Iron Troop
Iron Troop is ranged infantry in Age of Empires III, available from the Industrial Age; obtained through Tavern (Europeans), Saloon (Federal Americans), Monastery (Asians), Palace (Africans), Lombard (Italians).

Recorded values
- Cost
- 200 Coin
- Available
- Industrial Age · Tavern (Europeans) ; Saloon (Federal Americans) ; Monastery (Asians) ; Palace (Africans) ; Lombard (Italians)
- Training
- 40 sec · 2 population · 20 XP per train
- Durability & mobility
- 225 hit points · 60% ranged resistance · 4.5 speed · 20 line of sight
- Hand attack
- 16 damage · 1.5 attack interval · bonuses: 2.0x vs. Light ranged cavalry; 2.0x vs. Ranged shock trooper; 2.0x vs. Heavy infantry; 0.75x vs. Cavalry; 0.75x vs. Shock troops
- Ranged attack
- 25 damage · 16 range · 1.5 attack interval · bonuses: 2.5x vs. Light ranged cavalry; 2.5x vs. Ranged shock trooper; 2.0x vs. Heavy infantry; 0.6x vs. Cavalry; 0.6x vs. Shock troops
- Siege attack
- 22 damage · 6 range · 3.0 attack interval
Role, availability & values
Production is available through Tavern (Europeans), Saloon (Federal Americans), Monastery (Asians), Palace (Africans), or Lombard (Italians). It has 225 hit points and 60% ranged resistance. It moves at 4.5 speed and uses 2 population. Training costs 200 Coin; it takes 40 seconds to train. Attack profile: Hand attack deals 16 damage. Ranged attack deals 25 damage. Siege attack deals 22 damage. Hand attack bonuses: 2.0× against Light ranged cavalry, 2.0× against Ranged shock trooper, 2.0× against Heavy infantry, 0.75× against Cavalry, and 0.75× against Shock troops. Ranged attack bonuses: 2.5× against Light ranged cavalry, 2.5× against Ranged shock trooper, 2.0× against Heavy infantry, 0.6× against Cavalry, and 0.6× against Shock troops.
Matchup & timing
Field Iron Troops when an Industrial Age army can protect their rapid 25-damage shots, which fire every 1.5 seconds at range 16. Their bonuses favor Light ranged cavalry, Ranged shock troops and Heavy Infantry; Cavalry and Shock troops are poor targets. Their mercenary access and population cost suit a planned late-game reinforcement rather than an exposed opening.
Industrial Age mercenary archer profile
The Iron Troop is an Industrial Age Mercenary Light Infantry unit introduced in The Asian Dynasties. It costs 200 Coin, trains in 40 seconds and uses two population. Its profile has 225 hit points, 60% ranged resistance, speed 4.5 and line of sight 20. The ranged attack deals 25 damage at range 16 and fires every 1.5 seconds; the hand attack deals 16 at the same rate, and the siege attack deals 22. This is an unusually armored archer: its ranged resistance and fast attacks let it contest other ranged units more directly than a fragile foot archer, but it moves more slowly than many light infantry units and costs a substantial amount of Coin.
Specialist bonuses and counters
The ranged attack deals 2.5× against Light Ranged Cavalry and Ranged Shock Troops, and 2.0× against Heavy Infantry. Its hand attack deals 2.0× against Light Ranged Cavalry, Ranged Shock Troops and Heavy Infantry. Against Cavalry and Shock troops, the ranged attack is reduced to 0.6×, while the hand attack is 0.75×. These bonuses make Iron Troops useful in a ranged line against infantry-heavy armies and mobile ranged targets, not a substitute for dedicated anti-Cavalry units. Their 60% ranged resistance lets them trade against many ranged attackers, but Artillery and fast melee units can still break the formation. Protect their flanks and use the longer line of sight to engage on favorable terrain.
Range and durability tradeoffs
The Iron Troop's range of 16 is shorter than the range of some other archers, including the Crossbowman in the source comparison. It compensates with 225 hit points and heavy armor against ranged attacks, but its speed 4.5 makes it harder to withdraw from Cavalry than a faster light unit. Use a screen to prevent melee units from reaching the formation and avoid chasing an enemy line into artillery range. Their 1.5-second firing cycle supports sustained damage when they can stand and shoot; repeatedly moving or changing targets interrupts that output. A force of Iron Troops can survive ranged exchanges, but it still needs a unit that can stop Cavalry and another that can remove enemy guns.
Chinese access and Home City support
Chinese players can recruit Iron Troops from the Monastery after sending Atonement. The Koxinga Home City Card increases their ranged attack speed, making it a useful follow-up when a large group has already been trained. Iron Troops can also be shipped from a Home City, and certain Chinese-map treasures can rescue them; Mongolia is specifically noted as one possible treasure map. These routes let Chinese players add the unit without relying entirely on random mercenary production. The Industrial Age requirement and Coin cost still matter, so plan for the unit as a late-game specialist rather than an early defense.
Other access routes and version tags
Europeans can recruit Iron Troops from Taverns, Federal Americans from Saloons, Asian civilizations from Monasteries, Africans from Palaces and Italians from Lombards when the mercenary pool includes them. Germans can gain a Battleship training route through Adler von Lübeck, while the United States can access the random mercenary pool from Poker, which may also unlock the unit in Saloons. Its class tags changed in Definitive Edition updates: it is classified as Light Infantry, Foot Archer and Archaic Infantry in addition to Ranged Infantry and Mercenary. Those tags affect technology and card interactions; older strategy descriptions may reflect a narrower classification.
Use the unit in a combined army
Iron Troops are strongest when the opponent's composition offers targets for their bonuses and the player's army can keep threats at range. Place them behind a front line, focus Heavy Infantry or Ranged Shock Troops and avoid engaging Cavalry without a dedicated screen. Their resistance can make them a stubborn ranged core, while their hand attack gives them a better chance than many archers if a close fight becomes unavoidable. Still, a 200-Coin mercenary is not disposable. Replace losses only when the formation's role remains useful, and use the two-population cost to fit a mixed army rather than filling the entire cap with one unit.
Card interaction and attack speed
The Chinese Koxinga Home City Card increases the Iron Troop's ranged attack speed. This is especially useful once the player has assembled a formation that can remain in position and fire, because its 25 ranged damage already reloads every 1.5 seconds. Atonement provides the Monastery training route, while shipments and certain treasures can deliver the unit directly. The cards therefore solve different needs: one unlocks repeat production, another improves the existing ranged force, and a shipment can reinforce immediately. Do not delay a needed defense while waiting for a mercenary card if the map's mercenary roster or Industrial Age timing is uncertain.
Use armor without overextending
The Iron Troop's 60% ranged resistance makes it tempting to advance into an enemy firing line, but its 225 hit points and 4.5 speed still leave it vulnerable to focus fire and melee. Place the unit where it can trade shots while a frontline blocks Cavalry, then retreat if Artillery arrives. Its 20 line of sight can help spot threats, but range 16 limits how far forward it can safely shoot. An opponent can exploit that range gap with longer-ranged archers or guns. Keep the group compact enough to focus key targets while leaving space to avoid an area attack.
Patch-sensitive class tags and multipliers
Iron Troops gained Light Infantry classification in update 13.9057, Archaic Infantry in update 13.4412 and Foot Archer in update 23511. Their ranged multipliers against Light Ranged Cavalry and Ranged Shock Troops also increased from 2.0× to 2.5× in update 13.58326. The Cavalry and Shock troop multipliers changed in the same patch, and the Shock troop value changed again in a later update. Older guides may therefore describe both a narrower unit classification and weaker target bonuses. When using a legacy strategy, check whether the stated unit role reflects the current tags and values before deciding which enemy formation to engage.
A durable ranged reserve
Iron Troops are most valuable when they remain available after the first engagement. Their high ranged resistance can absorb pressure while the army repositions, but it cannot stop Cavalry from reaching the line. Keep the group behind a dedicated screen and focus Heavy Infantry or mobile ranged units; when the opponent brings guns, retreat and let faster allies contest them.
Armored archer against infantry and light cavalry
The Iron Troop is a heavily armored ranged unit with high ranged resistance and a fast bow attack. Its ranged damage receives bonuses against Heavy Infantry and light ranged Cavalry, and its hand attack is stronger than that of many ranged infantry. This makes it useful for holding a firing line while punishing the units that normally trade well into archers. It remains vulnerable to counters outside its role, so do not treat its armor as immunity to artillery or melee cavalry.
Map access and treasure availability
Iron Troops may be rescued from certain treasures on Chinese maps, including Mongolia, in addition to their civilization-specific access. Treasure availability is map-dependent, so do not plan a standard build around finding them. If a group is obtained early, use it to defend valuable workers or support a timing while keeping a screen in front. Their ranged resistance helps them absorb fire, but artillery and units that can reach the formation still require a response.