// PC GAMER — GAMING
Dawn of War 2’s The Last Stand mode is still the best co-op MOBA that never was
A co-op Warhammer 40K RTS mode so ahead of its time, it's still easy to find a match 17 years later.
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Have you ever played 'comp stomp?' When I want to arrange an RTS playdate with a mix of casual and hardcore friends with wide gaps in skill level, it's the only way to play without someone (or perhaps everyone except the guy who can time his build order) getting smoked. Load into a map against a bunch of AI opponents, form an alliance with your buds, and proceed to mercilessly gang up on the bots. There's just one problem with comp stomp: it usually sucks.
It can be fun to mow down crummy AI here and there, but it's the equivalent of getting a bunch of people together for a baseball game and then deciding, well, let's actually go to the batting cages instead and all practice our swing next to each other. RTS bots tend to either try and fail to mimic a decent human player or cheat out the wazoo, and if there's no real contest, no threat big or clever enough to push me into genuine improvisation and panic, I'm hardly playing an RTS at all.
Enter Dawn of War 2's The Last Stand, a decidedly Warhammer 40,000 answer to comp stomp. It might be an apocalyptic hell-future where everyone in the universe hates each other, but when you're down to a single measly commander unit and surrounded on all sides by waves of souped-up aliens, there's no time to be choosy about allies.
In 2011, the popular mode was spun off as The Last Standalone on Steam, but that version is no longer available. The best way to play it now is via Dawn of War 2: Anniversary Edition, a 2024 re-release that includes all the original's expansions.
It's RTS by way of Killing Floor: take cover, work together, kill 'em all. If everyone on your team dies, it's over.
The Last Stand retains the chill vibes of comp stomp because of its cooperative setup, but it's hard enough that everyone in a lobby has to rely on one another. The first few waves are breezy, small packs of jobber orks and tyranids, but soon the game starts chucking much heftier units at you: artillery, infantry with grenades and rockets, and anti-everything monsters and bosses. The sort of stuff you can't kill with just one unit.
With enough kiting and clever use of whatever active abilities you've brought with you, getting through all 20 waves is a doable, lengthy challenge. But the game does not make it easy, and that's the best part—rather than ape strategies a real player might use, The Last Stand opts for the blunt force approach. The game tries to crush you in an avalanche of hopeless odds, with one wave going so far as to pit you against exact copies of your own characters, retaining the ability to revive each other and use whatever gear you've collected against you.
It's careful to extend a hand both to novices, who can get a feel for the game without having to worry about juggling several squads or managing the macro aspect that just becomes noise in a rushed PvP match, and to experts, for whom it becomes a de facto arcade mode. Score multipliers stack up based on how long you all go without dying, how many control points you're able to hold at once, and how quickly you best each wave. At first it’s a struggle just to see the end, and as you improve, it becomes a race to get there as efficiently as possible.