FANTASY FRIDAY XIV
Welcome back to another Fantasy Friday! This week we'll be looking at the human archer units: the Archer and the Crossbowman. These units are fundamental for a balanced attack and detrimental for a defense.
The Human Archer
A basic, ranged unit essential for stronghold defense. Great against distant monsters, archers, and light infantry. Weak against cavalry and melee combat.
Archers are trained in battalions from the Archery Range and follow your infantry into battle, defending from a distance.
Health: 120Unique Abilities:
Flaming Arrows – When toggled, the archers' arrows will become enflamed, causing increased damage and a chance at starting a fire, but will cause decreased accuracy and fire rate.
The Human Crossbowman
A dual ranged and melee unit. Crossbowmen can switch between crossbows and swords, allowing them to play either card depending on what the battle calls for. Crossbowmen are capable of wielding great damage to enemy beasts, and come second only to the great Elven archers.
Great in both ranged and melee situations. Mediocre against archers and infantry, weak against cavalry. Crossbowmen have less overall range and accuracy than archers, but wield greater damage.
Health: 225Unique Abilities:
Toggle Weapon – Toggle your weapon choice for ranged crossbowmen, using crossbows, or melee crossbowmen, using swords.
The Archery RangeDescription:
A building that can be built over a specified human land plot, and can be used to train archers and crossbowmen, as well as to research upgrades.
Health: 22000Unique Abilities:
Train Archers – Trains a battalion of Archers for 126 food and 110 wood.
Train Crossbowmen – Trains a battalion of Crossbowmen for 105 food, 75 wood, and 75 gold.
Archer Veterancy – Researches a tech that increases the hitpoints of your Archers for 200 gold.
Crossbowmen Veterancy – Researches a tech that increases the hitpoints of your Crossbowmen for 250 gold.