Space Marines deployment plan
Assault Squad timing push
Punish a ranged opponent at the six-minute mark before their upgrades land.
ExperimentalAdvancedPatch 1.0.0Astoranvs adeptus mechanicus
Published for discussion. Timings are unproven.
Build sequence
13 steps- 0:00Servitor crewProduce unit
- 0:15Chapel-BarracksConstruct building
- 0:45Scout SquadProduce unit
- 1:10Capture two near pointsCapture point
- 1:35Plasma generatorBuild generator
- 2:05Tactical SquadProduce unit
- 2:55Advance to Tier 2Advance tier
- 3:55Assault SquadProduce unit
- 4:35Assault SquadProduce unit
- 5:00Move both squads to the flank, out of sightNote
- 5:30Commit — jump onto the heavy weapon squadCommander ability
- 5:45Reinforce Tactical Squad while the assault landsReinforce squad
- 6:20Push outcomeBranchPoint taken → build a listening post and hold. Push failed → retreat and take the second generator.
Resource projection
- Total spend
- 1790
- Final population
- 52/300
Sequence valid
Every step is affordable at its stated timing and its prerequisites are met.
Execution notes
An aggressive Tier 2 timing that trades economy for a single decisive window. If the push does not take a point or kill a support squad, you are behind and playing catch-up.
Adaptations
- If: Kataphrons already in position
- Jump directly onto them — do not approach through the Vanguard screen.
- If: Push repelled
- Retreat everything, take the second generator immediately and play for Tier 3.
Known weaknesses
- One generator behind if the push fails
- Nothing to answer vehicles if the game goes long
Unproven build
This build was written before Dawn of War IV was released. Its timings come from provisional statistics and it has never been played.
Data for patch 1.0.0 · Not yet verified