Tactical Squad
Space Marines · Produced at the Chapel-Barracks
The line squad the whole faction is built around. Durable, upgradeable, and good at nothing in particular until you give it a weapon.
- When to build
- As the backbone of any army. Two by the four-minute mark in a standard opening.
- When not to build
- As a counter to armour without the plasma or missile upgrade — bolters barely scratch a hull.
- Key targets
- Light infantry · Contested capture points
- Main risks
- Melts to dedicated anti-heavy-infantry fire · Expensive to replace if allowed to wipe rather than reinforce
Combat record
- Models
- 5
- Health (per model)
- 210
- Armour
- Heavy infantry
- Range
- Medium
- Speed
- 4.4
- Reinforce
- 60 req · 6s
Roles
Anti-infantryCapture
Data for patch 1.0.0 · Not yet verified
Unverified data
| Weapon | Family | Damage | Range | Cooldown | Carried | Fitted |
|---|---|---|---|---|---|---|
| Boltgun | Bolt | 14 | 22 | 1.1s | 5 | Standard |
Frag grenade
Thrown explosive that scatters infantry out of cover.
Area damage and a brief suppression on infantry in the blast.
Cooldown 30sGround
Plasma gun issue
Adds a plasma gun slot to Tactical Squads.
The answer to heavy infantry. Against light infantry it is wasted requisition.
1206040s
Bolter drills
Boltgun cooldown reduced; strongest on squads already at full strength.
The best requisition-per-damage upgrade in the faction if you field three or more bolter squads. Skip it on a two-squad build.
1504045s
Strong against
Countered by
- No relations recorded yet.
No balance history yet — Dawn of War IV has not been released. This unit's record begins at patch 1.0.0.