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. It can still be effective mid-game, but its power rapidly diminishes with the introduction of not only Knights, but also Scorpions and Mangonels. Mid-sized to large groups of Archers make extremely good early harassment soldiers due to the absence of Knights from both sides. ![]() The Feudal Age counters to Archers (Scouts and Skirmishers) are quite food intensive, delaying the defending player's Castle Age advance substantially, if they are not prepared for it. ![]() However, because they require more investment and higher numbers than Men-at-Arms or Scout Cavalry, most civilizations will open with the latter units during the early stages of the Feudal Age.Īrchers performing a Feudal Age rush, harassing enemy Villagers 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 do not cost food, allowing the player to stockpile food for advancing to the Castle Age. However, they are extremely ineffective against all buildings, Scout Cavalry, and Skirmishers. ![]() With it, they can easily pick off enemy infantry such as Men-at-Arms or Spearmen and disrupt the enemy's economy by harassing their Villagers. Archers are extremely proficient raiding units in the Feudal Age due to their ranged attack.
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