FACTION FIELD GUIDE / 7 UNIT ROLES
Indians
Choose where the fight happens.
Use mounted scouts to see the approaches, then concentrate your riders where they can make a difference. This faction combines rifle infantry with three distinct cavalry roles.

PLAY TO YOUR STRENGTH
Bow Riders have wide sight, while Mounted Riflemen and Lance Riders give the mounted army different ways to engage.
WATCH YOUR WEAK SIDE
Fixed defenses are lighter, and this roster has no Mobile HQ. Protect the economy you have while using completed buildings to extend construction territory.
01 / FROM THE FIRST DELIVERY
Your opening plan.
A practical starting point for an Easy skirmish. Adapt when scouting reveals what the opponent is doing.
Cover the Trading Camp
Your Herd Driver begins collecting cattle automatically. Build an Assembly Camp and use Foot Riflemen to protect the return route.
Scout before committing
The starting Mounted Riflemen can inspect the island approaches. Avoid charging a bridge before you know what is waiting beyond it.
Open the Horse Camp
Recruit a Bow Rider for wide sight and harassment, more Mounted Riflemen for the main force, or Lance Riders when you can get them into close range.
Support the riders’ route home
Add income and extend your base with completed buildings. Keep room to withdraw injured cavalry instead of trapping the whole group in a narrow crossing.
02 / KNOW WHO YOU’RE RECRUITING
The Indians roster.
Prices are in match Funds. Workers count toward the same population limit as troops. Advanced units require completed buildings; the game’s recruitment cards show the requirements.
Herd Driver
1,400 FundsCollects cattle, horses and buffalo for delivery to the Trading Camp.
Miner
1,400 FundsGathers gold and silver for the shared Mining Camp economy.
Foot Rifleman
90 FundsAffordable rifle infantry for guarding the base and supporting riders.
Bow Rider
350 FundsWide-sight mounted scout with light ranged harassment.
Mounted Rifleman
650 FundsMain rifle cavalry with longer weapon reach than the other basic riders.
Lance Rider
400 FundsClose-combat cavalry that needs a safe approach to its target.
Powder Party
400 FundsClose demolition role for attacking structures with an escort.
03 / MAKE THE TERRAIN WORK FOR YOU
Fight with a purpose.
Use sight before firepower
Bow Riders can reveal an approach before slower units arrive. Their light attacks are useful for harassment, but they do little damage to buildings.
Give Lance Riders a clean approach
Lances have very short reach. A frontal ride into a prepared ranged line is costly; look for isolated targets or a less defended angle.
Bring a structure specialist
Powder Parties deal heavy demolition damage to buildings but must get close. Escort them with infantry and riders rather than expecting them to survive alone.
04 / A BASE THAT PAYS ITS WAY
Your six building types.
- Camp Headquarters
- Trading Camp
- Mining Camp
- Assembly Camp
- Horse Camp
- Lookout Post
Completed structures extend your construction territory. A Mining Camp needs a separately recruited Miner; an empty camp earns nothing. Repair damaged buildings with Funds, and protect the paths your workers use to deliver cargo.
These faction names, unit roles and tactics describe fictional game rules. They are provisional design choices, not a historical account.
YOUR NEXT MOVE
Choose where the fight happens.
Choose Indians in Game setup.
