Total War: WARHAMMER Wiki

Not to be confused with Archers (The Empire) or Archers (Light Armour).
The bow is as natural to the High Elves as breathing; each shot is a masterpiece of death from afar.

Archers are a High Elves missile infantry unit introduced in Total War: Warhammer II.

Recruitment[]

Description[]

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.

Attributes[]

  • Missile Infantry
  • 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.

Unit Abilities[]

Passive Abilities[]

Strategy[]

Archers are, in most cases, the most cost effective early-to-mid-game damage dealers of the High Elves roster and are a very reliable unit around which to build a High Elves army. The concentrated fire of only 2-3 Archers units is able to destroy most light infantry and cavalry units in short time, but their effectiveness scales dramatically when large numbers are deployed. A large core of Archers units is able to destroy an impressive number of enemy combatants before the front lines even engage, and can focus-fire emerging threats. Using focus-fire tactics means Archers can protect each other by quickly switching targets to the most important unit. Their exceptionally long range gives them an edge in missile duels, providing them with the advantage of firing one or more volleys before the enemy can respond, but their low armour and health means they take return fire rather poorly.

Archers are complemented very well with other units in the High Elves roster. In the early-to-mid-game, Spearmen are a nearly essential counterpart to Archers for two very important reasons: 1) Spearmen protect the Archers, who are nearly worthless in melee combat, from enemy melee threats; and 2) Spearmen are excellent defensive units, mud-pitting the enemy while the high damage Archers shoot them down. Eagle Claw Bolt Throwers provide important artillery support, especially during sieges, and also provide some much-needed armour piercing damage. The exceptionally diverse selection of High Elven Mages can provide excellent buffs and debuffs (see below). The very strong air units of the High Elves can keep the vulnerable Archers safe from aerial attacks. In an Yvresse campaign, a single unit of Sentinels of Astaril can greatly increase the damage output of Archers against well-shielded enemy units. Ultimately, Archers will remain the centerpiece of most High Elven armies until perhaps Sea Guard become available, and in many cases even deep into the late game.

At first glance, it may seem optimal to transition completely away from Archers into Sea Guard as soon as the latter become available; however, this is not always the right decision. Although Sea Guard inarguably offer more utility and flexibility, and are not nearly as vulnerable as Archers to attacks from enemy cavalry and monsters, they do not have the exceptional range Archers do, thereby foregoing one of the High Elves' greatest advantages. A player not as skilled at micro may want to more seriously consider a transition to the hardier Sea Guard, but a more experienced player comfortable with micro and effectively navigating a battlefield should consider keeping at least some Archers for their very advantageous range and additional ammunition, all for a significantly lower upkeep cost than Sea Gaurd.

A potential weakness of Archers is their lack of armour-piercing damage. Heavily armoured units with shields (like Ironbreakers or Chosen) can absorb a storm of arrows and remain relatively unscathed. Thus, particularly in the late game, Archers should be used against more vulnerable or low-armour enemy units (like some Giants, Chaos Spawn, or enemy ranged units). For this reason, it is ideal to replace Archers with the armour piercing Sisters of Avelorn in the late-game if finances allow. In financially strained situations, an alternative solution to this lack of armour piercing is to simply deploy a larger concentration of Archers, as explained above; Archers stay surprisingly cost-efficient throughout an entire campaign, even when firing into armour.

Another method to increase the effectiveness of Archers is the use of complementary magic. Armour-reducing spells, such as Curse of the Midnight Wind, can soften up armoured targets; snare or slow spells, such as Net of Amyntok, can aid in easier focus-firing; and a Fire Mage can cast Flaming Sword of Rhuin on a unit of Archers which, in conjunction with her Kindleflame passive, will give a significant damage boost to Archers.