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

Infantry · Colonial Age

Blue Guard

Blue Guard (proto ID ypConsulateStadhouders) is an infantry unit in AoE3: Definitive Edition 100.19.18309 from the Colonial Age: 150 hit points, ranged 23 every 3 s at range 12; melee 13 every 1.5 s (×3 vs Cavalry, ×2.25 vs Light Infantry), 20% melee resist. It costs 75 food, 25 coin and takes 30 s to train. 3 civilizations have it.

Quick answers (3)
How much does Blue Guard cost in AoE3?
75 food, 25 coin; 30 s to train; 1 population (AoE3: Definitive Edition 100.19.18309).
Which civilizations have Blue Guard?
Chinese, Indians and Japanese.
What is the proto ID of Blue Guard?
ypConsulateStadhouders — the name scenario triggers, AI scripts and mods use.
Hit points
150
Cost
Food75Coin25
Train time
30 s
Speed
4

Heavy ranged infantry. Armed with a bayonet to beat cavalry.

Population
1
Line of sight
16
Melee resist
20%
Available from
IIColonial
XP when killed
10
Game ID
ypConsulateStadhouders

In the game's words

How to use it

The Musketeer is an infantry unit with decent hitpoints and range, and a good attack. Unlike most ranged units, Musketeers have a good attack against cavalry in hand-to-hand fighting. Consider Musketeers more like Pikemen, but with range, rather than archers or other light infantry. Musketeers are available to most Civilizations and are one of the most common units in the game. Musketeers are a good all-around unit, but not outstanding in any particular way. Certain Civilizations, like the British, have unique improvements to Musketeers that make them even better than regular fully upgraded Musketeer infantry.

History

Musketeers were infantry soldiers who stood in ranks two and three men deep, taking turns firing while other ranks reloaded. Musketeers were drilled and disciplined to stand as close as 80 yards away from an enemy firing at them. Musket balls ranged from about a half inch in diameter to three-quarters of an inch in diameter. Until long guns with rifled barrels that could be fired more than once every two minutes were developed, muskets were the ranged weapon of choice for infantry. Muskets had a relatively short range and were wildly inaccurate. Musketeers fought a lot like longbowmen, firing volley after volley in the direction of the enemy with no specific target. The barrage of lead was bound to hit something. A competent musketeer could fire three shots in a minute - four times slower than a longbow and twice as fast as an early rifle.

From the game's History encyclopedia (Infantry).

Blue Guard, from the game's History

Attacks

AttackDamageEveryRangeMultipliers
Ranged23 ranged3 s12—
Melee13 melee1.5 s—×3 vs Cavalry×2.25 vs Light Infantry
Siege20 siege3 s——

Civilizations

ChineseIndiansJapanese

Cards and technologies that change it

Akan FontomfromInfantry: speed +5%, train time −20%
BastimentoInfantry: train time −25%
Conservative TacticsInfantry: damage +10%, hit points +10%
CouriersInfantry: train time −45%
Dueling SchoolInfantry: train time −25%
Dutch-only extra +5% infantry hitpointsInfantry: hit points +5%
Fencing SchoolInfantry: train time −40%
Fencing SchoolInfantry: train time −40%
Fencing SchoolInfantry: train time −40%
HualcanaInfantry: resist +0.05
Infantry CombatInfantry: damage +15%, hit points +15%
Infantry HitpointsInfantry: hit points +15%
Liberation MarchInfantry: train time −35%, speed +5%
Liberation MarchInfantry: train time −35%, speed +5%
Matrakci SchoolInfantry: train time −30%
Military DrummersInfantry: speed +10%
Piechota WybranieckaInfantry: train time −20%
Pok Ta PokInfantry: speed +10%, train time −10%
Quechuan DietInfantry: train time −15%
Quechuan MountaineeringInfantry: speed +10%
RansackInfantry: damage (Siege) +50%, damage (Mortar Building) +50%
Royal Fencing SchoolInfantry: train time −40%
Royal Fencing SchoolInfantry: train time −40%
Standing ArmyInfantry: train time −25%
Standing ArmyInfantry: train time −25%
TEAM Inca BridgesInfantry: speed +5%
TEAM Infantry HitpointsInfantry: hit points +10%
TEAM Yongle InfrastructureInfantry: speed +5%
Tilly's DisciplineInfantry: speed +20%, Coin cost +10%, Food cost +10%, Wood cost +10%
ZamindarsInfantry: train time −20%
CorseletHeavy Infantry: hit points +25%, speed −15%
TEAM House of BernadotteHeavy Infantry: hit points +15%
United States ArmyHeavy Infantry: hit points +15%, damage +15%
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%

…and 34 more that change every Infantry.

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