Force Commander
From RelicWiki
Force Commander | |||||||||||||||||
Race | Space Marines | ||||||||||||||||
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Version | Soulstorm v1.2 | ||||||||||||||||
Build Info | |||||||||||||||||
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Unit Stats | |||||||||||||||||
Hitpoints | 1875/2 | ||||||||||||||||
Armour | Commander | ||||||||||||||||
Morale | 700/12/50 | ||||||||||||||||
Morale Bonus | +200/+2 | ||||||||||||||||
Death Penalty | -150 | ||||||||||||||||
Unit Mass | 25 | ||||||||||||||||
Move Speed | 16 | ||||||||||||||||
Sight Radius | 30 (cannot detect) | ||||||||||||||||
Attachable | Yes | ||||||||||||||||
Weapons | |||||||||||||||||
Ranged | Bolt Pistol | ||||||||||||||||
Melee | Power Sword |
Contents |
Force Commander
"I command in the name of the Emperor."
The Force Commander, imbued with the righteous fury of the Emperor, leads his brother Space Marines into the maelstrom of battle, wielding the mighty Daemonhammer. Skilled in close combat, and capable of taking a lot of damage, his superior hit points allow him to serve as a shield for more expensive units, as his combat skill is less than some other Commanders, such as the Chaos Lord.
In Dawn of War, Gabriel Angelos led the Blood Ravens 3rd Company on Tartarus. Davian Thule led the 1st, 2nd and 4th Companies in their purge of Kronus in Dark Crusade. Indrick Boreale led five companies in the Kaurava Conflict in Soulstorm.
Tactics
The Force Commander is the primary hero for the Space Marines. With research, the Force Commander can outshoot and outmelee other commanders or even vehicles while boasting tremendous battlefield influence.
With an impressive 1875 HP from the beginning, the Force Commander is among the most durable commanders in the game. This impressive durability compensates for the need of the Force Commander to close in to deal effective damage and allows him to draw fire which would otherwise target Tactical Space Marines. In fact, due to this reserve of hit points, the Force Commander will win a direct shootout with the Tau Commander if both shoot to the death.
Impressive in melee, the Force Commander's distinctive trademark is the property of being able to stun his enemies. This effect is short-lived but extremely noticeable when it does trigger. The Chaplain also shares this stunning property and utilizing both commanders together is very effective in triggering the stun properties. This stunning can apply to vehicles as well.
Vitally necessary for ensuring the most use out of your Force Commander are the Wargear: Power Weapons and Wargear: Plasma Pistols researches at the Armoury and Commander Veteran Upgrades at the Sacred Artifact. The Plasma Pistol is an incredible asset in ranged fire, while the Power Weapons upgrade grants the Force Commander the powerful Daemonhammer. The upgrades at the Sacred Artifact upgrade the Daemonhammer rather than the Power Sword, so having the correct weapon is essential. The Daemonhammer is also dramatically more effective versus vehicles and daemons and retains the stunning properties of the Power Sword, so there is no loss in upgrading.
In the mid-game, the Force Commander is better left on ranged stance due to the large number of powerful anti-commander melee units on the field such as Khorne Berzerkers, Ork Nobz, and Necron Flayed Ones. Allowing the Force Commander to be caught by those squads will result in the loss of your 220 50 investment quickly. Attaching the Force Commander to a Tactical Space Marine squad is preferable during most of this time period.
Using the Chaplain and Librarian together with the Force Commander is a powerful combination. On ranged stance with Plasma Pistols, the trio is a formidable offense, while approaching them in close combat is tricky due to their immense close-combat power and the Chaplain's healing auras. Using the three heroes in conjunction with a Skull Probe's Sabotage ability, a walker unit can be easily dispatched of. Stun from the Skull Probe or distraction by another squad is necessary for vehicle takedown, though, as otherwise your own commanders will either break or be killed swiftly.
Late-game, a Force Commander is generally best attached to the durable Assault Terminators, though Grey Knights are a better complement for taking down daemons. When Assault Terminators teleport, the Force Commander will go with them, allowing for covert delivery into position for a prime Orbital Bombardment. As well, the stunning properties on the Daemonhammer complement the stunning properties on Assault Terminator Thunder Hammers, further enhancing the ability for that squad to lock down a troublesome unit.
The Force Commander also excels in a support role in the late-game due to the Inspiring Aura and Battlecry abilities. Placing the Force Commander in the midst of a large cluster of Heavy Weapon-equipped Tactical Space Marines and then using the Battlecry will dramatically tip the battle in your favor. The Force Commander is very effective against units with the daemon high armour type, such as the Bloodthirster and Avatar of Khaine. It is worth noting that if the Force Commander kills the Bloodthirster, he will perform one of the most impressive sync kills in the game.
Most notable and most familiar to players is the Force Commander's iconic Orbital Bombardment ability. Available upon completion of the Orbital Relay, the Force Commander has at his disposal a salvo of 15 plasma lances with which to disrupt infantry formations and assault buildings in a large radius. Infantry hit by a plasma lance will take approximately 100 damage and be flung a significant distance, while vehicles will take at least 400 damage per blast. Buildings hit by the lances will take 100 damage on average, though light buildings will receive four times that amount. This means that a bombardment focused solely on any building besides a Generator, Waaagh! Banner, or Listening Post will do approximately 1500 damage total. Keep that figure in mind when gauging which building to target with the bombardment. Be aware that the ability damages friendly units as well, so make sure to keep your troops a safe distance from the targeted area.
Abilities
Inspiring Aura
Inspiring Aura | ||||
Requires | Inspiring Aura Research | |||
Target Types | All infantry, all heavy infantry, and commanders | |||
Range | None | |||
Area of effect | 15 | Cooldown time | Passive ability | |
Effects | The damage of all infantry within the area of effect is increased by 10%. | |||
Battlecry
Battlecry | Hotkey: B | |||
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Requires | Battlecry Research | |||
Target Types | All infantry, all heavy infantry, and commanders | |||
Range | None | |||
Area of effect | 15 | Cooldown time | 120 s | |
Effects | For 10 seconds the damage of all infantry within the area of effect is increased by 40%. | |||
Orbital Bombardment
Orbital Bombardment | Hotkey: O | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Requires | Orbital Relay | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Target Types | Everything | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Range | 40 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Area of effect | 10 per shot | Cooldown time | 240 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Effects | The Force Commander calls down a barrage from the orbiting Battle Barge. Over 30 seconds, 16 randomly distributed shots rain down in a radius of 12 around the targeted location. Each blast does powerful knockback (50-60 force). Orbital Bombardment has a 3.5 s setup time. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Weapons
Bolt Pistol
Bolt Pistol | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Cost | Default Weapon | Range | 25 | Setup Time | None | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Build Time | Default Weapon | Accuracy | 85% | Refire Rate | 0.8 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Area of Effect | None | Requires | Nothing |
Power Sword
Power Sword | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Cost | Default Weapon | Range | Melee | Setup Time | None | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Build Time | Default Weapon | Accuracy | 80% | Refire Rate | 1.5 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Area of Effect | None | Requires | Nothing | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Notes | When struck, there is a 50% chance to disable the target's movement for 2 s. |
Weapon Upgrades
Plasma Pistol
Plasma Pistol | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Cost | See Wargear: Plasma Pistols | Range | 25 | Setup Time | None | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Build Time | See Wargear: Plasma Pistols | Accuracy | 80% | Refire Rate | 1 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Area of Effect | None | Requires | Wargear: Plasma Pistols | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Notes | The Plasma Pistol permanently replaces the Bolt Pistol when researched. |
Daemonhammer
Daemonhammer | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Cost | See Wargear: Power Weapons | Range | Melee | Setup Time | 0 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Build Time | See Wargear: Power Weapons | Accuracy | 100% | Refire Rate | 1.5 s | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Area of Effect | None | Requires | Wargear: Power Weapons | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Notes | The Daemonhammer permanently replaces the Power Sword when researched. When struck, the following effects may be triggered on the target
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Researchable Upgrades
Commander Veteran Upgrade
Commander Veteran Upgrade | Hotkey: P | |||
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Cost | 100 25 | Research Time | 40 s | |
Researched From | Sacred Artifact | |||
Requires | Monastery | |||
Effects | </b>
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Commander Hero Upgrade
Commander Hero Upgrade | Hotkey: P | |||
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Cost | 125 50 | Research Time | 40 s | |
Researched From | Sacred Artifact | |||
Requires | Fortress Monastery, Commander Veteran Upgrade | |||
Effects | </b>
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Inspiring Aura Research
Inspiring Aura Research | Hotkey: F | |||
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Cost | 80 35 | Research Time | 60 s | |
Researched From | Sacred Artifact | |||
Requires | None | |||
Effects | Gives the Force Commander the Inspiring Aura ability. |
Battlecry Research
Battlecry Research | Hotkey: F | |||
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Cost | 100 50 | Research Time | 60 s | |
Researched From | Sacred Artifact | |||
Requires | Fortress Monastery, Inspiring Aura Research | |||
Effects | Gives the Force Commander the Battlecry abliity. |
Wargear: Plasma Pistols
Wargear: Plasma Pistols | Hotkey: L | |||
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Cost | 50 20 | Research Time | 30 s | |
Researched From | Armoury | |||
Requires | Nothing | |||
Effects | Replaces the Bolt Pistol of the Force Commander, Librarian, Chaplain, Sergeant and Assault Sergeant with a Plasma Pistol |
Wargear: Power Weapons
Wargear: Power Weapons | Hotkey: P | |||
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Cost | 50 20 | Research Time | 30 s | |
Researched From | Armoury | |||
Requires | Nothing | |||
Effects |
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Wargear: Power Fist
Wargear: Power Fist | Hotkey: P | |||
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Cost | 50 20 | Research Time | 30 s | |
Researched From | Armoury | |||
Requires | Wargear: Power Weapons, Monastery | |||
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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