FACTION FIELD GUIDE / 8 UNIT ROLES
Texas Frontier
Hold your ground.
Build a dependable rifle line, protect your income and bring heavy weapons forward behind an escort. Texas Frontier rewards a deliberate advance across the island’s crossings.

PLAY TO YOUR STRENGTH
Infantry backed by specialist gun crews and the strongest fixed defense of the three factions.
WATCH YOUR WEAK SIDE
Gatling Crews and Field Guns need time to set up. Moving them into an unsupported fight gives away their advantage.
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.
Put the Barracks to work
Your first Drover already gathers cattle. Build a Barracks and recruit Ranch Riflemen while the starting troops cover your workers.
Scout with a small mounted group
Use the starting Mounted Cowboys to inspect a bridge and nearby resources. Keep enough troops home to protect deliveries.
Choose your next investment
A Stable opens mounted recruitment and advanced foot units. A Mining Camp plus a separately recruited Miner opens ore income. Fund the choice your position needs.
Bring support to the crossing
Escort a Gatling Crew to a position you can hold. Add a Field Gun when you need to pressure structures from range, keeping enemies outside its close blind spot.
02 / KNOW WHO YOU’RE RECRUITING
The Texas Frontier 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.
Drover
1,400 FundsCollects cattle, horses and buffalo. Income arrives when the load is delivered.
Miner
1,400 FundsCollects gold and silver for delivery to a completed Mining Camp.
Ranch Rifleman
100 FundsAffordable rifle infantry for a defensive line and crew escorts.
Mounted Cowboy
600 FundsFast rifle cavalry for scouting, flanking and responding to raids.
Sharpshooter
300 FundsLong-range support with a slow reload and limited structure damage.
Gatling Crew
600 FundsRapid fire after a stationary setup; protect the crew while it moves.
Field Gun
1,200 FundsSlow siege artillery with splash damage and a close-range blind spot.
Mobile HQ
3,000 FundsUnarmed wagon that deploys into a new Headquarters on valid ground.
03 / MAKE THE TERRAIN WORK FOR YOU
Fight with a purpose.
Let the rifle line take first contact
Ranch Riflemen can screen the less durable Sharpshooters. Move the specialists into range without leaving them alone at the front.
Give artillery room
A Field Gun fires at a fixed impact point and cannot hit targets right beside it. Infantry and cavalry buy the crew space to work.
Expand with a purpose
After completing all six building types, a Mobile HQ can establish another base. Place its economy close enough to resources that the new delivery route is worth defending.
04 / A BASE THAT PAYS ITS WAY
Your six building types.
- Ranch Headquarters
- Stockyard
- Mining Camp
- Barracks
- Stable
- Blockhouse
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.
YOUR NEXT MOVE
Hold your ground.
Choose Texas Frontier in Game setup.
