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Best Dawn of War IV Wargear Choices Explained

Best Dawn of War IV Wargear Choices Explained
Image: Steam
Dawn of War IV wargear lets squads swap weapons mid-battle, so read the terrain and the enemy before you commit to a loadout.

King Art has kept one of the series oldest habits and pushed it back to the centre of play. Dawn of War IV wargear lets you re-equip units to answer whatever is in front of you, exactly as the 2004 original did through its Armory building and the Orks Pile O Gunz. So a squad that loses a fight is often the right squad carrying the wrong gun. Here is what to pick and when.

More gaming coverage is available on Insider Saga.

How Dawn of War IV wargear changes a squad’s job

Take Space Marine Intercessors as the clearest example. You can replace their standard Bolt Rifle with an Auto or Stalker Bolt Rifle, or bolt on an auxiliary grenade launcher. King Art has not yet said which variant suits which target, so anyone assuming the tabletop roles carry over is guessing.

Sergeants get their own decisions, and those matter more than they look. A Power Sword paired with a Hand Flamer suits wading into a crowd. A Thunder Hammer with a Plasma Pistol suits the opposite job, and the studio names vehicles as the target it handles better.

Dawn of War IV wargear therefore turns a unit into a question rather than an answer. Deep Silver walks through the same examples in its own trailer breakdown, alongside the wider return to base building and resource points.

The roster shapes how much any of this matters. Four factions arrive at launch, namely Space Marines, Orks, Adeptus Mechanicus and Necrons, and each brings its own buildings. Space Marines get fortifications such as the Hammerfall Bunker, which they drop into place. Orks stand apart because they can raise structures almost anywhere, so they crawl a base across the map and press from several directions at once.

Squads also gain from staying alive. Keeping veteran units intact is part of the design, so a well equipped squad you protect is worth more than a fresh one you rebuild afterwards. That is another reason to change a loadout rather than feed a doomed squad into the wrong fight.

A simple rule for choosing

Read the enemy before you read your own army. If the map fills with cheap infantry, the sword and flamer pairing is the one King Art points at, because volume beats precision against a mob. If a heavy target keeps walking through your line, the hammer and plasma pistol are the documented answer instead.

Do not kit every squad the same way either. Two identical close range groups look strong until something armoured arrives, and then neither of them can do anything about it. A pair that covers both jobs will lose fewer fights over a whole match, even though each one looks weaker on paper.

Before you commit to a build

Remember that gear sits on top of everything else the game asks of you. Base building has returned, and so have resource points you capture and upgrade, so a squad kitted for the wrong job is also a squad not holding a point. Losing map control costs you income, and thin income costs you the next squad. In that sense a bad loadout is expensive twice over.

Terrain looks likely to matter just as much. Previews describe cover and garrisons returning, though King Art has not yet detailed how either behaves. So the honest order of operations runs terrain first, enemy second, and only then your own preference.

Finally, treat re-equipping as a normal move rather than a mistake you are correcting. The system exists so you can adapt on the spot, which means you should expect to pay that switching cost. Players who set a loadout once and never touch it are simply not using half the game. You can follow the build on its Steam store page ahead of release.

For more strategy habits worth rethinking, see our Company of Heroes 3 vs StarCraft comparison. The Battle Brothers Beginner Guide for Total War Players tackles a similar shift in how you read a battlefield.

Frequently asked questions

Can you change Dawn of War IV wargear during a battle? Yes, and adapting a loadout to the current threat is the point of the system.

Which weapons handle vehicles? The Thunder Hammer and Plasma Pistol pairing, which the studio names for heavier targets.

Does base building return? Yes, along with resource points you capture and upgrade across the map.

About the author

Jike Eric

Jike Eric has completed his degree program in Chemical Engineering and has since developed a strong interest in digital media and online journalism. He covers the latest gaming news, including major industry updates, new game releases, developer announcements, and emerging trends across the gaming world.

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