Rifle Infantry/Rise of the Moderns

Rifle Infantry — Vital statistics	Rifle Infantry — Vital statistics	Rifle Infantry — Vital statistics	Rifle Infantry — Vital statistics	Rifle Infantry — Vital statistics	Rifle Infantry — Vital statistics	Rifle Infantry — Vital statistics	Rifle Infantry — Vital statistics	Rifle Infantry — Vital statistics
 	
*Upgrade of ALL pre-Industrial Infantry.	
*Upgrade of ALL pre-Industrial Infantry.	
*Upgrade of ALL pre-Industrial Infantry.	
*Upgrade of ALL pre-Industrial Infantry.	
*Upgrade of ALL pre-Industrial Infantry.	
*Upgrade of ALL pre-Industrial Infantry.	
*Upgrade of ALL pre-Industrial Infantry.	
*Upgrade of ALL pre-Industrial Infantry.
Prereq: 	Build time 	HP 	LOS 	Attack 	Attack speed 	Movementspeed 	 	
* [4]
* 	11.2s(168t) 	200 	11 	28 	1.6s(24t) 	26 	 	
Cost 	Cost 	Cost 	Created from 	Armour 	Weapon range 	Specialty 	 	
Base 	Ramp 	Pop 	Created from 	Armour 	Weapon range 	Specialty 	 	
: 70;: 60 	: 1;: 1 	1 	 	3 	0–11 	
*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.