the Tau's "super unit" in "Dawn of War". It is a monstrous creature that is usually used as a fire-magnet & general destructive unit.

While it is a monstrous creature on the tabletop, the Orks' massive Squiggoth is more of a vehicle/transport in "Dawn of War". It can transport several mobs of orks while going on its destructive rampage.

The Space Marines' Land Raider is both a vehicle and a transport, of course, along with the Necrons' new devastating Monolith, though it doesn't really transport any troops.
2. With their cheap cost, invisibility and their ability to send unsuspecting infantry flying in the air, mines are a cost-effective way of defending objectives now that defensive structures are now limited in number. Which of the following "Dawn of War" races cannot build mines?

Answer: Tau

Considering their high level of technology, it is surprising that the Tau in "Dawn of War" do not have access to mines. Instead, they must rely on their commander's 'snare trap' ability, which works similar to mines, but merely stuns and slows down affected opponents.
3. Capturing strategic points (including relics and critical locations) is a vital part of "Dawn of War". Among the races though, there is a spattering of infantry units that are incapable of capturing strategic points. Which of the following units can actually capture strategic points?

Answer: Flash Gitz

The Orks' new unit for "Dark Crusade", Flash Gitz, can capture strategic points just like most infantry units.

The Grey Knights, Vespid Stingwings and Necron Warriors are incapable of capturing any strategic point.
4. Another tactical aspect of "Dawn of War" is the presence of heroes and characters that you can attach to your squads to boost their performance. However, there are several characters that cannot be attached to supporting squads. Which of the following can actually be attached to squads?

Answer: Ork Big Mek

Yep, among the four choices presented above, only the Orky Big Mek can be attached to ork mobs. In fact, given the right upgrades, he can protect them from enemy shooting with his Kustom Force Field.

The Necron Lord, Daemon Prince and Tau Commander (in XV22 battlesuit) are powerful units in their own right that cannot be attached to support their squads.

Prior to the v1.2 patch of Dark Crusade, the Space Marine Chaplain was also a character that cannot be attached to a squad, to the dismay of Space Marine players everywhere. This was odd because in the tabletop game, the Chaplain can actually be accompanied by a command squad of veteran space marines.
5. Offense and defense are a vital part of any real-time strategy game, especially "Dawn of War". As such, most races can build defensive structures like turrets and gun emplacements to protect their bases while their troops are off on the offensive. However, there is one race in "Dawn of War" that cannot build any defensive turret-like structures (with the exception of listening post upgrades). Which race is it?

Answer: Tau

Surprisingly, the Tau cannot build any static, defensive buildings aside from their listening posts. Instead, they must rely on units (that eat up squad and vehicle cap) such as XV88 Broadsides for defense.

The Orks, of course have their ubiquitous Waaagh! Banners, the only defensive turrets that can be built in unlimited numbers. The Eldar have access to their D-Cannon and Scatter Laser support platforms, and the Necrons have their Gauss Turrets.
6. In "Dawn of War", some units have special abilities that allow them to bypass intervening terrain in order to get to particular places quicker or to attempt attacks on an opponent from an unexpected direction. These units either jump over the terrain using anti-grav engines or jetpacks, or they teleport straight to their destination. Which of the following races do not have any units that teleport?

Answer: Tau

Amusingly, the technologically advanced Tau do not have any units capable of teleporting straight to a particular destination. While most of their units are highly mobile, they depend on jetpacks that allow them to shoot (and be shot at) while bypassing impassable terrain.

Many necron units are capable of teleporting. Necron Warriors for example, can teleport directly to any Necron building (except for turrets) on the map. Flayed Ones take this to the next level, as they can be re-teleported anywhere visible on the map if they enter a Monolith.

The Orks have only one teleporter, the Big Mek. However, he is very versatile as you can attach him to a squad and then teleport the entire squad along with him.

Of course, the Eldar have their Warp Spider aspect warriors.
7. An interesting new feature of the "Dark Crusade" expansion is the change to infiltrating units. Now, infiltrators remain invisible even when firing their weapons, making for annoying harassment units. As such, several units are now very important because they are able to detect infiltrated units. Which of the following is NOT a unit that can detect infiltrators?

Answer: Space Marine Scouts

Surprisingly, Space Marine Scouts cannot detect infiltrated enemies. Space Marines have to rely on their Librarian and Servo Skulls to detect infiltrated opponents.

The other options on the list are essential detectors for their appropriate races.
8. Many units in the game are good at either shooting or assault. There are a few select units that are decent at both tasks as well. Unlike other future/modern RTS (real-time strategy) games, "Dawn of War" races can rely heavily on hand-to-hand combat. This reduces damage when other units are shooting at the assaulting squad and it is a good tactic to tie-down and slaughter dedicated shooty squads. Of the following units, which is the one best-suited for assault?

Answer: Imperial Guard Ogryns

Of the four choices above, the abhuman Imperial Guard Ogryns are the ones best-suited for close-combat.

Ork Tankbustas, with their small squad sizes and low health are ill-suited for hand-to-hand combat.

Necron Immortals and Eldar Warp Spiders are not dedicated close-combat troops, but they can hold their own against their opponent's non-assault squads.
9. When playing Orks, you have to rely on a mass of infantry to outnumber and overpower your opponent in hand-to-hand combat. Of course, the "Dawn of War" races have various counters to an infantry horde using most of their units. When attacking an enemy using a horde of greenskins, which of the following units should you be worried about?

Answer: Chaos Space Marine Predator

The Chaos Space Marine Predator, unlike its loyalist counterpart, is armed with a twin-linked autocannon and heavy bolter sponsons for mowing down massed ranks of infantry. The Space Marine Predator (Annihilator) on the other hand has four lascannons to deal with offending vehicles. This varies from the tabletop Warhammer 40,000 game, where both Chaos and Imperial predators can be configured to have either sets of weaponry (or a mix).

Of the other choices, Marines with Missile Launchers and Broadsides are great against vehicles and buildings while the Guardsman squad with plasmas are excellent for killing heavily armored infantry.
10. The Imperial Guard have always been noted for their crude-yet-impressive armored vehicles. While fielding an IG Armored Company has been hampered by the limit on some of the vehicles by the "Dark Crusade" expansion update, IG vehicles are still some of the most dangerous ones on the field. When attacking an enemy with an IG armored company (Leman Russes, Chimeras, etc), which of the following should you fear the most?

Answer: Necron Immortals

Necron Immortals (along with Heavy Destroyers, which are just Immortals on a Destroyer body fluffwise) are the Necrons' mobile anti-vehicle and anti-building units. This is one of the more drastic deviations from the tabletop game. In the tabletop game, the Immortals' Gauss Blasters are essentially shorter-ranged heavy bolters with a lower rate of fire; better against infantry than vehicles.

In "Dawn of War: Dark Crusade", Grey Knights of course are anti-infantry close-combat troops (although they do throw out a decent amount of firepower). Ork Flash Gitz are best against infantry, while Dark Reapers are good against heavy infantry.
Source: Author ryiannah_shrum

This quiz was reviewed by FunTrivia editor kyleisalive before going online.
Any errors found in FunTrivia content are routinely corrected through our feedback system.
Related Quizzes
1. Dawn of War: Dark Crusade Average
2. "Warhammer 40k Dawn of War" PC Tough

4/19/2024, Copyright 2024 FunTrivia, Inc. - Report an Error / Contact Us