The Arbalest is the final unit in the Archer Line. Not all civilizations have access to this upgrade, however. The increased attack allows them to stand alone against Castle Age units and some Imperial Age units. In combination with Spearman units, they are strong against cavalry. Combined with cavalry themselves, they can be strong against armies supported by siege units.

 

Unit Class

Ranged
Age Available
HP40
Attack (Type)6 (Pierce)
Melee Armor0
Pierce Armor0
Range5
Speed0.96 TPS

Attack Rate

2.07s
Creation Speed35s
Line of Sight7
Attack Bonuses

+3 vs Spearman Line

Civilization Specific Features

Not available to:

Bonuses

Strategies

Arbalest

CeltsFranksGothsHunsPersians,

SpanishTeutonsTurks

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)

Click here!

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

Best used to support Siege, Infantry, and Cavalry.

Can fare well on its own in large groups.

 

  • No labels