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Don't forget you can upgrade them: Temple Of Artemis gives bonuses to archer units, and I think its Hera gives bonuses to slingers. If you recruit ranged units in provinces with a building you can build inn a city with lumber, it increases the ammunition of the unit, greatly increasing your total DPS and army power.
t1 Slingers are terrible but are very cheap upkeep. t2 slingers are weak but fills a skirmishing unit role and that is still cheap upkeep.
I don't really care for this unit, but on a second army thats gonna run you into the negative food income, having cheap units is important. Also the t1 unit can be upgraded into a Jav unit when playing amazons. Which is important to have.
Archers do not play like they do in Warhammer so you can't spam them or just fire on whatever. You have to use them tactically. Don't fire at units with shields facing you, you wont do any DPS.
Archers do solid DPS to targets without shields and preferably light to medium armor. (Like 2h spear units).
Archers obliterate slingers, archers and jav units.
So use your archers to attack their flanking 2h units and ranged skirmishing units. As a result you only need 2-4 in any army tbh. Don't forget to bring 2 jav units, and once the AI is engaged on your frontline, flank around the sides with the javs and shoot javs into their sides/backs, the heavily armored AI will both die and break so fast.
Archers can be upgraded to archer cav, ive never fielded more than one in an army, but they are amazing for skirmishing and kiting, buying you time and staggering their army.
And not to mention the morale penalty too when under missile fire, its very useful.
So i think they main function is to lure the enemy army, not much to score hits.
Did you actually tried them in a campaign, or just skirmish, where none of the insane buffs to them apply?
Elite archers (+rank 9) in mid/late game have a 2.1 second firing cadence (tech+hero) and depending the faction up to 295 (!) range. Though that applies only to Hippolyta and Paris, because the sport some really nasty archers....
If further planed in a proper province, they can also have 42 or 46 ammo....(can't remember)
With Mythos the special archers are quite decent as well.
Nothing wrong with Artemis' archers, if used properly - they have stalk+snipe+vanguard for a reason....and AP-missiles. You can crank them up to 265 or 275 range and if in grass/bushes/trees they can fire away, without getting detected.
Only towers in siege battles detect any hidden unit right away - this is a slightly silly approach, but hampers a few factions - or rather 1 - that relies on sneaky approach ^^ (Skaven Odysseus)
Learn how to play the game properly by reading the unit descriptions. Some ranged units flat out have f*ckall armor piercing, and others cannot defend themselves at all. Get them behind your foes, even if they themselves have low armor. Being hit from behind as well as in front works on their morale. Breaking morale is the name of the game. When used correctly, ranged can be absolutely devastating in this game. I'll send a pack of lowly slingers to peel off one the enemy's better armored formation by using skirmish mode to get them to chase. It's a great tactic and one that the AI uses on me all the time.