Infantry · Fortress Age
Prussian Needle Gunner
Prussian Needle Gunner (proto ID ypConsulatePrussianNeedleGun) is an infantry unit in AoE3: Definitive Edition 100.19.18309 from the Fortress Age: 120 hit points, ranged 15 every 2.75 s at range 20 (×2 vs Heavy Infantry, ×2.5 vs Light Cavalry, ×2.5 vs Ranged Shock Infantry); melee 6 every 1.5 s (×2 vs Heavy Infantry, ×2 vs Light Cavalry, ×2 vs Ranged Shock Infantry), 30% ranged resist. It costs 50 food, 65 coin and takes 33 s to train. 2 civilizations have it.
Quick answers (3)
- How much does Prussian Needle Gunner cost in AoE3?
- 50 food, 65 coin; 33 s to train; 1 population (AoE3: Definitive Edition 100.19.18309).
- Which civilizations have Prussian Needle Gunner?
- Chinese and Spanish.
- What is the proto ID of Prussian Needle Gunner?
- ypConsulatePrussianNeedleGun — the name scenario triggers, AI scripts and mods use.
Skirmisher with low hitpoints, but a long-ranged attack. Good against infantry.
- Population
- 1
- Line of sight
- 24
- Ranged resist
- 30%
- Available from
- IIIFortress
- XP when killed
- 12
- Game ID
ypConsulatePrussianNeedleGun
In the game's words
How to use it
The Skirmisher is an infantry unit with excellent range and damage, but relatively few hitpoints and a poor melee attack. They cannot stand long against tougher infantry or the cavalry units that close with them. Skirmishers tend to do well against non-ranged infantry because they are able to cause a lot of damage while the enemy infantry close. They are even effective against Musketeers, if only because of the Skirmisher's greater range. Cavalry will mow down Skirmishers if they can get close.
History
Skirmishers were lightly armed and armored riflemen who used their speed to move quickly about the battlefield and perform a number of military roles. They defended flanks, helped artillerymen with cannon, dragged wounded soldiers off of the battlefield, and performed hit-and-run attacks on advancing enemy armies. Napoleonic-era skirmishers were effective against rigid ranks of musketeers because the fire of musketeers was less effective on the loose, informal skirmisher lines. Many skirmishers in the nineteenth century were armed with rifles; the range and accuracy of these weapons made skirmishers dangerous enemies. Early rifles could only be fired once every minute or two, though later breechloading and repeating models could fire much more rapidly. One model fired so fast, a commander ordered his men to focus their fire on a single enemy skirmisher so that they could recover his rifle to examine it.
From the game's History encyclopedia (Infantry).
Attacks
| Attack | Damage | Every | Range | Multipliers |
|---|---|---|---|---|
| Ranged | 15 ranged | 2.8 s | 20 | ×0.6 vs Cavalry×2 vs Heavy Infantry×2.5 vs Light Cavalry×0.6 vs Light Infantry×2.5 vs Ranged Shock Infantry |
| Melee | 6 melee | 1.5 s | — | ×0.75 vs Cavalry×2 vs Heavy Infantry×2 vs Light Cavalry×0.75 vs Light Infantry×2 vs Ranged Shock Infantry |
| Siege | 12 siege | 3 s | — | — |
Home City cards that ship it
Cards and technologies that change it
…and 31 more that change every Infantry.
Source: protoy.xml and techtreey.xml, AoE3: DE 100.19.18309 (build 25040513).