Cavalry · Fortress Age
Carbine Cavalry
Carbine Cavalry (proto ID deUSCavalry) is a cavalry unit in AoE3: Definitive Edition 100.19.18309 from the Fortress Age: 180 hit points, ranged 19 every 2.5 s at range 12 (×2 vs Artillery, ×2.25 vs Coyote Man, ×3 vs Heavy Cavalry); melee 12 every 1.5 s (×2 vs Artillery, ×2.25 vs Coyote Man, ×3 vs Heavy Cavalry), 10% ranged resist. It costs 80 food, 80 coin and takes 37 s to train at the Fluyt, Fort, Stable and 2 more. For the same resources it loses hardest to the Qiang Pikeman (edge ×2.9) and beats the Siege Elephant hardest. 8 civilizations have it.
Quick answers (5)
- What counters Carbine Cavalry in AoE3?
- For the same resources, Qiang Pikeman (×2.9), Levied Spearman (×2.9), Puma Spearman (×2.7) and Veteran Halberdier (×2.5) beat it hardest among regular units (base stats, AoE3: Definitive Edition 100.19.18309).
- What is Carbine Cavalry good against?
- For the same resources it beats Siege Elephant (×3.4), Gatling Gun (×3.3), Hand Mortar (×2.7) and Culverin (×2.6) hardest.
- How much does Carbine Cavalry cost in AoE3?
- 80 food, 80 coin; 37 s to train; 2 population (AoE3: Definitive Edition 100.19.18309).
- Which civilizations have Carbine Cavalry?
- British, United States, Italians, Poles, Swedes, Dutch, French and Japanese.
- What is the proto ID of Carbine Cavalry?
- deUSCavalry — the name scenario triggers, AI scripts and mods use.
Ranged light cavalry equipped with a carbine repeater. Good against Heavy Cavalry and Artillery.
- Population
- 2
- Line of sight
- 16
- Ranged resist
- 10%
- Available from
- IIIFortress
- XP when killed
- 16
- Game ID
deUSCavalry
In the game's words
How to use it
The Carbine Cavalry replaces the Dragoon and is unique to the United States. It is available starting in the Fortress Age and, like the Dragoon, is especially effective against enemy cavalry units. However, it utilizes a multi-shot carbine rifle attack and fires at a greater range than the pistols of the Dragoon.
History
As early modern warfare transitioned into an age where firearms dominated the battlefield, cavalry units felt the need to adapt in kind. While long, muzzle-loading rifles could not be used effectively from horseback, a variant -- the carbine -- soon developed. Carbines were shorter and easier to reload than rifles, making them far more practical, and were adopted with enthusiasm by the US Cavalry. This weapon was far more effective than the pistols used by European dragoons and highly useful for the open terrains on which they were usually used. During the late 19th century, more advanced carbines were developed, such as Spencers and Winchesters, whose breech-loading and lever-action mechanisms allowed quick reloading and rapid firing, a deadly combination.
From the game's History encyclopedia (Cavalry).
Attacks
| Attack | Damage | Every | Range | Multipliers |
|---|---|---|---|---|
| Ranged (defend) | 19 ranged | 2.5 s | 12 | ×2 vs Artillery×2.25 vs Coyote Man×3 vs Heavy Cavalry×0.5 vs Villager |
| Melee | 12 melee | 1.5 s | — | ×2 vs Artillery×2.25 vs Coyote Man×3 vs Heavy Cavalry |
| Siege | 9.25 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.
Carbine Cavalry beats
Siege Elephantedge ×3.4
Gatling Gunedge ×3.3
Hand Mortaredge ×2.7
Culverinedge ×2.6
Organ Gunedge ×2.5
Flail Elephantedge ×2.4
Mahout Lanceredge ×2.2
Rifle Rideredge ×2.1
Beats Carbine Cavalry
Qiang Pikemanedge ×2.9
Levied Spearmanedge ×2.9
Puma Spearmanedge ×2.7
Veteran Halberdieredge ×2.5
Pikemanedge ×2.5
Tomahawkedge ×2.3
Club Warrioredge ×2.3
Rodeleroedge ×2.2
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. Closing in: the side that shoots further fires while the other walks from that range to its own (melee: 0) at its walking speed without hitting back; the units lost on the way are taken off before the square law. The edge is how many times its spending the loser would need to draw. All matchups.
Trained at
Civilizations
Home City cards that ship it
Cards and technologies that change it
…and 34 more that change every Ranged Cavalry.
Source: protoy.xml and techtreey.xml, AoE3: DE 100.19.18309 (build 25040513).