Command Squad
From RelicWiki
Command Squad | |||||||||||||||||
Race | Imperial Guard | ||||||||||||||||
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Version | Soulstorm v1.2 | ||||||||||||||||
Build Info | |||||||||||||||||
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Unit Stats | |||||||||||||||||
Hitpoints | 435/2 | ||||||||||||||||
Armour | Commander | ||||||||||||||||
Morale | 450/11/50 | ||||||||||||||||
Death Penalty | -150 | ||||||||||||||||
Unit Mass | 16 | ||||||||||||||||
Move Speed | 16 | ||||||||||||||||
Sight Radius | 25 (detection 30 by Psyker) | ||||||||||||||||
Reinforcement | |||||||||||||||||
Reinforce Cost | 100 25 | ||||||||||||||||
Reinforce Time | 20 s | ||||||||||||||||
Weapons | |||||||||||||||||
Ranged | Bolter | ||||||||||||||||
Melee | Power Gauntlet |
Contents |
Command Squad
"All right, men! Time to wage war!"
In Dawn of War, the Imperial General leads his troops in person. However, he does not do so alone: Commissars, Priests, and Psykers are ready to advise and protect him. His presence on the battlefield serves as a rallying point for Guardsmen.
Carus Brom was the highest ranking surviving officer at the time of the Blood Ravens' arrival to Tartarus in Dawn of War. General Sturnn led the Imperial Guard troops on Lorn V in Winter Assault, and Lukas Alexander was given the task of retaking Kronus in Dark Crusade. General Vance Stubbs took over command of the 252nd Kauravan Regiment just prior to the arrival of the Warp Storm in Soulstorm.
Tactics
The Command Squad is capable of handling most enemy heroes early on, but loses effectiveness in direct combat by Tier 3. At this point the only way to keep the squad in melee combat is through chaining together the Priest's Fanatacism, a very time limited tactic. It's usually better to switch over to Psykers instead for their special abilities.
The Commissar's main purposes in the squad is as a damage sponge and to harrass in Tier 1. Next to the General, he has more health than any other squad member, has the highest building damage, and is the only one to provide a worthwhile amount of ranged damage. A Command Squad with a Commissar is thus best used to shoot enemy builders and attack Listening Posts and Generators. He provides a healthy morale bonus to the Command Squad. He is quicker to build than the Priest, so in a time-critical situation the Commissar may be a better choice despite his weaker strength in melee combat.
The Psyker has meager combat abilities but adding several to the Command Squad makes for an excellent way to quickly and conveniently use the Psyker's impressive array of abilities. Although the Command Squad variant has less health than his Field Command counterpart, this is negated by the Priest's bonus, and the simpler micro is more than worth the tradeoff. In melee the Psyker's special attack does incredible disruption although the Psyker himself is too fragile to be effective as a general melee combat fighter.
The Priest provides an incredible set of bonuses for the squad , and adds an impressive amount of melee damage as well. Under most circumstances adding a Priest to the command squad should be your first move. Keeping one or more in the squad during the late game for Fanaticism will provide the squad with enough time to use the General's or Psyker's special abilities in an otherwise deadly environment, and allows you to still use the Command Squad's strong disruption attacks against key targets.
Squad Leaders
Maximum Squad Leaders Allowed: 2 (4 with Uncommon Valor)
Commissar - Command Squad
Commissar | Hotkey: C | |||
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Cost | 80 40 | Build Time | 25 s | |
Requirements | Nothing | |||
Effects | +200 to maximum morale |
Psyker - Command Squad
Psyker | Hotkey: Y | |||
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Cost | 80 40 | Build Time | 25 s | |
Requirements | Nothing | |||
Effects | Grants the abilities Strip Soul, Lightning Arc, and Curse of the Machine Spirit Detection radius of 30 |
Priest - Command Squad
Priest | Hotkey: P | |||
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Cost | 90 40 | Build Time | 35 s | |
Requirements | Nothing | |||
Effects | Grants the abilities Righteous Fury and Fanaticism |
Abilities
Strafing Run
Strafing Run | Hotkey: T | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Requires | Regimental Command | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Target Types | Any | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Range | 40 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Area of effect | 4 per bomb | Cooldown time | 180 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Effects | The Imperial General calls down a strafing run by an overhead Vulture squadron. 32 small bombs are randomly dropped in a radius of 12 around the targeted location, damaging anything caught in the blast and throwing infantry around (20-30 force). | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Imperial Knockback
Weapons
Bolter
Bolter | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Cost | Default Weapon | Range | 25 | Setup Time | 0 s | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Build Time | Default Weapon | Accuracy | 50% | Refire Rate | 1 s | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Area of Effect | 0 | Requires | Nothing |
Power Gauntlet
Power Gauntlet | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Cost | Default Weapon | Range | Melee | Setup Time | 0 s | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Build Time | Default Weapon | Accuracy | 100% | Refire Rate | 1 s | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Area of Effect | 0 | Requires | Nothing |
Researchable Upgrades
Uncommon Valor
Uncommon Valor | Hotkey: C | |||
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Cost | 100 100 | Research Time | 60 s | |
Researched From | Tactica Control | |||
Requires | Nothing | |||
Effects |
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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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