Welcome to part 1 of the Beating Last Stand series, featuring The Bloodied Colosseum first up. The Bloodied Colosseum is easily the hardest of the two stages currently apart of Last Stand mode in Relic Entertainment’s Dawn of War 2: Retribution. It’s not easy, requires a bit of luck and a decent enough team. If you’re like me, you’ll have been taking a crack at it for some time (at least before I finished it, the first time anyway). I very rarely play with a full party, instead trying my luck in the random matchmaking system. Which is half the problem, but it’s an easy enough hurdle to overcome if you or one of your party are following this.
First up, I’ll be giving you my build of choice for beating The Bloodied Colosseum. The drawback is that it requires you to be at the very least, level 17 with a Chaos Sorcerer (19 for optimal and what I’m presenting.).
- Weapon: Staff of Tzeentch. Unlocked at level 12, this’ll give you the ability to warp around the stage. Very helpful for a squishy Chaos Sorcerer built as a summoner.
- Armour: Robes of the Deathless. Unlocked at level 17, this makes you incredibly vulnerable in terms of armour rating (so stay away from combat), but the pay off is it makes your minions very hard to kill. And you too if you’re careful.
- Accessory slot 1: Daemonic Gift of Retaliation. Unlocked at level 8, gives your minion the reactive strike ability (random chance for a doom blast upon being hit in melee).
- Accessory slot 2: Daemonic Gift of Sustenance. Unlocked at level 19, this gives your minion the ability to restore his (or her) health and energy upon strike.
- Accessory slot 3: Daemonic Gift of Spite. Unlocked at level 14, gives your minion the death throes trait. Basically your minion will explode on death.
- Commander Slot: Greater summoning. Unlocked at level 5, this allows you to doppelgänger enemy heroes and tougher units (such as wraith lords, the force commander etc).
As you can see from the above build, it focuses heavily on providing bonuses to your minion. It’ll quite frankly, make ’em tough sons of guns. From here on out, the strategy is fairly simple. It’ll depend on what team you’re partnered with but the basic outline is as follows. In addition to the bullet points the creed for this strategy is: The sorcerer should be NO WHERE near the fighting. With the exception of when you need to clone an enemy, of course. Just keep using that warp to stay on the fringes of the battle and let your minion do all the work – this’ll keep you safe and when your allies fall, it frees you up to go revive them.
- Wave Four – Clone that Force Commander! Nabbing this fella as a minion on wave 4 makes your life as a sorcerer (and by extension your team’s) much easier. He’s pretty damn tough as a regular clone, but with all those traits he’s getting from you? He’ll make it to wave 12 in most cases (that may depend on your team, of course).
- Wave Nine – Why mention this wave? It’s not particularly hard, but it’s one of those waves where weaker (or not very careful) heroes, tend to collect their first death. Quite simply because a mass wave of 30 or so banshees in a single group. Those banshees hurt like hell if they get a hold of you. But this isn’t why I bring it up. Keep note of where this group of banshees spawn – on wave sixteen, your clones will also spawn there, giving you a chance to setup and get a one up on them.
- Wave Twelve – Made it this far? Great. This is when the game starts getting interesting. Generally your Force Commander will perish on this wave, so make sure to grab yourself a wraith lord. I don’t particularly like them as they are slow, big targets but they are capable of taking and dishing out damage. Prior to wave sixteen, the only thing I usually consider cloning before them, are the raveners (which appear on wave fourteen). Hammer nobs on Ork waves are popular but I dislike them for the fact their grenades harm friend and foe.
- Wave Sixteen (PT1)- Crunch time. You took note of the banshee swarm on wave nine right? You’ll be faced with a choice of who to clone here, again a choice that is dependant on the team that your playing with. If you’re partnered up with a particularly tank-y Space Marine Captain or a Hive Tyrant, then you’ll probably want to clone them first. If you’re not, I recommend cloning your clone. Why? Because your clone, which will have ALL YOUR BONUSES like a normal minion will also be able to make a clone himself. Not a hero unfortunately, but never the less.
- Wave Sixteen (PT2) – Now that you’ve got your clone, get the hell outta there. Take out the heroes one by one, based on who is going to give you the most trouble (heroes that are tanks, can’t be knocked down and so forth should go first), before targeting your clone. If an enemy clone goes to revive his allies, make sure your allies know and KD them. There’s a little bit of luck involved but following that you should be fine.
- Waves Seventeen through to Nineteen – These are more or less like pre-sixteen waves just with more enemies in general (and more tougher ones). Keep mobile and play smart. Avoid carnifexes where possible. If for whatever reason your hero clone happens to die though, those carnifexes are well worth bringing into your service. Nineteen is the hardest of the three, plenty of dreadnoughts and a terminator with various weapons, some of which are long ranged. Again I can’t stress that you keep mobile. Replace minions as needed. You may be the weakest of the team in a lot of cases but you’ll live longer and it’ll be down to you to keep your team in fight.
- Wave Twenty – The prize fight. You’ll be up against your clones once again, plus a tough as nails Chaos Lord and several hero units that appeared in earlier waves (Lictor, Terminator, Ork Nob), not to mention Bloodletters. If you don’t have a hero clone at this stage, be sure to grab one again. Use the same reasoning as sixteen. Avoid the bloodletters, (preferably taking them out where possible) and kill off your clones. Why them? Because like you, they can revive. Once they are gone, they aren’t coming back because none of the others (Chaos Lord included) can revive them. Once again, stay mobile and away from the fight as much as possible. Like sixteen, it does require a little bit of luck on your side, but apply the same principles. KD enemy reviving heroes etc.
Congratulations, you’ve just beaten The Bloodied Colosseum! Well, at least I hope you have following my advice. Unlike The Anvil of Khorne (which will feature in part two), it’s a little less straight forward and you have to ride your luck a bit more than I’d like, but it’s certainly doable with this build. For example, I used this and my two party members were a level 4 and a level 6 sorcerer. The level 4 guy was VERY new to the game, which complicated matters but we still pulled it through in the end.
Just remember that while you’re playing as this, keep mobile (Yes, I’ve said it several times, I can’t stress it enough) and pick your hero clones wisely. The reason why you want them is because they can also revive your allies if you fall. If you’re like me, you’ll evaluate your party members before the match even starts and put together an idea of who you think will be best to clone at sixteen and twenty. If you don’t know what each bit of gear does, GamingHUD gives you a hand up in that department too. We have a complete list of wargear for each of the 6 heroes. I’ll just add at the end here too that this isn’t the only way to do it, it’s the one I’ve had the most success with in the past. Feel free to leave your builds and strategies in the comments section below.
Coming Soon: Beating Last Stand: The Anvil of Khorne
Wargear lists below:
- Space Marine Captain Wargear
- Hive Tyrant Wargear
- Elder Farseer Wargear
- Mekboy Wargear
- Chaos Sorcerer Wargear
- Lord General Wargear