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

Infantry · Colonial Age

Humbaraci

Humbaraci (proto ID deHumbaraci) is an infantry unit in AoE3: Definitive Edition 100.19.18309 from the Colonial Age: 225 hit points, ranged 18 every 3 s at range 14 (×2 vs Artillery); melee 28 every 1.5 s (×1.75 vs Artillery), 25% ranged resist, 20% siege resist. It costs 110 food, 80 coin and takes 40 s to train at the Artillery Foundry, Fort, Galleon and 1 more. For the same resources it loses hardest to the Veteran Lancer (edge ×3.5) and beats the Organ Gun hardest. 1 civilization has it.

Quick answers (5)
What counters Humbaraci in AoE3?
For the same resources, Veteran Lancer (×3.5), Veteran Oprichnik (×3.2), Rifle Rider (×3.1) and Bow Rider (×2.7) beat it hardest among regular units (base stats, AoE3: Definitive Edition 100.19.18309).
What is Humbaraci good against?
For the same resources it beats Organ Gun (×3.5), Gatling Gun (×3.2), Siege Elephant (×2.8) and Hand Mortar (×2.7) hardest.
How much does Humbaraci cost in AoE3?
110 food, 80 coin; 40 s to train; 2 population (AoE3: Definitive Edition 100.19.18309).
Which civilizations have Humbaraci?
Ottomans.
What is the proto ID of Humbaraci?
deHumbaraci — the name scenario triggers, AI scripts and mods use.
Hit points
225
Cost
Food110Coin80
Train time
40 s
Speed
4.25

Heavy grenade-throwing infantryman that is effective against buildings and artillery, but more vulnerable to infantry and cavalry.

Population
2
Line of sight
17
Ranged resist
25%
Siege resist
20%
Available from
IIColonial
XP when killed
19
Game ID
deHumbaraci

In the game's words

How to use it

The Humbaraci is a heavy ranged infantry that replaces the Grenadier for the Ottomans. It is already available in the Commerce Age at the Artillery Foundry and operates like a short-ranged artillery unit that throws grenades, which inflict damage in an area. Unlike Grenadiers, they are not only effective against buildings, but also against artillery. Higher movement speed, hit points, attack range and additional resistance against siege attacks allows Humbaracis to approach enemy artillery more safely. This specialization comes at the cost of smaller area damage and reduced resistance against ranged attacks, making the Humbaraci less effective against infantry than Grenadiers. Like European Grenadiers, the Humbaraci can be equipped with hand mortars with greater range by sending the Grenade Launchers card.

History

The Humbaraci corps was one of the divisions of the Ottoman Army and is commonly considered to be the earliest specialized Grenadier corps in the early modern period. The Ottomans already started to use grenades in the late 15th and early 16th century, preceding this development in European armies. The name “humbaraci” is based on a Persian loanword that describes a metal bowl for storing valuables. This was likened to the metallic gunpowder-filled grenade and therefore called “humbara”. The Ottoman army intended to emulate the power of the cumbersome and slow-moving artillery with more mobile foot soldiers by equipping and training small detachments of infantry banners with grenades. The Humbaraci corps also had extensive knowledge of casting and operating artillery pieces such as mortars. This expertise made them valuable in both infantry and artillery troops.

From the game's History encyclopedia (Infantry).

Humbaraci, from the game's History

Attacks

AttackDamageEveryRangeMultipliers
Rangedarea 218 siege3 s14×2 vs Artillery×0.25 vs Cavalry×0.4 vs Light Infantry×0.5 vs Villager
Melee28 melee1.5 s—×1.75 vs Artillery×0.25 vs Cavalry×0.15 vs Light Infantry×0.5 vs Villager
Siege50 siege3 s14—
Mortararea 218 siege3 s16×2 vs Artillery×0.25 vs Cavalry×0.4 vs Light Infantry×0.5 vs Villager

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.

Humbaraci beats

Beats Humbaraci

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

Acemi Oglan SchoolFood cost −10%, Coin cost −10%
Grenade Launchersline of sight +2
Imperial Ulufelishit points +50%, damage +50%
Matrakci SchoolInfantry: train time −30%; train time −10%
Ulufelishit points +40%, damage +40%, Coin cost −5
Veteran Humbaracishit points +20%, damage +20%
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%
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%
CorseletHeavy Infantry: hit points +25%, speed −15%
TEAM House of BernadotteHeavy Infantry: hit points +15%
United States ArmyHeavy Infantry: hit points +15%, damage +15%
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%

…and 30 more that change every Infantry.

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