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

Mass infantry

Confirmed Established — fromdocs/sources/demo/raw/UnitConfig.json / r_Infanteria_Unit, build 23882143

Cost

Minerals
90
Population
10
Build time
10 s

Defence

Hit points
2 100
Extra hit points
+500
Armour
4
Fire resistance
-0.5
Gas resistance
1
Area resistance
0.05

Weapons · 2

FamilyFire cycleDamage per second
Cannon6.15 s22.8 vs infantry · 22.8 vs vehicles · 5.7 vs buildings
Machine gun0.37 s54.1 vs infantry · 2.7 vs vehicles · 2.7 vs buildings

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

What it is

Mass infantry costs 90 minerals and 10 population. Its composition is described as “Large infantry squads. A larger formation of lightly armored riflemen and an infantryman with an anti-tank grenade launcher.” Demo build 23882143 links a rifle attack with 20 infantry damage and a launcher with 140 against infantry and 140 against vehicles. Base squad health is 2 100; it is not a measured guarantee of survival against artillery. The separate soldier records matter because weapon availability can change as members die. Read the squad mechanics alongside these attacks rather than assuming the full formation’s weapon mix lasts throughout a battle.

Where it comes from

The developer used a mixed rifle formation to explain specialist losses: “A rocket man in a large squad of riflemen, he may die earlier than the unit, and therefore the squad will lose DPS on tanks at a certain HP mark.” This account was published on 10 February 2026. It establishes that a squad can remain alive after losing its anti-tank specialist. It does not establish a universal halfway-health threshold or say that surviving rifles inflict no vehicle damage at all. Mass infantry’s separate soldier and weapon records fit that distinction. The useful question after casualties is which attack still operates, rather than whether the health bar represents the original complete formation.

How it is actually used

Read the attacks separately: the calculated rifle output is 54.1 damage per second against infantry, while the launcher gives 22.8 against vehicles. These values describe weapon cycles, not a combined promise for a damaged squad. The fire-resistance coefficient is −0.5; its negative sign does not supply a burn-rate formula. If you need the launcher, check that its carrier remains alive and give the squad time to fire while stationary. Support that restores infantry can matter after casualties, but availability and current weapon state should be checked before an armoured engagement.

How to beat it

Do not assume a surviving Mass infantry squad still has its launcher, or assume it has already lost it merely because it took damage. Check the remaining members and attacks. Its area-resistance coefficient is 0.05, but the source does not document how that number changes an artillery hit. Consider concentrated infantry positions when choosing an area attack, while accounting for cover and the weapons actually present. The infantry mechanics page explains specialist losses; it does not justify a universal rule that flame or artillery wins every exchange.

Values read from game files · version 23882143

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