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

Infantry · Colonial Age

Musketeer

Musketeer (proto ID Musketeer) is an infantry unit in AoE3: Definitive Edition 100.19.18309 from the Colonial Age: 150 hit points, ranged 23 every 3 s at range 12; melee 13 every 1.5 s (×3 vs Cavalry, ×2.25 vs Light Infantry), 20% melee resist. It costs 75 food, 25 coin and takes 30 s to train at the Barracks, Blockhouse, Fluyt and 10 more. For the same resources it loses hardest to the Jaguar Prowl Knight (edge ×1.8) and beats the Flail Elephant hardest. 9 civilizations have it.

Quick answers (5)
What counters Musketeer in AoE3?
For the same resources, Jaguar Prowl Knight (×1.8), Bandido (×1.5), Renegado (×1.5) and Aenna (×1.5) beat it hardest among regular units (base stats, AoE3: Definitive Edition 100.19.18309).
What is Musketeer good against?
For the same resources it beats Flail Elephant (×3.7), Mahout Lancer (×3.5), Tashunke Prowler (×3.1) and Hand Mortar (×3) hardest.
How much does Musketeer cost in AoE3?
75 food, 25 coin; 30 s to train; 1 population (AoE3: Definitive Edition 100.19.18309).
Which civilizations have Musketeer?
British, Danes, Italians, Poles, Dutch, French, Germans, Portuguese and Spanish.
What is the proto ID of Musketeer?
Musketeer — the name scenario triggers, AI scripts and mods use.
Hit points
150
Cost
Food75Coin25
Train time
30 s
Speed
4

Heavy ranged infantry. Armed with a bayonet to beat cavalry.

Population
1
Line of sight
16
Melee resist
20%
Available from
IIColonial
XP when killed
10
Game ID
Musketeer

In the game's words

How to use it

The Musketeer is an infantry unit with decent hitpoints and range, and a good attack. Unlike most ranged units, Musketeers have a good attack against cavalry in hand-to-hand fighting. Consider Musketeers more like Pikemen, but with range, rather than archers or other light infantry. Musketeers are available to most Civilizations and are one of the most common units in the game. Musketeers are a good all-around unit, but not outstanding in any particular way. Certain Civilizations, like the British, have unique improvements to Musketeers that make them even better than regular fully upgraded Musketeer infantry.

History

Musketeers were infantry soldiers who stood in ranks two and three men deep, taking turns firing while other ranks reloaded. Musketeers were drilled and disciplined to stand as close as 80 yards away from an enemy firing at them. Musket balls ranged from about a half inch in diameter to three-quarters of an inch in diameter. Until long guns with rifled barrels that could be fired more than once every two minutes were developed, muskets were the ranged weapon of choice for infantry. Muskets had a relatively short range and were wildly inaccurate. Musketeers fought a lot like longbowmen, firing volley after volley in the direction of the enemy with no specific target. The barrage of lead was bound to hit something. A competent musketeer could fire three shots in a minute - four times slower than a longbow and twice as fast as an early rifle.

From the game's History encyclopedia (Infantry).

Musketeer, from the game's History

Attacks

AttackDamageEveryRangeMultipliers
Ranged23 ranged3 s12—
Melee13 melee1.5 s—×3 vs Cavalry×2.25 vs Light Infantry
Siege20 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.

Musketeer beats

Beats Musketeer

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

Bolt-Action RiflesCoin cost −20%
Coldstream Guardsdamage +15%, hit points +15%
Dąbrowski Legionhealth regeneration set to 0.15
Ducal Armyhit points +15%, damage +15%
Duchy of Warsawhit points +50%, damage +50%, damage bonus against Cavalry +0.5, damage bonus against Cavalry set to 1, damage bonus against Light Infantry +0.5, damage bonus against Light Infantry set to 1, becomes available
FenciblesFood cost −10%, Coin cost −10%, damage +10%, range (Ranged) +1, range (Ranged (stagger)) +1, range (Ranged (defend)) +1
Fire Drillstime between attacks (Ranged (defend)) −5%, time between attacks (Ranged (stagger)) −5%, time between attacks (Ranged) −5%, speed +5%
Garibaldinidamage +15%
Gran Colombiabecomes available, damage +10%, hit points +10%, speed −10%, damage bonus against Cavalry set to 1.5, damage bonus against Light Infantry set to 1.3
Gran Colombiabecomes available, damage +15%, hit points +15%, speed −10%, damage bonus against Cavalry set to 1.5, damage bonus against Light Infantry set to 1.3
Guard Musketeershit points +30%, damage +30%
Gunpowder Infantry Combatdamage +15%, hit points +15%
Hundred Dayshit points −30%, damage −30%
Imperial Independence Guardhit points +50%, damage +50%
Imperial Legionarioshit points +50%, damage +50%
Imperial Musketeershit points +50%, damage +50%
Imperial Redcoatshit points +50%, damage +50%
Imperial Royal Guardshit points +50%, damage +50%
Infantry Attackdamage +15%
Infantry Combathit points +15%, damage +15%
Legionarioshit points +10%, damage +10%
Prussian Leib Guardtime between attacks (Ranged (defend)) −25%, time between attacks (Ranged (stagger)) −25%, time between attacks (Ranged) −25%
Redcoatshit points +5%, damage +15%
Royal GuardsCoin cost +50%, Food cost +50%
Royal Guardshit points +10%, damage +10%, ranged resist +0.05
Scots Guardsdamage +15%
The Logisticianrange (Ranged (defend)) +1, range (Ranged (stagger)) +1, range (Ranged) +1, line of sight +1
Thin Red Linehit points +20%, speed −10%
Tin Soldiershit points +10%, siege resist +0.05
Veteran Musketeershit points +20%, damage +20%
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%
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%
Matrakci SchoolInfantry: train time −30%
Military DrummersInfantry: speed +10%
Piechota WybranieckaInfantry: train time −20%
Pok Ta PokInfantry: speed +10%, train time −10%
Quechuan DietInfantry: train time −15%

…and 29 more that change every Infantry.

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