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.
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).
Attacks
| Attack | Damage | Every | Range | Multipliers |
|---|---|---|---|---|
| Ranged | 23 ranged | 3 s | 12 | — |
| Melee | 13 melee | 1.5 s | — | ×3 vs Cavalry×2.25 vs Light Infantry |
| Siege | 20 siege | 3 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
Flail Elephantedge ×3.7
Mahout Lanceredge ×3.5
Tashunke Prowleredge ×3.1
Hand Mortaredge ×3
Iron Flailedge ×2.7
Missionaryedge ×2.7
Siege Elephantedge ×2.6
Cuirassieredge ×2.5
Beats Musketeer
Jaguar Prowl Knightedge ×1.8
Bandidoedge ×1.5
Renegadoedge ×1.5
Aennaedge ×1.5
Cetan Bowmanedge ×1.5
Falconetedge ×1.4
Streletedge ×1.4
Otontin Slingeredge ×1.4
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.
Trained at
Civilizations
Home City cards that ship it
Cards and technologies that change it
…and 29 more that change every Infantry.
Source: protoy.xml and techtreey.xml, AoE3: DE 100.19.18309 (build 25040513).