Difference between revisions of "MTW Archers"
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Revision as of 20:50, 1 March 2011
Archers | |
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Unit Type: | Missile |
Combat Stats | |
Charge: | 1 |
Attack: | -1 |
Defence: | -2 |
Armour: | 1 |
Shield: | None |
Speed: | 6, 10, 11 |
Morale: | -1 |
Unit Costs | |
Recruitment: | 225 |
Faction Discount: | English |
Upkeep: | 37 |
Unit Restrictions | |
Buildings Needed: | Bowyer |
Unit Card: |
Unit Description
Archers are the basic missile units available to all factions, and will serve as the main missile unit until the High period when crossbows and arbalests become available. While they will not do too much damage to armoured units, Archers can keep a steady rate of fire at decent range and whittle down lightly armoured enemy troops. They should be kept out of melee combat, unless as a last resort.
Archers should be deployed in two rows for maximum effectiveness. They start battles in Skirmish mode, but this cannot always be trusted to keep them out of trouble. For defensive battles, they work well positioned on a hill behind spear or other melee units, allowing them to fire over the heads of their protectors into the oncoming enemy troops.
Missile Statistics
Missile Statistics - Weapon Type: Shortbow | ||||||||||||||
Ammo | Range(meters) | Accuracy | Lethality | Power | Armour Modifier | Reload Time | ||||||||
28 | 100 | 0.6 | 0.68 | 1 | 1 | 4 |
The bow Archers use does not have any armour piercing bonus, so firing on heavily armoured units will have minimal effect. They also fire on an arc, which means the shot takes a while to reach the target and can miss fast moving units altogether. Archer effectiveness will suffer in rainy weather.