Ming musketeers

Musketeers in China from the Ming Dynasty, written by Jiao Yu, 14th century Ming Military Leader


were renaissance infantry that played a vital part in the structure of modern day warfare. Typically, musketeers would line up in a formation which would consist of several lines and fire in volleys. Usually, the first line/rank would fire a volley first, before kneeling or crouching down, allowing the second rank to fire from behind them, and so on. A musketeer's performance depended upon his training and skill, with the British Redcoat musketeers being one of the most extensively drilled musketeers in history. Highly skilled Redcoats were able to fire up to four rounds per minute, as opposed to French conscript musketeers, which could only fire at half the speed. The speed at which Redcoats could load and fire their weapons allowed them to be a match even for armies with numbers far superior to theirs.

Many nations trained musketeers for use in their armies. Ottoman Janissaries are recorded to have been using muskets as early as the year 1440, and the Ottoman army itself utilised muskets to conquer Constantinople in one of the first major wars involving muskets.

Musketeer in-game Edit

The Musketeer is one of the most common infantry units in Age of Empires 3. They can be made by most European civilizations, and by all three Asian civilizations, though only through certain European consulate allies. They are classified as infantry, heavy infantry, ranged infantry, and gunpowder infantry, and generally work as an all-round unit. Their ranged attack is decent and high-damaging, but has no multipliers. Like most other heavy infantry units, they have a damage multiplier against cavalry in melee.

Janissaries, for the Ottomans, Sepoys, for the Indians, and Ashigarus, for the Japanese, act as replacements of the musketeer for the respective civilizations.

Base statistics Edit

  • Type: Gunpowder Unit, Heavy Infantry, Ranged Infantry, Infantry
  • Cost: 75 food, 25 coin, 1 population
  • Build XP: 10
  • Kill XP: 10
  • Hitpoints: 150
  • Resistance: 20% melee
  • Ranged damage: 23; 12 range; 3 ROF
  • Melee damage: 13; 3x versus cavalry; 1.5 ROF
  • Siege damage: 20; 6 range; 3 ROF
  • Speed: 4

Notes Edit

  • Russian Musketeers start with -20% hitpoints and damage, and -25% cost
  • The

British and Portuguese civilizations may upgrade their musketeers to royal guard status, which give them more hitpoints and damage.

  • Musketeer upgrades are researched in the Barracks, Church, Arsenal, or via the Home City.

Strategy Edit

Musketeers are mainline infantry, with high hitpoints and high damage. They are good, all-round units that can potentially beat anything if used correctly. Common use for musketeers are as anti-cavalry, as they have very high cavalry damage, and a melee resistance which allows them to survive longer against cavalry. In this case, players may protect archers, skirmishers, artillery pieces and other units that fare poorly against cavalry by gathering the musketeers in a defensive formation around them. Musketeers are "soft counters" to non-ranged heavy infantry, as their ranged attack gives them an advantage in battle. Musketeers can also be used to defeat their effective "hard counters", namely skirmishers and cannons, by spreading out and attacking them with melee. However, this method is usually most effective against cannons, as skirmishers can use their speed and range to hit-and-run.

In consideration of damage, musketeers are actually more effective in melee mode than in ranged (to activate melee mode, the advanced formations box must be checked in the games options window). While musketeers hand damage is actually lower than that of their ranged attack, they will do more damage overtime, as their melee attack is twice as fast as their ranged. That being said, however, there are certain issues with 'pathing' when putting a large group of musketeers into melee mode.

  • Musketeers will all try to attack the same unit, resulting in a large group of musketeers doing nothing
  • Musketeers

will try to attack different units, but the musketeers at the back have to circle around which is impracticle considering their slow speed

  • Musketeers

versus cavalry in melee mode may be ineffective, as the cavalry can simply ride away. However, if the enemy cavalry stays and fights, putting musketeers in melee mode can be much more effective than having them in ranged mode, as they will surround the enemy cavalry and kill them faster, thus losing less. Also, most hand cavalry have ranged resistance.

  • Musketeers

may also be put into melee mode when they are required as a meatshield to block enemy units from entering a certain area, as they will run around and impede other units in an attempt to attack them.

Musketeers are commonly used by the British and French civilizations in conjuntion with Hussars to form the infamous Musketeer+Hussar combination, strong against opposing cavalry and ranged infantry. The Musketeer+Hussar combination is especially strong against the Russian civilization who have poor colonial age anti-cavalry units and their cossacks are downed by musketeers.

Other civilisations, such as Japan, get pseudo-musketeer+hussar combinations, in this case Ashigaru+Naginata.