Units

Ironside

Ironside is a ranged cavalry unit available from Parliamentarians in its recorded scenario context. Compared with the Cavalier, it has more hit points and a stronger hand attack, but a weaker ranged attack; its mounted mobility lets it switch between ranged pressure and close combat.

APPLIES TO Definitive Edition — The Baltic Powers (2026)
Ironside in Age of Empires III
Ironside
IN-GAME VALUES

Recorded values

Cost
100 Food, 90 Coin
Training
38 sec · 2 population · 19 XP per train
Durability & mobility
260 hit points · 20% ranged resistance · 7.0 speed · 15 line of sight
Ranged attack
18 base damage · range 4-13 · attack interval 3.0 · bonus damage: 2.75x vs. Heavy cavalry; 2.0x vs. Hand shock trooper; 2.0x vs. Artillery; 0.5x vs. Villager
Siege attack
10 base damage · range 6 · attack interval 3.0
Hand attack
27 base damage · attack interval 1.5 · bonus damage: 1.5x vs. Heavy cavalry; 1.25x vs. Hand shock trooper; 1.25x vs. Artillery; 0.5x vs. Light infantry; 0.5x vs. Villager
Trample attack
18 base damage · attack interval 2.0 · area of effect 3 · bonus damage: 1.5x vs. Heavy cavalry; 1.25x vs. Hand shock trooper; 1.25x vs. Artillery

Role, availability & values

An Ironside costs 100 Food and 90 Coin, uses two population and takes 38 seconds to train. It has 260 hit points, speed 7.0 and 20% ranged resistance. Its ranged attack deals 18 damage at range 4–13 every three seconds; the hand attack deals 27 damage every 1.5 seconds. It also has 18-damage trample and a 10-damage siege attack at range six.

Matchup & timing

Use the longer range to begin pressure and the stronger hand attack when a safe close engagement is available. Its extra health over a Cavalier helps it survive some damage, but its slower speed and lower ranged damage change which targets it can chase efficiently. Keep it away from anti-cavalry units that can trap it and support it with infantry or artillery counters.

Choose the Ironside for durability and hand damage

The Ironside trades speed and ranged attack strength against the Cavalier for 60 more hit points and a stronger hand attack. It is therefore better suited to a fight where it can stay engaged than to a long chase across the map. Both units use two population and have ranged resistance, but their costs and attacks differ. Check the scenario’s Parliamentarian access before planning production, then choose based on whether the army needs reach or a tougher close-range cavalry unit.