Command Squad (Dark Crusade)

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Dawn of War logo.jpg This article is part of the Dawn of War Player's Guide.
From RelicWiki
Dawn of War Commander Unit
Command Squad
IG Command.jpg
Race Imperial Guard
Version Dark Crusade v1.2
Build Info
IG Command icon.jpg
Hotkey C
Build Cost Resource requisition.gif 120 Resource power.gif 25  Resource cap infantry.gif 2
Build Time 25 s
Built From Infantry Command
Squad Size 1/1
Requires Nothing
Limit 1
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 Resource requisition.gif 100 Resource power.gif 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.

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, but this is overridden by the Priest. He is quicker to build than the Priest however, 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 also overrides the Commissar's morale bonus) 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
IG Commissar icon.jpg Cost Resource requisition.gif 80 Resource power.gif 40  Build Time 25 s
Requirements Nothing
Effects +200 to maximum morale

Psyker - Command Squad

Psyker Hotkey: Y
IG Psyker icon.jpg Cost Resource requisition.gif 80 Resource power.gif 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
Priest icon.jpg Cost Resource requisition.gif 90 Resource power.gif 40  Build Time 35 s
Requirements Nothing
Effects Grants the abilities Righteous Fury and Fanaticism

Abilities

Strafing Run

Due to a limit in the game engine regarding armor piercing, damage against all infantry and heavy infantry is only one third of what it should be for both the parent and children (current in-game values shown).

Strafing Run Hotkey: T
IG Strafingrun icon.jpg 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). The initial shot is different from the 31 others and does 6.25-12.5 damage to vehicle low, 25-50 damage to everything else, 25 morale damage, and has an area of effect of 7.
Damage Values
Infantry Vehicles Buildings Daemons Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High Morale Min Max Min.D
30-60 30-60 30-60 30-60 30-60 30-60 7.5-15.0 30-60 30-60 - 30-60 30-60 30-60 30-60 30-60 40 30 60 0

Weapons

Bolter

Bolter
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: 26.9 24.9 22.4 20.0 17.8 15.9 14.0 8.4 0.3 NA 22.3 11.4 0.3 20.4 12.3 0.01 0.05 68.0 110.0 0.5
With Priest: 40.4 37.3 33.6 30.0 26.7 23.9 21.0 12.7 0.3 NA 33.4 17.1 0.3 30.5 18.4 0.01 0.05 102.0 165.0 0.5

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
MeleeStance 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: 48.9 44.7 41.0 36.5 32.5 30.9 27.3 11.6 23.5 NA 28.4 24.7 12.2 36.5 23.8 0.0 0.0 68.0 94.0 1.0
With Priest: 73.4 67.0 61.6 54.7 48.8 46.4 40.9 17.4 35.2 NA 42.5 37.1 18.2 54.7 35.8 0.0 0.0 102.0 141.0 1.0

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
IG UV.jpg Cost Resource requisition.gif 100 Resource power.gif 100  Research Time 60 s
Researched From Tactica Control
Requires Nothing
Effects

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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