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

Infantry · Colonial Age

Desert Archer

Desert Archer (proto ID deOutlawDesertArcher) is an infantry unit in AoE3: Definitive Edition 100.19.18309 from the Colonial Age: 100 hit points, ranged 20 every 3 s at range 22 (×1.75 vs Heavy Infantry, ×2.5 vs Light Cavalry, ×2.5 vs Ranged Shock Infantry); melee 12 every 1.5 s (×1.75 vs Heavy Infantry, ×2 vs Light Cavalry, ×2 vs Ranged Shock Infantry), 30% ranged resist. It costs 30 food, 75 coin and takes 28 s to train at the Saloon, Lombard, Whaling Ship and 3 more. For the same resources it loses hardest to the Steppe Rider (edge ×2.8) and beats the Siege Elephant hardest. 2 civilizations have it.

Quick answers (5)
What counters Desert Archer in AoE3?
For the same resources, Steppe Rider (×2.8), Veteran Lancer (×2.5), Sowar (×2.1) and Falconet (×2) beat it hardest among regular units (base stats, AoE3: Definitive Edition 100.19.18309).
What is Desert Archer good against?
For the same resources it beats Siege Elephant (×3), Bolas Warrior (×2.2), Hand Mortar (×2.2) and Hakkapelit (×1.9) hardest.
How much does Desert Archer cost in AoE3?
30 food, 75 coin; 28 s to train; 3 population (AoE3: Definitive Edition 100.19.18309).
Which civilizations have Desert Archer?
Ethiopians and Hausa.
What is the proto ID of Desert Archer?
deOutlawDesertArcher — the name scenario triggers, AI scripts and mods use.
Hit points
100
Cost
Food30Coin75
Train time
28 s
Speed
4.25

Skilled archer from the desert with a long range to hit distant targets, but also shoots fast at short range. Good against heavy infantry.

Population
3
Line of sight
26
Ranged resist
30%
Available from
IIColonial
XP when killed
21
Game ID
deOutlawDesertArcher

In the game's words

How to use it

The Desert Archer is an outlaw ranged infantry unit that is especially effective against infantry. Accurate at long range, the Desert Archer can also rapidly fire arrows against adversaries at close range.

History

The deserts and plains of Africa played host to many nomadic and pastoralist groups. While some were largely peaceful, others practiced a far more predatory existence and raided rival groups and sedentary settlements to capture or extort resources.

From the game's History encyclopedia (Special).

Desert Archer, from the game's History

Attacks

AttackDamageEveryRangeMultipliers
Ranged20 ranged3 s22×0.6 vs Cavalry×1.75 vs Heavy Infantry×2.5 vs Light Cavalry×0.6 vs Light Infantry×2.5 vs Ranged Shock Infantry
Melee12 melee1.5 s—×0.75 vs Cavalry×1.75 vs Heavy Infantry×2 vs Light Cavalry×0.75 vs Light Infantry×2 vs Ranged Shock Infantry
Siege12 siege3 s12—

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.

Desert Archer beats

Beats Desert Archer

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

TEAM Hidalgostrain time −15%
TEAM House of Bonapartetrain time −20%
Yawon Dandispeed +10%; Outlaw: train time −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%
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%
Bad BoysOutlaw: train time −40%
CompunctionOutlaw: damage +20%, hit points +20%, train time −50%
Folk HeroesOutlaw: damage +20%, hit points +20%, train time −50%
Loyal WarriorsOutlaw: Coin cost −15%, Food cost −15%
Loyal WarriorsOutlaw: Coin cost −15%, Food cost −15%
New YorkOutlaw: hit points +25%, damage +25%
Nomadic BanditsOutlaw: damage +20%, hit points +20%, train time −30%
Outlaw CombatOutlaw: hit points +15%, damage +15%
Outlaw CombatOutlaw: hit points +15%, damage +15%
PeacemakersOutlaw: damage +10%, hit points +10%
Sahelian KingdomsOutlaw: hit points +10%, damage +10%
ShiftasOutlaw: hit points +15%, population −1
Wild WestOutlaw: damage +20%, hit points +20%, train time −50%
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%

…and 39 more that change every Outlaw.

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