Infantry 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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Dawn of War Building
Infantry Command
IG Infantry.jpg
Race Imperial Guard
Version Dark Crusade v1.2
Soulstorm v1.2
Build Info
IG Infantry icon.jpg
Hotkey I
Build Cost Resource requisition.gif 125 Resource power.gif
Return Value Resource requisition.gif 12 Resource power.gif
Build Time 36 s
Built By Techpriest Enginseer
Requires Nothing
Limit None
Unit Stats
Hitpoints 1500
Armour Building Medium
Resource Bonus Resource cap infantry.gif +6
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 and appear to have their living quarters in 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.

Upon being upgraded with Kasrkin and Ogryn quarters, the only physical change in the above-ground portion is the placement of little flags that insignify their presence. It seems that the actual new living quarters are, as with those for all the other soldiers, underground.

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
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 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
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

Heavy Weapons Team

  • Note: The Heavy Weapons Team costs 250/50 and takes 45 s in Dark Crusade.
Heavy Weapons Team Hotkey: H
IG HWT icon.jpg Cost Resource requisition.gif 225 Resource power.gif 50  Resource cap infantry.gif 2 Build Time 40 s
Squad Size 1/1 Limit None  
Requires Battle Command

Kasrkin

Kasrkin Hotkey: K
IG Kasrkin icon.jpg Cost Resource requisition.gif 200 Resource power.gif 100  Resource cap infantry.gif 3 Build Time 35 s
Squad Size 5/9 Limit 1  
Requires local Kasrkin Quarters

Ogryns

Ogryns Hotkey: O
IG Ogryns icon.jpg Cost Resource requisition.gif 180 Resource power.gif 60  Resource cap infantry.gif 3 Build Time 21 s
Squad Size 3/6 Limit 1  
Requires local Ogryn Quarters

Command Squad

Command Squad Hotkey: C
IG command SS.jpg Cost Resource requisition.gif 120 Resource power.gif 25  Resource cap infantry.gif 2 Build Time 25 s
Squad Size 1/3 Limit 1  
Requires Nothing

Add-ons

Kasrkin Quarters

Kasrkin Quarters Hotkey: K
IG Kasrkin Quarters icon.jpg Cost Resource requisition.gif 50 Resource power.gif 15  Build Time 20 s
Requires Regimental Command

Ogryn Quarters

Ogryn Quarters Hotkey: O
IG Ogryn Quarters icon.jpg Cost Resource requisition.gif 50 Resource power.gif 15  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

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 Bolters 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


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