Ranger Squad

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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 Squad
Ranger Squad
Eldarrangers.jpg
Race Eldar
Version Soulstorm v1.2
Build Info
Rangers icon.jpg
Hotkey R
Build Cost Resource requisition.gif 200 Resource power.gif 25  Resource cap infantry.gif 2
Build Time 40 s
Built From Aspect Portal
Squad Size 5/8
Requires Nothing
Limit 1
Unit Stats
Hitpoints 280/1
Armour Infantry High
Morale 300/10/150
Death Penalty -20
Unit Mass 10
Move Speed 16
Sight Radius 40 (cannot detect)
Reinforcement
Reinforce Cost Resource requisition.gif 40 Resource power.gif
Reinforce Time 10 s
Weapons
Ranged Long Rifle
Melee Knife



Contents

Ranger Squad

"You cannot believe what we've seen with our eyes."

Rangers are Eldar who've chosen the path of the outcast, finding the discipline of the Craftworlds too restricting for them. While many die on their journeys, others eventually end up as Rangers, assisting their Craftworld brothers in the time of need.

Tactics

Rangers are available very early in the Eldar tech tree, as soon as the Aspect Portal is up. There is much room for debate over the early game choices available to Eldar, but in certain situations the Rangers are a very powerful and cost effective choice. Many would argue that they aren't effective until after Infiltration research, and though they are more difficult to use effectively without it, they can still be very useful, especially after Fleet of Foot research.</br > Nonetheless, if you plan on using them you should save for Infiltration research, as it is an important adjunct to their otherwise poor survivability. Keeping them alive relies on maintaining maximum distance from the enemy - but should you do this they will more than make up their cost. A single volley from a reinforced Ranger squad will cause serious morale damage if not break most infantry squads, and they make excellent scouts / harassers as well, and can be snuck into an enemy base to kill off builders.</br >

However, they most truly shine when used in combination with other forces. A single Ranger squad can keep two or three enemy squads broken if they are kept at range, and a broken squad poses very little threat to your units. In this way a Ranger squad, used correctly, can turn an otherwise difficult battle into a swift victory. However, they should not be expected to finish off a squad or hold up under enemy fire. They must be given a good degree of attention to keep them away from enemy detectors, use Fleet of Foot to get away from assaulting troops, and kept behind the front lines. With a little luck and skill, a Ranger squad will survive the whole length of the battle, being well worth its cost.

Another important thing to remember is that Rangers have good damage against light infantry capping units, such as Scout Marine Squads and Guardian Squads, so they are good at harassing small capping squads early on. You can usually take out Scout Marine Squads and Cultist Squads that are running around or capping if you are careful.

Abilities

Fleet of Foot

Fleet of Foot Hotkey: F
Fleet of foot icon off.jpg Requires Fleet of Foot Research
Target Types Self
Range 0
Area of effect Entire squad Cooldown time Toggled ability
Effects When activated, the squad moves 50% faster but loses 50% accuracy with all weaponry.

Infiltration

Infiltration
Infiltrate Icon.jpg Requires Ranger Infiltration
Target Types Self
Range 0
Area of effect None Cooldown time Passive ability
Effects This unit is permanently infiltrated. It cannot be seen by most units but can still fire on enemy units and capture points.

Weapons

Long Rifle

Long Rifle
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: 2.6 7.5 5.4 4.8 3.2 2.6 2.6 2.6 2.6 2.6 2.9 2.6 2.6 4.7 2.6 7.5 75 59 76 15
With Improved Optics: 2.8 13.1 9.4 8.5 5.5 2.6 2.6 2.6 2.6 2.6 4.7 2.6 2.6 8.2 2.6 15 150 90.9 120.9 15
With Superior Optics: 3.6 16.8 12.1 10.9 7.1 2.6 2.6 2.6 2.6 2.6 6.0 3.0 2.6 10.5 2.6 22 220 120.9 150.9 15

Cost Default Weapon Range 35 Setup Time 2 s
Build Time Default Weapon Accuracy 100% Refire Rate 5 s
Area of Effect 0 Requires Nothing
Notes With Superior Optics range is increased to 45

Knife

Knife
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: 3.9 4.8 2.2 2.6 1.9 1.9 1.9 1.9 1.9 1.9 1.9 1.9 1.9 2.5 1.9 1.1 2 3.75 6.25 1.75

Cost Default Weapon Range Melee Setup Time 0 s
Build Time Default Weapon Accuracy 65% (95% w/ Guide which increases the DPS by 46.1%) Refire Rate 0.6 s
Area of Effect 0 Requires Nothing

Researchable Upgrades

Ranger Infiltration

Note: in Dark Crusade, this research cost Resource requisition.gif 50 Resource power.gif 50 

Ranger Infiltration Hotkey: M
Ranger infiltrate icon.jpg Cost Resource requisition.gif 75 Resource power.gif 75  Research Time 25 s
Researched From Aspect Portal
Requires Nothing
Effects Equips Rangers with cameleoline cloaks to conceal them from the enemy. Enables their Infiltration ability.

Fleet of Foot Research

Fleet of Foot Research Hotkey: F
Fleetoffoot research icon.jpg Cost Resource requisition.gif 50 Resource power.gif 50  Research Time 60 s
Researched From Webway Assembly
Requires Nothing
Effects Activates the Fleet of Foot ability for Guardian Squads, Ranger Squads, Howling Banshee Squads, Dark Reaper Squads, Fire Dragon Squads, Farseer, and the Seer Council.

Wargear: Improved Optics

Wargear: Improved Optics Hotkey: G
Infantryaccuracy1 icon.jpg Cost Resource requisition.gif 100 Resource power.gif 50  Research Time 60 s
Researched From Soul Shrine
Requires Nothing
Effects

Wargear: Superior Optics

Wargear: Superior Optics Hotkey: G
Infantryaccuracy2 icon.jpg Cost Resource requisition.gif 150 Resource power.gif 100  Research Time 60 s
Researched From Soul Shrine
Requires Wargear: Improved Optics, Moblize to War
Effects

Wargear: Reinforced Armour

Wargear: Reinforced Armour Hotkey: A
Infantryhealth1 icon.jpg Cost Resource requisition.gif 100 Resource power.gif 50  Research Time 60 s
Researched From Soul Shrine
Requires Nothing
Effects

Wargear: Enhanced Reinforced Armour

Wargear: Enhanced Reinforced Armour Hotkey: A
Infantryhealth2 icon.jpg Cost Resource requisition.gif 150 Resource power.gif 100  Research Time 60 s
Researched From Soul Shrine
Requires Wargear: Reinforced Armour, Moblize to War
Effects
  • Increases the maximum HP of Guardians by a further 25% to 329.
  • Increases the maximum HP of Rangers by a further 15% to 370.
  • Increases the maximum HP of Howling Banshees by a further 200 and the Howling Banshee Exarch by a further 205 to 675 and 875 respectively (870 and 1230 respectively with Call of War).
  • The mass of Howling Banshees is increased by a further 10 (20 total), making them even less vulnerable to knockback attacks.
  • Upgrades the armor type of the Howling Banshees from 'Infantry High' to 'Infantry Heavy Medium,' providing further protection from attacks.
  • Increases the maximum HP of Dark Reapers by a further 15% and the Dark Reaper Exarch by a further 25% to 597 and 1008 respectively.
  • Increases the maximum HP of Fire Dragons and the Fire Dragon Exarch by a further 25% to 782 and 1055 respectively.
  • Increases the maximum HP of Warp Spiders and the Warp Spider Exarch by a further 25% to 884 and 1244 respectively.
  • Increases the maximum Morale of Warp Spiders by a further 100 to 800.

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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