🎮 WILD GUNS GAME GUIDE

Everything you need to dominate the Wild West

About the Game Nations Overview Resources Terminology Cowboy Nation Cowboy Units Indian Nation Indian Units Mexican Nation Mexican Units Troop Speed Chart Production Bonus Buildings Infrastructure Military Groups & XP Espionage Attacking Ramparts Attacking Buildings Trekking Towns Timing Attacks Town Configurations Cavalry Town Guide Food Economy Founding New Towns Defense Tips Map Tiles Credits

About Wild Guns

Wild Guns is a free browser-based Wild West strategy MMO published by Gameforge Productions GmbH. Players choose between three rival nations and compete for land, resources, and reputation across multiple servers.

Nations
3
Cowboys, Indians, Mexicans
Resources
4
Wood, Clay, Iron, Food
Building Types
25+
Production, Military, Infrastructure
Unit Types
10/nation
Infantry, Cavalry, Artillery, Special
Alliance-based team play is essential. You cannot survive long without being part of an alliance. Join one early and coordinate with your members.

The Three Nations

Each nation has unique units with different stats, strengths, and play styles. Choose wisely — your nation determines your role in the alliance.

NationPlaystyleSpecial AbilityStrongest Role
Cowboys Defensive bunker builders Farmers gather extra resources (up to 200 = +50/hr each res) Defense (Swashbucklers, Farmers)
Indians First-strike offense powerhouse Can loot 2/3 of every nation's stash Offense (Tomahawk Fighters, Blunderbusses)
Mexicans Cavalry-focused versatile fighters Extra build queue slot + strongest rampart Cavalry (Caballerias, Conquistadors)

Resources

Four resources power your Wild Guns empire. The first three are used for construction and training, while food sustains your buildings and army.

🌳 Wood
Lumberjack
Bonus: Sawmill (+25%)
🪨 Clay
Clay Pit
Bonus: Brickworks (+25%)
⚒ Iron
Iron Mine
Bonus: Blacksmith (+25%)
🌽 Food
Farm
Bonus: Mill & Bakery (+25% each)
Food is king. Every building and every troop consumes food per hour. If food production goes negative, your troops starve. Always monitor your food balance.

Game Terminology

TermMeaning
ACMAlliance Circular Mail — message sent to all alliance members.
ACRAlliance Combat Reports — shared combat reports viewable by alliance.
CemeteryA heavily defended village where thousands of enemy troops have died.
Clearing WavesRaids sent one after another to wipe out defenders before treks arrive.
DodgeHiding troops outside your village and sending resources elsewhere to prevent looting.
Fakes1-unit attacks to confuse enemies. Also sending units at same speed as treks to simulate trekking.
FarmA village you raid regularly for resources.
HammeringContinuously attacking someone to prevent them from building up.
Res / RezResources (Wood, Clay, Iron, Food).
SnipingHiding troops in a bandit village, recalling them just before treks arrive.
SpammingSending single-unit fakes daily to mask real attacks.
TrekkingSending treks to reduce a town's approval rating to take it over.
Wall / BunkerA village with massive defensive troops stationed in it.
XP PartyAlliance parks groups in one town, members build suicide troops to attack — groups gain XP.

Cowboys Cowboy Nation

As a Cowboy player your duty is to be the defensive bunker builder extraordinaire of your alliance!

The Cowboy Nation is more geared to defense. However the Sniper has the second strongest attack (144 when fully researched) infantry in the game — the Indian Tomahawk Fighter takes first place at 145.

Special Ability: Cowboys get Farmers which can be assigned to gather additional resources. Up to 200 Farmers can gather an additional 50 units per hour of wood, clay, iron and food.

A defensive Cowboy player will use Farmers and Swashbucklers as main troops. Aggressive players will use Farmers and Snipers.

Why Snipers over Swashbucklers for offense? Snipers consume 1 food/hr vs Swashbucklers at 3 food/hr. You can field 3 Snipers for every 1 Swashbuckler. In late game with 20 groups + loose troops, having an extra 2,500 Snipers in your clearing wave makes a huge difference. It's just math.
DON'T NEGLECT RESEARCH! Snipers start at 80 attack but upgrade to 144. A maxed town with 3,875 Snipers: 80 ATK = 310,000 total vs 144 ATK = 558,000 total.

Cowboy Unit Specifications

Unit Acad. Role ATK
min/max
DEF-I
min/max
DEF-C
min/max
Spd Carry Food Cost (W/C/I/F)
Settler0 Founding Towns 0/0125/125125/125 501 4925/7450/5750/4500 (x3)
Sniper1 OFFENSE (Clearing Waves) 80/14450/8625/43 6301 225/160/240/90
Soldier1 OFFENSE 60/10345/8140/72 6501 160/130/160/80
Farmer1 DEFENSE (vs Cav then Inf) 10/1545/10355/126 5251 90/115/85/45
Trapper3 Scouting 0/015/1530/30 1602 160/135/60/80
Cowboy5 DEFENSE (vs Inf then Cav) 55/81110/19860/108 16752 330/365/315/155
Blaster10 OFFENSE (Walls/Ramparts) 80/—50/—75/— 404 875/475/390/140
Swashbuckler15 DEFENSE (vs Cav then Inf) 130/19275/122150/244 14603 470/590/640/200
Cannon15 OFFENSE (Buildings) 70/—75/—10/— 305 1260/1150/700/120
Whiskey Trek20 OFFENSE (Taking Towns) 40/4050/5050/50 505 27550/43700/35000/37600

Indians Indian Nation

As an Indian player your duty is to be the first-strike / terminator / ass-kicking monster of your alliance!

Tomahawk Fighters are the backbone of your armies with Blunderbusses to round out the offensive punch.

Because Indians have almost no defense capability, you will dodge raids and attacks in the early game and depend on Cowboy and Mexican allies later on for defense.
Special Ability: Indian players can loot up to 2/3 of every nation's stash. They also have the strongest offensive infantry (Tomahawk Fighter: 145 max ATK).
DON'T NEGLECT RESEARCH! Tomahawk Fighters start at 85 attack but upgrade to 145. With 3,875 Tomahawks: 85 ATK = 329,375 total vs 145 ATK = 561,875 total.

Indian Unit Specifications

Unit Acad. Role ATK
min/max
DEF-I
min/max
DEF-C
min/max
Spd Carry Food Cost (W/C/I/F)
Settler0 Founding Towns 0/0125/125125/125 501 7625/5050/5600/7100 (x3)
Archer1 OFFENSE 45/8915/2715/27 7551 90/75/50/50
Rifleman1 DEFENSE (vs Cav then Inf) 20/3045/8955/109 6501 160/80/70/75
Tomahawk Fighter5 OFFENSE (Clearing Waves) 85/14535/5725/41 7501 150/140/190/95
Mounted Archer5 DEFENSE (vs Inf then Cav) 60/84110/18850/86 10902 340/300/275/125
Scout5 Scouting 0/015/1515/15 1301 180/80/75/100
Fire Fiend10 OFFENSE (Walls/Ramparts) 45/—0/4060/— 404 875/400/315/120
Blunderbuss15 OFFENSE (Raids, Clearing) 175/25960/8990/133 11703 500/475/505/145
Burning Arrow15 OFFENSE (Buildings) 80/—30/—35/— 305 1250/1000/650/100
Firewater Trek20 OFFENSE (Taking Towns) 90/9075/7575/75 405 31250/29300/21000/31200

Mexicans Mexican Nation

A Mexican player should use cavalry (Caballerias and Conquistadors) for main armies and provide offense or defense as needed by the alliance.

Caballerias provide excellent first-strike capability while Conquistadors provide quick-response defense. Infantry is a small add-on, so Mexican players must favour Assembly Points early because cavalry must be grouped to be effective. Cavalry is quality, not numbers.

Special Abilities: Mexicans get an extra slot in the build queue and have the strongest rampart in Wild Guns.
DON'T NEGLECT RESEARCH! Caballerias start at 160 attack but upgrade to 274. With 1,287 Cabs: 160 ATK = 205,920 total vs 274 ATK = 352,638 total.

Mexican Unit Specifications

Unit Acad. Role ATK
min/max
DEF-I
min/max
DEF-C
min/max
Spd Carry Food Cost (W/C/I/F)
Settler0 Founding Towns 0/0125/125125/125 505 5400/5600/7600/5000 (x3)
Pistolero1 DEFENSE (vs Infantry) 40/6270/12625/45 5201 90/140/175/100
Poncho1 DEFENSE (vs Cav then Inf) 35/6045/8950/99 6451 130/115/160/60
Caballeria5 OFFENSE (Raids, Clearing) 160/27460/9350/73 141003 500/425/380/140
El Mariachi5 OFFENSE (Secondary Clearing) 75/13545/7725/43 7601 170/130/200/80
El Descubridor5 Scouting 0/015/1520/20 1602 120/135/85/80
Bombolero10 OFFENSE (Walls/Ramparts) 65/—35/—60/— 404 800/320/550/110
Conquistador15 DEFENSE (vs Cav then Inf) 180/253145/225145/225 14704 580/620/750/225
Cannon15 OFFENSE (Buildings) 50/—70/—35/— 306 900/1250/575/130
Tequila Trek20 OFFENSE (Taking Towns) 70/7060/6060/60 406 28750/25200/47000/34500

Troop Speed Chart

Speed determines how quickly units travel across the map. Mixed groups move at the speed of the slowest unit. Use this chart to identify incoming attacks.

SpeedUnits (C = Cowboy, M = Mexican, I = Indian)
3Cannon (C), Burning Arrow (I), Cannon (M)
4Blaster (C), Fire Fiend (I), Bombolero (M), Tequila Trek (M), Firewater Trek (I)
5Farmer (C), Whiskey Trek (C), Pistolero (M), Settlers (all)
6Soldier (C), Sniper (C), Poncho (M), Rifleman (I)
7El Mariachi (M), Archer (I), Tomahawk Fighter (I)
10Mounted Archer (I)
11Blunderbuss (I)
13Scout (I)
14Swashbuckler (C), Caballeria (M), Conquistador (M)
16Cowboy (C), Trapper (C), El Descubridor (M)
Identifying incoming attacks: If you see an incoming attack at speed 5 from a Cowboy player, it's either a Whiskey Trek (with escort) or a single Farmer as a fake. If no clearing waves precede it, it's probably a fake.

Production Buildings

BuildingResourceFieldsProd/hr at Lv10Prod/hr at Lv15
LumberjackWood4200/hr525/hr
Clay PitClay4200/hr525/hr
Iron MineIron4200/hr525/hr
FarmFood6200/hr525/hr
Farms have 6 fields instead of 4, giving food production a natural advantage. With 6 farms at Level 15, you produce 3,150 food/hr before bonuses.

Production Bonus Buildings

Each bonus building at Level 5 adds +25% to every corresponding production building. Food gets two bonus buildings (Mill + Bakery) for a total +50%.

BuildingBoostsBonus at Lv5Food/hr
SawmillEach Lumberjack+25% wood12
BrickworksEach Clay Pit+25% clay11
BlacksmithEach Iron Mine+25% iron12
MillEach Farm+25% food11
BakeryEach Farm+25% food12
Max food output: 6 farms at Lv15 (525/hr each = 3,150/hr) + Mill (+25%) + Bakery (+25%) = 4,725 food/hr. Nuggets can add another 25%.

Infrastructure Buildings

Main Building

Max Level: 20 • Food: 16/hr (Lv10) or 41/hr (Lv20)

Increases construction speed. Must be at least Level 10 to unlock the full tech tree.

Storehouse

Max Level: 30 • Stores: Wood, Clay, Iron

At Level 30, stores up to 500,000 of each resource.

Granary

Max Level: 30 • Stores: Food

At Level 30, stores up to 500,000 food.

Marketplace

Max Level: 25 • 50 merchants at max

Send resources to other villages. Level 1 = 1 trader. Level 25 = 50 merchants, 50K per trip.

Stash / Hideout

Max Level: 20 • Food: 0/hr up to Lv5

Protects resources from raids. Keep at Level 5 for free protection — Indians can loot 2/3 of stash capacity anyway.

Embassy

Level 1 • Optional

Required to join an alliance. Access forums and diplomacy.

Tavern

Max Level: 20

Produces settlers and trek units. Lv10 = 1 slot, Lv15 = 2 slots, Lv20 = 3 slots.

Military Buildings

Barracks

Max Level: 25 • Trains: Infantry

Trains infantry units. Higher levels reduce training time. Must research units at Academy first.

Stable

Max Level: 25 • Trains: Cavalry • Requires: Academy Lv5+

At Level 25, training time reduced to ~9% of base. Cavalry is expensive but fast and powerful.

Cannon Foundry

Max Level: 25 • Trains: Artillery • Requires: Main Building Lv5, Academy Lv10

15 artillery units attacking = 1 wall level destroyed. Total upgrade cost: 256K Wood, 285K Clay, 336K Iron.

Academy

Max Level: 20 • Research & Expansion

Research units and upgrades. Key levels: Lv5 = Stable, Lv10 = Cannon Foundry + Assembly Point, Lv15 = advanced units, Lv20 = trek unit.

Assembly Point

Max Level: 20 • Requires: Barracks Lv10, Academy Lv10

Combine units into groups. Max 20 groups at Lv20. Total cost: 990K Wood, 1.27M Clay, 865K Iron.

Rampart / Wall

Max Level: 25

66% defense bonus to all stationed troops + 1,500 base defense. Mexicans have the strongest rampart.

Groups & XP System

At the Assembly Point, units are combined into groups. Groups earn XP from combat and gain star levels that boost offense and defense.

Star LevelUnits KilledOffense BonusDefense Bonus
1 Silver Star (Lv0)0 – 200+0%+0%
1 Gold Star (Lv1)201 – 2,000+25%+25%
2 Gold Stars (Lv2)2,001 – 7,000+50%+50%
3 Gold Stars (Lv3)7,001 – 18,000+75%+75%
4 Gold Stars (Lv4)18,001 – 35,000+100%+100%
5 Gold Stars (Lv5)35,001++125%+125%
XP Party: Alliance parks groups in one town, then everyone builds cheap suicide troops (farmers) to attack it. The defending groups gain massive XP.

Espionage System

Scouts/spies gather intelligence on enemy towns. Information revealed depends on Academy espionage research level.

Espionage LevelInformation Revealed
Level 0Current resources stored in the town
Level 1+ Number and type of stationed units
Level 2+ Rampart (wall) level
Level 3-5+ Level of all buildings in the town
Counter-espionage: Keep 20-50 scouts in each village. They automatically detect enemy scouting raids.

Attacking Ramparts (Walls)

Blasters, Fire Fiends and Bomboleros are used to attack an enemy's rampart.

Key mechanic: For every 15 wall-attack troops that hit, 1 level of the rampart is destroyed. Example: 60 Bomboleros vs Level 14 wall = drops 4 levels to Level 10.
NationWall Attack UnitSpeed
CowboysBlaster4
IndiansFire Fiend4
MexicansBombolero4
ALWAYS send a strong escort, NEVER send a full army!
Acceptable escorts: 250-350 loose strong offensive troops (Snipers, Swashbucklers, Caballerias, Tomahawk Fighters, Blunderbusses) or 2-3 groups of offensive troops.

NEVER send 18 groups of 5-star troops with wall attacks. They move very slow — if the enemy builds a support wall, you lose your entire army for nothing.

Attacking Buildings

Cannons and Burning Arrows attack enemy buildings. Must be sent as an attack (not a raid) — this means high chance of 100% losses if the town is defended.

Key mechanic: For every 15 building-attack troops, 1 level of the building is destroyed. Example: 450 Cannons vs Level 30 Storehouse = reduced to zero.
NationBuilding Attack UnitSpeed
CowboysCannon3
IndiansBurning Arrow3
MexicansCannon3
Same escort rules apply. 250-350 loose offensive troops or 2-3 groups max. NEVER send your full army — Cannons move at speed 3 (the slowest in the game), giving the defender plenty of time to react.

Trekking (Taking Over Towns)

Treks reduce a town's approval rating by 20-27 points per trek. When approval hits negative, the town becomes yours. Typically 5 treks are needed, but each town can only support 3 — so you need multiple towns or a second run.

Second runs are very dangerous. Always try to take the town on the first run. Once you start, enemies may reinforce.

Requirements

NationTrek UnitSpeedCost (W/C/I/F)
CowboysWhiskey Trek527,550 / 43,700 / 35,000 / 37,600
IndiansFirewater Trek431,250 / 29,300 / 21,000 / 31,200
MexicansTequila Trek428,750 / 25,200 / 47,000 / 34,500

The Three Steps

1

Scout (Raids)

Send scouting raids (Trappers, Scouts, El Descubridors) to gather intelligence. You need espionage researched to Level 3-5 at the Academy. Learn troop numbers, strength, and rampart level before planning the attack.

2

Clearing Waves (Raids)

Send strong RAIDS from multiple towns (5-15) to kill defending troops. A typical cowboy clearing wave from 1 town: 15-20 groups of 5-star Snipers + 1,500-2,500 loose Snipers + 10 Trappers. Multiple waves are needed as each kills a portion of defenders. Clearing waves are always RAIDS, never attacks.

3

Trek (Attacks)

Send treks timed to land within seconds of each other. Treks must be sent as ATTACKS or they won't work. Send escorts: 200-300 loose offensive troops or 2-3 groups. NEVER send your full army with a trek.

Watch for sniping! Defenders may dodge clearing waves by hiding troops outside, then recall them before your treks arrive. If no clearing waves precede an incoming attack at trek speed, it's probably a fake.

Timing Attacks

Timing is critical in Wild Guns. Well-timed attacks and interpreting incoming raid data is vital. All times should be in Server Time, not your local timezone.

1

Get Duration

Go to World Map, pick a target, click "Send troops", select your units. At the "Confirm attack details" screen, note the duration (e.g., 2:48:25).

2

Calculate Launch Time

Use a time calculator. Enter your desired arrival time, then subtract the duration. Example: Arrive at 23:50, duration 2:48:25 → launch at 21:01:35.

3

Launch

Watch the Game Clock. At 5 seconds before your calculated send time, launch your troops. For multiple armies, send longest-duration armies first.

Identifying incoming troops: Keep 1 loose unit of every troop type. When attacked, start a raid to the attacker and compare your raid duration to the incoming duration. Match the speed to identify the troop type using the speed chart above.

Suggested Town Configurations

Based on maxed food production buildings. Cowboys and Mexicans should maintain a 3:1 defensive to offensive ratio. Indians focus on offense due to weak defense.

Cowboys 5 Towns

CountTypeTroops Per TownTotal
1Defensive Infantry3,875 Farmers3,875
3Defensive Cavalry1,287 Swashbucklers3,861
1Offensive Infantry3,875 Snipers3,875

Cowboys 10 Towns

CountTypeTroops Per TownTotal
2Defensive Infantry3,875 Farmers7,750
1Defensive Cavalry1,930 Cowboys1,930
4Defensive Cavalry1,287 Swashbucklers5,148
3Offensive Infantry3,875 Snipers11,625

Indians 5 Towns

CountTypeTroops Per TownTotal
1Defensive Infantry3,875 Riflemen3,875
1Offensive Cavalry1,293 Blunderbusses1,293
3Offensive Infantry3,875 Tomahawk Fighters11,625

Indians 10 Towns

CountTypeTroops Per TownTotal
2Defensive Infantry3,875 Riflemen7,750
3Offensive Cavalry1,293 Blunderbusses3,879
5Offensive Infantry3,875 Tomahawk Fighters19,375

Mexicans 5 Towns

CountTypeTroops Per TownTotal
1Defensive Infantry3,875 Ponchos3,875
3Defensive Cavalry965 Conquistadors2,895
1Offensive Cavalry1,287 Caballerias1,287

Mexicans 10 Towns

CountTypeTroops Per TownTotal
2Defensive Infantry3,875 Ponchos7,750
4Defensive Cavalry965 Conquistadors3,860
1Offensive Infantry3,875 El Mariachis3,875
3Offensive Cavalry1,287 Caballerias3,861

Building a Cavalry Town

A properly built cavalry town is the backbone of any serious player's empire.

One troop type per town. Never mix troop types. Build only one kind of combat unit (plus 20-50 scouts) to maximize military power.

Military Building Configuration

BuildingLevelFood/hrNotes
Academy2058Espionage to Lv3, Expansion to Lv10. Don't research Drinking Ability in first town
Assembly Point203020 groups max
Barracks14Minimal — just allows basic infantry
Cannon Foundry13Allows troops to attack walls
Rampart253066% defense bonus + 1,500 base defense
Stable2595Training time reduced to ~9%
Tavern20303 settler/trek slots

Infrastructure Configuration

BuildingLevelFood/hrNotes
Embassy13Optional, for alliance
Granary3060500K food storage
Main Building2041Can keep at Lv10 (16 food/hr) if tight on food
Marketplace258050 merchants, 50K per trip
Stash50Free protection, don't upgrade past 5
Storehouse3060500K resource storage

Production Configuration

BuildingLevelCountProductionFood/hr
Lumberjack104200/hr each64 total
Clay Pit104200/hr each64 total
Iron Mine104200/hr each84 total
Farm156525/hr each60 total

Food Economy

Food Production
4,725/hr
6 farms Lv15 + Mill + Bakery
Building Consumption
-824/hr
All buildings at recommended levels
Net for Troops
3,901/hr
Available for your army

Max Troops Per Town (3,901 food/hr budget)

UnitFood/unitMax TroopsWith 20 Scouts
Farmer / Sniper / Soldier / Rifleman / Archer / Tomahawk / Poncho / Pistolero / El Mariachi13,8753,875 + 20 scouts
Cowboy / Mounted Archer21,9301,930 + 20 scouts
Swashbuckler / Caballeria / Blunderbuss31,2871,287 + 20 scouts
Conquistador4965965 + 20 scouts

Founding New Towns

To found a new town you need: a settler (built in the Tavern at levels 10, 15, 20), an open spot of land, and enough expansion points. Three deposits are required before construction begins.

Settler Costs (x3 deposits)

NationWoodClayIronFoodTotalBuild Time
Cowboys14,77522,35017,25013,50067,87526:38:20
Indians22,87515,15016,80021,30076,12527:20:00
Mexicans16,20016,80022,80015,00070,80025:11:40
Be prepared to send resources to your new town — you won't have tutorial bonuses to help like your first town.

Defense Tips

Map Tiles

TileDescriptionExplorable
PlainEmpty landNo
ForestWooded area, may contain bonusesYes
MountainRocky terrain, may contain bonusesYes
DesertSandy terrain, may contain bonusesYes
CactusCactus field, may contain bonusesYes
LakeWater tile, impassableNo
Village (own)Your townNo
Village (enemy)Can attack, raid, or trekNo

Credits

Game data sourced from Hachiroku's Wild Guns Information Site (themercers.ca/WildGuns) — an unofficial fan site maintained by Craig Mercer. Wild Guns is published by Gameforge Productions GmbH.

This guide is provided for reference. Stats and mechanics may vary by server version.