Archers - Unit | Total War: WARHAMMER II Database Archers - Unit | Total War: WARHAMMER II Database

Archers

ID: wh2_dlc13_emp_inf_archers_0

Unit

Archers
Missile Infantry
90 350 87
Weak Against Armour
6,210
Armour 20
Leadership 50
Speed 33
Melee Attack 14
Melee Defence 17
Weapon Strength 24
Charge Bonus 4
Ammunition 20
Range 120
Missile Strength 29

About

Unit Description

The ability to shoot several arrows per minute means that Archers are still far more efficient than more technically-advanced skirmish troops.

Historical Description

Archers have been fielded by the Empire since time immemorial. Archer units are often irregular bands of hunters and trappers grouped together to form their own regiments, ready to answer the call to arms at any given moment, where their tracking, scouting, and advanced archery skills will be put to best use. Armed with bows and swords, these warriors are adept at luring their quarry into lethal ambushes so the full might of an Imperial army can utterly destroy them. Archers are adaptable, often forming a loose skirmish screen before falling back behind their army’s ranks when the enemy approaches.

Attributes

Hide (forest)

This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses

Weak Against Armour

This unit's attack can hardly punch through armour and is thus wasted on heavily armoured enemies.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 3.30
Acceleration 3.50
Deceleration 5.00
Charge Speed 4.00
Ch. Dist. to Commence Run 30.00
Ch. Dist. to Adopt Pose 25.00
Ch. Dist. to Pick Target 25.00
Turn Speed 180
Strafe Speed 1.00
Land Unit Stats
Unit Category Missile Infantry
Unit Class Missile Infantry
Move Action Points 2100
Melee Attack 14
Melee Defence 17
Charge Bonus 4
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 4
Morale 50
Bonus Hit Points 61
Unit Stats
Unit Caste Missile Infantry
Unit Weight Light
Unit Group Missile Infantry
Unit Group Parent Missile Infantry
Recruitment Turns 1
Recruitment Cost 350
Upkeep Cost 87
Unit Size 90
Melee CP 100
Missile CP 250

Equipment

Melee Weapon
Weapon Size
Weapon Type Sword
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 21
Weapon AP Damage 3
Building Damage 10
Missile Weapon
Projectile Number 1
Effective Range 120
Minimum Range
Marksmanship Bonus 10
Projectile Spread
Damage 17
Armor-Piercing Damage 2
Base Reload Time 10
Armour
Armour Value 20
Shield
Missile Block Chance 0

Building Requirement

Massif Orcal

Provincial Capital

Occupied Hell Pit

Kislev

Karaz-a-Karak

The Pyramid of Nagash

Lothern

Karak Eight Peaks

Occupied Elven Colony

The Awakening

Tor Yvresse

Naggarond

Minor Settlement

Occupied Skavenblight

Altdorf

Occupied Elven Colony

The Gaean Vale

Hexoatl

Miragliano

Occupied Lahmia

Sartosa

Provincial Capital

Couronne

Black Crag

Occupied Khemri

Athel Loren

Minor Settlement

Barracks

Drakenhof