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 Ranged 
                    TroopsPosted by CDTXXX at the WarOnline.Net forums
 (Without any spell verification! :))
 As regards most troops, if you're 
                    not using melee troops (which usually work with the rock-paper-scissors 
                    system), then you'll be using ranged troops instead. Flying 
                    troops are not part of the main campaigns yet, so we'll leave 
                    them for now. Your choice of troops is generally 'r-p-s' troops 
                    or ranged (or a mix). A few things are common to most/all 
                    ranged troops. First, you can attack from a distance (obviously 
                    :-) ).Second, if you shoot melee troops or ranged troops who aren't 
                    in range of you, you get 'free shots' (explained below).
 Third, a hand-to-hand/melee/ close combat attack has a very 
                    bad effect on most ranged troops.
 Fourth, they have generally lower health than their melee 
                    counterparts.
 Fifth, less damage is done the further out they attack. Shooting 
                    a target right next to you is more effective than firing at 
                    one that is on the edge of your range! :-)
 Finally, they generally have a 'shadow' so you can see what 
                    they can hit from where they're currently at.
 There are 4 standard troop types 
                    for this group. Archers: The 'basic' troop. Archers have 
                    a decent range, but like all basic troops, need high numbers 
                    to be effective and have no bonus. Effective in the early 
                    game, but a liability later. Arbelestiers: the 'advanced' 
                    troop. Have the shortest range, but one other useful feature 
                    - they also do standard damage in melee combat. In other words, 
                    it's not such a big deal if they get outflanked and hit. Ballista: The 'expert' troop. They have 
                    the longest range of all the troops - but it's worth noting 
                    they can't always see as far as they can fire - so you may 
                    need to scout ahead a little first by sending a troop or two 
                    in front.They also have two bonuses - one is a resistance to other 
                    ranged attacks (only 50% damage suffered), the other is a 
                    damage bonus that is based on the size of the stack you attack 
                    (bigger is better!). Quite deadly against less 'advanced' 
                    troops.
 Finally, the slowest of the ranged troops. Bear this in mind 
                    if you think you may need to retreat later!
 Marksmen: The 'master' troop. Also the 
                    only troop not to suffer any penalties for firing at long 
                    range. Factor in the following - the 
                    more 'advanced' a troop is, the fewer you can train, the more 
                    health/damage each one population point does - the more you 
                    get for killing them, and the higher their intrinsic 'skill'. 
                    'Skill' gives bonuses of extra/reduced damage when applied 
                    in attacking/defending against another unit. It will be covered 
                    later...just note that for now you can get a few more % protection/damage 
                    for it! As already mentioned, ranged 
                    troops suffer a huge penalty in attack AND defence if fighting 
                    close up. The combined effect of bonus/penalty is such that 
                    the attacker is FOUR TIMES more efective than you are...!Even if you do get attacked in this way, don't just shoot 
                    back - take a step away first, or you'll suffer under this 
                    rule!
 The 'free shot'. As you probably 
                    know by now (unless you've not attacked anyone yet), when 
                    you fight close-up both units take damage (assuming the other 
                    guy has not counter-attacked too much already!). Even large, 
                    powerful units will eventually be worn down by this.However, say I decide to shoot your 'scouts' with 'marksmen' 
                    instead of using 'pikemen'. The 'scouts' will not get the 
                    chance to do damage in return - they will only suffer. The 
                    effect is that you get to attack someone - at no cost to yourself. 
                    Hence the term 'free shot'.
 Clearly, when two balanced armies fight, a side that gets 
                    many 'free shots' will have a clear advantage. When in combat, 
                    being able to kill these ranged units is a TOP priority, and 
                    it's worth retreating a little if you can't get them straight 
                    away - you do yourself no favours by giving your opponent 
                    more 'free shots'!
 Use of ranged troops:  The first way you could use 
                    these troops is to have ONLY ranged troops. However, that 
                    leaves you open to melee attack. The other extreme is to not 
                    use them at all - but then you get no 'free shots', and you'll 
                    probably be taking casualties before you even get to attack. 
                    So, the best policy is a mix - as many melee troops as you 
                    need to protect the ranged troops. Don't forget you can also 
                    use terrain to cover the approaches as your army marches through 
                    the wilderness - it'll save you from needing so many melee 
                    troops. Again - the priority troop to 
                    kill in ANY combat are the ranged troops. They're the ONLY 
                    ones that can do damage without being hit back. Choice of troops:  What you MUSTN'T do is pick 
                    some of everything. It's much better to choose one type of 
                    ranged troop and make full use of it's advantage. Ballista 
                    are excellent in sieges, because they keep the enemy back. 
                    Arbs even have a use in 'Ultra' games, because after all, 
                    you can't be sure someone won't attack them with melee troops 
                    in the night! At the same time, be aware of 
                    the weaknesses of the troops you pick. If you have a lot of 
                    archers, stay WELL clear of the more advanced ranged troops 
                    unless you wish to be massacred! And again, if they aren't 
                    arbs, they need guarding from melee troops.... There's one notable exception 
                    to the four units. The catapult - the fifth. It's not a true 
                    ranged unit - it's designed to destroy buildings. If you attack 
                    units with it, the damage is GREATLY reduced. Also note it 
                    has no 'shadow'...so you'll have to count 'squares' yourself 
                    :-) We won't go any further into 
                    catapults though...'siege' troops ar reserved for the next 
                    lecture - on the 'Max Damage' system. Following will be the specific 
                    stats, data and rules for this lecture.... Online Manual:  Ranged Characters: If any army 
                    of ranged Character type (AttackType 4-5) gets involved in 
                    melee combat, then that army takes a severe damage penalty. 
                    eg. If Archers try to attack any army in melee combat (1 sqr 
                    away), then the Archers army will only end up doing 50% damage 
                    while the enemy army would inflict 200% damage. This is also 
                    the case when defending in melee combat." Bonuses when inside buildings:  
                    
                      Outpost = +1 range bonusBarracks = +1 range bonusTowers = +3 range bonus Troop ranges:  
                    
                      Archers have: range 6Arbs have: range 4Ballista have: range 9Marksmen have: range 8Catapults have: range 7 WARNING: Squires have 50% ranged defence.Ballista have 50% ranged defence.
 Battering Rams have 50% ranged defence.
 Catapults have 50% ranged defence.
 Dev. News December 2001. Don't 
                    know if this is still the case: "Altered range penalties 
                    for all ranged troops. At 2-3 = 100%, 4 = 90%, 5 = 80%, 6-7 
                    = 70%, 8 = 60%" |