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

Cavalry · Colonial Age

Raider

Raider (proto ID deRaider) is a cavalry unit in AoE3: Definitive Edition 100.19.18309 from the Colonial Age: 180 hit points, melee 22 every 1.5 s (×1.5 vs Infantry), 30% ranged resist. It costs 100 food, 45 coin and takes 30 s to train at the Fort, Battle Canoe and War Camp. For the same resources it loses hardest to the Levied Gunner (edge ×3.1) and beats the Gatling Gun hardest. 1 civilization has it.

Quick answers (5)
What counters Raider in AoE3?
For the same resources, Levied Gunner (×3.1), Puma Spearman (×2.5), Qiang Pikeman (×2.4) and Levied Spearman (×2.4) beat it hardest among regular units (base stats, AoE3: Definitive Edition 100.19.18309).
What is Raider good against?
For the same resources it beats Gatling Gun (×7.4), Organ Gun (×5.7), Siege Elephant (×4.8) and Culverin (×4.4) hardest.
How much does Raider cost in AoE3?
100 food, 45 coin; 30 s to train; 1 population (AoE3: Definitive Edition 100.19.18309).
Which civilizations have Raider?
Hausa.
What is the proto ID of Raider?
deRaider — the name scenario triggers, AI scripts and mods use.
Hit points
180
Cost
Food100Coin45
Train time
30 s
Speed
7

Mobile Hand Cavalry with decent siege damage. Good against light infantry and villagers.

Population
1
Line of sight
16
Ranged resist
30%
Available from
IIColonial
XP when killed
14
Game ID
deRaider

In the game's words

How to use it

The Raider is a unique Hausa heavy cavalry unit. It is available starting in the Commerce Age and is effective against ranged infantry and Villagers but weak against heavy infantry and light cavalry.

History

Songhai and Hausa military forces used their cavalry to deadly effect not only on the battlefield but also outside of it. Raiding bands harried the enemy countryside, looting resources for their own armies and cutting off enemy supplies.

From the game's History encyclopedia (Cavalry).

Raider, from the game's History

Attacks

AttackDamageEveryRangeMultipliers
Melee22 melee1.5 s—×0.67 vs Heavy Infantry×1.5 vs Infantry
Siege26 siege3 s——
Tramplearea 314.67 melee1.5 s—×0.67 vs Heavy Infantry×1.5 vs Infantry

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.

Raider beats

Beats Raider

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

Hausa

Home City cards that ship it

Cards and technologies that change it

Champion Hand Cavalryhit points +25%, damage +25%, train time −15%
Durbar Paradespeed +5%, area of damage (Melee) +1, area of damage (Trample) +2
Elite Hand Cavalryhit points +25%, damage +25%, train time −15%
Hand Cavalry Hitpointshit points +15%
Legendary Hand Cavalryhit points +50%, damage +50%
BlandenguesHand Cavalry: Coin cost −20%, Wood cost −20%, Food cost −20%
Hand Cavalry AttackHand Cavalry: damage +15%
Hand Cavalry HitpointsHand Cavalry: hit points +15%
Hand Infantry / Hand Cavalry HitpointsHand Cavalry: hit points +15%
Junín HussarsHand Cavalry: train time −30%; Cavalry: speed +5%
Morning StarHand Cavalry: damage bonus against Guardian +2
PancerzHand Cavalry: ranged resist +0.1
PillageHand Cavalry: damage bonus against Building +25%
Plan of Casa MataHand Cavalry: speed +5%
TEAM Hand Cavalry AttackHand Cavalry: damage +15%
WampumUnit: XP for building +35%, train time −20%; Siege Trooper: train time +15%
Cavalry CuirassHeavy Cavalry: hit points +10%
Germans-only extra +5% cavalry attackHeavy Cavalry: damage +5%
Italian-only extra +5% Cavalry hitpointsHeavy Cavalry: damage +5%
TEAM Cavalry AttackHeavy Cavalry: damage +10%
TEAM Cavalry AttackHeavy Cavalry: damage +10%
Ignatian SpiritualityUnit Class: hit points +5%
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
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%
Western ReformsUnit: damage +8%, hit points +8%
Winter CountsUnit: XP for building +40%
Cavalry CombatCavalry: hit points +15%, damage +15%
Cavalry CombatCavalry: damage +15%, hit points +15%
Cavalry CombatCavalry: hit points +15%, damage +15%
Cavalry CombatCavalry: hit points +15%, damage +15%

…and 28 more that change every Hand Cavalry.

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