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HomeHome / Total War: Attila / Avars (Age of Charlemagne) / Units / Avar Foot Archers
Avar Foot Archers Avars (Age of Charlemagne)Avars (Age of Charlemagne) Missile Infantry

Avar Foot Archers

Adept at softening up enemy formations before the melee, archers are indispensable.

Most eastern barbarians were raised as hunters, so became expert at stealthy manoeuvres and laying ambush. On the battlefield, their archers lined up behind other infantry - afforded some protection by the shields of the warriors in front of them. Massed in large numbers, archers could inflict heavy casualties, and the composite bows they carried afford them greater range, accuracy and power than many of their western counterparts. Constructed from a combination of wood, sinew and animal horn, the composite bow was far more effective than the traditional wooden or ‘self’ bow. As its core offered greater flexibility, allowing the archer to draw its string back further and achieve a great range and power, the composite bow could find a target up to 35 metres away and pierce chainmail armour. Requiring great strength and stamina, it demanded respect, care and attention to use well. As military campaigns were often fought during the summer and autumn months, archers could rest their weapons during the winter - reconditioning the bodies before restringing and tensioning for future use.

Avar Foot Archers

Unit Name

Avar Foot Archers

Main Unit Key

cha_avar_foot_archers

Land Unit Key

cha_avar_foot_archers

Naval Unit Key

cha_longship_transport

Soldiers

160

Category

Missile Infantry

Class

Missile Infantry

Custom Battle Cost

275

Recruitment Cost

275

Upkeep Cost

60

Missile Damage

44

├ Missile Weapon

cha_reflex

├ Projectile

cha_arrow_reflex_normal

├ Missile Damage

32

├ Missile Ap Damage

12

└ Base Reload Time

17

Accuracy

25

Range

135

Reload

50

Rate of Fire

7

Ammunition

17

Melee Attack

26

Melee Damage

9

├ Melee Weapon

cha_dagger

├ Melee Base Damage

7

├ Armour-piercing Damage

2

├ Armour Piercing

No

├ Attack Against Cavalry

0

├ Attack Against Elephants

0

└ Attack Against Infantry

0

Charge Bonus

7

Melee Defence

7

├ Base Defence

7

├ Shield

cha_none

└ Shield Defence

0

Armour

10

├ Armour

cha_cloth_helmet

├ Armour Defence

10

└ Shield Armour

0

Health

100

├ Man Entity

cha_infantry_very_light

├ Man Health

100

└ Bonus Hit Points

0

Morale

35

Abilities

No Ability

Attributes

  • Resistant to Fatigue
    Fatigue has less of an effect on this unit.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses

No Strengths and Weaknesses
Recuitment Requirement
Required Technology Ranged Warfare Cost 120 Upgrade From Levy Archers
Garrison Buildings
Avar Foot Archers x 1 Small City
Small City
(cha_bld_city_1)
Level 1
Guardhouse
Guardhouse
(cha_bld_garrison_1)
Level 0
Garrison Encampment
Garrison Encampment
(cha_bld_garrison_2)
Level 1
Long Hall
Long Hall
(cha_bld_long_hall_1)
Level 1
Manor
Manor
(cha_bld_manor_1)
Level 1
Market Village
Market Village
(cha_bld_market_town_1)
Level 1
Avar Foot Archers x 2 City
City
(cha_bld_city_2)
Level 2
Trade City
Trade City
(cha_bld_city_3)
Level 3
Garrison Quarters
Garrison Quarters
(cha_bld_garrison_3)
Level 2
Noble's Hall
Noble's Hall
(cha_bld_long_hall_2)
Level 2
King's Hall
King's Hall
(cha_bld_long_hall_3)
Level 3
Manorial Court
Manorial Court
(cha_bld_manor_2)
Level 2
Grand Manor
Grand Manor
(cha_bld_manor_3)
Level 3
Market Town
Market Town
(cha_bld_market_town_2)
Level 2
Great Market Town
Great Market Town
(cha_bld_market_town_3)
Level 3