Conclusion: Relic Entertainment has taken a great step forward as the team shirk off the weaker fragments of the previous iterations and embrace more of what Warhammer 40,000 is really about; the intense carnage. In pursuit of that they’ve ditch the more traditional aspects of the RTS, like base building, and instead offer a more streamlined approach to getting your war on.
Excerpt: I really enjoyed the original Dawn of War game and its numerous expansions. Part of it was due to the game's setting in the Warhammer 40K universe – how could you not get excited by orcs (known as the Orks in Warhammer 40K) and Chaos demons battling it out with Space Marines across the galaxy? A big part of it though was that Dawn of War featured some very well-refined real-time strategy gameplay.
Excerpt: First Impressions My reaction is Dawn of War II is a sequel to the original Dawn of War released in 2004 and its subsequent expansions Winter Assault in 05, Dark Crusade in 06 and Soulstorm in 08 with each one adding another race to the main game and new story to expand on the universe.
Excerpt: When it comes to real-time strategy, a few different companies are brought up as truly enhancing the genre. Westwood Studios's Command & Conquer defined modern real-time strategy, Creative Assembly's Total War series saw the number of units on a typical battlefield increase from 100 to 10000, Blizzard's Starcraft introduced the world to the idea of truly competitive RTS gaming, and Relic's Company of Heroes brought cover mechanics to the genre.
Excerpt: Most sequels tend to remain fairly consistent with their predecessors; continuity is the point after all, why someone is supposed to be interested. Dawn of War II is nearly a complete break from the original game however, to the point that people who liked the first might not be interested in the second. Patience may be rewarded on the other hand, and in fact, some people who disliked Relic's initial Warhammer attempt might find something to appreciate in the new breed.