Units

Corsair Marksman

Corsair Marksman is ranged infantry in Age of Empires III, available from the Commerce Age; Revolution (Barbary States); obtained through Tavern (Europeans), Monastery (Asians), Watch Tower (Hausa), Lombard (Italians), European Barracks (Barbary States), Fort (Barbary States), Galleon (Barbary States), Privateer (Barbary States).

APPLIES TO Definitive Edition (2020)
Corsair Marksman in Age of Empires III
Corsair Marksman
IN-GAME VALUES

Recorded values

Cost
35 Food, 80 Coin
Training
33 sec · 2 population · 23 XP per train
Durability & mobility
110 hit points · 40% ranged resistance · 4.5 speed · 22 line of sight
Hand attack
8 damage · 1.5 attack interval · bonuses: 4.0x vs. Ship; 3.0x vs. Treasure guardian; 2.0x vs. Light ranged cavalry; 2.0x vs. Ranged shock trooper; 2.0x vs. Heavy infantry; 1.25x vs. Villager; 0.75x vs. Cavalry; 0.75x vs. Shock troops
Ranged attack
15 damage · 20 range · 3.0 attack interval · bonuses: 4.0x vs. Ship; 3.0x vs. Treasure guardian; 2.5x vs. Light ranged cavalry; 2.5x vs. Ranged shock trooper; 2.0x vs. Heavy infantry; 1.25x vs. Villager; 0.6x vs. Cavalry; 0.6x vs. Shock troops
Siege attack
12 damage · 8 range · 2.0 attack interval · bonuses: 4.0x vs. Ship

Role, availability & values

Production is available through Tavern (Europeans), Monastery (Asians), Watch Tower (Hausa), Lombard (Italians), European Barracks (Barbary States), Fort (Barbary States), Galleon (Barbary States), or Privateer (Barbary States). It has 110 hit points and 40% ranged resistance. It moves at 4.5 speed and uses 2 population. Training costs 35 Food and 80 Coin; it takes 33 seconds to train. Attack profile: Hand attack deals 8 damage. Ranged attack deals 15 damage. Siege attack deals 12 damage. Hand attack bonuses: 4.0× against Ship, 3.0× against Treasure guardian, 2.0× against Light ranged cavalry, 2.0× against Ranged shock trooper, 2.0× against Heavy infantry, 1.25× against Villager, 0.75× against Cavalry, and 0.75× against Shock troops*. Ranged attack bonuses: 4.0× against Ship, 3.0× against Treasure guardian, 2.5× against Light ranged cavalry, 2.5× against Ranged shock trooper, 2.0× against Heavy infantry, 1.25× against Villager, 0.6× against Cavalry, and 0.6× against Shock troops. Siege attack bonuses: 4.0× against Ship.

Matchup & timing

Hand attack is especially effective against Ship (4×), Treasure guardian (3×), Light ranged cavalry (2×), Ranged shock trooper (2×), Heavy infantry (2×), Villager (1.25×). Ranged attack is especially effective against Ship (4×), Treasure guardian (3×), Light ranged cavalry (2.5×), Ranged shock trooper (2.5×), Heavy infantry (2×), Villager (1.25×). Siege attack is especially effective against Ship (4×). Its reduced multipliers against Cavalry (0.75×), Shock troops (0.75×), Cavalry (0.6×), Shock troops (0.6×) make it less suitable for those targets. Use ranged fire to focus Ship, Treasure guardian, Light ranged cavalry, Ranged shock trooper, Heavy infantry, and Villager before they can close; hold the melee attack for Ship, Treasure guardian, Light ranged cavalry, Ranged shock trooper, Heavy infantry, and Villager when they enter contact; reserve the siege attack for Ship. Keep a frontline between this unit and threats that can reach it safely.

Barbary ranged infantry and anti-ship role

The Corsair Marksman is a ranged infantry mercenary available from the Commerce Age through several structures, with Barbary States access after its Revolution. Its listed base cost is 35 Food and 80 Coin, it takes 33 seconds to train, uses two population and has 110 hit points, 40% ranged resistance, speed 4.5 and line of sight 22. The ranged attack deals 15 damage at range 20 every three seconds. It has a 4× bonus against Ships, 3× against Treasure guardians, 2.5× against Light Ranged Cavalry and Ranged Shock troops, and 2× against Heavy Infantry; its damage is reduced against Cavalry and Shock troops. This broad set of target modifiers makes the Corsair Marksman useful as a specialist, particularly on water maps or when facing the listed ranged units. Its 12-damage siege attack has a Ship multiplier, while the eight-damage hand attack is secondary. The unit can be obtained through Tavern, Monastery, Hausa Watch Tower or Italian Lombard access under relevant rules; the Barbary States also use their European Barracks, Fort, Galleon or Privateer. Because access and multipliers vary by civilization and update, check the current profile before comparing values across versions. Keep the unit behind a screen and use its 20-range attack to focus valuable targets. Its 40% ranged resistance helps against ranged fire, but 110 hit points make close combat dangerous. Use it where its target bonuses matter rather than as a general-purpose infantry line.

Barbary States and mercenary access

The Corsair Marksman’s access list is broad because the unit can come from mercenary buildings or the Barbary States revolution. Europeans can recruit it through a Tavern, Asians through a Monastery, Hausa through a Watch Tower and Italians through a Lombard where those rosters permit. The Barbary States add access through a European Barracks, Fort, Galleon or Privateer. These production routes are not identical: a Saloon or Tavern mercenary menu may vary by map, while the revolution provides a faction-specific option. Its 35 Food and 80 Coin price, two population and 33-second training time can be easier to sustain than larger mercenaries, but 110 hit points still require protection. Use the range-20 attack against Ships or the unit classes it counters and avoid engaging Cavalry or Shock troops directly, where its ranged attack is reduced. The ship bonus also applies to its siege profile, making the Marksman a flexible choice on water maps. Check which bonus values are active for the civilization, since the listed Barbary States and ordinary mercenary multipliers differ by update. Keep the unit behind a screen, focus a suitable target and move it when enemy cavalry approaches.

Ranged profile and support

With line of sight 22 and 40% ranged resistance, the Corsair Marksman can support a force from a relatively safe position. Its ranged attack reaches 20, while the eight-damage hand attack should be treated as a fallback. Against ships, the 4× bonus makes it a powerful coastal support unit; against Treasure guardians, its 3× multiplier can help an Explorer clear a reward. Its bonuses against Light Ranged Cavalry and Ranged Shock troops make it useful in selected matchups, but the reduced damage to ordinary Cavalry and Shock troops argues for a screen. The two-population price allows more units than some mercenaries, yet Food and Coin costs still compete with production. Use the Barbary States revolution’s access when planning a themed army, or recruit from the Tavern, Monastery, Watch Tower or Lombard when the map and civilization allow it. Keep the unit’s role focused on ship and specialist targets.

Outlaw Skirmisher for ranged counters

The Corsair Marksman is an outlaw version of the Skirmisher, with statistics that vary by civilization. It targets Heavy Infantry and light ranged Cavalry, while its outlaw status changes resource, population and access rules. The Barbary States’ version is stronger and faster, has higher bonuses against Villagers and a lower siege attack rate in the documented comparison.

Check the civilization variant before training

Corsair Marksmen can support a ranged army and pressure exposed workers, but they remain vulnerable to Heavy Cavalry and artillery. Keep a screen nearby and avoid assuming every version has the Barbary States’ bonuses. Outlaw availability and population cost depend on the map and mercenary building. Use them when the target profile and resource mix are favorable, then transition if the opponent adds counters.

Outlaw economy and older combat profile

Corsair Marksman is an Outlaw rifle unit with special interactions against Ships and Treasure guardians alongside its normal anti-Infantry role. Its current cost is 35 Food and 80 Coin, with 110 hit points, 40% ranged resistance, 4.5 speed and two population. Before update 13.27885 its Food and Coin costs were reversed, it had 90 hit points, 60% ranged resistance, 5.5 speed and one population. The ranged attack now deals 15 damage, down from 17; it currently has a 2.5× bonus against Light Ranged Cavalry and Ranged Shock Troops, and 2.0× against Heavy Infantry. Its modifier against Villagers is 1.25× now, compared with 2.0× before update 13.27885, and its Cavalry/ Shock Troop modifiers are reduced. It currently carries a 4.0× bonus against Ships, which was added in update 13.27885. Account for its population and cost when adding Outlaws to an army, and use the specialized bonuses against appropriate targets.