PropertyValue
rdf:type
rdfs:label
  • Archers
  • Archers
rdfs:comment
  • Cost 3
  • Back to Units manual page
  • Archery is the art, practice or skill of shooting with bow and arrow. Archery is practiced for use in warfare, mainly by Humans, Elves, and Orcs. In the case of elves, magic can be used to help enhance the skill's accuracy.
  • Archers are and a type of villager in Worm Food.
  • Archers were a type of missile troop commonly found in Rokugani armies. Archers could be mounted on horseback or on foot, and employed bows of various types to loose arrows into the ranks of their foes. Bowmen were generally lightly armored to allow them to fire accurately and quickly. War bows possessed great power and required years of training to be used effectively. The skill of archery was known as kyujutsu, and there were a number of different types of bows and arrows found throughout the empire.
  • Level: 2 Mission Record: 1-0 Kills: 119 XP: 1,949 Gold: 2,455 Secrets: 1 Points: 61,840
  • Roadside robbers with a bow and arrows -- hidden archers. They wait silently in trees for their victims to appear, and once they have a clear line of sight, a well-placed arrow ends the victim's life. Should an archer be spotted, he is easily overcome in melee, because he has no way to defend himself. Archers usually wait for victims in the forests.
  • They are men who fire arrows at the enemy. On impact, they explode and kill various other troops. They are effective against all enemies, but are quite expensive to create.
  • Like all Foot Archers units, Archers make excellent garrisons, increasing a building's garrison power more than other unit types.
  • Once provoked by an enemy approaching within a meter or so, an archer would cease firing arrows, and draw his sword or blunt weapon. Though accurate and deadly from a distance, archers did not pose a serious threat in close combat. However, large groups of archers were capable of holding off an Assassin, with some attacking from close-range, and others from a distance.
  • One of the Starting Units, Archers are the best defensive units, and therefore most effective when deployed as a Garrison. Archers cost the same amount as a Spearmen, but take longer to build.
  • Upkeep: $100 Attack: 4 Defense: 6 Requirement: Mill x 1 Cost: $250,000 Used in: Crusade
  • Peel was a fan of the British radio soap and appeared twice on separate occasions (the first in 1982 and the last in 1991). In a piece published in the Guardian on 28 October 1994 (later reprinted in the Olivetti Chronicles), Peel mentioned what he did on The Archers: In 2003, Peel interviewed members of the cast at the Glastonbury Festival. In an interview on the BBC Four website, actor Barry Farimond, who played Eddie's son Ed in the soap, described being interviewed by "the late, great John Peel" as one of his highlights of the festival [2].
  • "The bow remained an important military weapon after the fall of Rome, although less so in areas of Europe covered by dense forests." - Excerpt from the Archer description Archers and all other non-siege weapon or Artillery ballistic units fall under this category. These units are the most cost-efficient ranged units throughout the Age of Empires series games. Their ranged attacks easily massacre infantry, though their low armor and Hit Points make them vulnerable to fast Infantry, such as Eagle Warriors and Woad Raiders. Another major weakness of archers are cavalry units, which can take out multiple archers, due to their fast speed and high average attack. Archers are also ineffective against siege engines due to their short range, low amount of hit points and the decent pierce armor pre
  • Archers are the main ranged units of your army. Adept with a bow, these men rain down arrows on your foes, making them useful in picking off slow-moving melee units or targets with little or no HP left. Archers however have one weakness: cavalry. As it is hard to hit moving targets accurately with a bow, cavalry are the bane of Archers (although there are some factions with archers able to face them on) and as such, you should escort them with heavy infantry at all times. Equally dangerous are the Militia — these units, trusting in their shields and swords alone and disdaining most body armour, are more than a match for archers. Heavy infantry such as Foot Saburai, although easily taken down by archers in one-on-one combat, can easily overpower archers in huge numbers once they close in.
  • Archers are ranged units that are built at an Archery Range. They are generally weak at close range against shock type units, but can provide useful cover by shooting over units and other obstacles, and have an attack bonus against pierce type units. Archers become obsolete in the Imperial age. Archers vary from type, for example Crossbow, Slinger, Composite bow, Pilum. The first archer is the slinger, first creatable during the Stone age. The last upgrade for archers yields the Longbow.
Attack
  • Firing arrows
  • Dropping rocks
dcterms:subject
Row 9 info
  • Library:— *30px|Level 2: Mercenaries link=Library#Military research|Military Upgrades to *Shenbinu Infantry for China *Crossbow Infantry for others
Row 8 info
  • Low
Row 4 info
  • None
Row 10 title
  • Available To
Row 7 title
  • Unit move & creation speed
Row 1 info
Row 8 title
  • Hit Points
Row 4 title
  • Armour
Hit points
  • 80
Row 9 title
  • Upgrades
  • Technological Requirements/
Row 2 info
Row 6 info
  • *Good weapon range *Low LOS
Row 1 title
  • Skill
  • Unit type
Hotkey
  • A
Row 5 info
  • *Pop cost: 1 *Resource cost: 40 link=Resources#Timber|Timber; 50link=Resources#Wealth|Wealth *Ramp cost: 1 link=Resources#Timber|Timber; 1link=Resources#Wealth|Wealth
Row 2 title
  • Races
  • Built/trained At
Row 6 title
  • Range
Prerequisites
Row 10 info
  • All, Except *Wales *Moors *Russia *Poland *Hungary *Turks
Row 5 title
  • Production cost
Row 3 info
  • *Medium; arrow *Bonus damage versus heavy infantry
Attack range
  • 0
Row 3 title
  • Damage and weapon type
Row 7 info
  • *Movement speed: Slow *Creation speed: Fast
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Box Title
  • Archery
  • Archers: Vital statistics
FirstAppearance
Armor
  • 0
Game
Name
  • Archers
Text
  • So lacking in courage are the minions of the vile Mondain that his Archers only ply their trade from hiding places high in the treetops of the forests of Sosaria. Their aim, nonetheless, is accurate and many a traveler has died without ever knowing whence came the deadly rain of barbed shafts.
  • The brigand of the forest attacks in numbers from advantageous position. Masters of wide area of terrain, archers are quite proficient in ambush from elevated places with ranged weapons. Need divides the spoils of victory, ensuring the survival of the group.
Caption
  • Archer, from Ultima I manual
Abilities
  • Can breathe underwater
Special Abilities
  • None
Population points
Base cost
  • 40
Building time
  • 11.300000
Built at
Upgrades from
Ramping cost
  • Special
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imagewidth
  • 96
LastAppearance
Image File
  • 100
Health
  • One blow
Unit Type
Book
  • Journal
  • The First Age of Darkness
Attack strength
  • 14
Upgrades To
Line of Sight
  • 11
Movement Speed
  • 26
abstract
  • Cost 3
  • Back to Units manual page
  • Archery is the art, practice or skill of shooting with bow and arrow. Archery is practiced for use in warfare, mainly by Humans, Elves, and Orcs. In the case of elves, magic can be used to help enhance the skill's accuracy.
  • Archers are and a type of villager in Worm Food.
  • Archers were a type of missile troop commonly found in Rokugani armies. Archers could be mounted on horseback or on foot, and employed bows of various types to loose arrows into the ranks of their foes. Bowmen were generally lightly armored to allow them to fire accurately and quickly. War bows possessed great power and required years of training to be used effectively. The skill of archery was known as kyujutsu, and there were a number of different types of bows and arrows found throughout the empire.
  • Archers are the main ranged units of your army. Adept with a bow, these men rain down arrows on your foes, making them useful in picking off slow-moving melee units or targets with little or no HP left. Archers however have one weakness: cavalry. As it is hard to hit moving targets accurately with a bow, cavalry are the bane of Archers (although there are some factions with archers able to face them on) and as such, you should escort them with heavy infantry at all times. Equally dangerous are the Militia — these units, trusting in their shields and swords alone and disdaining most body armour, are more than a match for archers. Heavy infantry such as Foot Saburai, although easily taken down by archers in one-on-one combat, can easily overpower archers in huge numbers once they close in. Some factions, however, do not train archers as normal, but instead host a variety of specialised bowmen who use the same weapon, but in different ways. Factions bordering the eastern fringes of Europe may discover they have access to Caucasus Huntsmen, whether through proximity or by migration. Others such as the Welsh, Moors and Papal States however have access to various archery styles, with some placing emphasis on lone wolf action, and others enhanced infantry support. All told, however, the rules still remain the same: archers function best when they are attacking and are not being attacked themselves, thus they should be either well-supported or well-protected at all times.
  • Level: 2 Mission Record: 1-0 Kills: 119 XP: 1,949 Gold: 2,455 Secrets: 1 Points: 61,840
  • Roadside robbers with a bow and arrows -- hidden archers. They wait silently in trees for their victims to appear, and once they have a clear line of sight, a well-placed arrow ends the victim's life. Should an archer be spotted, he is easily overcome in melee, because he has no way to defend himself. Archers usually wait for victims in the forests.
  • They are men who fire arrows at the enemy. On impact, they explode and kill various other troops. They are effective against all enemies, but are quite expensive to create.
  • Archers are ranged units that are built at an Archery Range. They are generally weak at close range against shock type units, but can provide useful cover by shooting over units and other obstacles, and have an attack bonus against pierce type units. Archers become obsolete in the Imperial age. Archers vary from type, for example Crossbow, Slinger, Composite bow, Pilum. The first archer is the slinger, first creatable during the Stone age. The last upgrade for archers yields the Longbow. In Empire Earth II, they are created at Barracks and they are Avalible during epochs 1-2 (Shortbow Archers), 3-4 (Composite Archers) and 5-6 (Crossbowmen). Above epoch 7, they are replaced with similar unit called Musketeer, sharing similar category as archers: Light Infantry.
  • Like all Foot Archers units, Archers make excellent garrisons, increasing a building's garrison power more than other unit types.
  • Once provoked by an enemy approaching within a meter or so, an archer would cease firing arrows, and draw his sword or blunt weapon. Though accurate and deadly from a distance, archers did not pose a serious threat in close combat. However, large groups of archers were capable of holding off an Assassin, with some attacking from close-range, and others from a distance.
  • "The bow remained an important military weapon after the fall of Rome, although less so in areas of Europe covered by dense forests." - Excerpt from the Archer description Archers and all other non-siege weapon or Artillery ballistic units fall under this category. These units are the most cost-efficient ranged units throughout the Age of Empires series games. Their ranged attacks easily massacre infantry, though their low armor and Hit Points make them vulnerable to fast Infantry, such as Eagle Warriors and Woad Raiders. Another major weakness of archers are cavalry units, which can take out multiple archers, due to their fast speed and high average attack. Archers are also ineffective against siege engines due to their short range, low amount of hit points and the decent pierce armor present on said siege engines.
  • Peel was a fan of the British radio soap and appeared twice on separate occasions (the first in 1982 and the last in 1991). In a piece published in the Guardian on 28 October 1994 (later reprinted in the Olivetti Chronicles), Peel mentioned what he did on The Archers: "Actually I have featured in The Archers on two distinctly occasions. On the first I was heard on the radio 'on the radio', as it were. Eddie Grundy and the hapless Clarrie were listening to Radio 1 in the kitchen at Grange Farm when I played one of Eddie's records. On the second, my work was spread over several episodes and I even got to sing 'Yellow Submarine' in a van with Eddie and that nice Mrs Antrobus." In the early Eighties, actor Trevor Harrison released several singles under the name Eddie Grundy, the character he plays in the radio soap [1]. Peel aired at least one track, 'Clarries Song' (from the 'Poor Pig' single) on his programme of 07 December 1982. Evidence of other plays has yet to emerge from the playlists. Peel also claimed to have formed the Eddie Grundy Fan Club along with producer John Walters. By 2000 however, Peel had become disillusioned with the programme, as he mentioned on the show of 30 January 2000 (BFBS): "I've never got into television soap operas at all. I used to be into the Archers at one time until it became too kind of issue-driven. I just felt uncomfortable with that... I don't want that in the Archers. I used to like it back in the days when they did, "Well, looks like it's going to be dark soon"... I used to like that because I could cope with the pace of it." In 2003, Peel interviewed members of the cast at the Glastonbury Festival. In an interview on the BBC Four website, actor Barry Farimond, who played Eddie's son Ed in the soap, described being interviewed by "the late, great John Peel" as one of his highlights of the festival [2].
  • One of the Starting Units, Archers are the best defensive units, and therefore most effective when deployed as a Garrison. Archers cost the same amount as a Spearmen, but take longer to build.
  • Upkeep: $100 Attack: 4 Defense: 6 Requirement: Mill x 1 Cost: $250,000 Used in: Crusade
is Soldiers of
is Type of
is Upgrades from of
is Weapons of
is Replaces of
is Unit Type of
is Upgrades To of