Irregular
Irregular is Asians ranged infantry in Age of Empires III, obtained through Town Center (Town Defense, City Defense), Village (Rural Defense).

Recorded values
- Available
- Town Center (Town Defense, City Defense) ; Village (Rural Defense)
- Training
- 1 population
- Durability & mobility
- 130 hit points · 20% hand resistance · 4.0 speed · 15 line of sight
- Hand attack
- 10 damage · 1.5 attack interval · bonuses: Same as ranged attack
- Ranged attack
- 21 damage · 12 range · 3.0 attack interval · bonuses: 2.0x vs. Siege unit; 0.25x vs. Villager
- Siege attack
- 4 damage · 6 range · 3.0 attack interval
Role, availability & values
Production is available through Town Center (Town Defense, City Defense) or Village (Rural Defense). It has 130 hit points. It moves at 4.0 speed and uses 1 population. Training costs 20 Food and 20 Coin. Attack profile: Hand attack deals 10 damage. Ranged attack deals 21 damage. Siege attack deals 4 damage. Hand attack bonuses: Same as ranged attack. Ranged attack bonuses: 2.0× against Siege unit and 0.25× against Villager. Special ability or role: Loses 2% of maximum hit points over time until left with only 1 HP (except for the Chinese with the "Boxer Rebellion" Home City Card).
Matchup & timing
Irregulars are one-population Asian ranged infantry obtained through Town Defense, City Defense or Rural Defense rather than a normal production queue. Their 21-damage ranged attack has a 2× modifier against Siege units and only 0.25× against Villagers, so call them when the opposing siege line is the priority. They have 130 hit points and 20% hand resistance, but normally lose 2% of maximum hit points each second until only one remains. The Chinese Boxer Rebellion Home City Card prevents this decay for the eligible Chinese force. Treat ordinary Irregulars as a timed response: move them to the siege target and do not leave them waiting in the field.
Temporary infantry and health decay
Irregulars are Asian ranged infantry that can be provided through Town Center cards such as Town Defense or City Defense, or through the Village with Rural Defense. Their listed profile costs 20 Food and 20 Coin, uses one population and grants 130 hit points, 20% hand resistance, speed 4 and line of sight 15. The ranged attack deals 21 damage at range 12 every three seconds, with 2× damage against Siege units and only 0.25× against Villagers. Its hand attack deals 10 damage, and the siege attack deals four. The unit’s defining drawback is that it loses 2% of its maximum hit points over time until only one hit point remains. This decay makes the Irregular an emergency or timing unit rather than a permanent garrison. Use the force promptly after it arrives, target siege units where the multiplier matters and avoid allowing the group to sit idle while health disappears. The Chinese Boxer Rebellion Home City Card is an exception to the normal decay rule, so check whether that card is active before planning a sustained use. One population per unit makes a shipment of Irregulars able to create a broad temporary screen, but their limited duration means they should support regular troops, not replace them. Keep them behind durable units and let them fire at range instead of trading hand attacks.
Short-lived battlefield role
Because an Irregular loses 2% of maximum health over time, shipment arrival starts a clock. Move it toward the fight immediately, use the siege-unit bonus and keep it behind regular troops. Avoid waiting for a perfect engagement while its health declines; the Boxer Rebellion exception applies only under its card condition.
Shipment arrival and attrition
If the Irregular arrives by shipment, decide its destination before requesting the card. Send it where it can immediately help against Siege units or defend a key approach, and avoid a long march that consumes much of its remaining health. The ongoing 2% loss eventually leaves the unit at one hit point, so it is a temporary force. Chinese players with Boxer Rebellion bypass this normal decay under the card’s condition.
Countering siege units
Irregulars are particularly suited to temporary pressure against Siege units because the ranged attack doubles damage against that class. Their range of 12 lets them attack from behind a screen, and their one-population cost can make a shipment numerous enough to threaten artillery. They still lose 2% of maximum health over time, so use them immediately rather than waiting for the perfect target. If the Siege unit retreats, do not chase through a defended base while the Irregulars decay. Their weak Villager modifier also makes worker harassment a poor use of the shipment. Chinese Boxer Rebellion is an exception to the health-loss rule; other Asian armies should plan around the short lifespan.
Damage and duration trade-off
Irregulars have a useful 21-damage ranged attack but deteriorate even while idle, so they are better as a timed reinforcement than as a permanent garrison. Focus their fire on Siege units, let ordinary infantry absorb contact and withdraw the group when the intended target is gone. Do not spend a shipment on them if the army cannot act quickly.
Temporary Asian defense unit
Irregulars are ranged infantry called through Town Center or Village defense effects: Town Defense and City Defense provide Town Center access, while Rural Defense uses a Village. Their 21-damage ranged attack has a 2× bonus against Siege units, giving the temporary force a clear defensive purpose. They also deal reduced damage against Villagers, so they are not designed for raiding. Their 130 hit points and four speed help them reach a threatened area, but they do not replace a permanent infantry queue.
Health decay and the Boxer Rebellion exception
Irregulars lose 2% of their maximum hit points each second until only one hit point remains. Use them while their temporary health pool is available: assemble the force, move directly toward the threatened siege or objective and avoid wasting time on a long detour. The recorded exception is Chinese units with the Boxer Rebellion Home City Card, which changes the decay rule. Confirm the card and civilization before assuming the unit will persist. Protect Irregulars from cavalry while they focus enemy Siege units, and return ordinary workers to resource gathering when the defense effect has served its purpose.