Make sure to also read this from the Codex
http://www.dawnofwar.info/index.php?pag ... t_glossary ^^.
If you have any questions, just ask. A direct noob guide I don't know, but if you played CoH you should be good to go anyway

Which race do you play, maybe I can find something more specific then.
Here are some general CoH --> DoW tipps:
Melee. -
Melee does
BONUS damage to
retreating units.
-You can force your rangedunits to enter melee by d-clicking, this is usefull for tying up enemy rangedsquads, especially weaponsteams who get desetup.
-Also use it with Ranged units like Tactical Spacemarines against other ranged units, they are better in melee than most ranged units.
-A unit that gets
meleed, can't shoot. (It still can kinda shoot if it runs towards another target). Especially good against
setupteams.
-
Supression doesn't affect Meleedamage and Speed, but it slows the movement. So it is still beneficial, but way less than against ranged.
-No
Pinned.
-All Melee units (and some cheaters like Tactical Marines/Scouts/Havoks) and Heroes have a
meleeresistance buff. This means they get
40% less melee damage. So a meleeunit shreds a ranged one, but 2 Meleeunits fighting each other take longer.
-Also, every unit that is
in meleecombat, takes
40% less ranged damage (to represent friendlyfire considerations and such.) So, it is important to get fragile melee units into melee as fast as possible, without getting shot at much while walking there.
-Most meleeunits (and Heroes) have a
Meleecharge. When you rightclick an enemy squad, and they get in a certain range they get a speedbuff. This way they can't be kited ONCE they ARE in the meleecharge range. You should see the animation if you look. This also allows them to even keep up with retreating squads for a bit. Meleeunits are deadly for retreating enemys.
-Meleeunits have a
Meleeskill and
MeleeSpecialattacks. (Best to read it up in the codex page I linked) Basically, specials
knock enemys around so that they lay on the ground without fighting for a moment. Specials are also mostly
AOE. Different units have different Specials. Bascially if you have more meleeskill then the enemy, you will never get specialed. For every point you have over your enemy, you have a 1% higher chance per swing to special your enemy with a base of 5%. When both units have the same Meleeskill, both units have a 5% base chance to special each other. Try to not move through the enemys meleeunits with yours, because when they have the same Skill, they loose 3 or so through moving which makes it way more likely for them to get knocked around.
-Melee does almost nothing against units in
Buildings (btw, most buildings have only one exit, so always grenade it). And meleeunits in Buildings can only shoot out with their weak pistols.
-There are 3 notable Melee types,
normal melee, power melee and heavy Melee. You can look up the exact modifiers in the Codex, but basically:
Normal melee is the worst, powermelee does increased damage against Heavy Infatry (HI) and a tiny bit agaisnt vehicles, it does the same damage as normal melee agaisnt lightly armored infantry. Heavy Melee does huge damage to Vehicles and still normal against Infantry (but less against HI than Powermelee).
-I think thats all I got for melee

Vehicles:- Vehicles have Reararmor. AV Weapons always penetrate anywhere, but Reararmor hits have multiplied damage. So its even more important not to expose reararmor.
Economy:-Units like in CoH, have upkeep and Population.
-Requisition is basically Manpower and Energy fuel. But more early units and upgrades need energy.
-You get Requisition by cappin Req points, the longer you hold them the more they give per minue (max after 1-2 minutes or smth.).
-Energy you get through capturing powernodes, but mainly you need to upgrade those powernodes with Generators (up to 3 per node). You mostly have a natural Power, close to your base, hard to reach for the enemy. At some point you always should have one Node fully build out. Sometimes you build more than that. Depending on the Race, you wait with building them in your buildorder.
-
Teching You just have 3 Tiers. The first one is unlocked in the beginning, the second costs 300/125, the third one costs 300/150. Some units get unlock passives when you go to the next Tier, some can buy other upgrades. Same as CoH.
Leveling:- Your units can reach 4 Levels (except for Terminators, they don't). Everylevel give bonus HP, damage regeneration and most importantly meleeskill. A melee unit that is one level above the same unit of the enemy will destroy that unit totally, because it has then 1 meleeskill more. This means the enemy doesn't special you at all. The specific levelbuffs you can see in the Codex.
The Hero:-Every Race can choose between 3 Heroes. They are powerfull singlemodel commanders. Depending on the Hero, you have different Globals. You can revive a Hero for 250Req, or in Teamgames Heroes can revive each other. They have 3 Slots, Weapon, Armor and Accesoir. Their Wargears are powerfull. The
Base has regeneration for all units, btw you can active
autoreinforce by rightclicking the reinforce button. You can also Autobuild units by rightclicking the build button, its usefull for building something as soon as you have the resources, but you have to be carefull not to end up with 2 of the same unit that you didn't want.
-Munitions:Don't exist in DoW. Instead of throwing a nade for 30 Ammo, you purchase one time the ability to throw nades and then use the units regenerating energy to throw them. Maybe the closest thing is The Red from Orks.
Puh, thats all I got right now
