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

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.
Hit points
120
Cost
Food50Coin65
Train time
33 s
Speed
4

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).

Skirmisher, from the game's History

Attacks

AttackDamageEveryRangeMultipliers
Ranged15 ranged3 s20×0.6 vs Cavalry×2 vs Heavy Infantry×2.5 vs Light Cavalry×0.6 vs Light Infantry×2.5 vs Ranged Shock Infantry
Melee6 melee1.5 s—×0.75 vs Cavalry×2 vs Heavy Infantry×2 vs Light Cavalry×0.75 vs Light Infantry×2 vs Ranged Shock Infantry
Siege12 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.

Skirmisher beats

Beats Skirmisher

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

Bolt-Action RiflesCoin cost −20%
Dąbrowski Legionhealth regeneration set to 0.15
Ducal Armyhit points +15%, damage +15%
Duchy of Warsawhit points +50%, damage +50%, damage bonus against Heavy Infantry +0.5, damage bonus against Heavy Infantry −1, damage bonus against Light Cavalry +0.5, becomes available
Dutch States ArmyFood cost +10%, Coin cost +10%
Finlandbecomes available, Food cost set to 0, Wood cost set to 100, Coin cost set to 0, build limit set to 99, hunting rate set to 1, can train Torp, can train Trading Post, can train Blockhouse, can train Stable, can train Artillery Foundry, can train Market, can train Church, can train Arsenal, can train Tavern, can train Native Embassy, can train Dock
Fire Drillstime between attacks (Ranged (defend)) −5%, time between attacks (Ranged (stagger)) −5%, time between attacks (Ranged) −5%, speed +5%
Guard Skirmishershit points +30%, damage +30%
Imperial Needle Gunshit points +50%, damage +50%
Imperial Ski Troopershit points +50%, damage +50%
Imperial Skirmishershit points +50%, damage +50%
Imperial Skirmishershit points +50%, damage +50%
Imperial Voltigeurshit points +50%, damage +50%
Infantry Attackdamage +15%
Infantry Combathit points +15%, damage +15%
Jaeger Combathit points +20%, damage +20%
Karelian Jaeger Huntingranged rate set to 1, damage bonus against Llama set to 5, melee rate set to 1, ranged (defend) rate set to 1, melee (defend) rate set to 1, ranged (stagger) rate set to 1, melee (stagger) rate set to 1, hunting rate set to 1, gathering Herded Animals rate set to 2, gathering Hunted Animals rate set to 0.84, gathering Mine rate set to 0.6, gathering Mountain Monastery rate set to 0.6, gathering Fruit rate set to 0.67, gathering Fishing Hole rate set to 0.67, can train Livestock Pen
Peninsular GuerrillasRanged Infantry: damage +20%
Pennsylvania Long Riflesrange (Ranged (defend)) +2, range (Ranged (stagger)) +2, range (Ranged) +2, line of sight +3
Prussian Needle Gunshit points +10%, time between attacks (Ranged) set to 2.75, time between attacks (Ranged (stagger)) set to 2.75, time between attacks (Ranged (defend)) set to 2.75
Royal GuardsCoin cost +50%, Food cost +50%
Ski Troopershit points +10%, damage +10%, speed +0.25
Snaplockrange (Ranged (defend)) +2, range (Ranged (stagger)) +2, range (Ranged) +2, line of sight +4
Tin Soldiershit points +10%, siege resist +0.05
Voltigeurshit points +10%, damage +10%
Wilderness Warfarehit points +20%
ArmatoloiRanged Infantry: damage +5%
French and Hausa-only extra +5% Ranged Infantry damageRanged Infantry: damage +5%
TEAM Coffee ConsumptionRanged Infantry: speed +5%
TEAM Senegalese RiflemenRanged Infantry: damage +10%
Flint LockGunpowder Trooper: hit points +10%
Paper CartridgeGunpowder Trooper: damage +15%
Smokeless PowderGunpowder Trooper: damage +10%
TEAM Gunpowder Infantry HitpointsGunpowder Trooper: hit points +15%
TemenyasGunpowder Trooper: damage +5%
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%
WampumUnit: XP for building +35%, train time −20%
Western ReformsUnit: damage +8%, hit points +8%
Winter CountsUnit: XP for building +40%
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
Akan FontomfromInfantry: speed +5%, train time −20%
BastimentoInfantry: train time −25%
Conservative TacticsInfantry: damage +10%, hit points +10%
CouriersInfantry: train time −45%
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

…and 26 more that change every Ranged Infantry.

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