

You can add the support of a castle or a few towers. Will finish off almost any army that invades. This is sort of a last-to-research archer technology.īritons are really good civ, but you don't mention much bout civs that can really shut down britons, such as goths which can overproduce any briton archer army (with perfusion and anarchy abilitiesto make huskarls at barracks and increased speed) and decimate it due to its 7 pierce armor or somthing (haven't played for ages) or aztec mass eagle warriors that can cut the archer army down with a little skirmisher support.Ī few knights with longbowmans can stop easily a eagle warrior whith skirmishers attack!!Ĭompletely upgraded longbowmen (30) + halberdiers (10) + Cavaliers (10) + 3-5 monks There should be some measurable payback for this unique technology. Get wiped out or are kept alive by good barriers (i.e. That much more warning of Onager movements. The +1 range keeps enemy forces that much farther back and gives Tribes/armies are potentially going back and forth over a crossing with little To Yeoman and its +1 range in a standoff situation. Still, theĪppearance of even longer-range archers can only magnify the usefulness ofĪ Briton player may give some additional consideration Shot actually results in less damage on approaching enemy.

There is also the question of whether the additional range allowsĪny extra shots to be fired, and if not, if the decreased accuracy of the first Somewhat muted by the lack of 100% accuracy (Thumb Ring) and the correlationīetween increased range and decreased accuracy, the complete field of fire is While the effects of this incredible range are The other range upgrades gives the Briton foot archer a +6 range bonus.Īrbalests (with a base of 5) max out at 11 range while Elite Longbowmen max out

Middle compared to the range of unique technology costs. At a cost of 750W/450G, this tech is in the Rams, protect Knights and disrupt Villager operations.īritish Free Men, or Yeomen, were especially skilledĪs archers and are presented in the game by the addition of +1 range to footĪrchers and +2 attack to towers. The Castle Age Longbowman can be an effective unit in Castle Age to escort Imperial Age with the Elite upgrade and when you have the economy to mass them (Build Time :19) and are cheap (35W,40G). Non-siege unit, these are the ultimate standoff weapons. The Longbowman still remain a potent unit. The Mayan Plumed Archer has taken that title for archer-to-archer combat, but

The AoK Longbowman was considered the king of archers.
