Infantry · Colonial Age
Ashigaru Musketeer
Ashigaru Musketeer (proto ID ypAshigaru) is an infantry unit in AoE3: Definitive Edition 100.19.18309 from the Colonial Age: 170 hit points, ranged 24 every 3 s at range 12; melee 10 every 1.5 s (×3.5 vs Cavalry, ×2.63 vs Light Infantry), 20% melee resist. It costs 80 food, 40 coin and takes 33 s to train at the Fort, American Citadel, Atakebune and 4 more. For the same resources it loses hardest to the Jaguar Prowl Knight (edge ×2) and beats the Flail Elephant hardest. 1 civilization has it.
Quick answers (5)
- What counters Ashigaru Musketeer in AoE3?
- For the same resources, Jaguar Prowl Knight (×2), Bandido (×1.7), Renegado (×1.7) and Aenna (×1.6) beat it hardest among regular units (base stats, AoE3: Definitive Edition 100.19.18309).
- What is Ashigaru Musketeer good against?
- For the same resources it beats Flail Elephant (×3.1), Mahout Lancer (×2.9), Hand Mortar (×2.7) and Tashunke Prowler (×2.6) hardest.
- How much does Ashigaru Musketeer cost in AoE3?
- 80 food, 40 coin; 33 s to train; 1 population (AoE3: Definitive Edition 100.19.18309).
- Which civilizations have Ashigaru Musketeer?
- Japanese.
- What is the proto ID of Ashigaru Musketeer?
- ypAshigaru — the name scenario triggers, AI scripts and mods use.
Japanese heavy foot soldier armed with a musket. Good against cavalry in a melee.
- Population
- 1
- Line of sight
- 16
- Melee resist
- 20%
- Available from
- IIColonial
- XP when killed
- 12
- Game ID
ypAshigaru
In the game's words
How to use it
The Ashigaru is a Japanese musketeer that is more expensive than a normal musketeer but causes slightly more damage and has more hitpoints. The Ashigaru can be trained at the Barracks.
History
During the Heian Period (794-1185 CE), Japan’s system of a centralized military began to rapidly disintegrate with the rise of the warrior aristocracy. This left the creation and training of armies once again in the hands of powerful local lords. The ashigaru, which means “light-foot” or lightly armored, filled a growing need for enlisted warriors. They were the lowest class of warriors, commoners who were paid a stipend to enlarge a lord’s local army. Because they essentially fought as contractors, the ashigaru often had to provide their own provisions and were not always as reliable as their commanders would have liked. However, the status of the ashigaru evolved dramatically in the fifteenth century, following the introduction of European firearms to Japanese warfare. The arquebus required very little training to operate properly, unlike the use of a bow, which was considered an art form. By equipping his many ashigaru with guns, a local daimyo could complement his samurai warriors with a constant and brutal ranged attack. Thus, the ashigaru quickly became indispensable. The most famous ashigaru to rise to prominence was Toyotomi Hideyoshi, the warrior turned powerful daimyo that spent the final years of the sixteenth century seeking to unite the disparate feudal warlords of Japan.
From the game's History encyclopedia (Infantry).
Attacks
| Attack | Damage | Every | Range | Multipliers |
|---|---|---|---|---|
| Ranged | 24 ranged | 3 s | 12 | — |
| Melee | 10 melee | 1.5 s | — | ×3.5 vs Cavalry×2.63 vs Light Infantry |
| Siege | 21 siege | 3 s | — | — |
Counters, worked out
Armies of equal cost, base stats (no upgrades or cards). "Edge" = how many times the winner's spending the loser would need to draw.
Ashigaru Musketeer beats
Flail Elephantedge ×3.1
Mahout Lanceredge ×2.9
Hand Mortaredge ×2.7
Tashunke Prowleredge ×2.6
Siege Elephantedge ×2.4
Iron Flailedge ×2.3
Missionaryedge ×2.3
Cuirassieredge ×2.1
Beats Ashigaru Musketeer
Jaguar Prowl Knightedge ×2
Bandidoedge ×1.7
Renegadoedge ×1.7
Aennaedge ×1.6
Cetan Bowmanedge ×1.6
Falconetedge ×1.6
Streletedge ×1.6
Otontin Slingeredge ×1.5
How this is worked out
Each hit: damage × every multiplier that matches the target's types × (1 − the target's resist to that damage). Two ranged units trade shots; against a melee-only unit the better of ranged and melee is used. Damage per second = hit ÷ seconds between attacks.
Armies bought with the same resources fight by Lanchester's square law: strength = (resources ÷ unit cost)² × damage per second × hit points. The edge is the square root of the strength ratio. All matchups.
Trained at
Civilizations
Home City cards that ship it
Cards and technologies that change it
…and 29 more that change every Heavy Infantry.
Source: protoy.xml and techtreey.xml, AoE3: DE 100.19.18309 (build 25040513).