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

Infantry · Colonial Age

Fire Thrower

Fire Thrower (proto ID deHoopThrower) is an infantry unit in AoE3: Definitive Edition 100.19.18309 from the Colonial Age: 120 hit points, ranged 16 every 3 s at range 16 (×1.75 vs Heavy Infantry, ×1.25 vs Light Cavalry); melee 12 every 1.5 s, 35% ranged resist. It costs 50 wood, 75 coin and takes 42 s to train at the Artillery Foundry, Fort and American Citadel. For the same resources it loses hardest to the Steppe Rider (edge ×3.7) and beats the Bolas Warrior hardest. 2 civilizations have it.

Quick answers (5)
What counters Fire Thrower in AoE3?
For the same resources, Steppe Rider (×3.7), Veteran Lancer (×3.4), Veteran Oprichnik (×3.1) and Sowar (×2.8) beat it hardest among regular units (base stats, AoE3: Definitive Edition 100.19.18309).
What is Fire Thrower good against?
For the same resources it beats Bolas Warrior (×2.1), Chu Ko Nu (×1.7), Yabusame Archer (×1.7) and Organ Gun (×1.6) hardest.
How much does Fire Thrower cost in AoE3?
50 wood, 75 coin; 42 s to train; 2 population (AoE3: Definitive Edition 100.19.18309).
Which civilizations have Fire Thrower?
Italians and Maltese.
What is the proto ID of Fire Thrower?
deHoopThrower — the name scenario triggers, AI scripts and mods use.
Hit points
120
Cost
Coin75Wood50
Train time
42 s
Speed
4.25

Light Infantry that attacks with incendiary weapons which inflict burning damage. Counters Heavy Infantry and Light Cavalry.

Population
2
Line of sight
18
Ranged resist
35%
Available from
IIColonial
XP when killed
13
Game ID
deHoopThrower

In the game's words

How to use it

Fire Throwers are an early, short-ranged infantry unit that operates like artillery. They are the first unit available that does very good damage to buildings. They are a little faster than proper artillery, but still slower than regular infantry. History: During the Siege of Malta in 1565, the defenders of Malta (the Knights of St. John) relied heavily on incendiary weapons, including ones called the "firework hoop." These weapons, made of gunpowder and wood, were used against advancing Janissaries as they attempted to storm Fort St. Elmo. The incendiary weapons were highly effective, forcing the Janissaries to fall back from their attack. Approximately 2,000 elite Janissaries were killed during the assault on Fort St. Elmo, while only about eighty of their enemy died. After the siege the Knights of St. John, also known as the Knights Hospitaller, controlled Malta until 1798.

History

The Fire Thrower replaces the Grenadier and is unique to the Maltese. It is a heavy ranged infantry and siege unit that can be trained at the Artillery Foundry starting in the Commerce Age. Fire Throwers hurl flaming hoops that inflict area damage as well as burning damage that gradually affects units struck by its projectiles. Over time, they can be equipped with flamethrowers and rocket throwers.

From the game's History encyclopedia (Infantry).

Fire Thrower, from the game's History

Attacks

AttackDamageEveryRangeMultipliers
Grenadearea 216 siege3 s16×0.5 vs Artillery×0.4 vs Coyote Man×0.4 vs Heavy Cavalry×1.75 vs Heavy Infantry×1.25 vs Light Cavalry×1 vs Ranged Shock Infantry
Melee12 melee1.5 s—×0.5 vs Coyote Man×0.5 vs Heavy Cavalry
Siege25 siege3 s16—
Rocketarea 222 siege4 s22×0.25 vs Artillery×0.4 vs Coyote Man×0.4 vs Heavy Cavalry×1.75 vs Infantry×1.25 vs Light Cavalry×1 vs Ranged Shock Infantry

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. This unit hits an area, so one-on-one figures understate it against groups.

Fire Thrower beats

Beats Fire Thrower

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

Guard Fire Throwershit points +30%, damage +30%
Imperial Fire Throwershit points +50%, damage +50%
Sovereign Order of Maltahit points +15%, damage +15%
Veteran Fire Throwershit points +20%, damage +20%
Somali Ajuran EngineersSiege Trooper: damage bonus against Frontier Fortification +20%
WampumUnit: XP for building +35%, train time −20%; Siege Trooper: train time +15%
ArmatoloiRanged Infantry: damage +5%
French and Hausa-only extra +5% Ranged Infantry damageRanged Infantry: damage +5%
Haudenosaunee LacrosseRanged Infantry: damage +10%
Peninsular GuerrillasRanged Infantry: damage +20%
TEAM Coffee ConsumptionRanged Infantry: speed +5%
TEAM Senegalese RiflemenRanged Infantry: damage +10%
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%
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%
Tar KilnsUnit: hit points +5%
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%
Western ReformsUnit: damage +8%, hit points +8%
Winter CountsUnit: XP for building +40%
Akan FontomfromInfantry: speed +5%, train time −20%
BastimentoInfantry: train time −25%
Conservative TacticsInfantry: damage +10%, hit points +10%
CouriersInfantry: train time −45%
Cree TanningInfantry: hit points +5%
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%

…and 43 more that change every Siege Trooper.

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