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Not to be confused with Archers (High Elves) or Archers (Light Armour).
The ability to shoot several arrows per minute means that Archers are still far more efficient than more technically-advanced skirmish troops.

Archers are an Reikland Empire missile infantry unit introduced in Total War: Warhammer II with The Hunter and the Beast.

Recruitment[ | ]

Description[ | ]

Archers have been fielded by the Empire since time immemorial. Archer units are often irregular bands of hunters and trappers grouped together to form their own regiments, ready to answer the call to arms at any given moment, where their tracking, scouting, and advanced archery skills will be put to best use. Armed with bows and swords, these warriors are adept at luring their quarry into lethal ambushes so the full might of an Imperial army can utterly destroy them. Archers are adaptable, often forming a loose skirmish screen before falling back behind their army’s ranks when the enemy approaches.

Attributes[ | ]

  • Missile infantry bow Missile Infantry
  • Weak Against Armour: This unit's attack can hardly punch through armour and is thus wasted on heavily armoured enemies.

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.

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