Not to be confused with Humanity's Last Stand.
The Last Stand is a multiplayer mode for Dawn of War 2. It was also released by itself as The Last Standalone.
In the Last Stand, you and two other players take control of Warhammer 40,000 characters, fighting wave after wave of AI attackers in an enclosed arena. The mechanics are basically the same as standard Dawn of War II, except you only control one unit (you can't even control summoned AI minions). There are twenty waves of increasing difficulty; each is themed around a particular force, so you won't fight Eldar and Orks at the same time, for example. If you die, your teammates must revive you; if all of you die, the game ends. You get a score at the end of the game, with modifiers for time, number of rounds without dying, control of the the two capture points on each map, and how many enemies you killed, as well as a bonus for completing all twenty rounds.
There's also a metagame at work; each character has a variety of wargear, which is unlocked by playing the game (although this can become something of a grind). For the most part, each character has a number of interesting builds, and each character plays so differently that it's worth trying them all out.
Although it's the "other" multiplayer mode, Last Stand is so much better than the original multiplayer that it's earned comparisons to Defense of the Ancients, a spinoff mod for Warcraft III that was so well-designed it launched an entire genre. Whereas Last Stand was tiny in Chaos Rising, it came into its own in Retribution, with the addition of a new map and tons of new wargear and the removal of a large number of incredibly annoying bugs. Eventually, it was launched as a standalone game, called the Last Standalone, although Relic didn't bother developing it further; they moved on to Company of Heroes 2, but that wasn't released until their parent company (THQ) fell apart and they were bought by SEGA (yes, that Sega).
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The first map, Bloodied Colosseum throws you primarily against Eldar, Space Marines, Tyranids, and Orks - I.E. the four cardinal races. You will also periodically see a smattering of Imperial Guard units. At wave 16, the game throws, as a boss wave, 3 health-buffed clones of your heroes, who have AI scripts that allow them to revive one another and generally turn the match into a pass-or-fail session of how quickly your team can deliver a series of explosions directly on top of them and orbital strike them until the squad can see hell. At wave 20 these return, along with Araghast the Pillager.
The second map, Anvil of Khorne, is widely-considered the better of the two maps, though it's far harder for newcomers to handle. It throws literally every race at the team, as well as bosses Superheavies throughout (so you will need to fight the Swarmlord, Battlewagon, Land Raider, Baneblade, et al). The final wave also drops Gabriel Angelos, some squads of Termies and a Land Raider or two for fair measure. Interestingly, this is orders of magnitude easier than Bloodied Coliseum's reviving bosses with a capped-out team and generally more fun.
You all play hero units - there's one of each race, two of whom are classified as paid DLC. Interestingly, though each hero has about 2-3 "common" builds you'll see for them, there's enough customization and tactical choices that you can potentially come up with about a dozen viable builds for each. To further help you out, /tg/ was nice enough to get these little guides together for your use:
- Eldar Farseer
- Ork Mekboy
- Space Marine Captain
- Tyranid Hive Tyrant
- Chaos Sorcerer
- Imperial Lord General
- Tau Shas'O Commander
- Necron Overlord
As you play, your hero of choice gradually levels up, earning new wargear and goodies to play with, including weapons, armor, accessories, and more, which is a major component of what makes the game so addicting - and even better, you can customize your hero's color and emblem using the army painter, for that psychological edge. Each character maxes out at level 20, at which point you have the option to reset to level 1 and earn accessories boosting one's in-game score.
Wise Words of Wisdom
THE CAPTURABLE POWER NODES DO NOT BRING EXTRA EXPERIENCE FOR LEVELING UP, THEY ARE SCORE MULTIPLIERS, SO UNLESS YOU ARE A "PRO" AND WANT TO GET A HIGH SCORE OR ARE ACHIEVEMENT HUNTING, DON'T EVEN BOTHER; BEFORE THINKING ABOUT IT YOU NEED TO LEARN TO PLAY AND LEVEL UP YOUR HERO, THE HIGH SCORES WILL COME ALONE BY THEMSELVES ONCE YOU HAVE MASTERED THIS GAME. The one upside is that the AI is programmed to take the points where they can, so simple tactic is capping them towards the end of each wave which will give you valuable breathing space at the beginning of the next.
Also, kills similarly do not give you extra experience, so don't worry about having your kills stolen because you think you'll level up slower. The only thing that determines your XP is what wave you reach in the end.
Far more pressing and important: On Bloodied Colosseum, you can predict from where the doppelgangers are coming from: they almost invariably come from the same corner where the first group of Eldar banshees from wave 9 came from or even earlier at wave 3 where the first pair of guardian squads spawn. Or earlier than that at level 2 where the pair of Hormagaunt squads spawn.
Thanks to a helpful member of the Steam Community, you can now enjoy Last Stand: Forgotten Emerald! Disgruntled about your Lord General only being able to pick one turret? Now he can pick three! He can also pick three troop choices and a retinue befitting of his command. Sorcerer became the Chaos Champion, who can offer his body to all four gods, from choppy to shooty. Captain gets a few changes as well.
Bloodied Colosseum is now much more tedious. Tanks and Walkers becomes machine of carnage and reduce your hero to a piece of smoking flesh.
Check it out here. https://steamcommunity.com/app/56400/discussions/0/618459405722375947/