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Barracks as it appears in the Dust Front RTS demo, from the game files of build 23882143

Barracks

Confirmed Established — fromdocs/sources/demo/raw/BuildConfig.json / r_Barrack_Build, build 23882143

Cost

Minerals
100
Energy
50
Build time
15 s

Defence

Hit points
700
Extra hit points
+50
Armour
7
Fire resistance
0.98
Gas resistance
0.9

Weapons · 1

FamilyFire cycleDamage per second
Cannon2.6 s250 vs infantry · 1.9 vs vehicles · 1.9 vs buildings

Damage per second = damage ÷ fire cycle, computed by the build script.

What it is

Barracks produce infantry for 100 minerals and 50 energy. The official description says “The primary production building for infantry units. It can be used to summon various types of manpower to the battlefield.” In build 23882143, the linked cannon has base range 10, a separate range bonus of 10, and calculated infantry DPS of 250. That calculation includes aiming and reload; it does not guarantee damage in a fight. The production component lists Riflemen, AT squad, Spotters and Assault squad, while the garrison component permits infantry to shoot back. Production, the cannon and the garrison are distinct parts of its role.

Where it comes from

The developer explained the squad model on 10 February 2026: “The number of remaining soldiers in the squad does not affect the damage they deal”. His account also says healing can replenish depleted squads. This gives context for protecting infantry production and preserving damaged squads, but does not mean the Barracks automatically heals every unit it produces. The linked garrison and cannon establish other roles for the building. Read the infantry guide for squad behaviour, and the Barracks healing ability page for the separate command and its linked components.

How it is actually used

The calculated infantry DPS is 250, compared with 369.2 for the Flamethrower turret; the Barracks cannon’s vehicle figure is 1.9. These are unmitigated calculations, not a ranking of how well the buildings defend a position. Its energy requirement is 50, so check the network budget rather than assuming a small generator covers every production building you add. Place infantry production where replacements can reach the army, and consider the garrison and cannon when choosing how far forward that position should be.

How to beat it

The mistake is placing production on the front simply because it carries a cannon. The Barracks has 700 base hit points, 7 armour and calculated vehicle DPS of 1.9; none of these proves it can hold a vehicle attack alone. Protect the production route and use other defences where the approach demands them. When attacking, assess the garrison and nearby support as well as the building’s own weapon. Destroying production matters when the opponent still needs replacements; the infantry guide helps identify what those replacements can do.

Values read from game files · version 23882143

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