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

Infantry · Colonial Age

Longbowman

Longbowman (proto ID Longbowman) is an infantry unit in AoE3: Definitive Edition 100.19.18309 from the Colonial Age: 95 hit points, ranged 16 every 1.5 s at range 22 (×1.25 vs Heavy Infantry, ×2.5 vs Light Cavalry, ×2.5 vs Ranged Shock Infantry); melee 11 every 1.5 s (×1.25 vs Heavy Infantry, ×2 vs Light Cavalry, ×2 vs Ranged Shock Infantry), 30% ranged resist. It costs 60 food, 40 wood and takes 30 s to train at the Barracks, Fort, Galleon and 3 more. For the same resources it loses hardest to the Steppe Rider (edge ×2.8) and beats the Siege Elephant hardest. 1 civilization has it.

Quick answers (5)
What counters Longbowman in AoE3?
For the same resources, Steppe Rider (×2.8), Veteran Lancer (×2.6), Sowar (×2.1) and Naginata Rider (×2) beat it hardest among regular units (base stats, AoE3: Definitive Edition 100.19.18309).
What is Longbowman good against?
For the same resources it beats Siege Elephant (×3.9), Hand Mortar (×2.8), Hakkapelit (×2.5) and Bolas Warrior (×2.4) hardest.
How much does Longbowman cost in AoE3?
60 food, 40 wood; 30 s to train; 1 population (AoE3: Definitive Edition 100.19.18309).
Which civilizations have Longbowman?
British.
What is the proto ID of Longbowman?
Longbowman — the name scenario triggers, AI scripts and mods use.
Hit points
95
Cost
Food60Wood40
Train time
30 s
Speed
4

Archaic long-ranged archer. Good against infantry.

Population
1
Line of sight
26
Ranged resist
30%
Available from
IIColonial
XP when killed
10
Game ID
Longbowman

In the game's words

How to use it

The Longbowman is a unique British infantry unit that has a long range, decent attack, and poor hitpoints. They are available in the Commerce Age and until the Fortress Age, when Skirmishers and artillery come into play. They are the longest ranged unit. Longbowmen do not cost any Coin, so it is easy to leverage an early economy to make Longbowmen quickly. However, since Manors and Settlers also cost Wood and Food respectively, the choices compete with one another for early resources. Longbowmen rely on their range to do damage, and should avoid getting into melee combat at all costs.

History

Used from the Neolithic Age up to middle of the seventeenth century, the bow fell out of use as early firearms and crossbows eclipsed them. Even though a good longbowman could fire an arrow every five seconds and volleys of arrows darkened the sky, eventually the savings in speed and time to manufacture firearms and train soldiers in their use outweighed the superior range and rate of fire of longbows. Add to this that rulers wanted to be on the cutting edge of warfare technologies so their armies would seem relevant and fashionable, and the longbow's days were numbered. The Welsh longbow, which the English longbow is based on, was a yew staff of about six feet with a string of plant fibers or silk. It could take between two and four years to make a proper longbow, and a lifetime of practice to train a longbowman.

From the game's History encyclopedia (Infantry).

Longbowman, from the game's History

Attacks

AttackDamageEveryRangeMultipliers
Ranged16 ranged1.5 s22×0.6 vs Cavalry×1.25 vs Heavy Infantry×2.5 vs Light Cavalry×0.6 vs Light Infantry×2.5 vs Ranged Shock Infantry
Melee11 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
Siege10 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.

Longbowman beats

Beats Longbowman

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 Longbowmenhit points +30%, damage +30%
Imperial Longbowmenhit points +50%, damage +50%
TEAM Hidalgostrain time −40%
TEAM House of Bonapartetrain time −20%
Veteran Longbowmenhit points +20%, damage +20%
Yeomendamage bonus against Heavy Infantry +0.25, range (Ranged) +4, range (Ranged (defend)) +4, range (Ranged (stagger)) +4, range (Ranged Building) +4, line of sight +4
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%
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%
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%

…and 25 more that change every Archer.

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