Arquero
Unidad a distancia de largo alcance. Esencial para raids y control de mapa en Feudal.
Coste
Combate
Entrega
Valores base antes de tecnologías y mejoras; en una partida avanzada suelen ser mayores.
Línea de evolución
- ArqueroFeudal
- Ballesterode los Castillos
- Ballestero ÉliteImperial
Arquero es fuerte contra
Arquero es débil contra
Conocimiento
Bonificaciones de ataque
Clases de armadura
Determina qué bonificaciones de ataque le afectan.
Mejoras clave
Edad Feudal
- Fletching
+1 Attack, +1 Range for archers
- Padded Archer Armor
+1/+1 Armor for archers
Edad de los Castillos
- Bodkin Arrow
+1 Attack, +1 Range for archers
Tácticas
left Archers are extremely proficient raiding units in the Feudal Age due to their ranged attack. With it, they can easily pick off enemy infantry such as Men-at-Arms or Spearmen and disrupt the enemy's economy by harassing their Villagers. However, they are extremely ineffective against all buildings, Scout Cavalry, and Skirmishers. Archers often are the Feudal Age rush unit of choice, because they are the most effective Feudal Age unit against Villagers (thanks to their range, allowing for quick kills, and negating small quick-Walls) and they do not cost food, allowing the player to stockpile food for advancing to the Castle Age. However, because they require more investment and higher numbers than Men-at-Arms or Scout Cavalry, most civilizations will open with the latter units during the early stages of the Feudal Age. thumb|left|220px|Archers performing a Feudal Age rush, harassing enemy Villagers The Feudal Age counters to Archers (Scouts and Skirmishers) are quite food intensive, delaying the defending player's Castle Age advance substantially, if they are not prepared for it. Mid-sized to large groups of Archers make extremely good early harassment soldiers due to the absence of Knights on both sides. It can still be effective mid-game, but its power rapidly diminishes with the introduction of not only Knights, but also Scorpions and Mangonels. Many early rush strategies like the tower rush can become more successful if supported with Archers as they can garrison in the attacking Towers and increase the number of arrows fired. Their ranged attack can also prove helpful when defending from an early raid. When garrisoned inside Watch Towers or placed behind a Wall, they can be very effective.
Consejos
- Mantén micro constante para evitar que la caballería los alcance.
- Mangonels are a nightmare for archers. Use the mangonel attack ground to anticipate where archers are walking to so you land a good shot.ageofnotes
- One of the best way to beat archers in the imperial age is to use upgraded rams to push into military buildings to cut down their production.ageofnotes
- Mangonels are a nightmare for archers so you should use the mangonel attack ground command to anticipate where archers are walking to land a perfect shot.ageofnotes
- One of the best ways to beat archers in the imperial age is to use upgraded rams to push into military buildings to cut down their production lines entirely.ageofnotes
- Archers gain massive power spikes immediately after Fletching and Bodkin Arrow are researched extending their maximum range and damage output significantly.ageofnotes
- High armor infantry units like the Huskarl possess massive pierce armor rendering standard Archer fire almost completely ineffective against them.ageofnotes
- When engaging melee infantry like the Militia line Archers should utilize their superior range and low frame delay to systematically eliminate targets.ageofnotes
- Mangonels are your worst nightmare so always look out for predicted attack ground shots.ageofnotes
- In the late game opponents will use upgraded rams to absorb your fire while they destroy your production lines.ageofnotes
- The Skirmisher is a direct and cheap counter to the archer line.ageofnotes
- You hold a strong advantage over slow unarmored infantry like the militia line.ageofnotes
- Getting your blacksmith upgrades immediately increases both your range and attack power.ageofnotes
- The Archer is your Feudal Age ranged powerhouse. With 4 range and solid damage, you can harass villagers and pick off Spearmen before they ever get close. Your weakness is simple: you have zero armor and you're slow. Skirmishers counter you hard, Hussars run you down, and Mangonels delete you in one shot. Stay mobile, stay grouped, and always have an escape route. Upgrade to Crossbowman the moment you hit Castle Age.aoecoach
- Skirmishers are your hard counter. They cost no gold, have +3 bonus vs you, and have Pierce Armor. Never fight Skirmishers - run and find another target.aoecoach


























