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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)