Archer (H1)
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- This article is about the creature from Heroes of Might and Magic I. For other uses, see Archer.
| | Archer | | |
|---|---|---|---|
| |||
| Info | |||
| Faction: | Farm | ||
| Tier: | 2 | ||
| Hit points: | 10 | ||
| Attack: | 5 | ||
| Defense: | 3 | ||
| Damage: | 2-3 | ||
| Attack type: | Ranged | ||
| Speed: | Slow | ||
| Movement: | Ground | ||
| Amount of ammo: | 12 | ||
| Dwelling: | Archery Range | ||
| Cost per unit: | 150 gold | ||
| Growth per week: | 8+2 | ||
| Size: | 1x1 | ||
| No icons of this creature are available. If you are aware of one, please upload it! | |||
The Archers are a creatures in Heroes of Might and Magic I. They are the second tier creature of the Farm town. Statistically a weak unit, they are the only ranged troops of it's town, and have a big strategical importance for being able to attack from afar and to direct the enemy hitters towards them.
Statistics
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The Archer is recruited at the Archery Range, and have a growth of 8 (without the Well built). Each Archer costs 150 gold.
The Archer is the only shooting troop in the Knight's army, however their slow Speed does not make them very desirable for the fast endgame army: the rest of the Knight troops are medium and fast (obviously, not even thinking of Peasants here), so the Archers will be the ones slowing down the hero; it's a tough choice of whether to take them in the end or not.
The Archers are superior to Orcs by +2 Attack skill points and 4 extra shots, but have the Defense skill lower by -1 point. With their good growth, Archers are definitely worth buying, because there is no other Knight troop that can kill without getting into close combat.
