Field Command (Dark Crusade)
From RelicWiki
Field Command | |||||||||||||||||||||
Race | Imperial Guard | ||||||||||||||||||||
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Version | Dark Crusade v1.2 | ||||||||||||||||||||
Build Info | |||||||||||||||||||||
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Unit Stats | |||||||||||||||||||||
Hitpoints | 6000 | ||||||||||||||||||||
Armour | Building High | ||||||||||||||||||||
Resource Bonus | +20 | ||||||||||||||||||||
Control Radius | 50 | ||||||||||||||||||||
Sight Radius | 30 (cannot detect) | ||||||||||||||||||||
Weapons | |||||||||||||||||||||
Ranged | 4x Lasguns 4x Plasma Guns 4x Heavy Bolters | ||||||||||||||||||||
Melee | None |
Contents |
Field Command
Unlike the cowardly Eldar, who will freely run from a fight to regroup, the Imperial Guard can never retreat. Once committed to a fight, they either win or fight to the last man, and the Commissars ensure they will perform this duty whether they want to or not. Following this ethos, the Field Command is built out of immobile rockcrete with firing slits on all sides for last-ditch defense. It is also connected to a massive tunnel network running between most Imperial Guard structures, allowing troops to quickly redeploy without exposing themselves to enemy fire. Once deployed, it will either direct the Imperial Guard forces to victory or let them take as many of the enemy with them as possible.
Tactics
The Field Command is a good method of transporting troops to a forward Infantry Command or Listening Post. It costs no support cap, takes only 5 seconds, and can effectively allow them to win the fight. It is also common to load three Guardsmen Squads or Techpriest Enginseers into the Field Command and use it as a bunker.
Abilities
Bunker
Bunker | ||||
Requires | Nothing | |||
Target Types | Friendly units capable of being transported | |||
Range | 0 | |||
Area of effect | 0 | Cooldown time | 0 s | |
Effects | The Field 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. | |||
Long Range Scanner
Long Range Scanner | Hotkey: S | |||
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Requires | Tactica Control | |||
Target Types | Ground | |||
Range | Infinite | |||
Area of effect | 15 | Cooldown time | 60 s | |
Effects | Targets a ground location anywhere on the map, revealing all units and buildings in the detection radius, including infiltrated units. Lasts for 30 seconds. | |||
Buildable Units
Techpriest Enginseer
Techpriest Enginseer | Hotkey: E | ||||
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Cost | 75 0 0 | Build Time | 20 s | ||
Unit Size | 1 | Limit | 3 | ||
Requires | Nothing |
Guardsmen Squad
Guardsmen Squad | Hotkey: G | ||||
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Cost | 160 0 2 | Build Time | 20 s | ||
Squad Size | 5/9 | Limit | None | ||
Requires | Nothing |
Commissar
Commissar | Hotkey: C | ||||
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Cost | 80 40 0 | Build Time | 20 s | ||
Unit Size | 1 | Limit | 3 | ||
Requires | Infantry Command |
Psyker
Psyker | Hotkey: Y | ||||
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Cost | 100 50 0 | Build Time | 25 s | ||
Unit Size | 1 | Limit | 3 | ||
Requires | local Telepathica Temple |
Priest
Priest | Hotkey: P | ||||
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Cost | 80 50 0 | Build Time | 25 s | ||
Unit Size | 1 | Limit | 3 | ||
Requires | local Ministorum Temple |
Vindicare Assassin
Vindicare Assasin | Hotkey: A | ||||
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Cost | 200 100 0 | Build Time | 25 s | ||
Unit Size | 1 | Limit | 1 | ||
Requires | local Vindicare Temple |
Add-ons
Telepathica Temple
Telepathica Temple | Hotkey: T | ||||
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Cost | 75 25 | Build Time | 20 s | ||
Requires | Tactica Control |
Ministorum Temple
Ministorum Temple | Hotkey: M | ||||
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Cost | 50 0 | Build Time | 10 s | ||
Requires | Battle Command |
Vindicare Temple
Vindicare Temple | Hotkey: V | ||||
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Cost | 50 25 | Build Time | 15 s | ||
Requires | Regimental Command |
Battle Command
Battle Command | Hotkey: H | ||||
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Cost | 250 150 | Build Time | 80 s | ||
Requires | Infantry Command or Tactica Control | ||||
Effects | Upgrades the Field Command to the Battle Command, moving the Imperial Guard into Tier 2. Tier 2 allows the Imperial Guard to:
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Regimental Command
Regimental Command | Hotkey: H | ||||
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Cost | 300 300 | Build Time | 90 s | ||
Requires | Battle Command, Mechanized Command, and Infantry Command or Tactica Control | ||||
Effects | Upgrades the Field Command to the Battle Command, moving the Imperial Guard into Tier 3. Tier 3 allows the Imperial Guard to:
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Weapons
The Field 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 Field Command to target and attack at full damage four different targets when completely surrounded.
Lasguns Bunker
Plasma Guns Bunker
Plasma Guns Bunker | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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 Bolter Bunker | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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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