Insurgente
Insurgente is a Mexican Revolution infantry unit with ranged, hand and siege attacks. Its one-population cost makes it a compact way to field a large revolutionary force.

Recorded values
- Cost
- 70 Food
- Available
- Commerce Age · European Barracks; Fort; Steamer; American Citadel
- Training
- 35 sec · 1 population · 7 XP per train
- Durability & mobility
- 90 hit points · 10% hand resistance · 5.5 speed · 12 line of sight
- Siege attack
- 20 base damage · range 6 · attack interval 3.0
- Hand attack
- 10 base damage · attack interval 1.5 · bonus damage: 3.5x vs. Cavalry; 2.5x vs. Shock troops
- Ranged attack
- 15 base damage · range 5-10 · attack interval 3.0 · requires Reservistas card
Role, availability & values
Insurgentes can be trained at the Town Center and other listed Mexican sites. The recorded profile includes a 5.5 movement speed and an attack at range as well as melee, but its low hit points mean it needs numbers and support rather than acting as a durable elite unit.
Matchup & timing
Use Insurgentes to maintain pressure across several targets or add bodies to a revolutionary army. Protect them from area damage and heavy counters, and support them with units that can absorb fire or answer enemy cavalry.
Mexican access and unit profile
The Insurgente is a Mexican Commerce Age infantry unit that replaces the Pikeman. It is trained in groups of ten at the Barracks, Fort, Steamer, or American Citadel. Each unit costs 70 Food in the current profile, takes 35 seconds to train, uses one population, and has 90 hit points, 10 percent hand resistance, and speed 5.5. Its hand attack deals 10 damage every 1.5 seconds with a 3.5 multiplier against Cavalry and a 2.5 multiplier against Shock troops. Its siege attack deals 20 damage at range 6 every three seconds. The Insurgente is faster and cheaper than a Pikeman but much less durable. Its value comes from numbers and early availability rather than from winning a long fight alone.
Early pressure and counter role
Because the unit is trained in batches of ten, Insurgentes can create a sudden early force for raids, anti-cavalry defense, or building pressure. Their bonuses make them useful against Cavalry and Shock troops, and their siege attack helps threaten an exposed structure. They are weak against most other units, particularly Light infantry and Artillery, and their 90 hit points make them fragile. Use them to force an opponent to respond, then withdraw if the enemy brings a hard counter. Do not send a batch directly into a defended base without scouting; their speed helps them reach a target, but low durability can turn a raid into a costly loss. Pair them with ranged units that can engage Light infantry and with Soldados or other units that can handle a wider range of threats.
Reservistas and ranged option
The Reservistas Home City Card unlocks a short range firearm attack, giving Insurgentes a 15 damage ranged option at range 5 to 10. The attack has no ranged bonus multipliers, so it is a support mode rather than a replacement for a specialized ranged unit. The card also changes the unit's tags to include Gunpowder and Musket infantry. Reservistas can help Insurgentes contribute while closing or defend from a distance, but Soldados have stronger statistics and later upgrade potential. Insurgentes are capped at Veteran level, while Soldados can reach Imperial. Their advantage is quicker production, especially when Liberation March and Reservistas are sent and Standing Army is researched. Use that production speed for a timing rather than trying to scale them indefinitely.
Upgrades and variants
Veteran Insurgentes are upgraded in the Fortress Age for 200 Wood and 200 Coin, adding 20 percent hit points and damage. Peru can ship 33 Veteran Insurgentes through its Home City card. Revolting to Yucatán creates the Yucateco Insurgente variant, which has a lasso attack that can snare enemies and apply class specific bonuses. That variant's ability is distinct from the standard Mexican Insurgente. The base unit's Food price increased from 65 to 70 in update 14.43676, and its siege damage and interval have changed across patches. Older guides may show a lower siege value; use the current 20 damage profile.
Army planning
Insurgentes fit a Mexican plan that needs inexpensive anti-cavalry numbers early. Their one population cost makes the batch efficient, but Food is still required and their weak ranged defense means they need support. Send them against a cavalry raid or use them to surround artillery after the main force engages. Against an infantry heavy army, hold them back and rely on Soldados or ranged units to create an opening. If the opponent's composition changes, stop producing Insurgentes and use their fast movement to protect the economy or threaten another route. The unit is strongest when it arrives before the opponent is ready for a large group; in a prolonged battle, its limited upgrade ceiling becomes more important.
Production timing and batch management
Insurgentes train ten at once, so one production order commits a meaningful amount of Food and population. Their 35 second training time and Commerce Age availability make them a quick way to field an anti-cavalry group, but the batch may be larger than needed if the opponent is not producing cavalry. Use the group to defend a raid or hit an exposed building, then return to the base before Light infantry can focus it. A War Hut or other Mexican unit can support them from range. If the opponent counters the batch, do not queue another ten automatically; use the next production cycle for Soldados, artillery, or another line that addresses the new threat.
Upgrade ceiling and replacement
Insurgentes upgrade to Veteran for 200 Wood and 200 Coin, gaining 20 percent hit points and damage. They do not continue to the same late game ceiling as Soldados, so the Mexican player should compare the cost of Veteran upgrades with the resources required for a later unit line. Their quick batch production helps replace casualties in an early timing, but every lost group also gives the opponent time to prepare Light infantry or artillery. Keep a core of survivors when possible and let the upgrade improve that force; replace only when the anti-cavalry role remains necessary.
Choosing the Reservistas card
Reservistas is useful when Insurgentes need to fight from a short distance or when the Mexican army lacks a cheap firearm line. Its range is only 5 to 10 and its attack has no bonus multipliers, so the card does not turn Insurgentes into a full Musketeer replacement. Send it when the added flexibility matters to an upcoming fight. If the main purpose is to counter Cavalry, the hand attack remains more important; if the enemy has Light infantry, use units with a stronger ranged matchup instead.
Mexican Commerce Age anti-Cavalry Infantry
The Insurgente is a Mexican Commerce Age hand Infantry unit trained at a European Barracks, Fort, Steamer or American Citadel. It costs 70 Food, takes 35 seconds to train, uses one population and has 90 hit points, 10% hand resistance and speed 5.5. Its hand attack deals ten damage every 1.5 seconds, with a 3.5× bonus against Cavalry and 2.5× against Shock troops; its Siege attack deals 20 damage. This makes Insurgentes a quick, inexpensive answer to mounted pressure, but their low health makes them poor at holding a prolonged frontline. Keep them near ranged support and use their speed to intercept Cavalry before it reaches workers or artillery.
Reservistas ranged mode and role changes
The Reservistas Home City Card enables the Insurgente’s ranged attack, which deals 15 damage at range 5–10 every three seconds. This is a card-dependent change, so do not assume every Insurgente force can fire at range. The ranged option can help the unit join a firing line, while its core value remains the hand attack against Cavalry and Shock troops. Use the Barracks for steady reinforcement, or a Fort for a protected forward queue if the position is secure. The unit’s low hit points mean it should not be sent alone to siege despite its attack; its 20 Siege damage is a secondary contribution after the army has control. Add other Infantry to cover threats that do not fit its multipliers.