Units of archers are often irregular bands of hunters and trappers that band together to form their own regiments of scouts and support units, and are ready to answer the call to arms at any given time. The northern provinces of the Empire are famous for their bowmen and tend to have a high proportion of Archers in their armies, with Hochland having the most celebrated Archers of all.
Archers are adaptable troops and often fight in a loose skirmish screen, falling back into Imperial ranks when the enemy approaches. Alternatively, archers can also form up into wedge formations flanked by blocks of infantry, or else are put on rises behind the main battle line.
Recently, archers have faced competition from other missile units, such as crossbowmen and handgunners. However, archers still have the advantage of rate of fire. An archer may be able to shoot six arrows per minute, while a crossbowman can only fire one. The greatest archers often form into regiments of elite skirmishers, known as Huntsmen. Click here to add a strategy! Archers are deceptively good for a number of reasons.
First, they have a loose formation which enables them to better survive enemy missiles. They also are incredibly cheap in both singleplayer and multiplayer In singleplayer, Archers and Spearmen are the most basic units you can recruit. Finally, volume of fire means damage can add up quickly regardless of a foe's armor. That being said they should not be relied upon to win a battle singlehandedly, but can prove a distraction for other elements of your army to do the heavy lifting.
From a campaign perspective, they are outclassed quickly by other missile units, although the Huntsman General does provide bonuses that can make them more deadly. Sign In. Jump to: navigationsearch. Description [ edit edit source ] Units of archers are often irregular bands of hunters and trappers that band together to form their own regiments of scouts and support units, and are ready to answer the call to arms at any given time.
Imperial units. Navigation menu Namespaces Page Discussion. Views View Edit Edit source History. This page was last edited on 7 Februaryat Game content and materials are trademarks and copyrights of their respective publisher and its licensors.
All rights reserved. This site is a part of Fandom, Inc. Support Contact PRO. Regular Units. Volkmar the Grim. Arch Lector.
War Altar of Sigmar. Regiments of Renown. Amethyst Wizard. Markus Wulfhart. Huntsman General.Please register for Total War Access to use the forums. If you're an existing user, your forum details will be merged with Total War Access if you register with the same email or username. You need to actually play them to realize they're not as good as you think.
They're primarily used against large unarmoured targets. Their Fire Whilst Moving? It's only in a cone in front of them, whereas Wood Elfs can fire in a arc. HUGE difference. There should really be a kite bottom that actually works, at least un single player. You gotta admire him. No matter how disconnected from reality it gets, he just keeps sticking to this idea that WE got the shaft.
It's a spectacular example of stubborn foolishness, truly. Huntsmen are actually kinda terrible. That BvL is nice, real nice, but stalk without fire and low AP?
You can deal with cavalry, sure That heavy cavalry unit will run your ass down in one or two shots, and then you're cooked with your non AP, no BvL melee. Great for trading with skirmisher cavalry? WE units with stalk, are fire, so they can pop out from a tree line, shoot up cavalry units, draw them into a forest, and keep shooting them down. No trees? You still get twice as much fire off, easy. You can also strafe the back lines while moving.Please register for Total War Access to use the forums.
If you're an existing user, your forum details will be merged with Total War Access if you register with the same email or username. Your gonna have a hard time answering that because each races fluff claims that their stuff is always the best so that people go out and buy the models for that army and make games workshop money. For example the Dwarfs claim that Gromril Armor is the best and strongest armor in warhammer and then you go read chaos lore and it says Chaos Armor is the best.
Lore must always be taken with a grain of salt when being used to justify the in game power of units. The thread is talking about archers, several folks are mentioning dwarves Based on lore and discounting legendary heroes, deployment or non-archery related features, it's easily wood elves with their waywatchers and waystalkers. That said, the glade guard are probably a bit better trained and experienced since athel loren is in a more constant state of internal conflict.
Ulthuan has foreign invasions and maybe some internal skirmishing, but its not comparable to what seems to be the more anarchic nature of Athel Loren. Arrows of Asaph. If you're going to have archers, have archers that ignore any modifiers whatsoever. Skeleton Archers ftw.
Best formation for Archers?
Waywatchers are better archers if you're firing across an open field. Tomb King archers win out if the opponent is in an entrenched position, on an stormy day with a hurricane force winds. Ignore all all cover modifiers, weather modifiers, spell mods etc.
Well if you want a pure lore discussion I'd put my money on arrows which swerve like heat seeking missiles through the air with "unerring accuracy" doing 90 degree turns around cover to slam into opponents.
Seriously though, I'd go back to what TheSaltySeagulls said, every army books fluff made their faction out to be the best. They have nuclear powered sniper rifles. Everybody knows that if you make a radioactive gun that a two man rat team can operate and use to kill just about anything up to, and including, daemonic forces that a mortal can barely comprehend Discussions Activity Best Of Sign In.
Welcome Please register for Total War Access to use the forums.Melee Infantry No. Unit Sol. Custom Cost Recru. Ship Spd. Other Faction's Units Grand Campaign 36 1. Odrysian Kingdom. Royal Scythia. Rome Samnite Wars. Arverni Caesar in Gaul.
Nervii Caesar in Gaul. Rome Caesar in Gaul. Suebi Caesar in Gaul. Arevaci Hannibal at the Gates. Carthage Hannibal at the Gates. Lusitani Hannibal at the Gates. Rome Hannibal at the Gates. Syracuse Hannibal at the Gates. Antony's Rome Imperator Augustus. Armenia Imperator Augustus. Dacia Imperator Augustus. Egypt Imperator Augustus.Home Discussions Workshop Market Broadcasts. Change language. Install Steam. Store Page. Global Achievements. Intrinseca View Profile View Posts. Shades 4.
Ushbati great bows 5. Shadow-walkers 6. Quarrellers 7. Dark shards shields 8. Lothern sea guard shields 9. Shadow warriors Deepwood scouts swiftshiver Glade guard hagbane Glade guard starfire Deepwood scouts High elf archers light armour Lothern sea guard Night goblin archers Glade guard Savage orc arrer boyz Skeleton archers Crossbowmen Goblin archers Black arc corsairs handbows Peasant bowmen This is based on 1 unit vs 1 unit testing, using the mod listed below so no lord was required, and the flat x map that comes with it.
No other mods were installed. Last edited by Intrinseca ; 22 Jun, pm. Showing 1 - 15 of 27 comments. I would say sea guard. Zane87 View Profile View Posts. Dark shards at the end? That's a perfect example of theory vs practice collision. Missile inf is so situational. That's a surprising result but actually makes total sense when you think about it.Home Discussions Workshop Market Broadcasts.
Change language. Install Steam. Store Page. Global Achievements. Showing 1 - 5 of 5 comments. Parthians have a great range of Archers from the very beginning or either Averni or Suebi.
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Supernuke99 View Profile View Posts. Depends on your definition of 'best'. In terms of raw damage output, the best I know of are Cretan Archers. Can be hired as mercs by everyone with access to Hellas and as auxiliaries by Rome in Hellas.
The only other top tier archers I can think of would be the highest grade parthian or averni archers. All that having been said, I tend towards the greco-roman world and have little experience in dealing with the barbarian factions.
For a more definite answer, we'd need to know the context in which you mean best. Campaign or multiplayer; cost efficiency or power. Dragnipurake View Profile View Posts. Cimmerian heavy archer destroy other archers on 1vs 1 evan cretan archers and have a spear to defend agains cav. Originally posted by Dragnipurake :. Per page: 15 30 Date Posted: 7 Jul, am. Posts: 5. Discussions Rules and Guidelines. Note: This is ONLY to be used to report spam, advertising, and problematic harassment, fighting, or rude posts.
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Discussions Activity Best Of Sign In. Welcome Please register for Total War Access to use the forums. Sign In Register. Categories Im just looking for a bit of advice in what would be the best formation for the archers to be in, so they can be safe in one regard but also be effective in the attack? Post edited by Alexandergreat on March March edited March I almost always immediately place them in Extended formation and Skirmish order and place them silightly in front of my main line.
Once their ammo is extenguised I hold them as a last reserve and only use them in an emrgency. I assume you're talking about a pitched field battle. In that case, I typically use the archer heavy attack formation I think it is cloud dragon or something like that.
I use that formation to move them into position. This puts the archers in front and your melee infantry behind them. That way your archers can start firing as soon as the first AI troops come within ranges of your lines, whether you are on the defensive or moving your troops forward to attack.
On defense, once the AI melee or cavalry get too close to your archers, pull your archers back while at the same time charging your melee infantry forward to engage the AI. This will protect your archers and give your melee infantry the charge bonus.
It may take some practice to get the timing down right, so you might lose a unit or two of archers if you wait too long. When attacking, just let your archers rain arrows on the enemy until they run out of ammo or are threatened. You can then use your melee infantry accordingly.