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Royal Military Academy
Home / Third Age 1.4 / Dale / Archery Range
Third Age 1.4
Dale Dale
Building class
29. Bowyer
32. Bowyer
47. Port
50. Port
57. Market
69. Mines
71. Mines
74. School
77. School
79. Inn
80. Tavern
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Archery Range
Archery Range
City/Castle City levels Castle levels
Building class castle missiles
Convert to c_missiles LEVEL 2
Building level LEVEL 2 archery_range
Material wooden
Capability
Faction capability
Construction 5
Cost 4800
Requires condition and event_counter large_city_barracks 1
Building Description
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Archery Range An Archery Range is a necessary investment for any lord seeking to train professional missile troops, rather than rely upon militia-level training with local peasants. Improvements to the range include much more challenging targets to practise on, officer’s quarters, and a larger bowyer’s workshop outfitted to manufacture superior weaponry, worthy of highly trained soldiers.
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Recruit units
No. Card Name Start quantity Replenishment rate Max quantity Experience Requires condition
1
60
Woodsmen 1 0.2 2 1 and region_religion northmen 15
Hardy folk from the forests, armed with a longbow and long knives.
2
60
Longbowmen 1 0.25 2 1 and region_religion northmen 30
Trained and deadly longbowmen, being totally unarmoured means they need to stay out of melee.
3
60
Athala Rangers 1 0.25 2 1 and hidden_resource athala
Highly skilled archers, deadly with sword and arrows. RECRUITABLE FROM EAST-MIRKWOOD TO DORWINION
4
60
Bardian Marksmen 1 0.05 1 1 and region_religion northmen 70
Very well trained archers, armed with longbows and short swords, protected with heavy lamellar armor.
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