Guardia Nacional

Guardia Nacional	Guardia Nacional	Guardia Nacional	Guardia Nacional	Guardia Nacional	Guardia Nacional	Guardia Nacional	Guardia Nacional	Guardia Nacional
 	Elite assault infantry used as frontliners and for attacking buildings. 
*Strong versus buildings, siege weapons.
*Weak versus massed infantry, anti-personnel weapons.	Elite assault infantry used as frontliners and for attacking buildings. 
*Strong versus buildings, siege weapons.
*Weak versus massed infantry, anti-personnel weapons.	Elite assault infantry used as frontliners and for attacking buildings. 
*Strong versus buildings, siege weapons.
*Weak versus massed infantry, anti-personnel weapons.	Elite assault infantry used as frontliners and for attacking buildings. 
*Strong versus buildings, siege weapons.
*Weak versus massed infantry, anti-personnel weapons.	Elite assault infantry used as frontliners and for attacking buildings. 
*Strong versus buildings, siege weapons.
*Weak versus massed infantry, anti-personnel weapons.	Elite assault infantry used as frontliners and for attacking buildings. 
*Strong versus buildings, siege weapons.
*Weak versus massed infantry, anti-personnel weapons.	Elite assault infantry used as frontliners and for attacking buildings. 
*Strong versus buildings, siege weapons.
*Weak versus massed infantry, anti-personnel weapons.	Elite assault infantry used as frontliners and for attacking buildings. 
*Strong versus buildings, siege weapons.
*Weak versus massed infantry, anti-personnel weapons.
Prereq: 	Build time 	HP 	LOS 	Attack 	Attack speed 	Movementspeed 	 	
:None 	11.2s(207t) 	253 	13 	32 	2.1s(28t) 	27 	 	
Cost 	Cost 	Cost 	Created from 	Armour 	Weapon range 	Specialty 	 	
Base 	Ramp 	Pop 	Created from 	Armour 	Weapon range 	Specialty 	 	
: 100;: 80 	: 3;: 2 	1 	 	4 	0–12 	
*+1 splash attack radius.
*Atack bonus versus non-Industrial Age units.	 	
  	  	  	  	  	  	  	  	 
===Overall strategy===
As infantry tactics and military technology improve, the time soon comes when line tactics must be abandoned and Naval Infantry or rather, "marines" as they are informally called — assume the role of assault infantry in the Industrial Era. These units continue the task of Grenadier Guards, facilitating attacks on your opponents. However, they have an extra edge: like the vanilla Continental Marines they are based on, they are more resistant and faster in water, and they have the ability to entrench themselves without the need of a General's special ability. 
Understandably these units are so tough you can even count on them, alongside field artillery, to defend against armoured vehicles in later eras, but remember that they are still infantry, and are best used in defending against enemy assaults, or attacking enemy positions where antipersonnel weapons are absent. Use these units to defend your own lines, especially from cavalry, or to seize cities, but watch out for artillery and machine guns which can mow them down before they have a chance of entrenching themselves.
Not all factions, however, do train Naval Infantry. Vast numbers of minor factions such as Dai Viet and the Bamar can't recruit them. Additionally, five nations also have their own particular naval infantry traditions. The United Kingdom has the best all-round "marine" replacement for Naval Infantry, but is outclassed by other unique marine units who are specialised in various tasks and roles. In contrast, Savoyard Bersaglieri have good range and movement speed, but can't entrench themselves, making them more akin to classic skirmishers as opposed to Marine infantry. America's US Marines units sacrifice armour in exchange for +2 attack range, making them proficient at screening and picking off enemy units from a distance. while the French Fusiliers Marins have lower HP, but gain better attack and speed, making them ideal for offensive operations. Black Devils, on the other hand, have lower range, but enjoy added bonuses against buildings and light watercraft, making them somewhat specialised in marine operations as their designation suggests.