Total War: WARHAMMER Wiki
Total War: WARHAMMER Wiki
Wh2 main hef archers.png
Missile infantry bow.png
FactionHigh Elves
CategoryMissile Infantry
Unit size90
Icon treasury.png Cost (MP): 475 (475)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 118
Icon stat health.png Health: 63
Icon stat morale.png Leadership: 60
Icon stat speed.png Speed: 36
Icon stat attack.png Melee Attack: 16
Icon stat defence.png Melee Defence: 14
Icon stat charge bonus.png Charge Bonus: 4
Icon stat ammo.png Ammunition: 24
Icon stat damage.png Weapon Damage: 19
Modifier icon armour piercing.png Armour-Piercing Damage: 5
Icon stat speed.png Melee Interval: 4.3 s
Icon stat damage.png Weapon Damage: 16
Modifier icon armour piercing.png Armour-Piercing Damage: 3
Icon stat ammo.png Reload Time: 11
Icon stat range.png Range: 180
Icon stat armour.png
  • Hide forest.png Hide (forest): This unit can hide in forests until enemy units get too close.

Not to be confused with Archers (Empire).

Archers is a High Elves missile infantry unit in Total War: Warhammer II. The bow is as natural to the High Elves as breathing; each shot is a masterpiece of death from afar.


When a High Elf begins his martial training, he first learns the arts of swordsmanship and archery. Only when he has mastered both blade and bow is he inducted into the white-garbed ranks of an archer regiment. For the High Elves, white is the colour of purity and integrity and of death, and their robes symbolise their determination to fight to the end, no matter what horrors await them on the battlefield. Once trained, an archer serves in his regiment for a decade or more, forsaking all previous allegiances. There, he will learn how to send volleys of arrows high into the air, so that they scythe into the enemy ranks from above, and when to hold fire against a charging foe, so that every shot cripples or kills. Most of all, he learns to focus his pride into a courage that will allow him to stand his ground. Ulthuan is forever beset by grave perils, and even the finest weapons are worth naught without valorous hands to wield them.


  • Good Range: This unit has a larger range than most other units of the same class. This allows it to take out hostile missile units before they can come into firing range.


Click here to add a strategy! The concentrated fire of 2-3 units of these Archers should be able to take out most light infantry and cavalry units in short time. Their long range gives them an advantage in missile duels, but due to their low armor and health they take return fire rather poorly. Another weakness lies in their lack of armor piercing damage: heavily armored units with shields and high health (like Ironbreakers or Chosen) can survive a storm of arrows and still keep going. Thus, use them to target the softer parts of an enemy army and keep them from taking too much damage themselves.