Infantry Command
From RelicWiki
| Infantry Command | |||||||||||||||||
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| Race | Imperial Guard | ||||||||||||||||
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| Version | Dark Crusade v1.2 Soulstorm v1.0 | ||||||||||||||||
| Build Info | |||||||||||||||||
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| Unit Stats | |||||||||||||||||
| Hitpoints | 1500 | ||||||||||||||||
| Armour | Building Medium | ||||||||||||||||
| Resource Bonus | |||||||||||||||||
| Control Radius | 35 | ||||||||||||||||
| Sight Radius | 30 (cannot detect) | ||||||||||||||||
| Weapons | |||||||||||||||||
| Ranged | 4x Lasguns 4x Plasma Guns 4x Heavy Bolters | ||||||||||||||||
| Melee | None | ||||||||||||||||
Contents |
Infantry Command
The task of managing the infantry forces of the Imperial guard is delegated to the staff of the Infantry Commands. All infantry, from the basic Guardsmen Squads to advanced Kasrkin on loan from Cadia, are commanded through these facilities. They are also equipped with firing slits for bunkered squads and a connection to the tunnel network. Their low cost allows them to be built nearly anywhere infantry would need the protection of its thick walls.
Tactics
The first Infantry Command should be built as close to a forward Listening Post as possible. The more durable armor type and bunker guns make it an excellent redoubt if the Guardsmen get overwhelmed, allowing them to recover, reinforce, and counter-attack. However, by tier 2 more powerful weaponry has hit the field that make the Infantry Command's low health too much of a liability for it to be suitable as a good defensive position. It's still very useful for shuttling troops with its bunker capabilities so building forward Infantry Commands is still important, but build any new ones behind the Listening Post rather than in front of it. If a forward bunker that can weather enemy fire is really needed, the more durable Mechanized Command (without adding the expensive depots) should be used instead.
Once available, build Kasrkin and Ogryn Quarters on two Infantry Commands, resources allowing. The first one upgraded should be near the front to allow for rapid deployment of these powerful troops, while the second should be safe in the base to prevent a delay in replacing the troops if the first Infantry Command and the soldiers are lost.
Abilities
Bunker
| Bunker | ||||
| Requires | Nothing | ||
| Target Types | Friendly units capable of being transported | |||
| Range | 0 | |||
| Area of effect | 0 | Cooldown time | 0 s | |
| Effects | The Infantry Command has 3 slots to bunker units inside. These units man the mounted guns and can quickly transfer to any other building with bunker slots. Transportation between buildings takes 5 seconds, no matter the distance or squad type/size. | |||
Buildable Units
Guardsmen Squad
| Guardsmen Squad | Hotkey: G | ||||
|---|---|---|---|---|---|
| Cost | Build Time | 20 s | |||
| Squad Size | 5/9 | Limit | None | ||
| Requires | Nothing | ||||
Heavy Weapons Team
- Note: The Heavy Weapons Team costs 250/50 and takes 45 s in Dark Crusade.
| Heavy Weapons Team | Hotkey: H | ||||
|---|---|---|---|---|---|
| Cost | Build Time | 40 s | |||
| Squad Size | 1/1 | Limit | None | ||
| Requires | Battle Command | ||||
Kasrkin
| Kasrkin | Hotkey: K | ||||
|---|---|---|---|---|---|
| Cost | Build Time | 35 s | |||
| Squad Size | 5/9 | Limit | 1 | ||
| Requires | local Kasrkin Quarters | ||||
Ogryns
| Ogryns | Hotkey: O | ||||
|---|---|---|---|---|---|
| Cost | Build Time | 21 s | |||
| Squad Size | 3/6 | Limit | 1 | ||
| Requires | local Ogryn Quarters | ||||
Command Squad
| Command Squad | Hotkey: C | ||||
|---|---|---|---|---|---|
| Cost | Build Time | 25 s | ||
| Squad Size | 1/3 | Limit | 1 | ||
| Requires | Nothing | ||||
Add-ons
Kasrkin Quarters
| Kasrkin Quarters | Hotkey: K | ||||
|---|---|---|---|---|---|
| Cost | Build Time | 20 s | |||
| Requires | Regimental Command | ||||
Ogryn Quarters
| Ogryn Quarters | Hotkey: O | ||||
|---|---|---|---|---|---|
| Cost | Build Time | 20 s | |||
| Requires | Regimental Command | ||||
Weapons
The Infantry Command weapons must be manned by Imperial Guard squads bunkered inside the building. Commissars, Psykers, Priests, and the Vindicare Assassin cannot man guns although they still take up a bunker position. Ogryns count for two positions in the bunker but only man one set of guns. The first squad mans the Lasguns, the second squad mans the Plasma Guns, and the third squad mans the Heavy Bolters.
Each gun is mounted on all four sides of the building and can fire at its own target without reducing the damage dealt by any other gun. This allows the Infantry Command to target and attack at full damage four different targets when completely surrounded.
Lasguns Bunker
Plasma Guns Bunker
| Plasma Guns Bunker | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| Cost | Default Weapon | Range | 25 | Setup Time | 0 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Build Time | Default Weapon | Accuracy | 100% | Refire Rate | 0.5 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Area of Effect | 0 | Requires | Nothing | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Heavy Bolters Bunker
| Heavy Bolters Bunker | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| Cost | Default Weapon | Range | 25 | Setup Time | 0 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Build Time | Default Weapon | Accuracy | 80% | Refire Rate | 1 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Area of Effect | 0 | Requires | Nothing | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
The Dawn of War Player's Guide
| The Dawn of War Player's Guide
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