Arquero Largo
Unidad única britona con el mayor alcance del juego.
Coste
Combate
Entrega
Valores base antes de tecnologías y mejoras; en una partida avanzada suelen ser mayores.
Línea de evolución
- Arquero Largode los Castillos
- Arquero Largo ÉliteImperial
Arquero Largo es fuerte contra
Arquero Largo es débil contra
Conocimiento
Bonificaciones de ataque
Clases de armadura
Determina qué bonificaciones de ataque le afectan.
Civilizaciones
Unidad exclusiva de esta civilización.
Mejoras clave
Edad de los Castillos
- Thumb Ring
+15% Attack Speed, 100% Accuracy for archers and skirmishers
Edad Imperial
- Bracer
+1 Attack, +1 Range for archers
Tácticas
Longbowmen and Briton Arbalesters function very similarly. As such, the tactics apply to both of them unless stated otherwise. Like all archer units, Longbowmen work best in a group. While a single Longbowman does not present much of a threat, a group can be a deadly force as they can mow down opposing forces from long range before they can even attack. Longbowmen firing from behind walls can prove valuable for base defense. With the protection of infantry or cavalry, Briton foot archers can hold their ground against most units, taking a fearful toll of enemy troops while supporting the frontliners. A group of them can also perform hit-and-run techniques, killing the closest enemy while backing up constantly. Of course, they cannot do that as effectively as Cavalry Archers, and will struggle especially against cavalry. Since the Britons lack Thumb Ring, they fire slower than other civilizations' archers and lack the 100% accuracy, which can be a considerable disadvantage. On the other hand, when focus-firing individual targets as a group, lacking Thumb Ring can prevent overkilling a target. Most arrows will strike their target, while stray arrows may damage nearby enemies. This inaccuracy can grant Briton foot archers a weak Area of Effect-like attack. When facing massed heavy siege weapons like Siege Onagers or Heavy Scorpions, archers' long range can be used to destroy one siege weapon at a time, instead of letting them fire at will. Otherwise, once the siege engines come into firing range, they will quickly flatten the archers with a few shots. A group of Briton foot archers can be used as a siege option if the player is teamed with a Saracen, as the archers get additional attack bonus against and can take them down more quickly while also outranging them. Teutonic Castles, Korean Keeps, and Turkish Bombard Towers are the only defensive structures capable of returning fire. Still, Trebuchets should always be brought to sieges, especially since Warwolf was introduced in The Forgotten. Regular Longbowmen have the same range as Crossbowmen, but their Elite counterpart comes with +1 attack, range, and pierce armor in comparison to the Arbalester. Furthering their range with Blacksmith technologies, Yeomen, and the Briton civilization bonus (+1 range in the Castle Age and another +1 in the Imperial Age for +2 in total), Elite Longbowmen can get as much as 12 range, an unprecedented value among archer units. It enables them to outrange Castles, towers, Onagers, Galleons, as well as all other archer units. The extra attack and range advantage is nice to have, but due to needing Castles and the Britons having faster-working Archery Ranges, the Longbowmen are harder to mass and are used only in the very late game, when the players have sufficient Castles.
Consejos
- Agrupa 40+ longbowmen detrás de una muralla de piqueros.
- They possess massive range allowing them to safely shoot down castles and towers.ageofnotes
- Elite Skirmishers are a hard counter because they absorb their arrows easily.ageofnotes
- Fast moving cavalry like knights can run them down and destroy them in melee.ageofnotes
- Siege rams can absorb their fire completely while pushing into their position.ageofnotes
- Scorpions and Mangonels are incredibly deadly to them if they manage to get in range.ageofnotes
- The Longbowman has 5 range in Castle Age, increasing to 6 as Elite. With Yeomen tech, Elite Longbowmen reach 7 range - outranging even Castles. Use this range advantage to safely pick off enemies before they can respond. Keep them in a tight formation and micro them backwards when enemies approach. Your weakness is mobility - at 0.96 speed, cavalry will catch you.aoecoach
- Slow at 0.96 speed. Hussar raids will catch and kill you. Always have Halberdiers nearby or fight near your own Castles.aoecoach





















