Mechanized 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
Mechanized Command
IG Mech Command.jpg
Race Imperial Guard
Version Soulstorm v1.2
Build Info
IG Mech Command icon.jpg
Hotkey M
Build Cost Resource requisition.gif 200 Resource power.gif 125 
Return Value Resource requisition.gif 100 Resource power.gif 62 
Build Time 45 s
Built By Techpriest
Requires Battle Command
Limit None
Unit Stats
Hitpoints 2500
Armour Building Medium
Resource Bonus Resource cap vehicle.gif +6
Control Radius 35
Sight Radius 30 (cannot detect)
Weapons
Ranged 4x Lasguns
4x Plasma Guns
4x Heavy Bolters
Melee None



Contents

Mechanized Command

Just as the Infantry Command organizes the foot soldiers of the Imperial Guard, the Mechanized Command organizes the motorized divisions. Vehicles are delivered directly to the Mechanized Command in the field, where they are prepped for combat by teams of Techpriests assisted by Servitors. Additional depots can be constructed to supply the facility with the necessary tools to service more advanced vehicles. Due to their limited organizational capacity, multiple structures are necessary to manage a large vehicle force. Like most Imperial Guard structures, the Mechanized Command has firing slits for bunkered squads to fire out of as well as a connection to the tunnel network.

Tactics

Like any other Guard structures (except generators, Mars Pattern Command, Tactica Control or turrets), the Mechanized Command can be garrisoned by Guard infantry squads. Players should take this into account when, and if their base comes under siege.

Unlike in Dark Crusade, a second Mechanized Command should be unnecessary until Tier 4 when the high-cost Leman Russ become available. A third Mechanized Command should only be built for an emergency fallback base. Two Mechanized Commands and a Mars Pattern Command, which can be built even without a Relic, provide a full 20 Support Cap and the Mars Pattern Command is cheaper.

That said, they can replace Infantry Commands as forward bunkers from Tier 2 onwards thanks to their greater durability. This is still a significant investment for a set of guns that aren't especially powerful and must also be manned by other units, so it should only be done on large maps when shuttling troops through the tunnel network is necessary and resources are plentiful.

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 Mechanized 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

Chimera

Chimera Hotkey: C
IG Chimera icon.jpg Cost Resource requisition.gif 100 Resource power.gif 70  Resource cap vehicle.gif 1 Build Time 20 s
Unit Size 1 Limit 6  
Requires Nothing

Sentinel

Sentinel Hotkey: S
IG Sentinel icon.jpg Cost Resource requisition.gif 150 Resource power.gif 150  Resource cap vehicle.gif 2 Build Time 20 s
Unit Size 1 Limit None  
Requires local Sentinel Depot

Hellhound

Hellhound Hotkey: H
IG Hellhound icon.jpg Cost Resource requisition.gif 150 Resource power.gif 150  Resource cap vehicle.gif 2 Build Time 20 s
Unit Size 1 Limit None  
Requires local Hellhound Depot

Basilisk

Basilisk Hotkey: B
IG basilisk icon.jpg Cost Resource requisition.gif 150 Resource power.gif 300  Resource cap vehicle.gif 3 Build Time 30 s
Unit Size 1 Limit 3  
Requires local Basilisk Depot

Marauder Bomber

Marauder Bomber Hotkey: M
IG marauder icon.jpg Cost Resource requisition.gif 125 Resource power.gif 250  Resource cap vehicle.gif 4 Build Time 38 s
Unit Size 1 Limit 2  
Requires local Marauder Depot

Leman Russ

Leman Russ Hotkey: L
IG Lemanruss icon.jpg Cost Resource requisition.gif 150 Resource power.gif 300  Resource cap vehicle.gif 5 Build Time 45 s
Unit Size 1 Limit 2  
Requires local Leman Russ Depot and Regimental Command

Add-ons

Sentinel Depot

Sentinel Depot Hotkey: S
IG Sentinel Depot icon.jpg Cost Resource requisition.gif 50 Resource power.gif 25  Build Time 15 s
Requires Battle Command

Hellhound Depot

Hellhound Depot Hotkey: H
IG Hellhound Depot icon.jpg Cost Resource requisition.gif 100 Resource power.gif 50  Build Time 15 s
Requires Battle Command

Basilisk Depot

Basilisk Depot Hotkey: B
IG Basilisk Depot icon.jpg Cost Resource requisition.gif 50 Resource power.gif 25  Build Time 15 s
Requires Battle Command

Marauder Depot

Marauder Depot Hotkey: M
IG Marauder Depot icon.jpg Cost Resource requisition.gif 50 Resource power.gif 100  Build Time 15 s
Requires Regimental Command

Leman Russ Depot

Leman Russ Depot Hotkey: L
IG Lemanruss Depot icon.jpg Cost Resource requisition.gif 100 Resource power.gif 50  Build Time 30 s
Requires Regimental Command and Full Scale War

Researches

Full Scale War

Full Scale War Hotkey: U
IG Fullscalewar icon.jpg Cost Resource requisition.gif 450 Resource power.gif 450  Research Time 100 s
Researched From Mechanized Command
Requires Regimental Command
Effects Moves the Imperial Guard into Tier 4.Tier 4 allows the Imperial Guard to:

Weapons

The Mechanized 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 Mechanized 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


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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Scout Marine Squad

Space Marine Squad

Assault Marine Squad

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Assault Terminator Squad

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Chaplain

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Wartrukk

Wartrak

Killa Kan

Fighta-Bomma

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Squiggoth

Vehicles

Chimera

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Hellhound

Basilisk

Marauder Bomber

Leman Russ

Baneblade

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Skyray Missile Gunship

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Barracuda

Hammerhead Gunship

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Destroyer

Heavy Destroyer

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Talos

Raven

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Path to Enlightenment

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Vehicle Beacon

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Ecclesiarchal Chapel

Listening Post

Plasma Generator

Thermo Plasma Generator

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Pristine Sanctuary

Manufactorum

Holy Reliquary

Shrine of the Living Saint

Inferno Turret

Purgatus Mine Field


 
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