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HomeHome / Total War: Attila / Kingdom of the Danes (Age of Charlemagne) / Units / Archers
Archers Kingdom of the Danes (Age of Charlemagne)Kingdom of the Danes (Age of Charlemagne) Missile Infantry

Archers

A rain of arrows to slim down enemy numbers before the charge.

In battle, the archer needed to be peerless. His aim had to be unfailingly precise or else he was next to useless - a mere distraction for a determined enemy force. Arrows had great power and impact but, before the development of the bodkin-point arrowhead, if they were aimed even slightly off target, they would bounce off armour rather than pierce it. The bodkin-point was thinner than its broadhead-point counterpart, and was therefore better at piercing mail and some plate armours due to its smaller surface area. Bodkin-pointed arrowheads were used mainly by the Viking Danes but caught on across Europe. However, they didn't eclipse the more common broadhead-point, which were generally better at cutting through flesh and causing serious, mortal wounds.

Archers

Unit Name

Archers

Main Unit Key

cha_vik_archers

Land Unit Key

cha_vik_archers

Naval Unit Key

cha_longship_transport

Soldiers

160

Category

Missile Infantry

Class

Missile Infantry

Custom Battle Cost

200

Recruitment Cost

200

Upkeep Cost

45

Missile Damage

32

├ Missile Weapon

cha_bow_levy

├ Projectile

cha_arrow_bow_levy_normal

├ Missile Damage

28

├ Missile Ap Damage

4

└ Base Reload Time

20

Accuracy

25

Range

150

Reload

25

Rate of Fire

4

Ammunition

14

Melee Attack

7

Melee Damage

14

├ Melee Weapon

cha_sax

├ Melee Base Damage

12

├ Armour-piercing Damage

2

├ Armour Piercing

No

├ Attack Against Cavalry

0

├ Attack Against Elephants

0

└ Attack Against Infantry

0

Charge Bonus

2

Melee Defence

2

├ Base Defence

2

├ Shield

cha_none

└ Shield Defence

0

Armour

6

├ Armour

cha_cloth

├ Armour Defence

6

└ Shield Armour

0

Health

100

├ Man Entity

cha_infantry_very_light

├ Man Health

100

└ Bonus Hit Points

0

Morale

26

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
Upgrade
Required Technology Ranged Warfare Cost 120 Upgrade To Viking Hunters
Requires Buildings
Archers Lv. 0 Small City
Small City
(cha_bld_city_1)
Level 1
City
City
(cha_bld_city_2)
Level 2
Trade City
Trade City
(cha_bld_city_3)
Level 3
Long Hall
Long Hall
(cha_bld_long_hall_1)
Level 1
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
Manor
Manor
(cha_bld_manor_1)
Level 1
Manorial Court
Manorial Court
(cha_bld_manor_2)
Level 2
Grand Manor
Grand Manor
(cha_bld_manor_3)
Level 3
Market Village
Market Village
(cha_bld_market_town_1)
Level 1
Market Town
Market Town
(cha_bld_market_town_2)
Level 2
Great Market Town
Great Market Town
(cha_bld_market_town_3)
Level 3
Garrison Buildings
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
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