Early Game Tips 4

In DoW, all non-structure models are in a squad, even if the maximum size of the squad is 1.

Unlike other RTS games, an army is - effectively - a source of production. Squads can: This increases the importance of maintaining a standing army in DoW. For the Space Marines this is especially important, because they have many means to augment an existing army. Vigilance must be purchased in blood.
 * Reinforce
 * Buy special weapons
 * Buy squad leaders

Reinforcement
Reinforcement means a few things tactically:
 * In certain cases a squad can lose in the initial fight, but win due to attrition
 * It is possible to defeat the enemy simply by out reinforcing them with a stronger economy.
 * It can be worthwhile to entirely destroy squads before they can reinforce.
 * A squad that was nearly destroyed can capture map objectives. You don't need to reinforce it back to full strength, but you can. That is your choice.

Squad Leaders
As a rule of thumb, squad leaders provide:
 * A different armour type
 * Increased morale max and rate
 * Better weapons, often superior melee
 * Increased health
 * Special abilities, either actives or passives

Unfortunately, they: Having a different armour type is especially valuable when your squad is under withering gunfire from hard counter weapons.
 * Often cost a lot more power
 * Often have their own line of researches, such as Powerswords, Powerfists or Plasma pistols

Special Weapons
Generally speaking, special weapons replace the base weapon of an infantry model. There are exceptions, such as Terminators with Cyclone Missile Launchers that get to keep their Stormbolter.

Special weapons tend to provide hard counter capability, meaning they excel at destroying particular armour types.

Certain races get few or no special weapons. Consequently, their army design is significantly different. They scale in strength in later tiers differently. They fight differently. Examples: Necron, Eldar, and most times the player opts to use melee units over ranged units.