AoE3 DatabaseAoE3: DE 100.19.18309 · read from the game files · unofficial

Infantry · Colonial Age

Azap

Azap (proto ID deAzap) is an infantry unit in AoE3: Definitive Edition 100.19.18309 from the Colonial Age: 120 hit points, ranged 8 every 1.75 s at range 14 (×3.5 vs Light Cavalry, ×3.5 vs Ranged Shock Infantry); melee 10 every 1.5 s (×4 vs Cavalry, ×4 vs Light Infantry), 20% ranged resist. It costs 60 food, 40 wood and takes 29 s to train at the Barracks, Fort, Galleon and 2 more. For the same resources it loses hardest to the Jaguar Prowl Knight (edge ×2.6) and beats the Siege Elephant hardest. 1 civilization has it.

Quick answers (5)
What counters Azap in AoE3?
For the same resources, Jaguar Prowl Knight (×2.6), Falconet (×2.1), Veteran Halberdier (×2) and Horse Artillery (×1.9) beat it hardest among regular units (base stats, AoE3: Definitive Edition 100.19.18309).
What is Azap good against?
For the same resources it beats Siege Elephant (×3.4), Flail Elephant (×3), Mahout Lancer (×2.8) and Hakkapelit (×2.6) hardest.
How much does Azap cost in AoE3?
60 food, 40 wood; 29 s to train; 1 population (AoE3: Definitive Edition 100.19.18309).
Which civilizations have Azap?
Ottomans.
What is the proto ID of Azap?
deAzap — the name scenario triggers, AI scripts and mods use.
Hit points
120
Cost
Food60Wood40
Train time
29 s
Speed
4.5

Heavy infantry. Good against cavalry. Armed with a bow to counter light cavalry at range.

Population
1
Line of sight
20
Ranged resist
20%
Available from
IIColonial
XP when killed
10
Game ID
deAzap

In the game's words

How to use it

The Azap is a unique Ottoman heavy infantry unit with a ranged attack and replaces the Pikeman. It is available at the Barracks starting in the Commerce Age costing only food and wood. Like Pikemen, Azaps counter all cavalry in melee combat with their Ottoman halberd. Azaps are not as fast as Pikemen and do not inflict as much siege damage, but their bows allow them to counter Light Cavalry at range.

History

The Azaps were lightly armored foot soldiers primarily fighting with a variety of archaic hand and ranged weapons such as halberds, maces, sabers and bows. The word “azap” literally means “bachelor”, describing an unmarried man. Initially recruited from young men belonging to the lower classes of Ottoman society, Azaps were numerous and often trusted with guard and naval service or logistical support. In the Ottoman line of battle the Azaps were positioned in front of the Janissaries and artillery to repel or bind advancing enemy forces. Once the first line of enemy combatants was weakened the Azaps would withdraw and enable the rested Janissaries and artillery to counterattack. Due to this pivotal role in Ottoman battle tactics Azaps remained active and relevant in the era of gunpowder despite their archaic weaponry.

From the game's History encyclopedia (Infantry).

Azap, from the game's History

Attacks

AttackDamageEveryRangeMultipliers
Ranged8 ranged1.8 s14×3.5 vs Light Cavalry×3.5 vs Ranged Shock Infantry
Melee10 melee1.5 s—×4 vs Cavalry×4 vs Light Infantry
Siege20 siege3 s6—

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.

Azap beats

Beats Azap

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.

Home City cards that ship it

Cards and technologies that change it

Acemi Oglan SchoolFood cost −20%, Wood cost −20%
Derbentlercan train Barracks, can train Artillery Foundry, can train Stable
Enderun Schooldamage +20%, hit points +20%
Flight Archerydamage +15%
Guard Azapshit points +30%, damage +30%, range (Ranged) +2, range (Ranged (stagger)) +2, range (Siege) +2
Imperial Azapshit points +50%, damage +50%, range (Ranged) +2, range (Ranged (stagger)) +2, range (Siege) +2
Kuleli Schoolhit points +15%, damage +15%
Matrakci SchoolInfantry: train time −30%; train time −10%
Veteran Azapshit points +20%, damage +20%, range (Ranged) +2, range (Ranged (stagger)) +2, range (Siege) +2
AcupunctureUnit: train time −25%
Cult of the Supreme BeingUnit: XP for building +10%, XP for kills −10%
Feudal ArmiesUnit: train time −15%
Gadaa SystemUnit: hit points +5%, damage +5%
Golden LibertyUnit: Coin cost −5%
Mapuche Ad-mapuUnit: Coin cost −10%
TEAM Shivaji's TacticsUnit: damage +5%, hit points +5%
Torii GatesUnit: XP for building +60%
Torii GatesUnit: XP for building +60%
Torii GatesUnit: XP for building +60%
Torii GatesUnit: XP for building +60%
WampumUnit: XP for building +35%, train time −20%
Western ReformsUnit: damage +8%, hit points +8%
Winter CountsUnit: XP for building +40%
End RelationsMilitary: line of sight −7
Ottoman AlliesMilitary: line of sight +7
TEAM Spanish InquisitionMilitary: line of sight +10
Town WatchMilitary: line of sight +3
Ignatian SpiritualityUnit Class: hit points +5%
CorseletHeavy Infantry: hit points +25%, speed −15%
TEAM House of BernadotteHeavy Infantry: hit points +15%
United States ArmyHeavy Infantry: hit points +15%, damage +15%
Archaic Infantry CombatHand Infantry: hit points +15%, damage +15%; Foot Archer: hit points +15%, damage +15%
Archaic Infantry HitpointsHand Infantry: hit points +15%; Foot Archer: hit points +15%
Carib Kasiri BeerArcher: damage +10%; Hand Infantry: damage +10%
Hand Infantry / Hand Cavalry HitpointsHand Infantry: hit points +15%
Infantry BreastplateHand Infantry: hit points +10%; Foot Archer: hit points +10%
Mapuche TacticsHand Infantry: damage (Siege) +50%
Maya Cotton ArmorHand Infantry: hit points +20%; Foot Archer: hit points +20%
Push of PikeHand Infantry: speed +10%, train time +10%
TEAM Hand Infantry AttackHand Infantry: damage +15%
Zapotec Cult of the DeadHand Infantry: damage +20%
ArmatoloiRanged Infantry: damage +5%
French and Hausa-only extra +5% Ranged Infantry damageRanged Infantry: damage +5%
Peninsular GuerrillasRanged Infantry: damage +20%
TEAM Coffee ConsumptionRanged Infantry: speed +5%
TEAM Senegalese RiflemenRanged Infantry: damage +10%
Carib Garifuna DrumsArcher: damage bonus against Villager +1

…and 32 more that change every Heavy Infantry.

Source: protoy.xml and techtreey.xml, AoE3: DE 100.19.18309 (build 25040513).