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RiflemanD
"Rifleman ready! Let's take the fight to the enemy!"

Summary

  • The Rifleman is the first troop available in the game, being unlocked as soon as the game begins.
  • Riflemen are decent troops with moderate HP, damage, and attack range.
  • They require the lowest amount of space in the Landing Craft of any troop.

Visual Appearance

  • The Rifleman appears as a fair-skinned man with a blue uniform, simple boots, and a grayish-green helmet with a blue cloth band around it. He carries a rifle and has a red ace of spades tucked into his helmet band.

Offensive Strategy

  • The Rifleman is effective when deployed in large numbers.
  • The Rifleman is effective when used with Heavies acting as meat shields.
  • Another great strategy is Rifle-Medic. Riflemen have moderate health, so Medics will be able to heal up most of the damage that the Riflemen take from splash damage defenses. Medics' healing does have a splash effect, so they can heal Riflemen faster than any other unit (though high-level defenses can eventually overpower the healing).
  • A third popular strategy with riflemen is the Rifle-Zooka strategy (Full guide by TheCoolBoss). This strategy is very weak to splash defenses due to the high amount of troops and relatively low health per troop, but this is a devistating tactic when combined with high-level Medkits and/or Medics or when used against a base with low level or at least very few splash defenses.
  • The Rifleman is great to use against Cannons and Boom Cannons as these defenses are single-shot defenses, making them easily overwhelmed by Riflemen hordes.
  • Riflemen are weak against Machine Guns, Mortars, Flamethrowers, Rocket Launchers and Shock Launchers as these defenses are multi-target, meaning that they excel at damaging groups of enemies.
    • At respectable levels, Riflemen may counter Machine Gun and Rocket Launcher fire with the help of a Gunboat deployed Medkit.
    • You can allow Riflemen to spread out as much as possible to minimise the effect of these defenses. However, spreading out too much will expose them to fire from too many defenses!
  • Due to their large numbers and short range, Riflemen can be used to protect Tanks from Cannons and Boom Cannons.
  • Use a Barrage on large groups of Mines to prevent them from killing your Riflemen quickly. If you have Critters, it can be a good alternative if Barrage gets too expensive.
    • The Cryobomb is very good at clearing Mines if it is available, due to its large radius.

Defensive Strategy

  • A group of Riflemen's worst enemy is the Rocket Launcher, so place it well behind other defenses.
  • The Mortar is effective in taking out large numbers of Riflemen, but it fires very slowly. Having a Machine Gun in front of a Mortar will cause the Riflemen to target the Machine Gun (in the absence of a Flare), giving the Mortar more time to fire at the Riflemen. 
  • Place the Mortar behind various buildings so that it is difficult for the Riflemen to reach the Mortar without having any casualties, the same goes for any other slow-firing defense.
  • Riflemen are vulnerable to fast firing defenses such as Sniper Towers, Machine Guns, and Flamethrowers, so place them strategically. 
  • Cannons and Boom Cannons can easily one-shot kill Riflemen but can be swarmed by large groups of Riflemen so be sure protect them with Sniper Towers, Machine Guns, Flamethrowers, Rocket Launchers or Shock Launchers.
  • Place your Mines well. Groups of them can kill Riflemen quickly if the attacker ignores them.
  • Some very good Prototype Defenses against Riflemen include Shock Blasters, Hot Pots, Microwav'rs and Flotsam Cannons. All of these are capable of defeating hordes of Riflemen quickly, but they can also prove to be prime targets for Shock Bombs.

Upgrade Differences

  • There are no visual changes between levels, but each upgrade increases the Rifleman's hitpoints (by 7%), DPS (by 8%), and training cost.

Trivia

  • They appear as the snipers in Sniper Towers. However, their rate of fire is different.
  • During the tutorial, the training time of 5 Riflemen is reduced to 5 seconds, and costs 0 Diamonds to complete.

Statistics

Unit Size
Troop Capacity
Training Time
Time
Movement Speed
Movement Speed
Attack Range
Range
Attack Speed
Shot
Headquarters Level Required
Headquarters
1 1m Moderate / 220 Medium / 4.7 Tiles 1s 1
Level
Level
Hitpoints
Hitpoints
DPS
Damage
Training Cost
Gold
Research Cost
Gold
Armory
Combat Academy
Research Time
Time
Instant
Diamonds
XP Gain
Xp
1 140 30 20 N/A N/A N/A N/A N/A
2 150 32 50 9,500 1 2h 56 14
3 160 35 100 19,500 2 3h 79 17
4 172 38 150 42,000 3 6h 138 24
5 184 41 200 83,000 4 8h 190 30
6 196 44 250 140,000 5 12h 261 37
7 210 48 300 236,000 6 17h 349 43
8 225 52 350 370,000 7 22h 444 50
9 241 56 400 540,000 8 1d 517 52
10 257 61 450 630,000 9 1d 1h 552 52
11 275 66 500 710,000 10 1d 4h 602 55
12 295 71 600 970,000 11 1d 9h 716 61
13 315 77 700 1,320,000 12 1d 12h 832 67
14 337 84 800 1,500,000 13 1d 15h 901 67
15 361 90 900 1,800,000 14 2d 1,038 74
16 386 98 1,000 2,480,000 15 2d 3h 1,211 78
17 413 106 1,100 2,850,000 16 2d 5h 1,304 78
18 442 115 1,200 3,200,000 17 2d 11h 1,417 83
19 473 124 1,300 3,800,000 18 2d 13h 1,549 84
20 506 134 1,400 4,400,000 19 2d 17h 1,690 87
21 542 145 1,500 5,100,000 20 2d 19h 1,832 89
22 580 157 1,600 5,500,000 21 2d 21h 1,916 91
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