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

Artillery · Fortress Age

Gatling Gun

Gatling Gun (proto ID xpGatlingGun) is an artillery unit in AoE3: Definitive Edition 100.19.18309 from the Fortress Age: 150 hit points, ranged 30 every 4 s at range 24 (×2.5 vs Fixed Gun), 75% ranged resist. It costs 100 wood, 250 coin and takes 38 s to train at the Artillery Foundry, Fort, American Citadel and 1 more. For the same resources it loses hardest to the Retainer (edge ×11.7) and beats the Bersagliere hardest. 15 civilizations have it.

Quick answers (5)
What counters Gatling Gun in AoE3?
For the same resources, Retainer (×11.7), Veteran Oprichnik (×11.4), Kanya Horseman (×11.3) and Uhlan (×9.3) beat it hardest among regular units (base stats, AoE3: Definitive Edition 100.19.18309).
What is Gatling Gun good against?
For the same resources it beats Bersagliere (×1.1), Organ Gun (×1.1) and Sharpshooter (×1) hardest.
How much does Gatling Gun cost in AoE3?
100 wood, 250 coin; 38 s to train; 4 population (AoE3: Definitive Edition 100.19.18309).
Which civilizations have Gatling Gun?
British, United States, Italians, Maltese, Mexicans, Poles, Swedes, Dutch, French, Germans, Japanese, Ottomans, Portuguese, Russians and Spanish.
What is the proto ID of Gatling Gun?
xpGatlingGun — the name scenario triggers, AI scripts and mods use.
Hit points
150
Cost
Coin250Wood100
Train time
38 s
Speed
4

Early automatic-fire weapon. Better against infantry than buildings.

Population
4
Line of sight
28
Ranged resist
75%
Available from
IIIFortress
XP when killed
35
Game ID
xpGatlingGun

In the game's words

How to use it

The precursor to modern machine guns, the Gatling Gun is a rapid-fire artillery unit that can chew up opponents at a brisk pace. It has good range and hitpoints, and offers a powerful attack. This unit is available only after a player has Revolted.

History

The Gatling gun was invented by Richard Gatling in 1861. Although not precisely a machine gun, it nonetheless offered devastating firepower for its time. The operator of the gun would turn a hand crank, which rotated six gun barrels around a central shaft. Cartridges were continuously fed into the barrels as they made their rotation. The Gatling gun saw its first limited action on the battlefields of the U.S. Civil War, where its rapid fire of up to 600 rounds a minute proved extremely deadly. The gun was also used in multiple conflicts worldwide during the latter half of the nineteenth and early twentieth centuries, until it eventually was replaced by the modern machine gun, with its automatic action.

From the game's History encyclopedia (Artillery).

Gatling Gun, from the game's History

Attacks

AttackDamageEveryRangeMultipliers
Cannonarea 230 siege4 s24×0.5 vs Artillery×0.25 vs Cavalry×0.15 vs Light Infantry×0.75 vs Building×0.5 vs Ship×2.5 vs Fixed Gun×0.5 vs Arrow Knight

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.

Gatling Gun beats

Beats Gatling Gun

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

Heavy Gatling Gunsdamage +25%, hit points +25%
Imperial Gatling Gunsdamage +50%, hit points +50%
Meiji Restorationbecomes available, Food cost set to 0, Coin cost set to 0, Trade cost set to 140, damage −20%, hit points −20%
Artillery HitpointsArtillery: hit points +15%
BakufuArtillery: train time +10%
Engineering SchoolArtillery: train time −30%
Flying BatteryArtillery: speed +1.1
Gunner's QuadrantArtillery: line of sight +6
Heated ShotArtillery: damage bonus against Ship +50%
Italian FirearmsArtillery: area of damage (Cannon) +25%, area of damage (Solid) +25%, area of damage (Explosive) +25%
Knox's Continental ArtilleryArtillery: train time −10%, hit points +10%
LantakasArtillery: damage +15%
Marion's DiversionsArtillery: speed +5%
Plan of VeracruzArtillery: line of sight +4
Professional GunnersArtillery: hit points +10%
Siege AttackArtillery: damage +15%
Siege CombatArtillery: damage +15%, hit points +15%
Siege HitpointsArtillery: hit points +15%
Smokeless PowderArtillery: damage +5%
TEAM Engineering SchoolArtillery: train time −15%
TEAM Odzutsu MortarsArtillery: damage +10%
TopçularArtillery: damage +15%, hit points +15%
TrunionArtillery: speed +15%
WampumUnit: XP for building +35%, train time −20%; Artillery: 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%
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

…and 1 more that change every Artillery.

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