Archers

ID: wh2_main_hef_inf_archers_0

Unit

Archers
Missile Infantry
90 475 118
Good Range
5,670
Armour 15
Leadership 60
Speed 36
Melee Attack 16
Melee Defence 14
Weapon Strength 24
Charge Bonus 4
Ammunition 24
Range 180
Missile Strength 29

About

Unit Description

The bow is as natural to the High Elves as breathing; each shot is a masterpiece of death from afar.

Historical Description

When a High Elf begins his martial training, he first learns the arts of swordsmanship and archery. Only when he has mastered both blade and bow is he inducted into the white-garbed ranks of an archer regiment. For the High Elves, white is the colour of purity and integrity and of death, and their robes symbolise their determination to fight to the end, no matter what horrors await them on the battlefield. Once trained, an archer serves in his regiment for a decade or more, forsaking all previous allegiances. There, he will learn how to send volleys of arrows high into the air, so that they scythe into the enemy ranks from above, and when to hold fire against a charging foe, so that every shot cripples or kills. Most of all, he learns to focus his pride into a courage that will allow him to stand his ground. Ulthuan is forever beset by grave perils, and even the finest weapons are worth naught without valorous hands to wield them.

Abilities

Martial Prowess

High Elves excel as warriors, having trained in martial disciplines for the equivalent of many men's lifetimes.

Attributes

Hide (forest)

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

Strengths & Weaknesses

Good Range

This unit has a larger range than most other units of the same class. This allows it to take out hostile missile units before they can come into firing range.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 3.60
Acceleration 5.00
Deceleration 5.00
Charge Speed 4.30
Ch. Dist. to Commence Run 30.00
Ch. Dist. to Adopt Pose 25.00
Ch. Dist. to Pick Target 25.00
Turn Speed 160
Strafe Speed 1.00
Land Unit Stats
Unit Category Missile Infantry
Unit Class Missile Infantry
Move Action Points 2100
Melee Attack 16
Melee Defence 14
Charge Bonus 4
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 4
Morale 60
Bonus Hit Points 55
Unit Stats
Unit Caste Missile Infantry
Unit Weight Light
Unit Group Missile Infantry
Unit Group Parent Missile Infantry
Recruitment Turns 1
Recruitment Cost 475
Upkeep Cost 118
Unit Size 90
Melee CP 95
Missile CP 380

Equipment

Melee Weapon
Weapon Size
Weapon Type Sword
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 19
Weapon AP Damage 5
Building Damage 10
Missile Weapon
Projectile Number 1
Effective Range 180
Minimum Range
Marksmanship Bonus 10
Projectile Spread
Damage 16
Armor-Piercing Damage 3
Base Reload Time 11
Armour
Armour Value 15
Shield
Missile Block Chance 0

Building Requirement

Altdorf

Kislev

Naggarond

Tor Yvresse

Outpost

Couronne

Minor Coastal Settlement

The Gaean Vale

The Awakening

Athel Loren

Tor Yvresse

Massif Orcal

The Pyramid of Nagash

Drakenhof

Karak Eight Peaks

Minor Settlement

Elven Colony

Occupied Khemri

Athel Loren

Lothern

Karaz-a-Karak

Black Crag

Itza

Elven Colony

Occupied Lahmia

Miragliano

Major Coastal Settlement

Outpost

Hexoatl

Province Capital

Outpost

Outpost

Sartosa

Elven Enclave

Military Encampment

Occupied Settlement

Occupied Settlement

Occupied Settlement

Occupied Settlement