Units

Kanuri Guard

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

APPLIES TO Definitive Edition — The African Royals
Kanuri Guard in Age of Empires III
Kanuri Guard
IN-GAME VALUES

Recorded values

Cost
220 Coin
Available
Fortress Age · Tavern (Europeans) ; Monastery (Asians) ; Saloon (Federal Americans) ; Palace (Africans) ; Lombard (Italians)
Training
43 sec · 3 population · 22 XP per train
Durability & mobility
390 hit points · 30% ranged resistance · 7.25 speed · 16 line of sight
Hand attack
15 damage · 1.5 attack interval · bonuses: 3.0x vs. Artillery; 3.0x vs. Heavy cavalry; 2.2x vs. Hand shock trooper
Ranged attack
30 damage · 12 range · 3.0 attack interval · bonuses: 3.0x vs. Artillery; 3.0x vs. Heavy cavalry; 2.2x vs. Hand shock trooper; 0.5x vs. Villager
Siege attack
14 damage · 6 range · 3.0 attack interval

Role, availability & values

Production is available through Tavern (Europeans), Monastery (Asians), Saloon (Federal Americans), Palace (Africans), or Lombard (Italians). It has 390 hit points and 30% ranged resistance. It moves at 7.25 speed and uses 3 population. Training costs 220 Coin; it takes 43 seconds to train. Attack profile: Hand attack deals 15 damage. Ranged attack deals 30 damage. Siege attack deals 14 damage. Hand attack bonuses: 3.0× against Artillery, 3.0× against Heavy cavalry, and 2.2× against Hand shock trooper. Ranged attack bonuses: 3.0× against Artillery, 3.0× against Heavy cavalry, 2.2× against Hand shock trooper, and 0.5× against Villager.

Matchup & timing

Hand attack is especially effective against Artillery (3×), Heavy cavalry (3×), Hand shock trooper (2.2×). Ranged attack is especially effective against Artillery (3×), Heavy cavalry (3×), Hand shock trooper (2.2×). Its reduced multipliers against Villager (0.5×) make it less suitable for those targets. Use ranged fire to focus Artillery, Heavy cavalry, and Hand shock trooper before they can close; hold the melee attack for Artillery, Heavy cavalry, and Hand shock trooper when they enter contact. Keep a frontline between this unit and threats that can reach it safely.

Anti-artillery ranged cavalry

The Kanuri Guard is a Fortress Age ranged cavalry mercenary with 390 hit points, 30% ranged resistance and speed 7.25. It costs 220 Coin, uses three population and takes 43 seconds to train. Its ranged attack deals 30 damage at range 12 every three seconds, with 3× damage against Artillery and Heavy Cavalry, 2.2× against Hand Shock troops and only 0.5× against Villagers. The hand attack deals 15 damage and shares strong bonuses against those targets; a 14-damage siege attack can contribute after defenders are cleared. This profile makes the Guard a mobile counter unit, not a worker raider. Use speed to approach artillery from a flank and withdraw before the opponent’s anti-cavalry closes. Its ranged resistance supports the approach but does not remove the danger of focused fire. The unit is available through several mercenary buildings depending on civilization: Tavern for Europeans, Monastery for Asians, Saloon for Federal Americans, Palace for Africans and Lombard for Italians. Those routes depend on the current roster and The African Royals content. Before hiring, confirm which building offers it and whether 220 Coin is better spent on a regular army. Three population and a 43-second queue mean replacement is not instant. Add a Kanuri Guard when the opponent fields artillery or the listed cavalry classes and keep ordinary infantry nearby to handle targets outside its bonus profile.

Mercenary counters and cost

The Kanuri Guard is a Fortress Age mercenary ranged cavalry unit that targets Artillery, Heavy Cavalry and Hand Shock troops. Its 30-damage ranged attack reaches 12 and receives a 3× multiplier against Artillery and Heavy Cavalry, plus 2.2× against Hand Shock troops. The hand attack shares the same specialist targets, while the Villager multiplier is only 0.5×. At 390 hit points, 30% ranged resistance and speed 7.25 it is a more durable mobile counter than a fragile skirmisher, but it still costs 220 Coin, three population and 43 seconds to train. Use it to flank artillery or respond to heavy cavalry while keeping regular infantry between it and enemy melee forces. The 14-damage siege attack can assist after the field is clear, but it is not a primary siege weapon. Access comes from different mercenary buildings depending on civilization: Tavern, Monastery, Saloon, Palace or Lombard. Confirm the current roster because the building and unit availability varies by expansion and map. A few Guards can fill a counter role; massing them consumes Coin and population that may be needed for the main army. Keep replacements in mind before trading them away.

When to hire

Hire the Kanuri Guard when the opponent’s army includes targets that match its bonus list. A 3× multiplier against Heavy Cavalry and Artillery lets the unit answer expensive threats, while its speed allows a quick flank. Do not recruit it merely as a generic cavalry mass: 220 Coin and three population can fund other counters, and the Guard’s 0.5× damage against Villagers makes raids inefficient. Build a mixed force that protects it from units outside its specialty.

Fortress Age support

The 43-second training time means the Guard should be queued before an artillery push begins. Keep it with the force and use its speed to respond to the target the opponent exposes.

Production and counter role

Use a Kanuri Guard to pressure artillery or heavy cavalry once the Fortress Age mercenary is available. Its three-population cost makes a small group more efficient than a careless mass, and other infantry should screen targets it does not counter.

Mercenary Dragoon from African options

The Kanuri Guard is a mercenary ranged Cavalry unit similar to the Black Rider. It is slightly cheaper but has fewer hit points in the documented comparison, giving it a lighter investment with less staying power. Use it to counter mounted units and support a mobile army, but keep it away from light infantry that can threaten ranged Cavalry.

Scout access and protect the cavalry line

Kanuri Guards depend on the available African mercenary source, map and unit limit. Confirm that the relevant camp or shipment can provide replacements before relying on them for a long match. Pair them with infantry that can hold ground and use their range to focus enemy Cavalry; retreat if Skirmishers or anti-Cavalry troops close. Their lower cost can help fill a roster gap, but does not make them a universal Dragoon replacement.