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Imperial Guard Guide by Mr_Buwalda

Version: 1.1 | Updated: 09/28/06

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                   By A-J Buwalda

1.0: Base document
1.1: Forgot E-mail address

Email: the.earth.dies.screaming@gmail.com
(Use Winter Assault as topic)

| Index |

[1.] Intro
[2.] Who are the Guard?
[3.] Building description
[3.1]  Field Command
[3.2]  Infantry Command
[3.3]  Listening Post
[3.4]  Plasma Generator
[3.5]  Thermo Plasma Generator
[3.6]  Tactica Control
[3.7]  Mechanized Command
[3.8]  Mars Pattern Command
[3.9]  Heavy Bolter Turret
[3.10] Mine Field
[4.] Unit description
[4.1]  Commissar
[4.2]  Psyker
[4.3]  Priest
[4.4]  Command Squad
[4.5]  Techpriest Engineer
[4.6]  Guardsmen
[4.7]  Kasrkin Squad
[4.8]  Ogryn
[4.9]  Assassin
[4.10] Chimera
[4.11] Sentinel
[4.12] Hellhound
[4.13] Basilisk
[4.14] Leman Russ
[4.15] Baneblade
[5.] Strategy
[6.] Copyright
[7.] Credits

- Easy navigation
For quick navigation just copy numbers with the brackets. 
(for example [4.9] if you want to read the assassin’s 
description) Then press Ctrl+F and paste the number 
including brackets in the manu that popped up. Just push 
Enter and you’re there!


| [1.] Intro |

Back in the day (oh, I feel old right now) my cousin played 
Warhammer 40K. One played Space Marines, one played the 
Space Orks and the last played the Chaos. Now, them being 
substantially older than me, they understood the game quite 
a bit better than me. But it always intrigued me.

After a couple of years I was old enough to understand the 
rules and I played ones in a while. I would borrow one of 
my cousins’ armies. Always loved the Orks. Those quirky 
green-skins with there big Choppas! But after a while they 
sold there armies and quit playing.

As I had no army of my own I didn’t really come in contact 
with it for a couple of years. Then I started playing 
Magic: the Gathering (still do). Got in it after getting a 
couple of cards from a friend. Oh, the pretty pictures! So 
I bought some cards every ones in a while (have about 10000 
now, not kidding).

There was one problem, we had no hobby-shop near where we 
lived. We bought our cards at the local toy store! My 
friend Klaas found a hobby-shop in a city about 35 
kilometers away. So, we hopped the bus over there. But they 
didn’t only sell Magic, it also sold Warhammer.

So I play it ones in a while when I’m over there. Since 
then I started playing the Guard and have own army of 
Guardsmen. And than there was Dawn of War. Now I could play 
the next best thing whenever I wanted! But no Guard. That 
sucked, but Relic made up for it, in spades. Winter Assault 
was launched and all Guardsmen could be proud of the 

So I dedicate this FAQ to my long love for the Imperial 


| [2.] Who are the Guard? |

Between all the Space Orks, Chaos Demons and the other 
other-worldly  creatures, there is the ordinary human. The 
standard Guardsman is all ways inferior to most other 
things out there in the grimy world of Warhammer 40K. But 
they have one big advantage: the numbers are HUGE!

Since the Imperium of Men expanded through the universe and 
colonized many worlds the number of humans growed 
immensely. Each of these worlds has there own army to 
defend the planet. Because of the wide variety of worlds 
and environments, the difference in army formats is quite 

From the Catachan Jungle Fighters to Tallarn Desert 
Raiders. From the dense jungle, polar deserts to 
wastelands. There is no planet crazy enough to live on for 
the Guard (or humans in general for that matter). But who 
are the fine warriors we got?

- Cadian Shock Troopers
Cadia, a beautiful planet with one big problem: it’s the 
nearest planet to the Eye of Terror. For those of you not 
into the whole table top, the Eye of Terror is the home 
base of Chaos. Now this is not your ordinary “Evil Planet” 
thing. Oh no! This is a whole dimension on it’s own, 
twisted and warped by the Chaos gods.

You can figure that that is a bad thing. So every living 
soul able to fight does so. These Guardsmen are the Cadian 
Shock Troopers! The Cadians have stopped Black Crusades of 
Chaos multiple times. Basically you can say these guys are 
veterans and there planet is a war-machine in it’s own 

They resemble US army in looks and the Soviets in tactics, 
that’s one odd match! Because of there struggle to survive 
they don’t care about a single live, they care a bout the 
whole planet instead. Capping a deserter isn’t that big of 
deal for the fearless leaders of the Cadians. You die for 
the emperor! You got to love a faction who wants to deliver 
or die.


| [3.] Building Description |

Name:         Name of Building
Cost:         RQ cost/Energy cost
Requirements: Building requirement
Upgrades:     Possible upgrade
Abilities:    Possible Abilities

Building Break-Down:

Name:         Field Command [3.1]
Cost:         700/150
Requirements: None
Upgrades:     Battle Command, Regimental Command,
              Telepathica Temple, Ministorum Temple, 
              Vindicare Temple
Abilities:    Train Guardsmen, Train Commander units, Train 
              Hold infantry (3)

Building Break-Down:
The Head Quarters of the Guard. It is your main building so 
take care of it. It produces Guardsmen, which is good. But 
it also produces all leader units, if you have the right 
temple installed.

It can be upgraded to gain access to new technology. 
Further than that, there is not much to it. It can hold 
Guardsmen that can shoot outside, but if you need to defend 
this by having Guardsmen in it... well it’s to late for you 
if it come down to that.

Name:         Infantry Command [3.2]
Cost:         125/0
Requirements: None
Upgrades:     Kasrkin Quarters, Ogryn Quarters
Abilities:    Hold Infantry (3), increase Squad Cap (6),
              Train infantry, Train Command Squad

Building Break-Down:
This bunker is your barracks. It does not only produce 
infantry units, it also increases the Squad Cap by 6. This 
means that you’ll need multiple Infantry Command to hit 
your Squad limit.

It also enhances your control area, meaning that you can 
build further. That’s a good thing of course but not really 

Once you hit tier 3 (you have upgraded the Field Command 
twice) you can install Kasrkin and Ogryn Quarters. These 
quarters will enable to build more advanced units. Kasrkins 
are the elite commandos with brutal Hellguns and Ogryns are 
brutish mutants that like to pound enemies in submission.

- Get in there!!
There is another very practical use to this building: 
protecting Guardsmen. As with the Field Command, you can 
hold 3 infantry squads inside this building. They will be 
able to shoot outside, but not only that! Inside there are 
Heavy Bolters and Plasma Guns. For every squad inside, a 
Plasma Gun AND Heavy Bolter will start firing.

You want quite a few of these for the Squad Cap. If one 
blows up, you don’t want your Cap to go down, so always 
have at least one more than you actually need to max out 
the Cap. These bugger should be build on key points, so you 
can take full advantage from it’s cover and additional 

- Going underground
All buildings able to house units are connected by tunnels. 
Through these tunnels your man can travel safely (and fast) 
to other buildings. It takes about 3-4 seconds to transfer 
from buildings.

You can have an empty Infantry Command filled in 3-4 
seconds, so not all slots need to be filled. You can just 
transfer them between Commands making them quite flexible.

Name:         Listening Post [3.3]
Cost:         100/0
Requirements: None
Upgrades:     Escalated Engagement, Full Scale Engagement,
              Fortified Position, Heavily Fortified
Abilities:    Hold Infantry (1)

Building Break-Down:
Once you have captured a strategic point you can build one 
of these to secure it. Now the enemy will have to destroy 
this sucker first before they can capture the strategic 
point. Not only that but it also increases the requisition 
you gain from that point.

If you upgrade it, it will increase the income even more. 
This also adds a weapon to the Listening Post. That’s not a 
big deal though. The important thing about the Listening 
Post is that it buys time. In that time you can mobilize a 
army to react to the threat.

Name:         Plasma Generator [3.4]
Cost:         165/0
Requirements: None
Upgrades:     Strengthen Power Grid
Abilities:    None

Building Break-Down:
The Plasma Generator is your way of gaining Power, your 
secondary resource. Protect them. Simple as that. You can 
also upgrade them for better income.

Name:         Thermo Plasma Generator [3.5]
Cost:         250/0
Requirements: None
Upgrades:     None
Abilities:    None

Building Break-Down:
You have these Slag Deposits on the map. These are gas 
deposits. This is the only place where you can build a 
Thermo Plasma Generator. These generators have 4 times the 
power output of normal generators.

Name:         Tactica Control [3.6]
Cost:         175/50
Requirements: Infantry Command
Upgrades:     None
Abilities:    None

Building Break-Down:
Your main tech building. All unit upgrades are purchased 
here. Not much more to it. All Unit Upgrades are listed 
later on in this FAQ.

Name:         Mechanized Command [3.7]
Cost:         200/50
Requirements: Battle Command
Upgrades:     Sentinel Depot, Hellhound Depot, Basilisk
              Depot, Leman Russ Depot
Abilities:    Hold Infantry (3), Increase Vehicle Cap (6),
              Build vehicles

Building Break-Down:
This is your main vehicle plant. It builds all you vehicles 
and increases you Vehicle Cap. You’ll need multiple 
Mechanized Commands to hit you maximum Cap. Only the 
Chimera is available from the start, the other vehicles 
need a depot first.

Full Scale War is purchased here. (needed for the bad ass 

Name:         Mars Pattern Command [3.8]
Cost:         200/50
Requirements: Full Scale War
Upgrades:     None
Abilities:    Build Baneblade

Building Break-Down:
This building enables you to build a Baneblade, the most 
fearsome tank of the Imperium. Enough said.

Name:         Heavy Bolter Turret [3.9]
Cost:         150/75
Requirements: None
Upgrades:     Missile Turret Upgrade
Abilities:    None

Building Break-Down:
Useless! The firepower of this thing is non-existing and 
it’s armor too. Forget it exists. 

Name:         Mine Field [3.10]
Cost:         50/50
Requirements: None
Upgrades:     None
Abilities:    Invisibility

Building Break-Down:
This is actually underestimated. It is just a field of... 
well... mines. They walk over it, they are blasted all over 
the place. It is cheap too.


| [4.]Unit Description |

Name:         Name of Unit
Cost:         RQ cost/Energy cost/Population cost
Melee:        Damage-damage per second
Ranged:       Damage-damage per second
Requirements: Unit requirement
Upgrades:     Possible upgrade

Unit Break-Down:


Name:         Commissar [4.1]
Cost:         80/40/0 (limit 3)
Melee:        58-78
Ranged:       25-45
Requirements: None
Upgrades:     None

Unit Break-Down: 
One of the fearless leaders of Imperial Guard. This is guy 
is pretty powerful early on. He has some other qualities as 
well. For one, you can attach him to one of your squad, 
making them immune to morale damage.

Further more if you hit the next tier (upgrade the command 
center) he gains a extra ability: “Execute”. This ability 
lets you execute one of the member of your squad to 
“inspire” the other squad members to fight harder. To be 
exact it doubles their rate of fire.

- Commissar Rush

Okay, before people start E-mailing; a lot of people 
consider this tactic cheating, but for completeness I’m 
putting this in. If you use this on-line expect a lot of 
moaning that you [insert insult here].

This tactic is for a fast decision. Build a Infantry 
Command, a Plasma Generator and start pumping out 
Commissars. Once you have your 3 Commissars attack the 
opponent at once. There are few counters to this.

Name:         Psyker [4.2]
Cost:         100/50/0 (limit 3)
Melee:        45-55
Ranged:       21-28
Requirements: Telepathica Temple
Upgrades:     None

Unit Break-Down: 
The Psyker! The Immaterium (AKA the Warp) has a strange 
effect on the world of Warhammer 40K. These somewhat 
twisted individuals are able to tap into the Immaterium and 
use it to a great effect.

Psykers can be attached to a squad, but in all fairness, 
this has but limited uses. His true power lies in, well 
uhm, his powers. The first is “Strip Soul”. This power lets 
you deal immense damage to a single target. This is very 
useful for killing off or severely damaging enemy commander 

The second power is “Chain Lightning”, which is granted to 
you when you upgrade your Command Center. This gives him 
the ability to cast lightning on an enemy squad. This kills 
off one of the units and totally demoralizes the squad.

- Exploding Psyker
In the manual it says that the Psykers are rather unstable. 
It would be wiser for squads to stay away from these guys. 
Well, that’s BS! The chance that it happens is minimal and 
it’s not that damaging.

When happens, it happens while attempting to use “Strip 
Soul”. The Psyker raises in the air and then plummets into 
oblivion (in the style of the Bloodthirster-summoning), 
emitting lightning.

Name:         Priest [4.3]
Cost:         50/15/0 (limit 3)
Melee:        186-228
Ranged:       00-00
Requirements: Ministorum Temple
Upgrades:     None

Unit Break-Down: 
The spiritual leaders of the Imperial Guard. Inspiring 
Guardsmen to heroic acts. That and they fight the enemy 
with a chainsaw in his hands. You have got to love a 
religious man with a power-tool.

These guys are very useful. They are able to attach to a 
squad, increasing there morale and health. This makes them 
very valuable to your war effort; buffing your forces and 
making them more resistant to setbacks.

To make them even more useful, they also have the ability 
to instigate a squad in frenzy (Fanaticism). In this state 
of frenzy the squad is unable to die, basically. I don’t 
need to tell you that’s always a good thing!

Name:         Commander Squad [4.4]
Cost:         123/15/2 (limit 1)
Melee:        55-75
Ranged:       55-88
Requirements: None
Upgrades:     Uncommon Valor

Unit Break-Down: 
This is your Hero-unit. If you look at the stats and 
compare them with other Hero-units, your not going to be 
impressed. But not rightfully so! The Imperial Guard has 
the most versatile hero of them all.

As the “Squad” comes running out of the Infantry Command 
it’s just a General. On it’s own it’s not bad, but it can 
be reinforced. This is where it’s true power lies. You can 
add 2 members (choosing between Commissar, Psyker and 
Priest) and, after researching “Uncommon Valor” an 
additional 2 members.

They fight as a squad and can be reinforced like one. Every 
member brings his own abilities to the table:

General   --> Strafing Run (Bombards designated location)
Commissar --> Immune for morale damage
Psyker    --> Strip Soul, Chain Lightning
Priest    --> fanaticism

- Assembling a squad
The choice of your squad members is pretty important for 
the effectiveness of your squad. What’s better for you? 
Pure melee force or a versatile force.

For pure melee just add Priests in all four slots. They 
have the best melee stats and add Righteous Fury. This is 
pretty effective for hero-busting.

For the versatile force add a Commissar, Psyker and 2 
Priests. The squad has all the abilities. You can choose 
the right ability at the right time.

Name:         Techpriest Engineer [4.5]
Cost:         75/0/1
Melee:        09-11
Ranged:       45-55
Requirements: None
Upgrades:     None

Unit Break-Down: 
Your builder unit! It’s tough as nails but should not be in 
battle. It should be building or repairing, obviously. 
Other than that this guy has no uses.

Protect him.

Name:         Guardsmen [4.6]
Cost:         160/0/2
Melee:        10-12
Ranged:       16-19
Requirements: None
Upgrades:     Death before Dishonor, Battle Armor, 
              Satellite Targeting Resolution, Will of the
              Emperor, Weapons Specialization

Unit Break-Down: 
This is the backbone of the Imperial Guard. Squads of 
simple humans. No genetic enhancements, no heavy bolter 
fire, none of that fancy stuff! You are men, you don’t 
bleeding genetic enhancements because you have got sheer 
numbers at your site.

These guys aren’t that great at firing their las-rifles, 
but they are cheap and with so many that they are bound to 
hit something! They lack big time in the morale and armor 
department, so adding a Sergeant (adds morale and 
hitpoints) is mandatory. And researching “Death before 
Dishonor” and “Battle Armor” isn’t a bad idea either.

- Grenades or Plasma?
Once you have build a Tactica, you gain the ability to add 
multiple Grenade Launcher and (after upgrading the command 
center) Plasma Guns. These weapons increases the squads’ 
firepower dramatically. But which is the better weapon to 
pick? Lets have a closer look at both weapons.

Grenade Launcher
- Cheap
- Knocks down enemies
- Long range
- Able to hit multiple enemies

- Rather low damage
- slightly inaccurate

Plasma Gun:
- High damage
- Effective against heavy infantry
- Decent range

- Expensive

Ok, here you have it. The Plasma gun is very effective at 
taking on any kind of infantry. The range is good enough to 
make it a nice weapon. But there are some problems though. 
It is kind of expensive, which in most armies isn’t that 
big of a problem, but for Guardsmen it is. 

Guardsmen have the tendency to drop like flies. This means 
that you have to constantly be replacing weapons. This can 
really strain you Requisition and Power amounts.

Then, there is the Grenade Launcher. It’s cheap, although 
it still costs more than the Guardsmen carrying it. 
Plasmaguns cost 35 Req and 15 Power and Grenade Launchers 
20 Req and 10 Power

The other plus is that the Grenade Launcher knocks down the 
enemies it hits. This not only disrupt enemy movements and 
of course damages them, but it also makes enemies with 
“standing” weapons have to regain their footing. It makes 
them useless for a couple of seconds.

Conclusion: Go for the Grenade Launcher. 

- Lead me to victory!
The Guard might be with many, but their morale is still 
crappy. This can be partially cured with upgrades (“Death 
before Dishonor” and “Will of the Emperor”) and Sergeants. 
But this is still not good enough when the going gets 

To fix this problem you’ll need command units. There are 
three to pick from: Commissar, Psyker or Priest. Each has 
his own abilities, but what is the better choice?

Commissar: This guy is the first one available. He makes 
the squad fearless, which is great for Guardsmen. The 
Execute ability is well suited, since Guardsmen are cheap 
and quickly trained.

Psyker: This is pretty much my last choice to lead 
Guardsmen. But when both other command units are already 
leading squads, this will have to do.

Priest: The Priest is great choice to lead any squad. He 
increases health and morale. The possibility to make a 
squad immortal for amount of time is also a big plus. It 
doesn’t have ranged weapons, so when attached to Guardsmen, 
he wouldn’t be dealing much damage.

- Keeping your troops supplied
The Guardsmen aren’t that great at melee or shooting for 
that matter, that’s why they have numbers on their site. 
But numbers is not the only thing that counts. Damage 
output and damage (morale aswell as physical) resistance is 
a big deal.

To keep this up you’ll need to keep upgrading your 
Guardsmen. Making the right choice is pretty important too. 
If you have most of your squads have Commissars attached to 
them, it might be a good idea to put morale-upgrades on 
hold and instead go for better armor or weapons range.

Name:         Kasrkin Squad [4.7]
Cost:         200/100/3
Melee:        18-22
Ranged:       65-75
Requirements: Kasrkin Quarters
Upgrades:     Genetic Enhancements, Kasrkin Armor

Unit Break-Down: 
These guys are the elite of the Imperial Guard. They are 
heavily trained and have superior weapons, armor and 
accuracy compaired to other Guardsmen.

Kasrkins are great at shooting about anything that is 
considered infantry. With there Hellguns they have a great 
reach. (about 3/4 of the screen) They also don’t suffer 
from the crap morale that other Guardsmen do.

These are your “can-do” guys. Giving them Genetic 
Enhancements is a great deal. They make Kasrkins walk 
faster, so you can hit the enemy till they get close, back 
off and repeat the process.

- Plasma, yay or nay?
Ok, you can equip your Kasrkins with Grenades Launchers and 
Plasma Guns. Now, I’ll tell you, the Grenade Launcher is 
not that useful for the Kasrkin Squad. They already have 
the huge range and the reduction (you read it right) in 
damage makes it pretty tame.

Then there is the Plasma Gun. It’s medium range is 
obviously not going to out-range the default Hellgun, but 
it has other pros. It packs a big punch against heavy 
infantry, which can be very effective against the Space 
Marines and the Chaos. Terminators drop like flies when 
faced against plasma.

Conclusion: only use against Chaos and Space Marines.

- Questioning command
Although these guys are though, it might be a good idea to 
attach a command unit. Helping out your units is always a 
good idea, right? But then the question a rises: who is the 
better command unit for the Kasrkins?

Commissar: Works well with Kasrkin Squads. The morale 
immunity is nice, although hardly a necessity. The 
“Execute” works great, letting the squad pump out even more 
damage per second.

Psyker: The Psykers’ abilities are both pretty good, but 
one in general makes him a valid choice for the Kasrkins; 
Chain Lightning. The morale crushing effect of this guy can 
be taken full advantage of by the Kasrkins, ripping away 
with their Hellguns.

Priest: As I said before, always a good choice. But better 
used in a melee force (read: Ogryns). If you stand against 
many enemies the Priest’s ability will help you even the 

Conclusion: Go for the Psyker or the Priest. Let the 
Commissar lead your Guardsmen.

Name:         Ogryn [4.8]
Cost:         180/60/3
Melee:        75-95
Ranged:       65-85
Requirements: Ogryn Quarters
Upgrades:     Powered Bayonet

Unit Break-Down:
These dimwitted, hulking monsters are your main solution to 
the Imperial Guard’s melee problem. Instead of trying to 
outsmart the opponent, they just charge right in and beat 
the living crap out of the opponent.

Since they’re not the smartest of the bunch, they do not 
have elaborate weapons. They will have to do with the 
rather simple Ripper Shotgun. This thing is pretty 
powerful, but the Ogryns aren’t accurate enough to make 
them work properly. The only thing the Rippers are for is 
to make on or two kills before they start smacking the 
enemy around.

Once they get in to close combat it’s on! They can take 
punishment beyond believe and rip through enemy like there 
is no tomorrow. Adding a Bone ’Ead (their Sergeant) will 
increase there health and morale even further. They just 
kill everything in sight.

- Who’s gonna lead us, ey?
So, you have a band of ignorant, brutality-loving melee 
monsters. You might as well give ‘em somebody to making the 
decisions and giving them some extra “punch”.

Commissar: The Commissar is kind of crap with Ogryns. First 
off, they have no problems with morale, so the fearless 
ability is wasted. Their numbers are quite low (6 Ogryns+1 
Bone ‘Ead) so the “Execute” hurts more than it does good.

Psyker: Not bad. Although his melee capabilities are 
limited, he can demoralize the opponent before hitting them 
head-on. Strip Soul works decently, but not more than that.

Priest: The Priest and the Ogryns where made for each 
other! It just has to be. First off, the Priest is the 
melee-master of the commanders, more than triple the melee 
of the Commissar (186-228 Dmg!!). So he can hold his own in 
melee confrontation. Secondly, the temporal immortality 
makes them killing-machines, period.

Name:         Assassin [4.9]
Cost:         100/50/0 (limit 1)
Melee:        108-134
Ranged:       100-128
Requirements: Vindicare Temple
Upgrades:     None

Unit Break-Down:
The Assassin. A model of killing perfection. This guy comes 
out late in the game, but with the Imperial Guard that’s 
not a problem.

The Assassin packs a big sniper-rifle, which he uses with 
great accuracy. He can take out most secondary heroes with 
a single shot. He takes about 3-4 seconds to reload his 
weapon before discharging again. But the second shot should 
do it for most primary heroes as well.

He also has the “Assassination Scope” ability. This 
enhances his sight incredibly. Better yet, his range is 
enhanced as well. You can pick of heroes that can’t even 
see you!


Name:         Chimera [4.10]
Cost:         100/70/1
Melee:        00-00
Ranged:       108-128
Requirements: None
Upgrades:     None

Unit Break-Down:
This is the Imperial Guard transport unit. Now, I see you 
thinking: “Not another crappy transport unit”. But believe 
it or not this vehicle does a great job.

Let me put this way, when was the last time you have used 
transport unit with exception to the Squikgoth and the 
Landraider. Can’t remember can you. Well, the Chimera is 
very useful. It can carry 3 squads, is low on cost and only 
takes one Vehicle Cap.

Not only that, but it has a Las-Turret on top for some fire 
support. It works well against infantry, but shouldn’t be 
pitted against other vehicles. To contribute to the 
firepower, the men inside the vehicle can shoot through the 
portholes on both sides of the Chimera. It pays off to have 
these guys in a assault.

- Watch ya ‘ead!
Ogryns are bulky fellows and as such take substantially 
more room than a squad of Guardsmen. This is implemented in 
the game. A Ogryn Squad takes up two spaces instead of one. 
They should be staying outside to kick tail anyway.

Name:         Sentinel [4.11]
Cost:         150/150/2
Melee:        00-00
Requirements: Sentinel Depot
Upgrades:     None

Unit Break-Down:
The Sentinel is your first anti-vehicle weapon. This walker 
is armed with a Multi-Laser. This weapon has a big range, 
which is necessary because it is kind of weak in the armor 

Because it’s rather susceptible to concentrated fire its 
best to keep them from direct contact with the enemy. Let 
them pick on the armor from afar.

A nifty ability this walker has is that it can un-capture 
strategic and critical points as well as relics. It can not 
capture them, though. But still, it works well and because 
of the range of the weapon you can destroy Listening Posts 
without retaliation.

Name:         Hellhound [4.12]
Cost:         150/150/2
Melee:        00-00
Ranged:       60-80
Requirements: Hellhound Depot
Upgrades:     None

Unit Break-Down:
Some crazy Chimera crews with a craving for fire thought: 
“What if we remove the transport capacity and put in a big 
fuel tank? And, while where at it, slap on a big 

This is basically just a heavy duty flamer with lots of 
armor. This unit is good to lead early assaults on enemy 
positions. Combined with Sentinels and a Chimera loaded 
with Guardsmen, it can really push the front forwards.

Obviously the flamer still has it’s morale breaking 
attribute. The Hellhound break enemy squad at very decent 
rate. This can also be used defensively. Station one or two 
in your defensive line to break squads, while the Guardsmen 
fire from the Infantry Command to mob them up. It has 
splash damage; hitting multiple enemies at once!!

Name:         Basilisk [4.13]
Cost:         150/300/2 (limit 3)
Melee:        00-00
Ranged:       87-178
Requirements: Basilisk Depot
Upgrades:     None

Unit Break-Down:
Anyone who knows the Imperial Guard knows the Basilisk or 
“Bassi” as it’s sometimes affectionately called. And with 
good reason, because it’s a great tool both in the tabletop 
game and Winter Assault.

For those who are new to the Guard; the Basilisk is the 
Guard’s artillery. It has huge range and when I say huge, I 
mean HUGE! You should use this to pick on enemy squads. 
This will slay them in a rapid fashion.

The Basilisk also has the same morale breaking property as 
all other artillery units. This makes them a crowd favorite 
for pre-assault softening up, shelling on enemy defenses 
before sending your armor in. Because of the maximum of 3 
Basilisk you’ll will never be able to launch a overwhelming 
barrage. To bad.

BIG NOTE: in the 1.4 version of DOW:WA the Basilisk will 
NOT fire on it’s own. You will have to fire all shots 
manually by assigning enemies.

- Spotting the enemy
When you have your Basilisks out there, ready to fire, 
you’ll need to see what your firing at. If you can’t see 
them, you can’t hit it accurately.

Now go and fetch a Assassin. Remember that snazzy ability: 
Assassination Scope? That’s going to come in handy! Station 
the Assassin amidst your Basilisks and use his ability. The 
visual range is increases dramatically. Now pick your 
targets and shell them.

- Shake the room!
The thing that makes the Basilisk stand out between all 
those artillery units is the Earthshaker round. These round 
are crafted on the forge-world Mars and as such, are the 
best artillery rounds around.

These master-crafted shells will kill pretty much anything 
it hits as long as its infantry. There is one con though: 
the cost to fire a round like that is 200/200. That’s 
pretty hefty in mid-game.

Name:         Leman Russ [4.14]
Cost:         150/300/3
Melee:        00-00
Ranged:       132-172
Requirements: Full Scale War, Leman Russ Depot
Upgrades:     None

Unit Break-Down:
The Leman Russ is the mainstay battle tank of the Imperial 
Guard. Named after the great Primach of the Space Wolves 
Space Marines. And like the Primach, this tank is not a 

It’s heavily armored and well armed. Most infantry weapons 
hardly scratch it, with the exception on rockets and other 
anti-vehicle weapons. It has a battle cannon, which unlike 
the Space Ork version, dead accurate. This weapon knocks 
out vehicle and buildings alike.

Further more, it’s plastered with Heavy Bolters to deal 
with enemy infantry. These Bolters can chew through some 
infantry, but the Leman shouldn’t be on infantry killing 

Before you’re able to install a Leman Russ Depot, you’re 
going to need “Full Scale War” researched. This takes a lot 
of cash but even more importantly loads of time. This means 
that you’ll have these guys LATE-game.

Name:         Baneblade [4.15]
Cost:         400/400/3
Melee:        00-00
Ranged:       83-117
Requirements: Full Scale War, Relic captured

Unit Break-Down:

The fear of the enemy of the Emperor. This is the biggest, 
meanest and most fearsome tank in the Imperial arsenal. 
With the most armor of any vehicles of Dawn of War. Not 
only that, it also has the most weapons of them all! And 
compared to other “uber-units” it’s rather cheap.

Weapons Legend:
1. Battle Cannon(x1)
The main cannon is rather weak compared to the rest of the 
weapons on this guy. Looks cool when it fires though! A 
huge blast emits from the barrel and smoke is forced from 
the side of the barrel. Slow rate of fire.

2. Mortar(x1)
Much better! It is about 3/4 of the strength that the 
battle cannon, but fires at double rate of fire compared to 
the battle cannon. The smoke effect is cool too.

3. Twin-linked Heavy Bolters(x3)
These weapons rip through pretty much anything of flesh and 
blood. Extremely high rate of fire and are plentiful.

4. Lascannon(x2)
This gun is for armor killing! This is a giant laser that 
burns right through any armor. You have two of them, you 
might as well use them.

 -----/ 3/4 \---------
/                     \___
|   ___________         2 |
|  /           \       ---
| |             -----------------\
| |                         1     |
| |             -----------------/
|  \___________/ 3 =   |
|                  =   |
\       3/4            / 
(Excuse the crap ACSII art.)

BIG NOTE: To build this monster, you’ll need a Mars Pattern 
Command, Full Scale War and Relic captured

- Tell the men, the cavalry has arrived!
Although this guy is armored for a nuke attack and armed to 
the teeth, DO NOT SEND IT OUT ALONE! I cannot stress that 
enough. It will get whacked, period.

Leman Russes are perfect addition to a battle group with 
the Baneblade.


| [5.] Unit Upgrades |

Name:         Name of upgrade
Cost:         RQ cost/Power cost
Requirements: Requirements for upgrade
Upgrade:      What the upgrade does


Name:         Death before Dishonor
Cost:         75/15
Requirements: None
Upgrade:      Increase Guardsmen morale

Ok, let’s be real. Guardsmen morale sucks. This is a cheap 
way of boosting it and giving the your Guardsmen more 
staying power. High priority!

Name:         Battle Armor
Cost:         100/15
Requirements: None
Upgrade:      Increase Guardsmen armor

Guardsmen get shot to pieces by, well, just about anything. 
Upgrading the armor is always a good idea. Able to take 
more shots, they will be able to deal more damage.

Name:         Uncommon Valor
Cost:         100/100
Requirements: None
Upgrade:      Command Squad size increased by two members

This one is nice, but not a necessity in early game. Go for 
it when hit tier 2 or have some cash to spend.

Name:         Satellite Targeting Resolution
Cost:         150/150
Requirements: Battle Command
Upgrade:      Increase range of Guardsmen

The range of the las-rifle is not that great. So this is a 
good upgrade. I must add that the range inside buildings is 
also increased. High priority.

Name:         Will of the Emperor
Cost:         75/15
Requirements: Battle Command
Upgrade:      Increase Guardsmen morale

More morale is good for Guardsmen, but by the time you get 
this one you’ll have enough commander units. Buy when you 
have cash to spend.

Name:         Weapons Specialization
Cost:         100/25
Requirements: Battle Command
Upgrade:      Doubles damage done by Grenade Launcher and
              Plasma Gun

This is just great! Nothing more to it! GET IT NOW!

Name:         Genetic Enhancements
Cost:         100/50
Requirements: Kasrkin Quarters
Upgrade:      Enhances speed of Kasrkin Squads

Kasrkins with enhanced speed will enable them to do hit and 
run attacks. The pretty much out-run everything but 
skimmers, so let them come towards you and then run again. 
Good upgrade.

Name:         Kasrkin Armor
Cost:         100/50
Requirements: Kasrkin Quarters
Upgrade:      Increases Kaskin Squad’s armor

Taking more punishment is always nice and when you get it, 
it’s dirt cheap.

Name:         Powered Bayonets
Cost:         100/75
Requirements: Ogryn Quarters
Upgrade:      Increases melee damage of Ogryn Squads

The melee capabilities are upped a notch. This is good 
since Ogryns are the only melee-units you have.


| [5.] Strategy |

Ok, here goes! The Guard play defensive. This does not mean 
that you can just turtle up in your base and hope for the 
best, because Dawn of War just doesn’t work that way. It 
basically means that you’ll always have to defend every 
inch of land under your control. Then accumulate more 
forces and push out some more and than put up a defense 

- Early game
Playing the Guard means you have to make the right choices 
early on. Let me give you a priority-list:

1. Guardsmen
2. Techpriest Engineer
3. Guardsmen
4. Infantry Command
5. Guardsmen
6. Tactical Control
7. Plasma Generator

You should have your Guardsmen capturing Strategic Points 
as soon as they come on the field. If you capture one, put 
a Listening Point on that sucker. While you do that keep 
building Guardsmen, since they are the backbone of your 
army. They will have to be with many to hold off the enemy 
long enough for you to have some reinforcements to 
strengthen your line.

As soon as your advance screeches to halt (usually by 
meeting the enemy!) you should build Infantry Commands on 
tactical points. A Infantry Command (loaded with Guardsmen 
of course) on a near a choke point or negative cover can be 
a real bother to a enemy.

- Teching up
If you play the Imperial Guard the key to winning is 
climbing the tech tree. The best units are in are tech tier 
3 and 4. So as soon as your income permits it you should 
climb to next tier. Defense is still your priority though. 
It’s finding that balance that the key to victory. Keep in 
mind that you can have the ability to build that Baneblade, 
but if you don’t have a decent defense the enemy tramples 
your base before it rolls out of the Mars Pattern Command.

Purchasing unit upgrades can be important too, but you’ll 
have to make the right choices. For example “Death before 
dishonor” boosts the morale of Guardsmen, which is really 
needed. It’s rather inexpensive, so it gets high priority. 
Uncommon Valor on the quite expensive and unnecessary early 
on. You can leave it until the next tech tier, when you’ll 
need those extra members in your Command Squad. Make smart 

-Mid to end game
Ok, once you have your Mechanized Command up and running, 
it starts getting interesting. Now you have some armor to 
back you up. Sentinels are your main defense against enemy 
armor at this stage of the game, so you better use it. Put 
them behind your line because they are susceptible to 

Now, you should be researching tech tier 3 as soon as 
possible. As soon as tier 3 hits you should figure out what 
you want, Kasrkins or Ogryns. It depends on who your 
fighting. My take on this is:

Vs. Space Marines  --> Kasrkins
Vs. Chaos Marines  --> Ogryns
Vs. Orks           --> Ogryns
Vs. Eldar          --> Kasrkins
Vs. Imperial Guard --> Kasrkins

Buff up your defenses because now comes the wait: research 
Full Scale War! This takes a HUGE amount of time. But it is 
a must. You need it to make the Leman Russes and the 
Baneblade. Now build them until you max out your vehicle 
caps. Make a battle group of Lemans, Ogryns and the 
Baneblade. Go out there and crush them under your tracks! 
Use the Ogryns to keep the nasty melee guys of the tanks or 
keep the missile toting guys of your tail.

Now, go out and claim victory for the Emperor! 


| [6.] Copyright |

I wrote this FAQ, so it’s copyrighted by me! Now this FAQ 
is a www.gamefaqs.com exclusive. No body else can use. If I 
see it anywhere else the guy in charge has problems. You 
can’t sell it for profit either. People should knows this 
by now!


| [7.] Credits |

Thanks to:

Me, I did ride it so I might as well

My table-top buddies:

Klaas Boltjes
Erwin Rietberg
Tom Nijssen
Hugo Hansen

My DOW buddies:

Abdullah Al-Awwadi
Lauran Beers


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