Cowboys & Indians

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.

Mounted maneuver · Wide scouting · Flexible pressure
Indians faction emblem

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.

  1. Cover the Trading Camp

    Your Herd Driver begins collecting cattle automatically. Build an Assembly Camp and use Foot Riflemen to protect the return route.

  2. Scout before committing

    The starting Mounted Riflemen can inspect the island approaches. Avoid charging a bridge before you know what is waiting beyond it.

  3. 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.

  4. 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 Funds

Collects cattle, horses and buffalo for delivery to the Trading Camp.

Miner

1,400 Funds

Gathers gold and silver for the shared Mining Camp economy.

Foot Rifleman

90 Funds

Affordable rifle infantry for guarding the base and supporting riders.

Bow Rider

350 Funds

Wide-sight mounted scout with light ranged harassment.

Mounted Rifleman

650 Funds

Main rifle cavalry with longer weapon reach than the other basic riders.

Lance Rider

400 Funds

Close-combat cavalry that needs a safe approach to its target.

Powder Party

400 Funds

Close 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.

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