Dawn of War IV: Everything We Know So Far

Dawn of War IV is bringing back classic RTS gameplay on Kronus with base building, sync kills, and four full campaigns. Space Marines, Orks, Necrons, and Adeptus Mechanicus lead the charge, with Imperial Guard appearing in the story. Here’s everything we know so far.
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Dawn of War IV Overview

  • Release Window: 2026
  • Platforms: PC (Steam confirmed and available to Wishlist)
  • Setting: Kronus, centuries after Dawn of War: Dark Crusade
  • Campaigns: 4 full faction storylines, written by Black Library author John French
  • Total Missions: Over 70, with branching paths and cinematic cutscenes
  • Launch Factions:
    • Space Marines (Blood Ravens focus, Cyrus returns)
    • Orks (classic WAAAGH gameplay with new units like Squighog cavalry)
    • Necrons (slow, resilient, reanimation mechanics)
    • Adeptus Mechanicus (first time fully playable, focus on networks and firepower)
    • Imperial Guard: Present in tutorial and campaign with Guardsmen, Sentinels, Rogal Dorn tanks, and Bombast Guns. Likely DLC faction.
  • Core Features:
    • Proper base building with unique faction mechanics
    • Requisition and power resource system, 300 population cap
    • Sync kills with over 10,000 animations
    • Reinforce and retreat systems
    • Unit veterancy and upgrades
    • Co-op campaign and returning Last Stand mode

Warhammer 40K Dawn of War 4 Story Returns to Kronus

It has been a very long wait, but at last the Dawn of War series is back. The last entry, Dawn of War III, released in 2017, left the community divided and skeptical about the franchise’s future.

Many players, myself included, thought that might be the end of it. Instead, 2025 gave us the announcement of Dawn of War IV, and the excitement it sparked proves this series still means a great deal to strategy fans and Warhammer 40,000 players alike.

This new entry brings us back to Kronus, the setting of Dawn of War: Dark Crusade. In that classic expansion, players fought a planetary conquest campaign where multiple factions vied for control.

Dawn of War IV picks up centuries later on the same world. Kronus has not known peace. Old threats stir once again beneath its surface and new contenders arrive to claim it for their own.

The confirmed launch factions are:

  • Space Marines (focused on the Blood Ravens, with Cyrus from Dawn of War II returning as a hero)
  • Orks
  • Necrons
  • Adeptus Mechanicus

The Imperial Guard (Astra Militarum) are also present in the tutorial and campaign. They are not a full playable faction at launch, but they have a significant in-game presence with Guardsmen squads, Sentinels, Rogal Dorn tanks, and Bombast field guns already appearing. This makes it almost certain they will become playable in a future DLC or expansion.

Each of the four launch factions has a separate campaign. That alone is a major shift back toward what players loved about Dark Crusade and Soulstorm. Each campaign will feature branching paths and decisions that affect which missions you see. That means you cannot simply play through every mission in one go.

You will need multiple playthroughs if you want to see all of them. The total campaign content is said to include over 70 missions, making this the largest Dawn of War story to date.

To add even more credibility, the narrative is being written by John French, a veteran Black Library author who has penned numerous Warhammer 40,000 novels.

Players can expect the writing to stay faithful to the tone and lore of the universe. Cinematic presentation is also being emphasized. The campaigns will include CGI intros, in-engine cutscenes, and fully animated story sequences.

This commitment to single-player content is important. Many strategy fans have felt underserved in recent years, with studios focusing more on competitive multiplayer.

Dawn of War IV clearly aims to be a game that satisfies both camps: a deep, branching story campaign on one hand, and a robust skirmish and multiplayer suite on the other.

Dawn of War IV Gameplay

Base Building is Back, Baby!

One of the most common demands from the community after Dawn of War III was simple: bring back proper base building. Dawn of War IV answers that call.

The game uses a traditional RTS model with an HQ and a variety of specialized structures. Each faction builds differently. Space Marines do not rely on workers. Instead, their buildings are deployed from orbit. You can place them anywhere on the map.

The tradeoff is that construction speed slows dramatically the further from your HQ you go. This creates an interesting risk–reward mechanic. You could try to sneak a barracks close to the enemy’s base, but it will take so long to build that your opponent might spot and destroy it before it finishes.

Orks go in the opposite direction. Their buildings are cheap, fast to place, and can be spammed all over the battlefield. Their economy and production are chaotic but flexible. It perfectly captures the Ork aesthetic of ramshackle war camps sprouting up wherever they fight.

The Adeptus Mechanicus have a unique network system. Their buildings give off buffs when placed near each other. Proper placement creates synergy, allowing overlapping auras that make nearby units stronger.

The AdMech base becomes almost like an interconnected machine, reflecting their lore as masters of technology.

Necrons again stand apart. They do not gather requisition and power in the same way as other factions. Instead, they expand by constructing new tomb structures that fuel their army. Their production feels more like a slow awakening of an ancient dynasty, with obelisks and monoliths serving as focal points of power.

Resources and Economy – Some Familiar Mechanics

Requisition and power are the classic resources. Nodes across the map generate these, and players must capture and upgrade them. Listening posts and generators return to secure points.

The population cap in the demo was 300. This is far higher than in previous titles. In practice, Space Marines rarely hit that cap due to their elite unit sizes. Orks, however, can easily swell toward it with endless Boyz. The asymmetry between factions is already clear: one side fields a handful of super-soldiers, the other floods the map with crude mobs.

This mirrors the tabletop game and provides a strong identity for each army. Players will need to adapt their strategies depending on whether they prefer quality or quantity.

Cover and Garrisons Made Simple(r)?

Cover returns but in a simplified form compared to Dawn of War II. Units can move into sandbags, ruins, or natural terrain to gain protection. Importantly, the pathfinding works smoothly. Squads align properly behind cover rather than scattering awkwardly.

Neutral bunkers can be captured and garrisoned. Once occupied, they resist small arms fire but are vulnerable to grenades or flamers. This encourages combined arms tactics. Charging bunkers blindly with basic infantry will fail. Using explosives to flush them out will succeed.

This is a middle ground between Dawn of War I’s basic cover icons and Dawn of War II’s highly detailed, sometimes fiddly cover system.

Sync Kills and Combat Animations Look Amazing

One of the most beloved features of Dawn of War has always been sync kills. Seeing a Space Marine drive his chainsword through an Ork or a Dreadnought smash an enemy vehicle never got old. Dawn of War IV takes that idea and expands it massively.

Combat animations are now fully synchronized. Every unit has unique fight interactions with every other unit type. That means when two squads clash, the models pair off and fight convincingly. No more soldiers swinging at thin air.

The developers have created over 10,000 animations for this system. Early examples shown include a Redemptor Dreadnought grappling a Necron Tomb Spyder and an Ork Deff Dread body-slamming a Space Marine Dreadnought. These are not rare finishing moves. They happen constantly in melee, making battles feel alive and cinematic.

Even ranged units benefit. Necron Warriors fire in eerie synchronized volleys, creating a chilling sense of inevitability. The spectacle matters, because Warhammer 40,000 is as much about atmosphere as it is about mechanics.

Reinforcements and Retreat

Squads can be reinforced on the battlefield, similar to Dawn of War I. This allows attrition-based combat where you can top up units after fights. Reinforcement costs slightly more than building at base, which prevents abuse.

There is also a retreat function, but it does not give squads an unrealistic speed boost. Units simply turn and run to the nearest safe building. This creates tactical decisions. Do you risk reinforcing a squad in combat, bleeding resources, or do you retreat them to preserve veterans for later?

Veterancy is important. Units gain levels as they fight, unlocking new abilities and improving stats. Losing a veteran squad hurts. This system rewards careful preservation of troops.

Upgrades and Wargear

Units can be customized with upgrades. Intercessors can swap their rifles for stalker bolters or auto-bolters, shifting their role between anti-infantry and anti-armor. Assault Intercessors can add thunder hammers for elite combat or flamers for clearing hordes.

Vehicles like the Redemptor Dreadnought can mount plasma incinerators or gatling cannons. Terminators can be configured for melee or ranged roles. Every choice costs requisition and power, so players must weigh the benefits carefully.

Faction-wide upgrades also exist. These do not cost resources, only time. They take several minutes to complete. For example, Space Marines can research faster capture speeds or better armor for their squads. These decisions shape overall strategy.

Heroes and Army Abilities

Cyrus is back and brings a new set of abilities!

Heroes play a role but are not overpowered like in some RTS games. Cyrus is one example. He begins with a sniper rifle that provides a powerful single-shot ability. He can swap to a plasma gun for a more versatile role. As he levels up, he unlocks new abilities and passive bonuses.

Heroes can also be attached to squads, just like in Dawn of War II. This allows them to act as leaders and provide buffs.

Each faction has global army abilities fueled by a bar that fills during combat. For Space Marines these include:

  • Veteran Boost: instantly levels up a squad, increasing health and unlocking abilities
  • Air Strike: a strafing run from a Thunderhawk that devastates an area but can harm allies
  • Orbital Bombardment: a massive area-of-effect attack that obliterates armies and buildings

Other factions have their own equivalents. Orks build Waaagh energy as they fight, leading to destructive powers. Adeptus Mechanicus may use their network to call down advanced strikes. Necrons may channel energy through tomb structures for devastating effects.

Maps and Strategy

The demo map shown was asymmetrical, with choke points and flanking routes. It was shaped like a circle with intersecting paths. This design encourages tactical positioning rather than simple mirror matches.

Players can fortify choke points with turrets and bunkers. Orks can flood through multiple angles. Space Marines can deep strike reserves into key spots using drop pods.

The map design reflects lessons from modern RTS titles. It provides strategic variety without forcing pure symmetry.

Modes and Multiplayer

Multiplayer includes skirmish against AI, custom lobbies, and competitive 1v1, 2v2, and 3v3 matches.

The popular Last Stand mode from Dawn of War II is returning. Three players each control a hero and fight waves of enemies in an arena. Heroes can be customized with wargear between matches. This mode was missing in DoW III and fans are thrilled to see it back.

Campaigns can be played in co-op with two players. This allows friends to tackle missions together, controlling different portions of the army. It was a highlight of Dawn of War II’s campaign and it fits perfectly here.

Dawn of War IV Factions Overview

Space Marines

The Adeptus Astartes are the iconic face of Warhammer 40,000 and once again the poster boys of Dawn of War. In Dawn of War IV, the campaign highlights the Blood Ravens, a chapter renowned for both their nobility and their barely-contained passion for “collecting” relics.

Long-time fans will be pleased to see the return of Cyrus, the grizzled scout from Dawn of War II, now leading from the front as a hero character.

Space Marines are designed around elite squads, tactical flexibility, and surgical strikes. While you will never field as many units as the Orks or Guard, each squad has incredible staying power, a suite of upgrade options, and the ability to reinforce in the field.

Their unique mechanic, Drop Pod deployment, allows them to insert reinforcements directly into combat. Combined with global abilities like orbital bombardments, Space Marines embody the fantasy of a small but unstoppable strike force, striking wherever the enemy is weakest.

Playstyle: Elite, flexible, mobile.

  • Strong individual squads.
  • Use of drop pods for rapid deployment.
  • Versatile upgrades to adapt to threats.

Army abilities: Veteran Boost, Air Strike, Orbital Bombardment.

Space Marine Units in Dawn of War IV

UnitRolePlaystyle and Strengths
IntercessorsCore infantryVersatile backbone of the army. Strong in ranged combat, adaptable with different bolter loadouts. Good for holding ground and scaling with veterancy.
Assault IntercessorsJump pack melee troopsFast shock troops. Ideal for flanking or breaking entrenched ranged units. Can be upgraded with thunder hammers for anti-elite or flamers for clearing swarms.
Bladeguard VeteransElite meleeDurable frontline unit. Excellent for tanking damage while other squads provide supporting fire. Best used to pin Orks or Guard in place.
TerminatorsHeavy infantrySlow but extremely tough. Can be configured for close combat or ranged suppression. Great for late-game pushes and holding key objectives.
EradicatorsAnti-vehicle specialistsSmall squads with powerful melta or plasma weapons. Fragile due to size but devastating against tanks and walkers. Must be protected.
Infiltrators and EliminatorsScouts and snipersProvide vision, stealth, and precision fire. Great for harassing, spotting ambushes, or assassinating high-value targets.
Redemptor DreadnoughtHeavy walkerFlexible war machine with customizable loadouts. Strong frontline presence, effective against both infantry and armor depending on weapons.
Invictor WarsuitLight walkerFaster and more mobile than a Dreadnought. Can infiltrate closer to the enemy. Suited for aggressive openings and harassment.
Gladiator ReaperTank (anti-infantry)Heavily armed tank focused on mowing down hordes. Best used to dominate Orks or Guard-style swarms.
Repulsor ExecutionerTank (anti-armor)High-tech heavy tank. Excellent at destroying enemy armor and fortifications. Pairs well with infantry to punch through tough defenses.

Special mechanics include reinforcing anywhere, deep strike deployment, and squad veterancy that provides meaningful upgrades.

Orks

If you want noise, chaos, and green-skinned mayhem, the Orks deliver. They are the eternal antagonists of the galaxy, thriving on war itself. For them, Kronus is not just another battlefield but another chance for the biggest and loudest WAAAGH!

In gameplay terms, Orks are all about cheap, spammable units, sprawling bases, and raw aggression. Their buildings cost very little and can be scattered across the map, letting them flood the field with Boyz and ramshackle walkers.

The Ork roster includes cavalry like Squighog Boyz and classic heavy machines such as Deff Dreads and Stompas. Their global powers are likely fueled by Waaagh energy, rewarding constant fighting and momentum.

Orks thrive on overwhelming numbers, reckless charges, and turning the battlefield into a brawl that never stops.

Playstyle: Horde, aggression, map control.

  • Cheap, fast buildings.
  • Swarms of Boyz backed by heavy walkers.
  • Cavalry and beast units like Squighog Boyz.

Army abilities: fueled by Waaagh energy, likely involving buffs and area damage.

Ork Units in Dawn of War IV

UnitRolePlaystyle and Strengths
BoyzCore infantryCheap, numerous, and expendable. Perfect for swarming and overwhelming enemies through sheer volume.
NobzElite infantryLarger, tougher Orks that lead the charge. Good at smashing through Marines or Guard infantry.
Squighog BoyzCavalryFast assault riders. Great for flanking, chasing down retreating units, and breaking ranged lines.
Deff DreadWalkerMid-tier brawler with high melee damage. Can body slam enemy walkers and sow chaos in frontline battles.
Killa KansLight walkersGroups of smaller stompy walkers. Cost-effective armor that clutters the field and ties down enemies.
LootasHeavy weapons infantryLong-ranged firepower to back up Ork mobs. Fragile but devastating against infantry blobs.
Stompa / GorkanautSuper-heavy walkersLate-game powerhouses. Absorb immense damage while dishing out melee and ranged carnage. Centerpiece units for WAAAGH pushes.
WarbossHero unitBuffs Orks around him, can tank enormous damage, and excels at melee combat. Often the centerpiece of an Ork army.

Buildings scattered across the map let them churn out units everywhere. Their strength is relentless pressure.

Necrons

The Necrons are the embodiment of inevitability. They are the undying, skeletal legions of ancient kings, awakening from their tomb worlds after millions of years of slumber. Kronus itself was revealed as a Necron tomb in Dark Crusade, so their return in Dawn of War IV feels both natural and ominous.

On the battlefield, Necrons are defined by slow movement, extreme resilience, and terrifying reanimation mechanics. Their units do not rely on requisition and power in the same way as others. Instead, they expand their influence by constructing tomb structures that strengthen their armies.

Their warriors fight in chilling synchrony, unleashing devastating volleys, while their elite Destroyers and Monoliths crush everything that dares resist. Necrons are not about speed or finesse. They are about grinding inevitability, wearing down foes who cannot kill what refuses to stay dead.

Playstyle: Slow, resilient, reanimating.

  • Do not use requisition and power in the same way.
  • Expand by building tomb structures.
  • Units self-heal and reanimate fallen warriors.
  • Teleportation enables sudden redeployment.

Army abilities: likely tied to energy from structures, including teleport strikes and devastating energy blasts.

Necron Units in Dawn of War IV

UnitRolePlaystyle and Strengths
Necron WarriorsCore infantrySlow but durable infantry. Fire in eerie volleys that deal high burst damage. Good for anchoring lines.
ImmortalsHeavy infantryArmed with gauss or tesla weapons. Strong against armored targets, less effective versus hordes.
Skorpekh DestroyersMelee eliteDeadly melee fighters with high damage output. Suited for cutting through elite infantry and walkers.
DeathmarksSnipersLong-range anti-character specialists. Useful for targeting enemy heroes.
Canoptek ScarabsSwarm unitHarassment and disruption. Good for tying up ranged units and capturing points.
Doomsday ArkHeavy vehicleMobile artillery piece. Devastates armored targets and fortified positions.
MonolithSuper-heavyIconic Necron structure-unit. Provides teleportation, reanimation, and heavy firepower.
ObeliskSupport structureReanimates nearby Necrons and provides anti-air defense.
Overlord / CryptekHero unitCommand abilities, reanimation boosts, and devastating personal weaponry. Central to Necron resilience.

Necron armies march slowly but are extremely hard to wipe out. Their psychological impact is just as strong as their firepower.

Adeptus Mechanicus

The Adeptus Mechanicus are the keepers of humanity’s most advanced technology, worshipping the Omnissiah and blurring the line between flesh and machine.

Although they have been present in mods and minor cameos in past Dawn of War titles, this is their first time as a fully playable faction. Their inclusion alone signals how far they have risen in popularity within Warhammer 40,000.

In gameplay, the Mechanicus thrive on networked buildings, information warfare, and devastating ranged firepower. Their structures buff one another when placed in proximity, creating a web of synergy that empowers their units.

Skitarii infantry form the backbone of their forces, while Kastelan Robots, Dunecrawlers, and Sicarian Infiltrators provide specialized tools.

They even have access to Imperial Knights, titanic war machines that dwarf most units. The AdMech style rewards careful positioning, strong defensive networks, and punishing firepower that breaks enemies before they reach your lines.

Playstyle: Technological firepower, buffs, and information warfare.

  • Buildings provide buffs when placed close together.
  • Units gain benefits near structures.
  • Can detect and track enemies in the fog of war.

Army abilities: likely involve orbital scans, long-range strikes, and mechanical reinforcements.

Adeptus Mechanicus Units in Dawn of War IV

UnitRolePlaystyle and Strengths
Skitarii Rangers / VanguardCore infantryFlexible ranged troops. Benefit heavily from proximity to structures. Suited for holding positions with tech support.
Sicarian InfiltratorsStealth infantryDisruption specialists. Can sabotage or ambush enemy units, effective at scouting and striking key targets.
Kastelan RobotsHeavy walkersDurable robot units with powerful ranged or melee loadouts. Buffed by nearby Tech-Priests.
Onager DunecrawlersHeavy vehiclesProvide long-range fire support. Anti-air and artillery options make them versatile in AdMech armies.
Electro-PriestsElite melee infantryHigh-risk, high-reward shock troops. Deal devastating damage but require support to reach combat.
Ironstrider Ballistarii / Sydonian DragoonsFast walkersScout and harassment units. Great for picking off light targets and exploiting gaps.
Knight Castellan (speculative)Super-heavyImmense firepower platform. Devastates enemy armor and buildings, a likely centerpiece in late-game battles.
Tech-Priest DominusHero unitProvides repairs, buffs to robots and vehicles, and global detection abilities. Essential support commander.

This faction emphasizes careful planning and positional play.

Imperial Guard (Astra Militarum)

The Imperial Guard, or Astra Militarum, represent the might of humanity’s common soldier. They lack the genetic enhancements of Space Marines and the divine machinery of the Adeptus Mechanicus, but they make up for it with numbers, discipline, and sheer weight of firepower.

Although not a fully playable faction at launch, they are confirmed to appear in the tutorial and throughout the campaign.

The Guard embody the human perspective of the 41st Millennium: fragile infantry standing against impossible odds, backed by tanks, artillery, and overwhelming determination.

Cadian Guardsmen march in disciplined lines, supported by Scout Sentinels for scouting and Rogal Dorn tanks for heavy firepower. Bombast field guns provide artillery support.

When the Guard become fully playable, their style will likely revolve around cheap infantry, morale-boosting officers, and devastating artillery barrages. They are the hammer of the Emperor, and even on Kronus they remind us why the Imperium still stands.

Playstyle: Mass infantry, artillery support, armored columns.

Imperial Guard (Astra Militarum) Units Seen So Far

UnitRolePlaystyle and Strengths
Guardsmen SquadsCore infantryCheap and fragile, but effective in large numbers. Can dig in and hold ground with support.
Scout SentinelsLight walkersFast and lightly armored. Good for scouting, harassing, and delaying enemies.
Rogal Dorn TankHeavy tankStrong frontline armor. Effective against both infantry and vehicles. Suited for spearhead assaults.
Bombast Field GunArtilleryLong-range support. Excellent for bombarding fortified positions.
Lord General / Commissar (speculative)Hero unitLikely to provide leadership buffs, morale boosts, and call-in abilities like airstrikes or reinforcements.

Given their full presence in tutorial missions, they are a likely candidate for early DLC.

Dawn of War 4 Release Date and Platforms

Dawn of War IV is planned for 2026 on PC via Steam. No exact date is known yet. No console versions are announced, but the developer’s experience with Iron Harvest on consoles means it could happen later.

What Fans Are Saying

The community reaction mixes hype and caution. Overall, fans welcome the return of base building, sync kills, Last Stand, and multiple campaigns. Concerns remain about graphics style and readability, but the tone is largely positive.

“The fact that AdMech are a starting faction before even Guard really shows how far they have come as a faction, because until now their only actual presence in the series was the Enginseer in DoW1 and that’s it!”

“Just showing a random picture of Robocop when you intro Mechanicus is pretty gold.”

“Looks like the Guard has a pretty good unit variety, without being playable. Just from this vid I could see Guardsmen, Scout Sentinels, Rogal Dorn, Bombast Guns and I’m guessing a Castellan.”

“Maybe making field reinforcements more expensive than base reinforcements is a good middle ground. I tend to like DoW II and CoH mechanics where you have to retreat to replenish.”

“2 things for me that should be addressed. 1. Unit movement, make it more dynamic… 2. Shooting while standing in place, some recoil, firing cycles between individual members. Otherwise it is looking very promising.”

“After seeing the gameplay in the reveal trailer I wasn’t immediately sold. But the more I hear you talk about it, the more the hype grows. I sure hope they deliver.”

“Always liked the sync kills in the original Dawn of War. Watching a Space Marine Captain destroy a greater demon with a hammer to the head was always neat.”

“Deff Dread body slamming the Marine Dread goes hard. Also very cool that Mechanicus gets to be a starting race rather than later.”

“Looks like a return to DoW1 style, absolutely what the series needed. Not that DoW2 was bad, but the series really needed to choose an identity.”

Dawn of War IV is shaping up to be the return to form many of us have been waiting for. From the promise of proper base building and sync kills to the arrival of new factions like the Adeptus Mechanicus, it already feels like the developers are listening to what fans want.

There is still plenty we do not know, and plenty that could change between now and launchm, but what we have seen so far is enough to rekindle excitement for the series.

This article will continue to grow as more information becomes available. Every time new factions, campaign details, or gameplay footage are revealed, I will update this hub so it stays current. If you are as invested in the future of Dawn of War as I am, make sure to check back regularly for fresh updates and insights.

For now, the wait for 2026 begins. Kronus is calling once more, and it looks like it will be worth answering.

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