|This article is about the unit in Age of Empires II. For the class it belongs to, see Archers. For the armor class, see Armor class: Archer.|
"Quick and light. Weak at close range; excels at battle from distance."—Age of Empires II description
The Archer is an archer unit in Age of Empires II that can be trained at the Archery Range. While mediocre in terms of attack, HP, and armor, it compensates for that by having a ranged attack, which can easily decimate enemy infantry of early Ages.
Tactics EditMen-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 don't cost food, allowing the player to stockpile food for advancing to the Castle Age.
The Feudal Age counters to Archers (Scouts and Skirmishers) are quite food intensive, delaying the defending player's Castle Age advance substantially, if they aren't prepared for it. Mid-sized to large groups of Archers make extremely good early harassment soldiers due to the absence of Knights from 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.
Further statistics Edit
|Unit strengths and weaknesses|
|Strong vs.||Infantry, Villagers|
|Weak vs.||Skirmishers, Scout Cavalry, Eagle Scouts|
|Attack|| Fletching (+1)|
Bodkin Arrow (+1)
Obsidian Arrows (Mayans only, gives +6 attack against standard buildings and fortifications)
|Range|| Fletching (+1)|
Bodkin Arrow (+1)
Yeomen (+1, Britons only)
|Firing rate||Thumb Ring (+18%)|
|Accuracy|| Thumb Ring (increases accuracy to 100%)|
Ballistics (hit moving targets)
|Armor|| Padded Archer Armor (+1/+1)|
Leather Archer Armor (+1/+1)
Ring Archer Armor (+1/+2)
Pavise (+1/+1, Italians only since The African Kingdoms)
|Conversion defense|| Faith|
|Creation speed||Conscription (+33%)|
|Other||Kamandaran (replaces the cost gold for wood, for total 60 wood each unit, Persians only)|
Civilization bonuses Edit
- Aztecs: Archers are created 18% faster.
- Britons: Archers have +1/+2 range in the Castle/Imperial Age.
- Celts: Archers can convert herdables even if enemy units are next to them.
- Chinese: Technologies that benefit Archers are 10%/15%/20% cheaper in the Feudal/Castle/Imperial Age.
- Ethiopians: Archers fire 18% faster.
- Mayans: Archers are 10%/20%/30% cheaper in the Feudal/Castle/Imperial Age.
- Portuguese: Archers cost 15% less gold.
- Spanish: Blacksmith upgrades that benefit Archers don't cost gold.
- Tatars: Archers deal 50% bonus damage from a cliff or an elevation. Thumb Ring is free.
- Turks: Chemistry is free.
- Vietnamese: Archers have +20% hit points. Conscription is free.
- Koreans: Archers cost 15% less wood.
- Saracens: Archers deal +1/+2/+3 bonus damage against buildings in the Feudal/Castle/Imperial Age.
Team bonuses Edit
- A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
- A team containing Britons: Archers are created and upgraded 20% faster. Researching Thumb Ring is 20% faster.
- A team containing Magyars: Archers have +2 LOS.
- A team containing Malians: Researching Chemistry and Ballistics is 80% faster.
- A team containing Saracens: Archers have +2 attack against buildings.
- A team containing Teutons: Archers are more resistant to conversion.
- A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
- A team containing Bulgarians: Researching archer armor and attack upgrades at the Blacksmith is 50% faster.
The Age of Kings Edit
- Archers train in 27 seconds.
The Conquerors Edit
- Archers now train in 35 seconds.
- Archers receive an attack bonus of +3 against Spearmen.
- Heresy introduced.
- Thumb Ring introduced.
- Britons: Yeomen introduced. It is only available in the Imperial Age.
The Forgotten Edit
- Britons: Yeomen moved to the Castle Age.
- Mayans: Obsidian Arrows introduced. It gives Archers +4 attack against standard buildings.
The African Kingdoms Edit
- Italians: Pavise now affects Archers.
- Mayans: Obsidian Arrows now gives Archers +6 attack against buildings. With patch 4.8, Archers also gain +6 attack against stone defense.
Rise of the Rajas Edit
- Vietnamese: Initially, Archers have +10%/+15%/+20% HP in the Feudal/Castle/Imperial Age. With patch 5.8, they now have +20% HP.
Definitive Edition Edit
- Persians: Kamandaran technology introduced in replacement for Boiling Oil.
- Koreans: Archers costs 15% less wood.
- Saracens: Archers deal +3 bonus damage against buildings.
- In terms of wood, the units from the Archer line are the cheapest archers in the game.
- With 30, the Archer has the fewest hit points of all military units, tied with the Skirmisher, the Gbeto, and the Karambit Warrior; the Villager is the only trainable unit with less HP (25 without Loom).
- The Archer line units are the only common archer units that don't have any base melee armor nor pierce armor.
- In pre-release versions of Age of Empires II, Archers and Crossbowmen were two separate lines. Archers were trash units that were cheap, fast firing, inaccurate, and weak, and consisted of the Archer itself, and the Composite Archer. Crossbowmen were expensive, costed wood and gold, slower firing, more accurate, and gave a high damage output.
- In real life, an archer's training consumes more time and resources than a crossbowman's.
"The bow remained an important military weapon after the fall of Rome, although less so in areas of Europe covered by dense forests. Archers could fight from a distance, from behind walls or other cover, and from ambush. They were usually not decisive in battle on the attack because they could not physically take ground from the enemy like infantry could. They acted mainly as defensive troops and as light troops that disrupted enemy formations prior to the decisive moment when the armies clashed hand-to-hand. If barrages of arrows could cause casualties and drain the fighting spirit of the enemy prior to the clash, friendly troops had a better chance of breaking the will of the enemy and being victorious. Archers were also very useful when both defending and attacking a castle."