Units

Papal Bombard

Papal Bombard is an Italian Industrial Age super-heavy artillery unit from Knights of the Mediterranean, produced at a Factory. It has 600 hit points, 75% ranged resistance and a movement speed of 1.0, and occupies eight population. Its long-range Bombard attack provides siege pressure, while its charged Holy Fire attack affects an even larger area. The slow movement and high population cost make it a strategic asset that needs an escort.

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

Recorded values

Training
115 sec · 8 population · 80 XP per train
Durability & mobility
600 hit points · 75% ranged resistance · 2.5 / 1.0 speed · 32 line of sight
Bombard attack
430 base damage · range 28 · attack interval 7.0 · area of effect 4 · bonus damage: 2.5x vs. Fixed Gun, 16; 0.75x vs. Cavalry; 0.75x vs. Shock troops; 0.5x vs. Artillery; 0.5x vs. Arrow Knight, 16
Holy Fire (charged)
430 base damage · range 28 · attack interval 7.0 · area of effect 7 · bonus damage: Same as bombard attack · recharge 60 · requires Papal Arsenal card

Role, availability & values

Keep the Papal Bombard behind a frontline and position it where its long range can be used without exposing it to cavalry. Use Holy Fire when its charged attack is ready and the wider area can affect valuable targets. Plan movement ahead of time: its slow speed makes it difficult to retreat if enemy units reach it.

Training & availability

Italians; Knights of the Mediterranean; Industrial Age; produced at a Factory; 600 hit points; 75% ranged resistance; speed 1.0; eight population; long-range Bombard attack and charged Holy Fire with larger area.

Matchup & timing

Train it when Italy can support a high-population artillery piece and a Factory can remain active. It is suitable for a prepared push or defense around an important position, not for rapid response across the map. Protect the Bombard with units that can intercept cavalry and preserve enough population for the rest of the army.

Bombard profile and Holy Fire

The Papal Bombard is an Industrial Age Italian unit from Knights of the Mediterranean, produced at the Factory or obtained through Home City shipments. Its ordinary Bombard attack deals 430 siege damage at range 28 every seven seconds, with a four-unit area of effect. It has a 2.5 movement speed in Limber mode and slows to 1.0 in Bombard mode, so set its position before enemy cavalry can reach it. Its charged Holy Fire attack uses the same listed damage and range but a larger seven-unit area of effect and a 60-second recharge; the Papal Arsenal Home City card is required. Holy Fire is therefore best saved for a valuable clustered target rather than spent as soon as it becomes available. The unit’s base limit and population cost are both important to army planning: it occupies eight population and has 600 hit points with 75% ranged resistance. It replaces the Heavy Cannon for Italy and can absorb some damage directed at nearby allied Artillery, but its slow movement means cavalry screens and a protected retreat route are essential. Its range and area make it a powerful prepared-push piece, not a unit to send ahead unsupported.

Position, target multipliers and support

Its ordinary attack deals only half damage to Artillery and Arrow Knights and three-quarters damage to Cavalry and Shock troops, so use other units to screen those counters. The attack is especially effective against Fixed Guns at 2.5 times damage. Because the Bombard changes between Limber and Bombard modes, decide whether it needs to retreat or fire before the enemy closes; the seven-second attack interval leaves time for opponents to react.

Italian Factory artillery and charged Holy Fire

The Papal Bombard is Italian Industrial Age artillery produced at the Factory. It has 600 hit points, 75% ranged resistance, uses eight population and takes 115 seconds to train. Its Bombard attack deals 430 damage at range 28 every seven seconds with an area of four; the charged Holy Fire attack uses the same damage and range, expands the area to seven and recharges in 60 seconds when the Papal Arsenal card is active. The attack has reduced multipliers against Cavalry, Shock troops and Artillery, so the gun needs a frontline and should not be left alone. Its long training time and large population use make it a major late-game commitment. Protect it while it prepares its next shot, and consider whether a Factory queue can spare the time without delaying another essential unit. Use Holy Fire on a high-value cluster or structure where the larger area can justify its cooldown.