

Royal Archers
There is no hunting like the hunting of man.As far as the Celts were concerned, the best way to kill a man was in hand-to-hand combat. They thought there was great value in personal bravery and there was no honour in killing from a distance. Even so, slingers, javelinmen and archers still had their place on the battlefield. It was often the only way that some Celts could go to war; warriors paid for their own equipment, so only the wealthy could afford, or had the right to carry, fine armour and weapons. Skirmishers were usually the poor - freemen who served as clients to the noble class. While they could never hope to achieve the same status as their noble masters, they could still prove their worth in the cut and thrust of battle.
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Unit Name Royal Archers |
Main Unit Key att_cel_royal_archers |
Land Unit Key att_cel_royal_archers |
Naval Unit Key att_lon_heavy_tra_cel |
Soldiers 160 |
Category Missile Infantry |
Class Missile Infantry |
Custom Battle Cost 575 |
Recruitment Cost 575 |
Upkeep Cost 295 |
Missile Damage 42 |
├ Missile Weapon att_bow_elite |
├ Projectile att_arrow_bow_elite_normal |
├ Missile Damage 34 |
├ Missile Ap Damage 8 |
└ Base Reload Time 20 |
Accuracy 0 |
Range 150 |
Reload 55 |
Rate of Fire 7 |
Ammunition 17 |
Melee Attack 22 |
Melee Damage 6 |
├ Melee Weapon att_dagger |
├ Melee Base Damage 5 |
├ Armour-piercing Damage 1 |
├ Armour Piercing No |
├ Attack Against Cavalry 0 |
├ Attack Against Elephants 0 |
└ Attack Against Infantry 0 |
Charge Bonus 22 |
Melee Defence 32 |
├ Base Defence 32 |
├ Shield att_none |
└ Shield Defence 0 |
Armour 25 |
├ Armour att_leather_very_heavy |
├ Armour Defence 25 |
└ Shield Armour 0 |
Health 159 |
├ Man Entity att_infantry_medium |
├ Man Health 90 |
└ Bonus Hit Points 69 |
Morale 54 |
Abilities
Royal Archers- Precision Shot
Improved missile weapon damage for an extended period. These values are further modified by the unit itself. - Rapid Advance
Improved unit movement speed over an extended period.
Attributes
- Resistant to Fatigue
Fatigue has less of an effect on this unit. - Guerrilla Deployment
This unit can deploy outside of the deployment zone. - Hide (scrub & forest)
This unit can hide in scrub and forest until enemy units get too close. - Raider
This unit may set buildings on fire, cause more fire damage with torches and capture faster than other units. - Snipe
This unit remains hidden while firing.
Strengths & Weaknesses
No Strengths and Weaknesses
Recuitment Requirement | |
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Required Technology ![]() ![]() | |
Required Technology ![]() ![]() |
Faction Availability | |
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Grand Campaign |