Units

Sacred Band Infantry

Sacred Band Infantry is Heavy infantry in Age of Empires III, available from the Fortress Age; obtained through Trading Post or Tambo on a House of Phanar palace. Its listed ability is Gains +0.84% hit points for every Sacred Band Infantry in an Area of Effect of 32, up to +32 hit points.

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

Recorded values

Cost
70 Food, 50 Coin
Available
Fortress Age · Trading Post or Tambo on a House of Phanar palace
Training
35 sec · 1 population · 12 XP per train
Durability & mobility
135 hit points · 20% hand resistance · 4.75 speed · 16 line of sight
Hand attack
13 damage · 1.5 attack interval · bonuses: 3.0x vs. Cavalry; 2.25x vs. Shock troops
Ranged attack
16 damage · 14 range · 2.0 attack interval
Siege attack
21 damage · 6 range · 3.0 attack interval
Ability
Gains +0.84% hit points for every Sacred Band Infantry in an Area of Effect of 32, up to +32 hit points

Role, availability & values

Production is available through Trading Post or Tambo on a House of Phanar palace. It has 135 hit points. It moves at 4.75 speed and uses 1 population. Training costs 70 Food and 50 Coin; it takes 35 seconds to train. Attack profile: Hand attack deals 13 damage. Ranged attack deals 16 damage. Siege attack deals 21 damage. Hand attack bonuses: 3.0× against Cavalry and 2.25× against Shock troops. Special ability or role: Gains +0.84% hit points for every Sacred Band Infantry in an Area of Effect of 32, up to +32 hit points.

Matchup & timing

Keep Sacred Band Infantry close to the units that benefit from its hit-point aura, and maintain the formation as the battle moves; its value includes group support as well as its 16-damage ranged attack and anti-Cavalry melee. The aura does not replace a frontline or protect distant troops, so check which nearby units remain covered before splitting the force.

Aura and mixed-range combat

Sacred Band Infantry are Fortress Age Native heavy infantry recruited through a Trading Post or Tambo on a House of Phanar palace. Each costs 70 Food and 50 Coin, trains in 35 seconds and uses one population. Their 135 hit points, 20% hand resistance and speed 4.75 support a flexible formation: a 16-damage ranged attack at range 14 fires every two seconds, while a 13-damage hand attack gains 3× against Cavalry and 2.25× against Shock troops. The unit can therefore contribute at range and become a counter when a cavalry charge reaches the line. Keep the band with other units so its low population cost can translate into broad coverage, and do not confuse the ranged profile with that of a dedicated skirmisher. The 21-damage siege attack adds pressure to structures after defenders are removed. Sacred Band Infantry also gain hit points when nearby members are present, with an effect radius of 32 and a listed maximum bonus of 32 hit points. A group benefits from staying in formation rather than spreading across the map; the aura rewards a coordinated body but does not eliminate the need to retreat from artillery or counter-infantry.

Recruitment and tactical use

The House of Phanar settlement requirement shapes the unit’s timing. A Trading Post or Tambo must be established at the appropriate palace before the recruitment option is available, making map control part of the cost. Establish the site where it can be protected and plan for the 35-second training time when deciding whether the force will meet an enemy push. Sacred Band Infantry are most efficient when several can advance together: nearby allies improve their durability, and the formation can switch from ranged fire to hand defense as threats close. Use their Cavalry and Shock troop bonuses to cover ranged allies, while other units handle threats outside those matchups. Their one-population cost allows a large group, but the Food and Coin bill competes with the rest of the Fortress Age army. The settlement’s finite access and the need to protect the site also mean they should complement, rather than replace, ordinary production. Pull wounded members back while the rest of the band holds formation, and use the aura to preserve the group through successive fights.

Maintaining the formation bonus

Keep Sacred Band Infantry close enough to one another to share the hit-point effect. The 32-unit radius is generous for a battlefield formation, but spreading them to chase separate targets can remove the group benefit and expose individual members. Build the advance around a protected core: the ranged attack can pressure an opponent while the band approaches, then its Cavalry and Shock troop bonuses help deter a charge against the rest of the line. A one-population cost permits a broad formation, yet every unit still costs Food and Coin and depends on the House of Phanar settlement. Protect the Trading Post or Tambo that enables recruitment so reinforcements remain available. If the opponent brings artillery, do not rely on the aura to absorb bombardment; reposition or attack the guns with a suitable counter. The Sacred Band’s combination of ranged fire, anti-cavalry melee and group durability is most useful when it supports a larger army rather than operating as an isolated mass. Add other units to deal with targets outside its listed bonuses, and withdraw damaged members before they are lost.

Know what the aura does not cover

The extra hit points improve durability, but they do not change the unit’s armor class or make the band resistant to artillery. Keep the group together for its local effect, add appropriate counters for enemy guns and ranged infantry, and avoid using the settlement-trained unit as a lone raiding force.

Ranged Heavy Infantry with a cavalry counter

Sacred Band Infantry are ranged Heavy Infantry similar to Musketeers. They can fight Cavalry in melee and have a profile comparable to Black Brunswicker in hit points, speed, firing cadence, attack and range in the documented comparison. Their role makes them a durable screen for ranged units and artillery, especially when enemy cavalry tries to charge the back line.

Keep them away from light infantry and artillery

Sacred Band Infantry are vulnerable to light infantry and artillery, so their Heavy Infantry label does not make them a universal front line. Use ranged units to remove Skirmishers and keep a retreat route from guns. Their access may come through a Native settlement or specific map option, so check availability and limits before planning repeated production. Mix them with siege or anti-infantry units rather than relying on them to defeat every target.