Units

Harquebusier

Harquebusier is Heavy cavalry in Age of Empires III, available from the Fortress Age; obtained through Tavern (Europeans), Monastery (Asians), Saloon (Americans), Palace (Africans), Lombard (Italians).

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

Recorded values

Cost
330 Coin
Available
Fortress Age · Tavern (Europeans) ; Monastery (Asians) ; Saloon (Americans) ; Palace (Africans) ; Lombard (Italians)
Training
50 sec · 3 population · 33 XP per train
Durability & mobility
295 hit points · 20% ranged resistance · 6.75 speed · 15 line of sight
Hand attack
110 damage · 1.5 attack interval
Ranged attack
80 damage · 6 range · 2.0 attack interval · bonuses: 0.5x vs. AbstractPikeman; 0.5x vs. Villager
Siege attack
30 damage · 6 range · 3.0 attack interval
Trample attack
86 damage · 2.0 attack interval

Role, availability & values

Production is available through Tavern (Europeans), Monastery (Asians), Saloon (Americans), Palace (Africans), or Lombard (Italians). It has 295 hit points and 20% ranged resistance. It moves at 6.75 speed and uses 3 population. Training costs 330 Coin; it takes 50 seconds to train. Attack profile: Hand attack deals 110 damage. Ranged attack deals 80 damage. Siege attack deals 30 damage. Trample attack deals 86 damage. Ranged attack bonuses: 0.5× against AbstractPikeman* and 0.5× against Villager.

Matchup & timing

Its listed bonus damage is directed at AbstractPikeman, Villager. Field it when those targets matter, then screen it from unit types omitted from that bonus list.

Current cost and combat statistics

A Harquebusier is an Industrial Age mercenary heavy cavalry unit in Definitive Edition. It costs 330 coin, takes 50 seconds to train, occupies three population, and has 295 hit points with 20% ranged resistance. Its speed is 6.75 and line of sight 15. In melee it deals 110 damage every 1.5 seconds; its trample attack deals 86 damage in an area of 3 every 2 seconds. In ranged stance, it fires an 80-damage shot every 2 seconds from range 6, with an area radius of 1. Its ranged attack has a 0.5 multiplier against hand infantry and Villagers. It also has a 30-damage siege attack at range 6 every 3 seconds. These numbers describe an unusually hard-hitting but fragile cavalry mercenary: its low health compared with many heavy cavalry means it cannot absorb damage just because its first strike is powerful.

Ranged stance and engagement timing

The Harquebusier can change to a ranged stance, letting it fire a short-range gun before or during an approach. The six-range weapon can secure an initial hit, but it is not long enough to support sustained hit-and-run tactics. If the unit remains at range, enemy melee troops can close and retaliate; if it commits to hand combat, it exposes its limited health to pikemen and other anti-cavalry units. Stance changes are therefore a positioning tool rather than a substitute for micro-management. Use the ranged opening against a vulnerable target, then decide whether to charge, withdraw, or let ordinary cavalry take the melee. Its 80 ranged attack has a small area effect, which can help when units are grouped, but its low multipliers against Villagers and hand infantry make it less efficient there than its raw damage may suggest.

Raiding and army role

Harquebusiers are best used as a mobile raiding unit that joins a mixed cavalry force. The source profile notes that they can kill a Villager in two melee strikes or four ranged shots. The ranged option offers a way to begin an attack before the unit reaches melee, while the stronger hand attack finishes the target quickly if the route is clear. Their speed of 6.75 supports raids and flanking, but the three-population cost and 330-coin price make careless losses expensive. Pair them with more durable heavy cavalry that can absorb the response, and pull the Harquebusiers away from concentrated anti-cavalry fire. They can threaten artillery and light infantry, yet should not be sent alone into a defended settlement or left to fight pikemen at close range.

Counters and matchup limits

The unit is strong against light infantry, counter-skirmishers, and artillery because cavalry can close the distance and exploit those units' vulnerabilities. Heavy infantry, especially pikemen, light ranged cavalry, ranged shock troops, and mercenary specialists are unfavorable matchups. The Harquebusier's 20% ranged resistance helps while crossing gunfire but does not compensate for its small health pool under focused attacks. Use screens, terrain, and short engagements to avoid taking repeated volleys. If the opponent has pikemen, keep the Harquebusiers in ranged stance only long enough to contribute safely and let dedicated anti-infantry units handle the melee line. Against other mercenaries, remember that their high cost and population mean losing them can swing the resource trade even when they deal considerable damage first.

Recruitment and civilization access

European civilizations usually recruit the unit from a Tavern, Asian civilizations from a Monastery, Americans from a Saloon, Africans from a Palace, and Italians from a Lombard. Mercenary pools differ by map, so Harquebusiers are not guaranteed in every building's list. The British can train them at a Tavern after selecting The Mercenary Contractor age-up option to reach the Fortress Age. Germans may gain them from the Adler von Lübeck Home City Card if they appear in the Tavern pool, while the United States can receive them through the Poker card's random mercenary shipment pool and may have them enabled in Saloons. Access and age depend on the chosen route; check the civilization and map before building a strategy around them.

Improvements and patch context

General cavalry improvements can increase the Harquebusier's health and attack, while Ranged Cavalry Caracole improves its ranged shot. Other applicable upgrades can alter speed, training time, or cost, but availability varies among civilizations. The current ranged attack deals 80 damage with a 2-second rate of fire and radius 1; older Definitive Edition patches used 97 damage and a 1.5-second rate of fire before update 5208. The current hand attack is 110, down from 121 before update 19.18309, and ranged resistance is 20%, down from 30% before update 13088. These patch notes explain why older matchups can look different. Use current values for present play and retain the older numbers only when describing historical versions.

Population and coin commitment

Because each Harquebusier consumes three population and 330 coin, plan the group around a dependable coin economy and leave room for cheaper support units. Their damage is most valuable when the army can protect them long enough to strike and withdraw.

High-damage mercenary cavalry with a short opening shot

Harquebusiers are mercenary Cavalry with very high damage but relatively low hit points compared with other mercenary riders. Their short-ranged attack can secure an opening hit, yet the range is not long enough to support repeated hit-and-run tactics against melee units. Use them to strike a high-value target and withdraw before the opponent retaliates, rather than leaving them stationary in a cavalry scrum.

Micro carefully and protect the mercenary

Harquebusiers can perform well in combat when the player controls their approach, but their low durability makes poor positioning costly. Screen them from anti-Cavalry troops, avoid artillery fire and check the mercenary camp or shipment access before planning a full force. Their high damage is best used against an isolated target or during a timing attack; if the opponent has a protected formation, invest in units that can hold the front while the Harquebusiers choose a safer engagement.