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

Infantry · Colonial Age

Crossbowman

Crossbowman (proto ID Crossbowman) is an infantry unit in AoE3: Definitive Edition 100.19.18309 from the Colonial Age: 100 hit points, ranged 16 every 3 s at range 16 (×1.25 vs Heavy Infantry, ×2.5 vs Light Cavalry, ×2.5 vs Ranged Shock Infantry); melee 7 every 1.5 s (×1.25 vs Heavy Infantry, ×2 vs Light Cavalry, ×2 vs Ranged Shock Infantry), 20% ranged resist. It costs 40 food, 40 wood and takes 27 s to train at the Barracks, Blockhouse, Fluyt and 7 more. For the same resources it loses hardest to the Steppe Rider (edge ×2.8) and beats the Siege Elephant hardest. 8 civilizations have it.

Quick answers (5)
What counters Crossbowman in AoE3?
For the same resources, Steppe Rider (×2.8), Veteran Lancer (×2.5), Sowar (×2.1) and Naginata Rider (×2) beat it hardest among regular units (base stats, AoE3: Definitive Edition 100.19.18309).
What is Crossbowman good against?
For the same resources it beats Siege Elephant (×3.5), Hand Mortar (×2.6), Hakkapelit (×2.1) and Bolas Warrior (×2.1) hardest.
How much does Crossbowman cost in AoE3?
40 food, 40 wood; 27 s to train; 1 population (AoE3: Definitive Edition 100.19.18309).
Which civilizations have Crossbowman?
Danes, Maltese, Poles, Swedes, French, Germans, Portuguese and Spanish.
What is the proto ID of Crossbowman?
Crossbowman — the name scenario triggers, AI scripts and mods use.
Hit points
100
Cost
Food40Wood40
Train time
27 s
Speed
4

Archaic archer. Good against infantry.

Population
1
Line of sight
20
Ranged resist
20%
Available from
IIColonial
XP when killed
8
Game ID
Crossbowman

In the game's words

How to use it

Crossbowmen are a ranged infantry unit. Cheap to produce and available early, their range starts out very poor, but increases dramatically with their first upgrade. They cannot be upgraded beyond Veteran level. Crossbowmen are best fielded against slow, non-ranged units, so that they have time to fire a deadly barrage of crossbow bolts before they are forced to flee or fight hand-to-hand.

History

Handheld crossbows began to appear in the tenth and eleventh centuries. Crossbowmen were attractive to military leaders because they took much less time to train than archers using bows. Firearms eclipsed Crossbows by the end of the sixteenth century. Europeans, chiefly the Spanish, included crossbows amongst the muskets and cannon they brought to the New World. Cortes arrived with more than two dozen crossbows and less than ten muskets. Columbus' crew had crossbows when they landed in the West Indies. When the original stockpile of munitions ran out it was difficult or impossible to make or trade for more. Explorers had to be very careful with their limited supply.

From the game's History encyclopedia (Infantry).

Crossbowman, from the game's History

Attacks

AttackDamageEveryRangeMultipliers
Ranged16 ranged3 s16×0.6 vs Cavalry×1.25 vs Heavy Infantry×2.5 vs Light Cavalry×0.6 vs Light Infantry×2.5 vs Ranged Shock Infantry
Melee7 melee1.5 s—×0.75 vs Cavalry×1.25 vs Heavy Infantry×2 vs Light Cavalry×0.75 vs Light Infantry×2 vs Ranged Shock Infantry
Siege8 siege3 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.

Crossbowman beats

Beats Crossbowman

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

Arbalestersdamage +5%, hit points +5%, range (Ranged) +1, range (Ranged (defend)) +1, range (Ranged (stagger)) +1, range (Ranged Building) +1
Archaic Soldier Combatdamage +15%, hit points +15%
Cent-Suisseshit points +10%, resist +0.1
Guard Crossbowmenhit points +30%, damage +30%
Imperial Arbalestersdamage +50%, hit points +50%
Imperial Crossbowmenhit points +50%, damage +50%
Imperial Crossbowmenhit points +50%, damage +50%
Imperial Leičiai Crossbowmenhit points +50%, range (Ranged Building) +2, range (Ranged) +2, range (Ranged (defend)) +2, range (Ranged (stagger)) +2, line of sight +2, damage +50%
Imperial Order Besteiroshit points +50%, damage +50%
Imperial Royal Crossbowmenhit points +50%, damage +50%
Leičiai Crossbowmenhit points +10%, siege resist +0.2, range (Ranged) +1, range (Ranged (defend)) +1, range (Ranged (stagger)) +1, line of sight +2
Lockbowsdamage +30%, range (Lock Ranged) −2, Food cost set to 0, Wood cost +20
Order Besteiroshit points +10%, damage +10%
Royal Crossbowmenhit points +10%, damage +10%, hand resist +0.15
Royal GuardsWood cost +50%, Food cost +50%
Steel Boltsdamage bonus against Heavy Infantry +0.75, range (Ranged) +2, range (Ranged (defend)) +2, range (Ranged (stagger)) +2, line of sight +2
TEAM Hidalgostrain time −40%
The Logisticianrange (Ranged (defend)) +1, range (Ranged (stagger)) +1, range (Ranged) +1, line of sight +1
Veteran Crossbowmenhit points +20%, damage +20%
Carib Garifuna DrumsArcher: damage bonus against Villager +1
Carib Kasiri BeerArcher: damage +10%
SarmatismArcher: range (Ranged) +1, range (Ranged (defend)) +1, range (Ranged (stagger)) +1, range (Bow) +1, line of sight +1
Archaic Infantry CombatFoot Archer: hit points +15%, damage +15%
Archaic Infantry HitpointsFoot Archer: hit points +15%
Infantry BreastplateFoot Archer: hit points +10%
Maya Cotton ArmorFoot Archer: hit points +20%
Kalthoff RepeatersLight Infantry: damage bonus against Light Infantry +0.1
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%
End RelationsMilitary: line of sight −7

…and 25 more that change every Archer.

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