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Using them in base defence behind walls with locked gates is another useful tactic. The best strategy for using Longbowmen is in a group of at least 15. They also have a higher attack than normal archers. Starting off at a base of 5, upgrades from the blacksmith, researching Elite Longbowman and Yeomen at the Castle will bring the Longbowman’s max range up to 12, thus out-ranging Castles, Towers, Mangonels, and Scorpions including rival Unique Archer units from other civilisations. The Longbowman boasts the greatest archer range in the entire game. Unique Unit: Longbowman (Long-range foot Archer) Unique Tech: Yeomen – (+1) Range for Foot Archers, (+2) Attack for towers Team Bonus: Archery Ranges work 20% faster
Foot archers (except Skirmishers) have +1 range in Castle Age, +1 in Imperial Age (+2 range total). Town Centers cost -50% Wood from the Castle Age. In short this bonus concerns all units except Villagers, Fishing Ships and Trade Carts/Cogs. And the real figure is: 1/(1*0.85) = 1.176 17.6% faster.Īztec fully upgraded Champions are, with Elite War Elephants and Elite Teutonic Knights, the only melee units which can kill villagers in two strikes… Britons “Military units created 15% faster” It also concerns Monks, which are not considered like military units. Their main weakness is lack of pierce armor, making them vulnerable to archers and heavy cavalry. They are able to hold their own against every infantry unit in a 1v1 situation, including the Teutonic Knight, provided the Jaguar Warrior manages to make the first blow. Jaguar Warriors are one of the strongest infantry units in the game due to their improved attack bonus granted by Garland Wars. Unique Unit: Jaguar Warrior (Anti-Infantry Unit) Unique Tech: Garland Wars – Increases Infantry attack by +4
Scout Cavalry is replaced by Eagle Warrior (or Eagle Scout depending on game version i.e Conquerors/Forgotten/African/Rajas). Monks gain 5 HP for every tech researched at the Monastery. All Military Units are created 15% faster.