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Thread: Archer unit sizes

  1. #1

    Default Archer unit sizes

    Is it safe to assume that archers with 120 men are crappy, while ones with 160 men are at least somewhat decent? If so, to be specific, how good are the numidian archers? (I'm inching towards Carthage as Roma atm, starting from west to east so I don't get sandwiched by the yellow greeks.)
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  2. #2

    Default Re: Archer unit sizes

    More men is an advantage. But a larger unit is likely to have larger upkeep costs. Small units of archers make great garrison units that cost little to maintain.

  3. #3
    iudex thervingiorum Member athanaric's Avatar
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    Default Re: Archer unit sizes

    Numidian Archers are quite good. They are inferior to Persian or Nomadic archers in terms of, well, archery, but are still better than the various European archer types, except for Baltic Frontiersmen (and Bosphorans and Cretans of course).
    Decent basic armour (3), range (170 m) and overall stats, especially an armour-piercing club for melee, means they are very versatile troops and the second best choice for Romani, after Cretans.

    Celtic and Germanic archers have 120 men/unit each and are crappy archers, but fairly decent in melee. Greek Toxotai are crappy all round, though still stronger than Accensi.




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    Member Member Macilrille's Avatar
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    Default Re: Archer unit sizes

    /Me points again to the AAR Section with the advice on archery thread. If you cannot find it, Ludens have kindly stickied my list of threads with tactical advice- including links- have a look there.
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    Incorruptible Forest Manager Member Tristuskhan's Avatar
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    Default Re: Archer unit sizes

    Archers:
    Saka Foot Archers 209m, 25 arrows, 5 attack <---AFAIK they have the longest range in the game.
    Toxotai Kretikoi 201.6m, 35 arrows, 6 attack
    Subeshi Fistaegfataexsdzhytae 198m, 35 arrows, 5 attack
    Mardian Foot Archers 198m, 35 arrows, 5 attack
    Levantine Saggitarius Auxilia 198m 35 arrows, 5 attack
    Sarmatian Foot Archers 198m, 35 arrows, 5 attack
    Skuda Fistaeg Fat Aexsdzhytae 198m, 35 arrows, 5 attack
    Hallatamti Thanvare (Elamite Archers) 198m, 35 arrows, 5 attack
    Giusim Aravim Tsfonim 196m, 25 arrow, 5 attack
    Syrian Archers 192.5m, 25 arrows, 4 attack
    Thanvare Payahdag, 192.5m, 25 arrows, 4 attack
    Medininkas 187m, 25 arrows, 4 attack
    Thureopheromenoi Toxotai 180m, 35 arrows. 5 attack <---still the best in my opinion
    Caucasian Archers, 180m, 28 arrows, 6 attack
    Komatai Agrianai 179.5m, 25 arrows, 5 attack
    Ethiopian Archers 179.2m, 25 arrows, 5 attack
    Eransahr Arshtbara 175m, 25 arrows, 4 attack
    Numidian Archers 170m, 20 arrows, 5 attack
    Indian Longbowmen 170m, 16 arrows, 5 attack
    Sabean Archers 170m, 25 arrows, 4 attack
    Komatai Toxotai 160.2m, 15 arrows, 4 attack
    Lankininkas 160m, 15 arrows, 4 attack
    Nuraghi 157.3m, 15 arrows, 3 attack
    Skutjanz 143m, 15 arrows, 4 attack
    Sotaroas 143m, 15 arrows, 3 attack
    Toxotai 143m, 15 arrows, 3 attack

    Slingers:
    Rhodian Slingers 195m, 30 bullets, 2 attack
    Shuban Fradakshana, 185m, 30 bullets, 2 attack
    Sphendonetai 185m, 30 bullets, 2 attack
    Balearic Slinger 175m, 20 bullets, 3 attack
    African Slingers 162.8m, 25 bullets, 1 attack
    Arab Slingers 162.8m, 25 bullets, 1 attack
    Iaosatae, 162m, 35 bullets, 1 attack
    Komatai Sphendonitai 148m, 25 bullets, 1 attack
    Iberian Slingers 148m, 25 bullets, 1 attack
    Accensi 133.2m, 25 bullets, 1 attack
    I dare copying it in this thread. It's all about archery things: melee values you must find yourself, as well as unit numbers.
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  6. #6
    πολέμαρχος Member Apázlinemjó's Avatar
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    Default Re: Archer unit sizes

    Quote Originally Posted by Tristuskhan View Post
    Thureopheromenoi Toxotai 180m, 35 arrows. 5 attack <---still the best in my opinion
    Agreed, when they run out of ammo, you get an excellent unit of medium infantry.
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  7. #7

    Default Re: Archer unit sizes

    And perhaps more to the point, in Africa you will be fighting lots of skirmishers with no armour. Easily recruitable competent archers are a real godsend for dealing with all these. Especially the numidian skirmisher cavalry that are too damn fast for anything else to kill off. Of course the carthies bring plenty of heavy stuff at first that archers wont be much use against, but they always have enough light support that you will have more than enough enemies to shoot at.

  8. #8
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    Default Re: Archer unit sizes

    Quote Originally Posted by pikeman View Post
    Is it safe to assume that archers with 120 men are crappy, while ones with 160 men are at least somewhat decent? If so, to be specific, how good are the numidian archers? (I'm inching towards Carthage as Roma atm, starting from west to east so I don't get sandwiched by the yellow greeks.)
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  9. #9
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    Default Re: Archer unit sizes

    at least you could simply refers the ptolies better as Yellow fever, or sister .....

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  10. #10
    Klibanophoros Ton Rhomaioktono Member Duguntz's Avatar
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    Default Re: Archer unit sizes

    Mostly sissies...
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  11. #11

    Default Re: Archer unit sizes

    it seems to me that javeline units take down the enemy more effectivly than archers. Anybody know why that is?

  12. #12
    Klibanophoros Ton Rhomaioktono Member Duguntz's Avatar
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    Default Re: Archer unit sizes

    well... look at the size of an arrow, then look at the size of a javelin! an arrow would more often only wound an ennemy than kill him, while a javelin, well, you don't survive long with a javelin stuck in your chest... :-)
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  13. #13

    Default Re: Archer unit sizes

    Quote Originally Posted by Duguntz View Post
    well... look at the size of an arrow, then look at the size of a javelin! an arrow would more often only wound an ennemy than kill him, while a javelin, well, you don't survive long with a javelin stuck in your chest... :-)
    I was talking about EB. For some reason it seems that javelines do more damage than arrows in the game.

  14. #14
    Klibanophoros Ton Rhomaioktono Member Duguntz's Avatar
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    Default Re: Archer unit sizes

    well, the answer you're looking for lies probably in the stats of the units : damage vs defence. Still, the effect is the same than in reality : Javelin did cause more death than arrows (if we do not consider the clouds of arrows shooted by the millions strong chinese armies of the same period :D)...
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  15. #15

    Default Re: Archer unit sizes

    Quote Originally Posted by artavazd View Post
    I was talking about EB. For some reason it seems that javelines do more damage than arrows in the game.
    I've noticed that javelins have a technical difference in that they have a "thrown missile" weapon attribute, whereas arrows do not have any such attribute. Perhaps it means something in-game that we just don't know. I presume it does because in vanilla, pilum did more damage than arrow.
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  16. #16
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    Default Re: Archer unit sizes

    AFAIK thrown missile didn't suffer from the doubled shield value (another missile had), if you put arrow on thrown properties, they'll got the same level of destruction...

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  17. #17

    Default Re: Archer unit sizes

    Quote Originally Posted by Cute Wolf View Post
    AFAIK thrown missile didn't suffer from the doubled shield value (another missile had), if you put arrow on thrown properties, they'll got the same level of destruction...
    Thankfully no sane modder has done that AFAIK. Arrows aren't thrown. They're shot.
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  18. #18

    Default Re: Archer unit sizes

    Quote Originally Posted by Cute Wolf View Post
    AFAIK thrown missile didn't suffer from the doubled shield value (another missile had), if you put arrow on thrown properties, they'll got the same level of destruction...
    So thats why javelines seem to do more damage. So say a unit has a shield value of 3 and is shot at from the front with an arrow the shield value of that unit goes to a 6? while having a javeline thrown at it it stays a 3?

  19. #19

    Default Re: Archer unit sizes

    Quote Originally Posted by artavazd View Post
    So thats why javelines seem to do more damage. So say a unit has a shield value of 3 and is shot at from the front with an arrow the shield value of that unit goes to a 6? while having a javeline thrown at it it stays a 3?
    We will never be able to know those technical intricacies and details unless someone from CA who worked on the game specifically states what happens in such scenarios. I personally don't know of any such posts, and unless you can find one or somebody can link you to one, your answers will always be speculative and at best, educated, but never definitive. Right?
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  20. #20
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  21. #21
    JEBMMP Creator & AtB Maker Member jirisys's Avatar
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    Default Re: Archer unit sizes

    Quote Originally Posted by artavazd View Post
    So thats why javelines seem to do more damage. So say a unit has a shield value of 3 and is shot at from the front with an arrow the shield value of that unit goes to a 6? while having a javeline thrown at it it stays a 3?
    Simple, javelins DO make more damage that an arrow

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  22. #22
    Member Member Intranetusa's Avatar
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    Default Re: Archer unit sizes

    Archers are pretty useless for the most part - they do nothing to phalanxes or any unit with a decent shield.

    The only way you will get any kills is if the AI is dumb enough to let their cavalry sit around doing nothing, or they turn their backs on you.

    Slingers are far more useful due to the AP bonus against armor.

    My levy slingers get more kills than my damn "elite" Cretan archers most of the time.
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  23. #23
    iudex thervingiorum Member athanaric's Avatar
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    Default Re: Archer unit sizes

    Quote Originally Posted by Intranetusa View Post
    Archers are pretty useless for the most part - they do nothing to phalanxes or any unit with a decent shield.

    The only way you will get any kills is if the AI is dumb enough to let their cavalry sit around doing nothing, or they turn their backs on you.

    Slingers are far more useful due to the AP bonus against armor.

    My levy slingers get more kills than my damn "elite" Cretan archers most of the time.
    Then maybe you're fighting the wrong enemies. By the sound of it, you're only campaigning against Romans, Greeks, Carthaginians, and cataphracts. Because everyone else takes more casualties from arrows than from bullets or rocks. If you want to defeat Barbarians, Sabaeans or Nomads - or slingers, by the way - you'd better bring some archers.
    Not to mention the much higher tactical versatility of archers compared to slingers.




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  24. #24
    Member Member Intranetusa's Avatar
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    Default Re: Archer unit sizes

    Quote Originally Posted by athanaric View Post
    Then maybe you're fighting the wrong enemies. By the sound of it, you're only campaigning against Romans, Greeks, Carthaginians, and cataphracts. Because everyone else takes more casualties from arrows than from bullets or rocks. If you want to defeat Barbarians, Sabaeans or Nomads - or slingers, by the way - you'd better bring some archers.
    Not to mention the much higher tactical versatility of archers compared to slingers.
    That's probably true. I'm mostly fighting against enemies with decent armor + shield, so my archers are useless. If I was fighting against unarmored 'barbarized' factions, they were definately be more useful.
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  25. #25
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    Default Re: Archer unit sizes

    Quote Originally Posted by Intranetusa View Post
    That's probably true. I'm mostly fighting against enemies with decent armor + shield, so my archers are useless. If I was fighting against unarmored 'barbarized' factions, they were definately be more useful.
    but remember, sometimes, flaming arrows from toxotai could made big difference in routing time... two or three volleys could made your enemy run in panic (when fired at the right moment)

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  26. #26
    Member Member Intranetusa's Avatar
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    Default Re: Archer unit sizes

    Quote Originally Posted by Cute Wolf View Post
    but remember, sometimes, flaming arrows from toxotai could made big difference in routing time... two or three volleys could made your enemy run in panic (when fired at the right moment)
    Well if I want them to rout faster, I'd probably just have another unit of cavalry or infantry - they'd be much more useful overall rather than just having an archer unit for the sole purpose of flaming arrows when their morale is down.
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  27. #27

    Default Re: Archer unit sizes

    Actually no. There are only so many units you can effectively attack a unit with, by using flaming arrows, you can use more. With infantry, espacially infantry in the toxotai-price-range, you can't do anything near as effective.

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  28. #28
    Villiage Idiot Member antisocialmunky's Avatar
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    Default Re: Archer unit sizes

    Technically all missiles do exactly 1 damage... Some are just more likely to do that damage.

    Quote Originally Posted by Intranetusa View Post
    Well if I want them to rout faster, I'd probably just have another unit of cavalry or infantry - they'd be much more useful overall rather than just having an archer unit for the sole purpose of flaming arrows when their morale is down.
    You have not seen online catastrophic super routs due to the extra morale penalties from a single unit lobbing arrows with an army designed to maximize morale damage.
    Last edited by antisocialmunky; 06-04-2010 at 04:56.
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  29. #29

    Default Re: Archer unit sizes

    Quote Originally Posted by Cute Wolf View Post
    but remember, sometimes, flaming arrows from toxotai could made big difference in routing time... two or three volleys could made your enemy run in panic (when fired at the right moment)
    That's right. What amazes me is that you can still use flaming arrows after moving the archer unit. It simply doesn't make sense. It would have been so easy to program the archers to lose the flaming arrow ability in a battle after moving them once.
    Quote Originally Posted by antisocialmunky View Post
    You have not seen online catastrophic super routs due to the extra morale penalties from a single unit lobbing arrows with an army designed to maximize morale damage.
    You never cease to amaze when it comes to your technical audacity in battle. This beast of a general, known as Antisocialmunky, brings with him to the field a weapon far superior to the strongest steel. This munky brings with him the knowledge of the inner workings of morale modifiers. If your whole army routs and you've only lost 20 percent of your men, don't be surprised. There are very valid reasons for this...

    Let me know when you've found your technical match.

    EDIT: Anti do you have a replay (or can make one) showing that morale modifying super-rout? ZCB is curious. I know what you're talking about but it would be nice to have a replay for footage for video purposes.
    Last edited by vartan; 06-04-2010 at 18:40.
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  30. #30
    Member Member paleologos's Avatar
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    Default Re: Archer unit sizes

    Quote Originally Posted by antisocialmunky View Post
    You have not seen online catastrophic super routs due to the extra morale penalties from a single unit lobbing arrows with an army designed to maximize morale damage.
    Neither have I. How about a link please?

    Thanks.

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