Units

Pandour

Pandour is ranged infantry in Age of Empires III, available from the Fortress Age; obtained through Tavern (Europeans), Monastery (Asians), Saloon (Federal Americans), Palace (Africans), Lombard (Italians). Its listed ability is Stealth mode.

APPLIES TO Definitive Edition — Knights of the Mediterranean
Pandour in Age of Empires III
Pandour
IN-GAME VALUES

Recorded values

Cost
185 Coin
Available
Fortress Age · Tavern (Europeans) ; Monastery (Asians) ; Saloon (Federal Americans) ; Palace (Africans) ; Lombard (Italians)
Training
40 sec · 2 population · 19 XP per train
Durability & mobility
230 hit points · 40% ranged resistance · 4.5 speed · 25 line of sight
Hand attack
12 damage · 1.5 attack interval · bonuses: 3.0x vs. Villager; 0.75x vs. Heavy cavalry; 0.75x vs. Hand shock trooper
Ranged attack
25 damage · 2-20 range · 3.0 attack interval · bonuses: 2.5x vs. Light infantry; 2.5x Counter skirmisher; 1.25x vs. Heavy infantry; 0.6x vs. Heavy cavalry; 0.6x vs. Hand shock trooper
Siege attack
20 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 230 hit points and 40% ranged resistance. It moves at 4.5 speed and uses 2 population. Training costs 185 Coin; it takes 40 seconds to train. Attack profile: Hand attack deals 12 damage. Ranged attack deals 25 damage. Siege attack deals 20 damage. Hand attack bonuses: 3.0× against Villager, 0.75× against Heavy cavalry, and 0.75× against Hand shock trooper. Ranged attack bonuses: 2.5× against Light infantry, 2.5× Counter skirmisher, 1.25× against Heavy infantry, 0.6× against Heavy cavalry, and 0.6× against Hand shock trooper. Special ability or role: Stealth mode.

Matchup & timing

Hand attack is especially effective against Villager (3×). Ranged attack is especially effective against Light infantry (2.5×), Heavy infantry (1.25×). Its reduced multipliers against Heavy cavalry (0.75×), Hand shock trooper (0.75×), Heavy cavalry (0.6×), Hand shock trooper (0.6×) make it less suitable for those targets. Use ranged fire to focus Light infantry and Heavy infantry before they can close; hold the melee attack for Villager when they enter contact. Keep a frontline between this unit and threats that can reach it safely.

Mercenary profile and access

The Pandour is a Fortress Age mercenary ranged infantry unit added in Knights of the Mediterranean. It costs 185 Coin, uses two population and trains in 40 seconds. Its current profile lists 230 hit points, 40% ranged resistance, speed 4.5 and an unusually broad line of sight of 25. Europeans recruit it from Taverns, Asians from Monasteries, Federal Americans from Saloons, Africans from Palaces and Italians from Lombards. It is a roster-dependent hire rather than a unit that every civilization can queue from a Barracks. The value of the purchase comes from its anti-light-infantry role, long vision and stealth option, not simply from being another ranged soldier.

Stealth and scouting

Pandours can enter stealth, becoming invisible to most enemies while moving at half speed. This is useful for scouting a route, waiting near an exposed target or withdrawing unseen when ordinary movement would be intercepted. Stealth does not make the unit invulnerable: detection and area attacks can still expose or threaten it, and the speed penalty makes a retreat slower. Use the wide line of sight to gather information before committing, then leave stealth when the army needs the Pandour’s fire. Keep the group small enough to control and do not confuse stealth with a safe way to stand in the middle of an enemy army.

Matchups and weaknesses

The Pandour’s ranged multipliers make it effective against Light Infantry and give it some value against Heavy Infantry. Its two population slots and Coin price buy more ranged damage than the related Schiavone profile, but its low hit points and lack of hand resistance make it vulnerable when Cavalry or shock troops reach it. It has no special bonus against light Cavalry, so do not use it as the army’s dedicated cavalry counter. A screen of Heavy Infantry or other anti-Cavalry units lets Pandours fire at skirmishers that threaten that frontline. If the opponent transitions to fast melee units, pull the Pandours behind the screen rather than trading them directly.

Comparison with Schiavone

Pandours are based on the Schiavone and share its hit points, ranged resistance, movement speed and line of sight. Their ranged attack is almost twice as strong, while the hand attack is slightly weaker. They use two population instead of one, cost Coin, and have a shorter training time. Pandours can also use stealth. The Schiavone’s lower population and different production access may suit a larger conventional force, whereas a Pandour is a pricier specialist whose detection and ranged pressure can change a particular matchup. Unlike Schiavoni, Pandours also gain extra damage against Villagers in melee, which can support a coordinated raid alongside Oprichniks; they remain vulnerable if caught alone.

Revolutionary access and army use

Hungary and Romania revolutions can provide Pandours. For Germans, existing and newly built Outposts spawn a Pandour after the revolution; both revolutionary nations can send a shipment of ten and unlock further creation at sites such as Taverns, Barracks, Forts, Galleons and Outposts. The exact production buildings vary with the originating civilization—for example, Russian Blockhouses can be used. These revolution rules are a special access path, not the default mercenary recruitment pattern. In ordinary play, hire Pandours when an opponent relies on Light Infantry or when stealth reconnaissance has a clear purpose. Keep them behind a durable line and let units with better Cavalry matchups protect them.

Home City and settlement support

Pandours can be strengthened by eligible infantry and mercenary upgrades, but their basic job remains ranged pressure against Light Infantry. Because they require Coin and two population, include them where the opponent’s composition justifies the cost rather than treating them as a massable replacement for ordinary Skirmishers. A Home City card, mercenary contract or revolution can change when and where the group appears. Keep the source building safe, and remember that stealth reconnaissance is most valuable before the main fight begins; once an enemy army is nearby, use the Pandour’s range and supporting units to decide whether to engage or withdraw.

Raiding and civilian targets

Pandours have a melee bonus against Villagers that distinguishes them from Schiavoni, which can complement Oprichnik raids. This does not make them an efficient solo raiding force: their movement is only 4.5, and Cavalry can catch them if they are discovered. Use stealth to approach or scout, then coordinate with a faster raider that can disrupt the settlement and draw attention. If the opponent responds with Cavalry, disengage and let the Pandours return to the army. Their higher population and Coin cost mean that losing them for a brief Villager attack can be a poor exchange.

Protect the line of sight advantage

Line of sight 25 gives Pandours a scouting advantage over many battlefield units. Use that vision to identify a Light Infantry group before it reaches your Heavy Infantry, then choose a position where the Pandours can fire with a safe retreat behind them. If stealth is active, move at half speed and keep an escape route clear; scouting value is lost if the unit becomes trapped. The broad vision and ranged multiplier make the Pandour most useful as part of a coordinated army rather than an isolated mercenary patrol.

Choose stealth for information, not a forced fight

The Pandour’s stealth is strongest when it reveals the opponent’s army or lets the group reposition unseen. Its movement speed is halved while hidden, so use it before the engagement or to leave a dangerous area rather than expecting it to chase a target. Watch for detection and area damage, and return to the main force when the opponent can expose the scouts.

Use stealth to prepare an engagement

Before a fight, stealth can help the Pandour approach a firing position or check whether the opponent has brought the counters needed to protect its Light Infantry. Once the information is gathered, regroup with the army so the mercenary is not isolated when combat begins.

Coin-based ranged infantry with high damage

The Pandour is ranged infantry based on the Schiavone. In the documented comparison it shares the Schiavone’s hit points, ranged resistance, speed and sight, but has less hand attack, almost twice the ranged attack, costs Coin and uses two population instead of one. This makes the Pandour a powerful ranged choice with a notable population and resource cost. Keep a screen in front and use its damage against the enemy units suited to its attack profile.

Balance damage against population and counters

A Pandour group can deliver strong ranged damage, but consuming two population per unit reduces the size of the supporting army. Heavy Cavalry, artillery and melee pressure can punish them if they are exposed, so add anti-Cavalry support and maintain a retreat route. Their mercenary or faction access may be limited; check the source and upgrade options before building the entire composition around them. Use the Coin cost deliberately alongside upgrades and other advanced units.