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

Infantry tower

Confirmed Established — fromlocal project source archive; source corpus local reopened 2026-09-07 — 340 archives JSON, archive fingerprint 8cc33f9c7d706e0a6d86cff99152dd6f1f5205e2628c3cb80c104e369837be22

Cost

Minerals
200
Build time
10 s

What it is

Infantry tower is a local choice requiring Barracks towers: “The infantry turret replaces the standard riflemen with a larger squad of regular infantry. The turret can also fire a high-caliber sniper rifle.” In build 23882143, the configuration explicitly replaces Riflemen with Mass infantry. The clarification dated 4 September 2026 established that this target is named in the files. The Barracks prefab also has a cannon component, so the lack of damage in the upgrade description does not establish that its weapon is unmeasured. Distinguish the content replacement from the building weapon and check the component’s activation before assuming a particular combat configuration.

Where it comes from

The Infantry tower and Medical tower both require the global Barracks towers doctrine in build 23882143. This establishes an access relationship, not a history of balancing or proof that every production host loses its queue when armed. The Barracks costs 100 minerals, compared with the bunker at 120 and the flamethrower turret at 150; these mineral prices do not include every resource cost or the local upgrade price. The recorded replacement changes which infantry entry is offered, while the weapon is a separate component of the building.

How it is actually used

The Barracks costs 100 minerals and fifteen seconds, with 700 base hit points and 7 armour in build 23882143. Riflemen cost 40 minerals and 5 population for 800 base hit points and a 500-point reserve; Mass infantry cost 90 minerals and 10 population for 2 100 base hit points and a 500-point reserve. Those are squad records, not an immediate health bonus to the building. Mass infantry is described as “A larger formation of lightly armored riflemen and an infantryman with an anti-tank grenade launcher”. Use the replacement when that production option suits the army; do not compare base-health ratios as if they were total durability or ignore the attachment’s own cost.

How to beat it

The Barracks has 700 base hit points and 7 armour, with area-resistance coefficient 0.0. Those figures describe the host, while the larger squad and building weapon must be assessed separately. The coefficient alone is not a proven full-damage formula for artillery. Nor does adding the tower prove that infantry production stops: the production component remains present. Identify the active attachment and attack the building when its position and production justify the risk. Consult the Barracks weapon and squad records before treating all infantry approaches as equivalent.

Values read from game files · version 23882143

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