The Archer is a unit that is unlocked after researching the Archery technology. The Hoodrick tribe starts the game with an Archer. Archers have low attack, but their range makes it possible to shoot from a tile away. In masses, they can perfectly counter Giants, Defenders and Mind Benders because those units do not have the dash skill. Additionally, with the defence buff Archery gives you in forest, Archers in forests are a viable strategy.
- Attack: 2
- Defence: 1
- Movement: 1
- Health: 10 (15 after reaching Veteran status)
- Range: 2
- Cost: 3 stars
- Skills: Dash
Strengths and Weaknesses Edit
Archers are good for:
- Back-end army support. Swordsmen, normal Knights and most other melee units cannot one-hit warriors. Archers can send in the first barrage of damage for the melee units to one-hit them. This way, the melee units will also take no retaliation damage.
- Killing a Giant. Archers can repeatedly move backwards and snipe Giants from a tile away and the Giant, lacking dash, will be helpless to the onslaught.
Archers aren't good for:
- Unsupported combat. They are fragile units, and are easily defeated by high-mobility units such as Knights or other units with dash.
- Coastal invasions. In most places, the area you have a foothold on will be quite small, and the raged support can come from naval units offshore. In this situation, an archer will just take up space that could be used for another unit better suited for rushes like these.
- Capturing cities. They have low HP and defence and will likely not survive a turn capturing a city. They are better used defending a city from a counterattack while a stronger unit takes the brunt of the damage.
|Warrior, Rider, Archer, Swordsman, Catapult, Knight, Defender, Giant, Boat, Ship, Battleship, Mind Bender, Amphibian, Tridention, Crab, Nature Bunny, Scout (removed), Guard Tower (removed)|