Rise of the Moderns Wiki
Advertisement

"I got a clear impression that he'd cheerfully send off a regiment to be butchered if it served his purpose. He wouldn't think twice about it, either. he called soldiers "interchangeable parts."

—John Jakes, North and South (Cap 5)

In game[]

Img fsuil acw
Doughboys — Vital statistics

  • Upgrade of ALL pre-Industrial Infantry.
Prereq: Build time HP LOS Attack Attack speed Movement
speed
None
11.2s
(168t)
235 11 29 2.1s
(32t)
28
Cost Created from Armour Weapon range Specialty
Base Ramp Pop
Food: 80;
Timber: 60
Food: 2;
Timber: 2
1 Barracks 3 0–12
  • Attack penalty versus armoured vehicles, ships and buildings.
  • Atack bonus versus non-Industrial Age units.

Overall strategy[]

The final phase of evolution for the musket line of infantry, Rifle Infantry represent the most potent of their kind. They combine the strength of the Grenadier with the range and line of sight of a Marksman and the cost of a Line Infantryman, making for a very potent infantry unit that is extremely tough, and almost able to take out any land unit, bar artillery at a distance.

As such you should then use these units to hold lines of battle, forming a human wall to protect artillery from cavalry, and to support your own cavalry in the field. Just remember to bring your own artillery and you should be fine, even if your opponent were to deploy machine guns or rockets against them.

Advertisement