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

Assault squad

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

Cost

Minerals
120
Population
10
Build time
10 s

Defence

Hit points
900
Extra hit points
+50
Armour
30
Fire resistance
0.2
Gas resistance
1
Area resistance
0.4

Weapons · 2

FamilyFire cycleDamage per second
Machine gun0.5 s50 vs infantry · 2 vs vehicles · 2 vs buildings
Cannon1.5 s73.3 vs infantry · 46.7 vs vehicles · 16.7 vs buildings

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

What it is

Assault squad costs 120 minerals and 10 population. The description states “A versatile infantry unit. It includes a heavy anti-aircraft gunner and a rifle squad. The autocannon soldier is very strong and durable.” In demo build 23882143, base health is 900, armour 30, and the autocannon’s recorded base range is approximately 21.5. A rifle attack is also present. Access requires Arsenal, Complector and the Armored infantry doctrine in the unit configuration. These conditions matter when a squad is missing from a production choice. The long weapon and specialist carrier should be read alongside the infantry death-order mechanics, without assuming every listed attack survives every casualty.

Where it comes from

The developer’s diagram describes the autocannon carrier as “A big warrior with an autocannon is the main one. His henchmen have different weapon and always die before him.” in the explanation dated 10 February 2026. This gives a reason to distinguish the specialist from accompanying riflemen. The squad can lose those companions before losing its main carrier, but the statement does not quantify a universal near-death threshold or make the specialist invulnerable. Assault squad’s separate soldier and attack records support reading the formation by remaining members. Compare the infantry mechanics and the squad’s current state before assuming a damaged formation has lost its long weapon.

How it is actually used

The autocannon’s approximate base range is 21.5, compared with the rifle’s base 10. Its calculated outputs are 73.3 infantry and 46.7 vehicle damage per second. These are separate attack-cycle figures; a range bonus and minimum range also need attention when choosing a position. Armour is 30, without a promise that light fire is harmless. Give the squad space to stop and shoot behind support where useful. It cannot fire while moving in the inspected entries, so a theoretical range advantage needs an actual line of fire and an appropriate target.

How to beat it

Expecting Assault squad to shoot throughout a move is a mistake. Its attacks require a stationary firing state, and its long weapon has its own minimum range. The area-resistance coefficient is 0.4 and base health is 900; neither proves survival or death from a Molot volley. When attacking, assess the firing angle, remaining members and nearby support before choosing a close approach or artillery. When using the squad, preserve a useful firing position rather than relying on armour alone. The weapon and infantry mechanics pages explain the limits behind those decisions.

Values read from game files · version 23882143

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