Units
| Name | Units Covered/Description |
| Base Stats |
The base stats of all units |
| Swordsmen |
Militia, Man-at-Arms, Two-Handed Swordsman, Long Swordsman, Champion |
| Archers |
Archer, Crossbowman, Arbalest |
| Trebuchets |
Trebuchet |
Archers
Archer units are the perfect counter for Militia units. They can garrison
inside your Town Center for really good defense for those pesky scouts. They
also can defend a city from within the walls. The upgrades for Archers are
a good bargain too; the bracer also increases range and attack for Town Centers
and Castles.
In the Castle Age, Archers lose their value due to Knights. However, they
work well with Pikemen in the lead. Crossbowmen are good at taking out villagers
that work in outposts, especially forward bases where they dont have stables.
In the Imperial Age, Arbalests are good at taking out Infantry units. They
are also good for garrisoning, and are okay backup fire for stable units.
The disadvantage of Archer units is that they're relatively slow, and cannot
handle Stable units.
The power in these units is in the range. The ability to attack things from
a range is it's most powerful attribute.
The weakest point of an Archer is the inability to melee.
| Built at
| Archery Range
| | Strong against
| Infantry, Cavalry Archers, Monks, War Elephants |
| Weak against
| Skirmishers, mangonels, Woad Raiders, Huskarls and Stable units.
| | Upgrades
|
Unit Upgrades; Crossbowman, Arbalest (Archery Range)
Attack; Chemistry (Blacksmith)
Attack & Range; Fletching, Bodkin Arrow, Bracer (Blacksmith)
Armor; Padded Archer Armor, Leather Archer Armor, Ring Archer Armor
(Blacksmith)
Targeting; Ballistics (University)
Creation Speed; Conscription (Castle)
Resistance to Conversion; Faith (Monastery)
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