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

Infantry · Colonial Age

Rekrut

Rekrut (proto ID deRussianMusketeer) 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 Blockhouse, Fort, Galleon and 1 more. For the same resources it loses hardest to the Jaguar Prowl Knight (edge ×1.8) and beats the Flail Elephant hardest. 1 civilization has it.

Quick answers (5)
What counters Rekrut 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 Rekrut 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 Rekrut cost in AoE3?
75 food, 25 coin; 30 s to train; 1 population (AoE3: Definitive Edition 100.19.18309).
Which civilizations have Rekrut?
Russians.
What is the proto ID of Rekrut?
deRussianMusketeer — the name scenario triggers, AI scripts and mods use.
Hit points
150
Cost
Food75Coin25
Train time
30 s
Speed
4

Affordable Russian musketeer. 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
deRussianMusketeer

In the game's words

How to use it

The Rekrut is an unique Russian heavy ranged infantry unit replacing the Musketeer. It is available starting in the Commerce Age and can be trained in groups of 5 in the Blockhouse. Like Musketeers the Rekrut is a good allrounder unit with an attack bonus against cavalry in hand-to-hand fighting. The low training costs of Rekruts come at the expense of reduced combat capabilities. Although they have less hitpoints and damage values compared to a Musketeer Rekruts can still overwhelm enemies by outnumbering them.

History

At the end of the 17th century Russian emperor Peter the Great made big efforts to reform the Russian army and adopt the more modern model of European armies. This reorganization affected everything from equipment, recruitment, regiment sizes, tactics to chain of command and ranks. By that time the archaic Streltsy regiments had already fallen out of favor with the emperor due to corruption and numerous uprisings - and were soon disbanded. Contrary to tradition the new standing army of the Russian empire no longer primarily relied on recruits from higher social strata but introduced conscription for peasantry and townsfolk, too. As was customary for this period in history recruits were pressed into service rather than being given an actual choice. Until the end of the 18th century service in the Russian army was for life and only reduced to 25 years in 1793. A “rekrut” (recruit) of the infantry in the new regular army was trained in linear tactics and issued a musket with a bayonet. Previously simply called "soldat” (soldier) in the Streltsy army the lowest rank in the Imperial army was “ryadovoy” and equivalent to the rank “private”. Uniforms of the Russian imperial army were predominantly green, a color that was usually reserved for the light infantry in other European armies. The new conscription model as well as the great population size and increases starting in the 18th century allowed the Russian army to heavily outnumber its opponents on the battlefield. Despite difficulties in supplies and training the numerical superiority frequently worked in the imperial army's favor consistently culminating in the enemy's military defeat.

From the game's History encyclopedia (Infantry).

Rekrut, 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.

Rekrut beats

Beats Rekrut

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 Rekrutshit points +30%, damage +30%
Imperial Rekrutshit points +50%, damage +50%
New Order Regimentshit points +10%, damage +10%
Pjotr's Toy Soldierscan train Fort, hit points +15%, damage +15%
Veteran Rekrutshit 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%
Tar KilnsUnit: hit points +5%
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%
Cree TanningInfantry: hit points +5%
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%
Navajo WeavingInfantry: hit points +5%

…and 36 more that change every Infantry.

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