Infantry · Fortress Age
Skirmisher
Skirmisher (proto ID Skirmisher) is an infantry unit in AoE3: Definitive Edition 100.19.18309 from the Fortress Age: 120 hit points, ranged 15 every 3 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 at the Barracks, Fluyt, Fort and 6 more. For the same resources it loses hardest to the Steppe Rider (edge ×3.9) and beats the Siege Elephant hardest. 8 civilizations have it.
Quick answers (5)
- What counters Skirmisher in AoE3?
- For the same resources, Steppe Rider (×3.9), Veteran Lancer (×3.6), Sowar (×2.9) and Naginata Rider (×2.8) beat it hardest among regular units (base stats, AoE3: Definitive Edition 100.19.18309).
- What is Skirmisher good against?
- For the same resources it beats Siege Elephant (×2.6), Bolas Warrior (×2.1), Hand Mortar (×1.9) and Hakkapelit (×1.7) hardest.
- How much does Skirmisher cost in AoE3?
- 50 food, 65 coin; 33 s to train; 1 population (AoE3: Definitive Edition 100.19.18309).
- Which civilizations have Skirmisher?
- Danes, Poles, Swedes, Dutch, French, Germans, Russians and Spanish.
- What is the proto ID of Skirmisher?
- Skirmisher — 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
Skirmisher
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 | 3 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 | — | — |
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.
Skirmisher beats
Siege Elephantedge ×2.6
Bolas Warrioredge ×2.1
Hand Mortaredge ×1.9
Hakkapelitedge ×1.7
Chu Ko Nuedge ×1.6
Rifle Rideredge ×1.6
Howdahedge ×1.4
Yabusame Archeredge ×1.4
Beats Skirmisher
Steppe Rideredge ×3.9
Veteran Lanceredge ×3.6
Sowaredge ×2.9
Naginata Rideredge ×2.8
Uhlanedge ×2.7
Raideredge ×2.6
Chinacoedge ×2.6
Cossackedge ×2.5
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 26 more that change every Ranged Infantry.
Source: protoy.xml and techtreey.xml, AoE3: DE 100.19.18309 (build 25040513).