Grenadier Guards/Rise of the Moderns

Grenadier Guards	Grenadier Guards	Grenadier Guards	Grenadier Guards	Grenadier Guards	Grenadier Guards	Grenadier Guards	Grenadier Guards	Grenadier Guards
 	
*Élite infantryman. Stronger and tougher than normal Musketeers but is costlier.
*Strong versus cavalry, infantry, buildings
*Weak versus anti-personnel weapons such as Flying Artillery	
*Élite infantryman. Stronger and tougher than normal Musketeers but is costlier.
*Strong versus cavalry, infantry, buildings
*Weak versus anti-personnel weapons such as Flying Artillery	
*Élite infantryman. Stronger and tougher than normal Musketeers but is costlier.
*Strong versus cavalry, infantry, buildings
*Weak versus anti-personnel weapons such as Flying Artillery	
*Élite infantryman. Stronger and tougher than normal Musketeers but is costlier.
*Strong versus cavalry, infantry, buildings
*Weak versus anti-personnel weapons such as Flying Artillery	
*Élite infantryman. Stronger and tougher than normal Musketeers but is costlier.
*Strong versus cavalry, infantry, buildings
*Weak versus anti-personnel weapons such as Flying Artillery	
*Élite infantryman. Stronger and tougher than normal Musketeers but is costlier.
*Strong versus cavalry, infantry, buildings
*Weak versus anti-personnel weapons such as Flying Artillery	
*Élite infantryman. Stronger and tougher than normal Musketeers but is costlier.
*Strong versus cavalry, infantry, buildings
*Weak versus anti-personnel weapons such as Flying Artillery	
*Élite infantryman. Stronger and tougher than normal Musketeers but is costlier.
*Strong versus cavalry, infantry, buildings
*Weak versus anti-personnel weapons such as Flying Artillery
Prereq: 	Build time 	HP 	LOS 	Attack 	Attack speed 	Movementspeed 	 	
* [3]
*  	20s(300t) 	190 	10 	30 	2.6s(39t) 	23 	 	
Cost 	Cost 	Cost 	Created from 	Armour 	Weapon range 	Specialty 	 	
Base 	Ramp 	Pop 	Created from 	Armour 	Weapon range 	Specialty 	 	
:: 80;: 80 	
:: 8 	
1 	 	3 	0–11 	
:Defensive bonus versus cavalry and buildings	 	
 	 	 	 	 	 	 	 	
===Overall strategy===
Tough, uncompromising and relentless, Grenadier Guards are the creme de la creme of most Western armies. And they have to be. Picked from the strongest and fittest, and drilled to perfection, they are strong and disciplined enough and don't just outshoot regular infantry, but can even be used to suppress fortifications and cavalry. They are, however, still not entirely invincible — dedicated anti-personnel weapons like cannon and machine guns can still destroy them, so be sure to keep your own artillery and cavalry on hand to pick off any threats.
Because of their high cost, Grenadier Guards are always best kept as a defensive force to protect stationary artillery, until the enemy's own artillery has been successfully countered or eliminated. All that is required, then, is to move them slowly into the enemy's forces to allow your Fusiliers and light cavalry a breach, followed by the taking of their cities.
===Unit summary===
* Veliti — The Italian States raise Veliti, which are weaker but faster in movement compared to other infantry units.