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no its not the damage or terrain. been playing fire emblem for 20 years i get the tactics don't worry XD. like ive said in my post. its the always single attacking at range. they can't clear a unit on their own. so the mop up squad gets the most damage/kills and xp. or if i try and solo a unit, the archers get engaged on the enemy turn and take casualties, reducing their future damage potential.
EDIT: If I recall correctly I think there are some techs that help boost the firepower of archers so you might see if you grabbed those upgrades already.
fire emblem worked differently though. you could get xp purely from the kill. and there were no squads just individual entities. so you could feed archers by mopping up low health mobs and get them full xp. harder to do in this game. also some of the archers in fire emblem games were nuke launchers. think most people just don't invest the effort into them.
its not the tactical issue im failing to understand. i lucked out and found an item that doubles xp and gave it to my jules archer squad which has helped a bit. but softening up squads gives next to no xp and class points. this is my point. not how to use archers or their function.
if the enemy squad has a single (or heavens forbid two) healer then i find it cancels out a lot of the damage an archer volley does. specially if they hit a single target that gets healed. so you either soften up the squad for the archer unit to further soften it up... seems silly. which sometimes means the other squad gets the majority of the fighting and xp because they can double the oppoennt. or risk your archer squad at point blank range and hope they kill enough enemies in the first volley that the retaliation doesn't get any fatalities.
there's a reason the brave weapons in fire emblem were over powered. attacking twice massively boosts damage and therefore xp income.
i have those upgrades and it didn't boost damage by much tbh imo. the tech should add a second volley to ones shot at a distance.
been playing for about 6 hours this morning. read the replies here. and kept using the archers as their own squad to see if they would get good. but still find them underwhelming compared to melee. I appreciate that you and the other poster disagree as i was looking for others opinions. maybe my standards for archers are just higher lol
So a couple things here - unit elements matter, if you have water archers... theyre going to hit like a wet noodle, make sure your dudes are statted properly.
Secondly - Those leadership boost cookies? I regularly fed them to Jules until I got him to the point where he could field Him + 6 others, More arrows = More Pew Pew
Thirdly - Warbow is the way to go for promotion route, +1 range is huge, and put him on a hill or in a fort... and he can snipe from a mile away
Fourthly - Artifacts - Read what each one does, Trueshot bow is an early common green one thats really good on him. Theres multiple artifacts which dramatically alter the effect of enemy's cover and defenses, with the right combination the damage values of attacks can scale exponentially.
Hope that helps.
it's not their stats/levels/affinities. was all over that from chapter 1. seems like the warbow upgrade and maybe because my sybil and jules got screwed hard levelling leadership is why im having issues. ive not encountered any leadership boosting cookies for them yet (start of chapter 11). artefacts also cost capacity but i have been using the trueshot on jules (or the tier below if i only had 1 spare capacity to spare).
maybe archer squads pick up in the mid/late game then and can do as much damage as melee squads. but i definitely think they are super underwhelming as a solo unit squad up until the part i am at in the story. nothing is hitting as hard as diana or my main character currently. and even the other melee squads can hold their own in combat and finish a fight. i feel like its a waste of time having jules running around stealing seize point and feeding him the occasional nearly wiped squad because he does light damage. he's in a squad of himself and another 4 tier 2 archers. damage is unimpressive.
Pretty sure you're supposed to use them basically exclusively against mages/magic heavy squads and other ranged squads (I think they should win against other, higher quality ranged troops in fights). Other than that you just slightly soften stuff up, but you can't soften much because of this:
https://prnt.sc/XQP0BghMkrgr
Bows have a 50% damage penalty (on top of armor) against heavy cavalry and heavy infantry, the most common unit types in the game. Should still do fine against light infantry from range but obviously don't ever want to get into melee with them
Basically just have to choose your targets very carefully because they'll be ineffective against most of the common stuff
i feel like i need to close this or update it to say early game now. most of the input seems based around having a full squad of warbows or guns. or using stat boosters on jules. you won't have these by chapter 10 i don't believe?
i did some arenas using jules to try horde kills with his squad and have come to the conclusion part of the issue is that only attacking once (as per my initial comment) he was severely underlevelled relative to the melee squads. his weakness has been improved (but still very noticeable) by forcefully using him in bronze arenas. attacking once per turn compared to twice is, as i suspected, hindering his levelling. i think i'll shelf the game till the mission replays are implemented. i love fire emblem games, but i hated feeding priests and archers kills in the early game. completely derailed the flow of the game for me.
thank you for all the input. the answer appears to be that end game bow squads. with items used to boost jules stats. and at appropriate levels. and using artefacts. seem to do fine. i still think they would be limited by only doing half the attacks of melee squads... but im sure you all aren't wrong.