Field Command

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Dawn of War logo.jpg This article is part of the Dawn of War Player's Guide.
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Dark crusade appicon.png This article has been updated for Soulstorm.
The Dark Crusade version is now archived.


Dawn of War Building
Field Command
IGhq.jpg
Race Imperial Guard
Version Soulstorm v1.2
Build Info
IGhq icon.jpg
Hotkey H
Build Cost Resource requisition.gif 450 Resource power.gif
Additional Cost Resource requisition.gif +250 Resource power.gif +150 
per existing HQ
Return Value Resource requisition.gif 45 Resource power.gif
Additional Return Resource requisition.gif +25 Resource power.gif +15 
per existing HQ
Build Time 150 s
Built By Techpriest Enginseer
Requires Nothing
Limit 5
Unit Stats
Hitpoints 6000
Armour Building High
Resource Bonus Resource requisition.gif +20
Control Radius 50
Sight Radius 30 (cannot detect)
Weapons
Ranged 4x Lasguns
4x Plasma Guns
4x Heavy Bolters
Melee None



Contents

Field Command

Unlike the cowardly Eldar, who will freely run from a fight to regroup, the Imperial Guard can never retreat. Once committed to a fight, they either win or fight to the last man, and the Commissars ensure they will perform this duty whether they want to or not. Following this ethos, the Field Command is built out of immobile rockcrete with firing slits on all sides for last-ditch defense. It is also connected to a massive tunnel network running between most Imperial Guard structures, allowing troops to quickly redeploy without exposing themselves to enemy fire. Once deployed, it will either direct the Imperial Guard forces to victory or let them take as many of the enemy with them as possible.

As with the Space Marine Stronghold the Field Command undergoes some major physical and functional upgrades as the battle goes on. First a green radar unit is placed on the square depression. Then, the end of the building with a skull painted on it becomes a tower that is taller than the rest of the above-ground building (It seems likely that most of the Imperial Guard buildings have many features located under the ground.)

Tactics

The Field Command is a good method of transporting troops to a forward Infantry Command or Listening Post. It costs no support cap, takes only 5 seconds, and can effectively allow them to win the fight. It is also common to load three Guardsmen Squads or Techpriest Enginseers into the Field Command and use it as a bunker.

Abilities

Bunker

Bunker
Unload here.jpg Requires Nothing
Target Types Friendly units capable of being transported
Range 0
Area of effect 0 Cooldown time 0 s
Effects The Field 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.

Long Range Scanner

Long Range Scanner Hotkey: S
Detection field icon.jpg Requires Tactica Control
Target Types Ground
Range Infinite
Area of effect 15 Cooldown time 60 s
Effects Targets a ground location anywhere on the map, revealing all units and buildings in the detection radius, including infiltrated units. Lasts for 30 seconds.

Buildable Units

Techpriest Enginseer

Techpriest Enginseer Hotkey: E
IG Techpriest icon.jpg Cost Resource requisition.gif 75 Resource power.gifResource cap infantry.gif 0 Build Time 20 s
Unit Size 1 Limit 3  
Requires Nothing

Guardsmen Squad

Guardsmen Squad Hotkey: G
Guardsmen squad icon.jpg Cost Resource requisition.gif 160 Resource power.gifResource cap infantry.gif 2 Build Time 20 s
Squad Size 5/9 Limit None  
Requires Nothing

Commissar

Commissar Hotkey: C
IG Commissar icon.jpg Cost Resource requisition.gif 80 Resource power.gif 40  Resource cap infantry.gif 0 Build Time 20 s
Unit Size 1 Limit 3  
Requires Infantry Command

Psyker

Psyker Hotkey: Y
IG Psyker icon.jpg Cost Resource requisition.gif 100 Resource power.gif 50  Resource cap infantry.gif 0 Build Time 25 s
Unit Size 1 Limit 3  
Requires local Telepathica Temple

Priest

Priest Hotkey: P
Priest icon.jpg Cost Resource requisition.gif 80 Resource power.gif 50  Resource cap infantry.gif 0 Build Time 25 s
Unit Size 1 Limit 3  
Requires local Ministorum Temple

Vindicare Assassin

Vindicare Assasin Hotkey: A
Assassin icon.jpg Cost Resource requisition.gif 200 Resource power.gif 100  Resource cap infantry.gif 0 Build Time 25 s
Unit Size 1 Limit 1  
Requires local Vindicare Temple

Add-ons

Telepathica Temple

Telepathica Temple Hotkey: T
Telepathica temple icon.jpg Cost Resource requisition.gif 50 Resource power.gif 25  Build Time 20 s
Requires Tactica Control

Ministorum Temple

Ministorum Temple Hotkey: M
Ministorum temple icon.jpg Cost Resource requisition.gif 50 Resource power.gifBuild Time 10 s
Requires Battle Command

Vindicare Temple

Vindicare Temple Hotkey: V
Vindicare temple icon.jpg Cost Resource requisition.gif 50 Resource power.gif 25  Build Time 15 s
Requires Regimental Command

Battle Command

Battle Command Hotkey: H
IGhq upgrade 1.jpg Cost Resource requisition.gif 300 Resource power.gif 175  Build Time 90 s
Requires Infantry Command or Tactica Control
Effects Upgrades the Field Command to the Battle Command, moving the Imperial Guard into Tier 2. Tier 2 allows the Imperial Guard to:

Regimental Command

Regimental Command Hotkey: H
IGhq upgrade 2.jpg Cost Resource requisition.gif 340 Resource power.gif 340  Build Time 100 s
Requires Battle Command, Mechanized Command, and Infantry Command or Tactica Control
Effects Upgrades the Field Command to the Battle Command, moving the Imperial Guard into Tier 3. Tier 3 allows the Imperial Guard to:

Weapons

The Field 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 Field Command to target and attack at full damage four different targets when completely surrounded.

Lasguns Bunker

Lasguns Bunker
RangedStance icon bw.jpg Damage Per Second Values
Infantry Vehicles Buildings Daemons Morale Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High DPS Base Min Max Min.D
Initial DPS: 30.6 28.1 25.5 23.0 20.4 7.9 12.8 7.9 7.9 12.8 7.9 7.9 7.9 23.0 7.2 3.8 10.05 52 84 10.5

Cost Default Weapon Range 25 Setup Time 0 s
Build Time Default Weapon Accuracy 75% Refire Rate 1 s
Area of Effect 0 Requires Nothing

Plasma Guns Bunker

Plasma Guns Bunker
RangedStance icon bw.jpg Damage Per Second Values
Infantry Vehicles Buildings Daemons Morale Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High DPS Base Min Max Min.D
Initial DPS: 18.9 17.3 15.8 14.2 12.6 11.0 11.0 11.0 11.0 12.6 11.0 11.0 11.0 14.2 11.0 10.05 10.05 12.5 19 5.5

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 Bolter Bunker
RangedStance icon bw.jpg Damage Per Second Values
Infantry Vehicles Buildings Daemons Morale Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High DPS Base Min Max Min.D
Initial DPS: 36.2 33.1 29.9 26.9 24.9 15.6 15.0 9.5 8.4 15.0 8.4 8.4 8.4 27.1 8.4 4.0 10.05 65 84 10.5

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 - Thought of the day: Knowledge is power, guard it well.
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