Heavy Weapons Team

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The Dark Crusade version is now archived.
Dawn of War Squad
Heavy Weapons Team
IG HWT.jpg
Race Imperial Guard
Version Soulstorm v1.2
Build Info
IG HWT icon.jpg
Hotkey H
Build Cost Resource requisition.gif 225 Resource power.gif 50  Resource cap infantry.gif 2
Build Time 40 s
Built From Infantry Command
Unit Size 1
Requires Battle Command
Limit None
Unit Stats
Hitpoints 650/1
Armour Infantry Medium
Morale 500/10/50
Unit Mass 10 (500 while entrenched)
Move Speed 16
Sight Radius 25 (40 while entrenched) (cannot detect)
Weapons
Ranged Lasgun (mobile)
Heavy Bolter (entrenched)
Melee Bayonet (mobile)



Contents

Heavy Weapons Team

"Nothing will get through our field of fire."

Responsible for fortifying trenches and key positions, Heavy Weapon Teams are very crucial in defenses. Wielding heavy weapons more powerful than what normal Guardsmen can carry, they are useful in taking out heavily armored targets.

Tactics

Heavy Weapons Teams are expensive and take a considerable amount of time to build - almost the same amount of time as a Leman Russ! To compound this, they are utterly unspectacular when undeployed, with poor firepower and only medium infantry armour, so be careful not to carelessly lose them before setting them up properly!

However, when deployed, the Heavy Weapons Team only takes 50% damage from ranged fire and 60% damage from melee attacks due to the sandbags. The armor class of the Heavy Weapons Team also changes from medium infantry to infantry_heavy_high, that is, Terminator-class armor. That armor class further reduces damage taken on top of the sandbag bonus. These two features extend longevity tremendously, and a Heavy Weapons Team in Heavy Cover is a difficult thing to remove.

Once deployed, the reasons for a Heavy Weapons Team's high cost become apparent quite quickly - even the default Heavy Bolter loadout inflicts massive damage on all but the most heavily armoured troops and has very long range.

The Autocannon is marginally less effective against lightly armoured infantry, but does more damage against heavy infantry armour and vehicles and has even more range, so is a very good all-round weapon - it even does very good damage versus Daemon High armour, which is something of a rarity.

By comparison, the Lascannon only proves useful if you intend to use it against vehicles and nothing else. However, the Lascannon deals far superior anti-vehicle damage to the Autocannon in every way, and has a longer range than even the Tau Hammerhead Gunship's Railgun.

Heavy Weapon Teams can deploy and undeploy quite quickly, in 3 seconds, which is useful if you place them in a precarious position and the enemy figures out what's going on - jump troops and artillery can make short work of them, so leaving them static for long periods of time and unguarded against such enemies is asking for trouble. Used in conjunction with other forms of base defense, Heavy Weapons Teams can be incredibly difficult to overcome.

Abilities

Entrench

Entrench Hotkey: E
IG HWT Entrench icon.jpg Requires Nothing
Target Types Self
Range 0
Area of effect None Cooldown time 0 s
Effects The Heavy Weapons Team deploys its heavy guns. This renders it immobile but brings to bear far greater firepower. The armor type is changed to Heavy Infantry High while entrenched and the team only takes 50% damage from ranged attacks and 60% damage from melee attacks. The Heavy Weapons Team's sight radius increases to 40 while entrenched. Weapon upgrades can only be performed while entrenched. Entrenching and uprooting take 3 seconds each.

Weapons

Lasgun

Lasgun
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: 5.1 5.1 5.1 5.1 3.5 1.5 1.7 1.5 1.0 1.5 1.0 1.7 2.5 1.0 1.0 1.3 2.5 9.6 10.6 0.5

Cost Default Weapon Range 30 Setup Time 0 s
Build Time Default Weapon Accuracy 50% Refire Rate 0.5 s
Area of Effect 0 Requires Nothing

Bayonet

Bayonet
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: 7.7 7.0 6.4 4.2 5.2 1.5 1.0 1.3 1.0 1.0 1.4 1.0 1.0 2.5 1.0 1.0 2.0 13.0 15.0 1.0

Cost Default Weapon Range Melee Setup Time 0 s
Build Time Default Weapon Accuracy 100% Refire Rate 1 s
Area of Effect 0 Requires Nothing


Heavy Bolter

This is the default weapon of the entrenched Heavy Weapons Team.

Heavy Bolter
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: 127.0 112.5 93.8 93.8 78.4 37.5 37.5 37.5 37.5 37.5 22.5 11.3 7.5 74.1 1.3 10.1 4.05 31 44 0.25

Cost Default Weapon Range 45 Setup Time 0 s
Build Time Default Weapon Accuracy 75% Refire Rate 0.15 s
Area of Effect 0 Requires Entrench

Weapon Upgrades

Max allowed: 1

Lascannon

Lascannon Hotkey: S
IG HWT Lascannon icon.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: 42.7 42.7 28.5 28.5 71.1 35.6 142.3 128.0 71.1 142.3 28.5 21.3 14.2 32.7 14.2 1.3 2.5 126 158.5 0.5

Cost Resource requisition.gif 50 Resource power.gif 50  Range 55 Setup Time 0 s
Build Time 20 s Accuracy 50% Refire Rate 0.5 s
Area of Effect 0 Requires Entrench

Autocannon

Autocannon Hotkey: C
IG HWT Autocannon icon.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: 108.0 108.0 108.0 108.0 108.0 43.2 86.4 64.8 43.2 86.4 43.2 43.2 21.6 108.0 54.0 8.0 10.05 120 150 0.5

Cost Resource requisition.gif 75 Resource power.gif 30  Range 55 Setup Time 0 s
Build Time 26 s Accuracy 80% Refire Rate 0.5 s
Area of Effect 0 Requires Entrench, Regimental Command


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