Warhammer 40,000: Dawn of War II - Retribution

Warhammer 40,000: Dawn of War II - Retribution

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Last Stand Wargear and Build guide - Lord General
By StarWarsOZ
This is a wargear guide to the Last Stand mode for DOW2 Retribution, covering all the wargear for every character, and some suggested builds for each of them. In this part, the Imperial Lord General will be covered.
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Introduction
Welcome to the Wargear and Build guide for the Lord General


Here we have the representative from the humble Imperial Guard, the Lord General. His weapons are big, his tankiness is non-existent, and he has a never ending supply of meatshields to throw at your enemies. Also, turrets, because why not.

While he is best staying as far away from combat as possible, and letting everybody else die for him (in true IG style), if you are feeling slighty crazy or suicidal, you can try a melee build which will happily see him charge into enemies and die nobly on their weapons. Many times.

Finally, these are my own opinions of the Lord General, and what I think works best. I am quite happy to adjust and change this guide to include other builds and ideas, so if you think you have a gosu/ninja/juggernaut build that i have ignored, please let me know and I may add it.

And before we move on, I would like to thank Chibi Assassin for giving me the idea for these guides, and the snazzy looking layout that comes with it.

Onto the wargear, and how it is used to dish out death from afar!
Wargear of the General (Pt1)
Deadly Sniper Rifle
Starting equipment - Two-handed ranged weapon, 12.0 dps. +1.0 Energy Regeneration
Grants Ability: High-Powered Shot (20 energy: Fire a high-powered anti-infantry round with very long range)

The best weapon the General has far, and you get it from the very get go. Not only does it have great single target damage, and a massive range, the longest out of any other weapon, it also has an ability where you can 'snipe' a target, dealing even more damage than you would normally do. The go-to weapon for the General.

Cadia Carapace Armour
Starting equipment - Armor Rating: 125. +0.2 Energy Regeneration
Another great item, this armour has the highest armour rating out of any, and provides the General with his only other energy regen option apart from the sniper. Very good for starting off, and nice when you need energy without the sniper.

Bolter
Starting equipment - Two-handed ranged weapon, 9.0 dps
Grants Traits: Zealous (Whenever the Lord General make a standard attack, he regains Health equal to 25% of the damage caused), Wargear Package (In addition to the Lord General, weapon specialists are able to equip this weapon)

One of the weakest weapons the General has, this gun has terrible accuracy and very low damage. In saying that, with a few guardsmen you can be quite decent, but dont expect to live much of the time. i would say every other equipable wargear package is better than this.

Flamer
Starting equipment - Two-handed ranged weapon, 6.0 dps
Grants Traits: Ignore Cover (Enemies targeted with the Flamer gain no advantage from being in cover), Area of Effect (The Flamer deals damage in a large radius), Wargear Package (In addition to the Lord General, weapon specialists are able to equip this weapon)

Much better than the Bolter, the Flamer eaisly burns through anything unarmoured in its path, and with your guardsmen in tow, you will cut swaths through most things that stand in your way. Just make sure your allies have some anti-armour, because you aren't the best against anything bigger than a Nob.

Inspiring Power Sword
Starting equipment - Two-handed melee weapon, 19.0 dps
Grants Traits: Inspiring (Strikes from the Power Sword improves the damage and speed of nearby allies), Armor Piercing (Attacks from the Power Sword ignore up to 100 armor value), Melee Charge (Charge into melee combat, knocking down target)

The 'best' sword the General has, with decent damage, a charge ability, and the Inspiring trait, makes this a pretty decent weapon. However, you do need specific items for this to actually work, so that limits its effectivness somewhat. Also, you are always squishy, so keep that in mind.

Honorifica Imperialis
Starting equipment - +25 Armor Rating, +2.0 Health Regeneration
Simple piece of gear, just makes you more tanky. Always good for the weak humie, and is great until you unlock better gear.

Refractor Field
Unlocked Level 2 - Grants Ability: Refractor Field (25 energy: Employs a large energy shield around the Lord General that protects nearby allied units, reducing the ranged damage they take)
An intresting ability, this protects you and everything in it from ranged attacks. While there are much better things to take, this is good if you are planning to camp in one place, as it can work well with your team.

Medallion Crimson
Unlocked Level 3 - Grants Trait: Combat Expert (+30% Melee and Ranged Damage)
Similar to the Honorifica Imperialis, this instead gives you a bonus to damage. Very good for most weapons, and allows your High-Powered Shot to one-shot most enemies.

Master-Crafted Carapace Armor
Unlocked Level 4 - Armor Rating: 79. Grants Ability: Tarantula Heavy Bolter Turret (25 energy: Calls in a Valkyrie that air drops a tarantula turret armed with a heavy bolter, effective at suppressing infantry.) Grants trait: Fearless (Unit is immune to suppression)
The first armour that gives you a turret, this one is pretty decent. Giving you immunity to supression, and allowing you to supress enemies, this is a good replacement for your starting armour.

Guardsmen]
Unlocked Level 5 - Commander Item. Grants Ability: Deploy Guardsmen (35 energy: Calls in a Valkyrie that air drops a squad of Guardsmen, ranged units that can often equip the same weapon as the Lord General) Grants minion trait: Weapon Specialist (Guardsmen are able to use wargear packages their Lord General has equipped) Can only have one active Guardsmen squad at a time
Very ironicly, these guys are one of the better minions you can take as the General. Decent at aiming, and they because extremly good with any wargear package that you take with them. Although they are painfuly weak, you can just summon more of them as needed, soooooo no big deal.

Protective Power Sword
Unlocked Level 6 - Two-handed melee weapon, 10.0 dps. +50 Armor Rating
Grants Ability: Clear Out (25 energy: Strike the ground, dealing damage and knocking back enemy units.) Grants Traits: Armor Piercing (Attacks from the Power Sword ignore up to 100 armor value), Melee Charge (Charge into melee combat, knocking down target)

The 2nd (and last) melee weapon the General has, this is much much worse than the other option. While the extra armour is nice, its damage is miserable and the ability does almost nothing. Should never take this, ever.

Repair
Unlocked Level 7 - Grants Ability: Repair (20 energy: Repair the target structure or vehicle)
A simple ability, allows you to repair your turrets. Basically useless, as you could eaisly just resummon it and leave an accessory space open for...anything else.

Artificer Carapace Armour
Unlocked Level 8 - Armor Rating: 72
Grants Ability: Tarantula Missile Turret (25 energy: Calls in a Valkyrie that air drops a tarantula turret armed with missiles, effective at penetrating armor and can knock down smaller units) Grants Trait: Unshakable (Makes the wearer immune to knockback.

The best armour for the General, this is the only wargear that offers the him the vital trait unshakeable, as in a lot of situations this means the difference between surviving(aka running away) and dying. Also, knockdown turret!

Sergeant
Unlocked Level 9 - Adds a Sergeant to Imperial Guard minion squads
Grants Minion Trait: Battle Hardened (Adds 100 Armor and +2 Health Regeneration)

A great item for your troops, this adds extra armour and health regeneration to your spawned minions, which does make a big difference in their survivability. Must have for a minion build.
Wargear of the General (Pt2)
Catachans
Unlocked Level 10 - Commander Item. Grants Ability: Deploy Catachan (35 energy: Calls in a Valkyrie that air drops a Catachan squad) Grants Minion Traits: Knockdown (Catachan shotgun fire has a chance to knock down smaller units), Explosives Expert (Catachans occasionally toss frag grenades)
So, you know thos guys on wave 9 on Anvil? The ones who spam grenades and knock you back almost constantly. Well now you can use them against your enemies!!!....except these guys are much worse. Dont throw nades as often, and the knockback isnt always the best help. Nice with a melee build, but not the best minions by a long shot.

Reinforce
Unlocked Level 11 - Grants Ability: Reinforce (10 energy: Call a Valkyrie assault carrier to the target location, reinforcing allied infantry near the landing zone)
Essentially useless like Repair, you might as well just resummon your minions. The low energy cost is nice, but the item slot is much more useful with something else.

Mordian Pattern Carapace Armor
Unlocked Level 12 - Armor Rating: 37
Grants ability: Executioner Heavy Turret (40 energy: Valkyrie dropship air-drops a heavy turret equipped with the Executioner, a rapid firing plasma cannon devastating to infantry)

Another turret armour, this one drops a massive plasma cannon that can destroy whole groups of infantry...if it actually hits. A tad inaccurate, you can make up for it by trying to hold a lane or the like.

Grenade Launcher
Unlocked Level 13 - Two-handed ranged weapon, 5.5 dps
Grants ability: Blind Grenade Volley (20 energy: fire a volley of blind grenades, stunning enemies in the target area) Grants traits: Area of Effect, Knockdown, Wargear Package (In addition to the Lord General, weapon specialists are able to equip this weapon)

The second best wargear package, this gives you (and any guardsmen) grenade launchers, which allows you to indenifately knockback anything that can be. Does decent damage as well, so you can (slowly) take down armoured units as well. The Blind effect is also good when you are getting swarmed by enemies, gies you some breathing room.

Commissar
Unlocked Level 14 - Grants minion trait: Combat Expert (+30% melee and ranged damage)
Somthing no Imperial Guard squad would be without, the Commissar. He just does his thing, 'inspiring' the troops so they do a significantly more damage. Good addition to a minion build.

Ogryns
Unlocked Level 15 - Commander Item. Grants ability: Deploy Ogryns (35 energy), Grants minion trait: Healthy (Ogryns have increased health)
Here we are. The biggest, toughest, potatoes in the entire Imperial Guard. Also your only true meat shield as they will happily run up and bash the crap out of anything around. Only issue is they have a habit of wondering/chasing/standing doing nothing, which means that you will have to respawn them to help defend you quite a bit. Still, good solid potatoes.

Armageddon Pattern Carapace Armor
Unlocked Level 16 - Armor Rating: 30
Grants ability: Vanquisher Heavy Turret (40 energy: calls down a turret with a powerful anti-tank cannon that fires at long range and has a large area-of-effect, and penetrates armor)

The final turret armour, this one allows you to get a great anti-armour weapon that will make easy work of most armoured enemies. However, despite what it says, it does almost no aoe, and fires very slow. Also has the lowest armour out of all of the General's armours.

Take Aim!
Unlocked Level 17 - Grants Ability: Take Aim! (20 energy: Grant an ally a temporary, but significant, damage boost)
A aweomse ability, you can cast this on yourself, allies and your minions to give them a big damage boost. Works great on your minions, as it multiplies accross all of the indivdual units in the squad. Great with any wargear packages.

Plasma Gun
Unlocked Level 18 - Two-handed ranged weapon, 7.3 dps
Grants traits: Armor Piercing (attacks from the Plasma weapon ignore up to 100 armor), Wargear Package (in addition to the Lord General, weapon specialists are able to equip this weapon)

The second best weapon by far, this does a good amount of damage and fires fairly quickly as well. But, equiped on your guardsmen, they can tear through almost anything. Fun weapon to use.

Rocket Run
Grants ability: Rocket Run (50 energy: Valkyrie swoops in for rocket pod runs, causing a line of explosions that cause catastrophic damage and knockback to everything in the blast range)
The best ability the General has, and also the best aoe ability in last stand, this can devestate entire waves. With massive damage and knockback, everything that isnt killed instantly will be thrown back or severally damaged.

Storm Troopers
Unlocked Level 20 - Commander Item. Storm Troopers: Elite infantry equpped with hot shot lasguns. Grants Abilities: Deploy Storm Troopers (35 energy), Tactical Withdrawal (6 energy: the Lord General will retreat to the target location to regroup)
Grants Trait: Special Ops (-25% Energy costs)

Your final item, and the worst mionins you get. Terrible dps, and next to no health, there is no reason to take them.....except for everything else that they do. Reducing all your enegry costs by 25% is amazing, and allows you to use all your abilites quicker, as well as giving the General his only escape move, where you can run the entire map to get away from enemies. A great choice for an energy-dependent General.
Wargear of the General (Pt3)
Many long descriptions, many extra sections....

Achievement Wargear
For achieving heroic acts on the battlefield, the General is awarded these pieces of wargear that may help him to kill the enemies of the Imperium face to face...

The Black Plate
Unlocked by achievement “Unshakable” (Complete 10 waves in a single match while holding both strategic points as the Lord General) - Armor Rating: 125
Grants Trait: Black Armor (The Lord General receives 50% less damage in melee)

The armour you want for a melee build. Everything else is simply not good enough. Even though you will get shot at by a lot of things, the reduced melee damage is a lifesaver. Also, nice armour rating.

Dulelist Honors
Unlocked by achievement “A trail of blood behind him” (Kill 2,500 enemies as the Lord General) - Grants Trait: Duelist (Increases melee damage by 40%)
Simply, you can't make a melee General without the achievement wargear. This boosts your damage and enables you to actualy kill stuff, rather then poking enemies with fancy sticks.

DLC Wargear
With a few strings pulled and some money in the right hands, you are able to recieve the General's own personal DLC Wargear to use.

Ornate Vostroyan Shotgun
Two-handed ranged weapon, 10.5 dps
Grants Trait: Area of Effect (The Shotgun deals damage in a radius), Grants Ability: Solid Slug (25 energy: Replace the Shotgun’s regular shot with a solid slug. Deals large damage to the target and knocks back units in a small area)

Simply like the sniper rifle, but has a short range aoe attack as its primary fire. Its ability functions the same as the sniper's High-Powered Shot, does massive damage to a single target and knocks them back. Good weapon when you know you wll get swarmed, because it does decent damage to unarmoured enemies.

Ursidae Trophy
Grants Minion Traits: Inspired Will (Increases the health of all the General’s infantry by 15), Superior Provisions (Increases the health of all the General’s turrets by 150)
Another buff for your minions, and your turrets. This simply increases the health of all your spawned things by a fair amount. Its pretty good, but I personally prefer to use the Sergeant and the Commissar, as they actually add members to your squads.

Now that we have seen all the gear and meatshields the General has at his disposal, lets see how you can combine them.
General Builds
Now, how do you make sure your General isnt a pathetic weakling and can actually be useful? Read on!

WW1 General
  • Bolter/Flamer/Grenade Launcher/Plasma Gun
  • Cadia Pattern Carapace Armour
  • Sergeant
  • Commissar
  • Take Aim
  • Guardsmen
The focus of this build are your guardsmen, equiping them with weapons, buffing them up, and letting them do all the hard work while you sit back and watch them die for you, just like WW1 generals. Also, since this build focuses on your infantry, you are pathetically weak, so make sure to run and hide whenever something looks at you.

Potato General
  • Deadly Sniper Rifle/Ornate Vostroyan Shotgun
  • Artificer Carapace Armour/Master-Crafted Carapace Armour
  • Sergeant
  • Commissar
  • Ursidae Trophy/Medallion Crimson
  • Orgyn
All about those potatoes (Orgyns). Buff them up, and let them wonder round the battlefield killing/crushing/falling on anything in their path. Meanwhile, you can sit back and pick off targets with your sniper/shotgun. I personally prefer the sniper, as the energy regen is helpful for resummoning your stuff when it inevitably all dies. Take the Ursidae Trophy if u want to give them even more health, or take the Medallion if u want a damage boost.

I want to hit them with my Sword!
  • Inspiring Power Sword
  • Black Plate
  • Duelist Honors
  • Medallion Crimson
  • Honorifica Imperialis
  • Catachan/Orgyn
The one and only melee build for the General. By buffing yourself up as much as you possibly can, you are somewhat decent with a sword. Still, you will die pretty easily during the later waves, usually around 12+, so enjoy it while you can. Either squad of minions works, up to personal preference.

Rocket General
  • Deadly Sniper Rifle
  • Artificer Carapace Armour/Master-Crafted Carapace Armour
  • Rocket Run
  • Medallion Crimson
  • Honorifica Imperialis
  • Storm Troopers
Rocket Run, Rocket Run, Rocket Run. That's the name of the game, Dawn of War: Rocket Run. This build allows you to just spam rockets all across the map, killing almost everything and anything in its path. Not only that, but you have the sniper to finish off anything that didn't die from the rockets. The most fun build with the General, and the most effective by far. Also, you have an escape ability if you so need it, which is great for your squishy hero.
Conclusion
So, we come to the end, after seeing again how pathetic humans are in 40k, and then some ways to make yourself slightly less so. Please let me know if there are any cool or intresting builds you use, and if they are good enough I may add them into it.

Now march forward, and destory all who would stand in your path. For the Emperor, and the Imperium of Man!
8 Comments
Dark Sun Gwyndolin 4 Aug, 2023 @ 7:39am 
The way I see it, there are four core builds for the General, one for each minion:

Ranged minions: Guardsmen w/ your chosen weapon package and Take Aim
Melee minions: Ogryns w/ all the minion buffs
Ranged general: Stormtroopers w/ rockets and sniper / shotgun
Melee general: Catachans with all the personal buffs

For every build, take your chosen turret (or the mana / melee armour, for certain builds) and lay down the dakka. Bolter / Missile turret is cheap and reliable, plasma / cannon turret are high-impact but need support.
Ciaran Zagami 4 Feb, 2022 @ 1:11pm 
Thank you for making this guide. It's nice to read something by someone who isn't an asshole that demands you use the sniper rifle for everything.
SgtBrooklyn 12 Oct, 2020 @ 9:41pm 
I have to agree with mister, devil's protection is totally worth it. Great guide though
Mister Maf 11 May, 2019 @ 1:23pm 
Good guide but I have to disagree on the Catachan Devils and Ogryns. Even though the Ogryns ostensibly have more health, the Catachans in practice die far less and accomplish much more because they don't constantly run away like Ogryns do — they stay with you and, by extension, stay with your turret, maximizing your effective DPS and hitpoints by pooling all your resources together without spending all your energy constantly re-summoning at the expense of the sniper shot. Whenever I use Ogryns they leave me to die whereas Catachans actually protect me. It's really no contest as I see it.
fc_termi 23 Aug, 2018 @ 2:19am 
I do think that Reinforce is one of the most underestimated wargear. If you continuously spam it your energy usually regens nearly as fast as the energy that it cost.
Also you can reinforce allied General minions with it.
For 10 energy you can reinforce up to 3 Lord Generals minions squads. Saving your team 95 energy on re-summoning everything.
John F Mass Effect 25 Jun, 2018 @ 1:52am 
One of the better non standard builds I run is flamer, armageddon armor, honorifica, sergeant and commisar with guardsmen (obviously).

The lg is very fragile with this setup but he can handle a small amount of ranged aggro with the extra health regen from honorifica, and the guard flamers will help keep melee squads from doing anything significant to you. The turret should be placed on a flank out of the fight with decent sight lines (such as between the buildings at anvil) and cleaned off with flamers if it gets mobbed. Its only real job is to give you a fighting chance if there's an unchecked dreadnought in your area of the map, but it will consistently contribute good damage on random targets.

Runs pretty smoothly until wave 17 at anvil, provided it's played well, and can win reliably with teammates that handle heavily armored opponents and heavy ranged attackers like wraithguards.
o BerserkeR 26 Jan, 2018 @ 1:26pm 
This was a good guide, and made me laugh a few times. "Also, since this build focuses on your infantry, you are pathetically weak, so make sure to run and hide whenever something looks at you." XD
Commissar Voyon 13 Oct, 2017 @ 11:04am 
The general is the pro noscoper in DoW