The Archer is the first unit in its line, being the base unit for both the Crossbowman and the Arbalest. It is very capable of countering spears, having an attack bonus of 3 against them. Being the most powerful ranged unit in the Feudal age, it can set the stage for rest of the game. Weakest in small groups, Archers gain considerable power in large groups.

 

Unit Class

Ranged
Age Available
HP30
Attack (Type)4 (Pierce)
Melee Armor0
Pierce Armor0
Range4
Speed0.96 TPS

Attack Rate

2.07s
Creation Speed35s
Line of Sight6
Attack Bonuses

+3 vs Spearman Line

Civilization Specific Features

Not available to:

Bonuses

Strategies

Archer

N/A____

Aztecs: Created 15% faster

Britons:

  • +1 Range in Castle Age, +1 Range in Imperial Age (+2 Total)
  • Created 20% faster (Team bonus)

Mayans: Archers cost -10% Feudal, -20% Castle, -30% Imperial

Saracens: Foot Archers gain +1 Attack vs. Buildings (Team bonus)

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Technologies & Upgrades

Archery Range

 Thumb Ring: 100% accuracy for stand-still objects and units (Castle Age).

Blacksmith

Attack and Range:

 Fletching: +1 attack and range (Feudal Age).

 Bodkin Arrow: +1 attack and range (Castle Age).

 Bracer: +1 attack and range (Imperial Age).

Total attack and range: +3 attack and range

Armor:

 Padded Archer Armor: +1 melee and pierce armor (Feudal Age).

 Leather Archer Armor: +1 melee and pierce armor (Castle Age).

 Ring Archer Armor: +1 melee and +2 pierce armor (Imperial Age).

Total melee and pierce armor+3 melee and +4 pierce armor

University

 Chemistry: +1 attack (Imperial Age).

 Ballistics: Provides accuracy for moving objects (Castle Age).

Castle

 Conscription: Non-siege military units created 33% faster (Imperial Age).

 Yeomen: Foot Archer range +1, Tower attack +2 (Britons, Imperial Age).

Use in Combinations

Provides ranged damage. Effective against Spearmen and small groups of scouts.

Useful for raiding unprotected villagers.

Vulnerable to fast units with Pierce Armor and Skirmishers.

 

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