GondorRangerHorde
Archer · 12 SOLDIERS

GondorRangerHorde

Requires Level 3 Archery Range and Faramir Strong vs. Infantry and Monsters Stealth near trees Can fire Longshot arrow volleys The Rangers are the descendants of the people who once dwelt in Ithilien, before it fell from Gondor's control.

Compare this unit ⇄
Cost625
Health / soldier250
Health / full battalion3,000
Attack range400
Movement speed55
Command points72

Base statistics · Build time: 35s · Range and speed use game units. Mixed battalions are broken down below. Conditional bonuses are not folded into these totals.

OFFENSE

Weapons & attack range

Damage is per hit, before target armor. Different projectile upgrades are shown separately. Attack timing can also depend on animation; these values are not a DPS estimate.

Base equipment

PRIMARY

GondorRangerBow · GondorRanger

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
400
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
1,000 ms
Shot delay
ⓘConfigured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate.
0 ms
Clip
ⓘAttacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons.
1
Damage typeDamage / hitSplash radiusConditions
PIERCE850Without Upgrade_GondorBodkinArrows
PIERCE850Requires Upgrade_GondorBodkinArrows
Weapon timing, targeting & source
PropertyGame valueResolved value
AttackRangeGONDOR_RANGER_RANGE400
RangeBonusMinHeight3030
RangeBonus11
RangeBonusPerFoot#MULTIPLY( GONDOR_RANGER_RANGE .003 )1.2
LeechRangeWeaponYes—
WeaponSpeed321321
MinWeaponSpeed241241
MaxWeaponSpeed481481
FireFXFX_RohanArcherBowWeapon—
PlayFXWhenStealthedYes—
ScaleWeaponSpeedYes—
HitPercentage9292
ScatterRadius16.016
AcceptableAimDelta2020
DelayBetweenShots00
PreAttackDelayGONDOR_RANGER_BOW_PREATTACKDELAY1,000
PreAttackTypePER_POSITION—
PreAttackRandomAmount200200
FiringDuration00
ClipSize11
AutoReloadsClipYes—
AutoReloadWhenIdle00
ClipReloadTimeMin:GONDOR_RANGER_BOW_RELOADTIME_MIN Max:GONDOR_RANGER_BOW_RELOADTIME_MAX—
ContinuousFireOne00
ContinuousFireCoastGONDOR_RANGER_BOW_RELOADTIME_MAX2,000
AntiAirborneVehicleYes—
AntiAirborneMonsterYes—
HitPassengerPercentage20%20
CanBeDodgedYes—
Source definitiondata/ini/weapon.ini:15506

GondorRangerBow

Base equipment

TERTIARY

GondorRangerBowBombard · GondorRanger

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
460
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
1,000 ms
Shot delay
ⓘConfigured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate.
0 ms
Clip
ⓘAttacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons.
1
Damage typeDamage / hitSplash radiusConditions
PIERCE850Without Upgrade_GondorBodkinArrows
PIERCE850Requires Upgrade_GondorBodkinArrows
Weapon timing, targeting & source
PropertyGame valueResolved value
AttackRangeGONDOR_RANGER_BOMBARD_MAXRANGE460
MinimumAttackRange#SUBTRACT( GONDOR_RANGER_BOMBARD_MINRANGE 75 )75
RangeBonusMinHeight3030
RangeBonus11
RangeBonusPerFoot#MULTIPLY( GONDOR_RANGER_BOMBARD_MAXRANGE .003 )1.38
LeechRangeWeaponYes—
WeaponSpeed321321
MinWeaponSpeed241241
MaxWeaponSpeed481481
FireFXFX_RohanArcherBowWeapon—
PlayFXWhenStealthedYes—
ScaleWeaponSpeedYes—
HitPercentage00
ScatterRadius6060
AcceptableAimDelta2020
DelayBetweenShots00
PreAttackDelayGONDOR_RANGER_BOW_PREATTACKDELAY1,000
PreAttackTypePER_POSITION—
PreAttackRandomAmount200200
FiringDuration00
ClipSize11
AutoReloadsClipYes—
AutoReloadWhenIdle00
ClipReloadTimeMin:GONDOR_RANGER_BOW_RELOADTIME_MIN Max:GONDOR_RANGER_BOW_RELOADTIME_MAX—
ContinuousFireOne00
ContinuousFireCoastGONDOR_RANGER_BOW_RELOADTIME_MAX2,000
AntiAirborneVehicleYes—
AntiAirborneMonsterYes—
HitPassengerPercentage20%20
CanBeDodgedYes—
NoVictimNeededYes—
BombardTypeYes—
Source definitiondata/ini/weapon.ini:15547

GondorRangerBowBombard

Base equipment

QUINARY

MenLongShotFakeWeapon · GondorRanger

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
1,000
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
2,000 ms
Shot delay
ⓘConfigured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate.
Unknown
Clip
ⓘAttacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons.
Not specified
Damage typeDamage / hitSplash radiusConditions

No direct damage nugget resolved. This may be a rangefinder, special effect or unresolved weapon.

Weapon timing, targeting & source
PropertyGame valueResolved value
RadiusDamageAffectsENEMIES NEUTRALS—
PreAttackDelay20002,000
FiringDuration20002,000
AttackRangeGONDOR_RANGER_LONGSHOT_RANGE1,000
Source definitiondata/ini/weapon.ini:51364

MenLongShotFakeWeapon

close range contesting building

PRIMARY

GondorRangerBow · GondorRanger

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
400
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
1,000 ms
Shot delay
ⓘConfigured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate.
0 ms
Clip
ⓘAttacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons.
1
Damage typeDamage / hitSplash radiusConditions
PIERCE850Without Upgrade_GondorBodkinArrows
PIERCE850Requires Upgrade_GondorBodkinArrows
Weapon timing, targeting & source
PropertyGame valueResolved value
AttackRangeGONDOR_RANGER_RANGE400
RangeBonusMinHeight3030
RangeBonus11
RangeBonusPerFoot#MULTIPLY( GONDOR_RANGER_RANGE .003 )1.2
LeechRangeWeaponYes—
WeaponSpeed321321
MinWeaponSpeed241241
MaxWeaponSpeed481481
FireFXFX_RohanArcherBowWeapon—
PlayFXWhenStealthedYes—
ScaleWeaponSpeedYes—
HitPercentage9292
ScatterRadius16.016
AcceptableAimDelta2020
DelayBetweenShots00
PreAttackDelayGONDOR_RANGER_BOW_PREATTACKDELAY1,000
PreAttackTypePER_POSITION—
PreAttackRandomAmount200200
FiringDuration00
ClipSize11
AutoReloadsClipYes—
AutoReloadWhenIdle00
ClipReloadTimeMin:GONDOR_RANGER_BOW_RELOADTIME_MIN Max:GONDOR_RANGER_BOW_RELOADTIME_MAX—
ContinuousFireOne00
ContinuousFireCoastGONDOR_RANGER_BOW_RELOADTIME_MAX2,000
AntiAirborneVehicleYes—
AntiAirborneMonsterYes—
HitPassengerPercentage20%20
CanBeDodgedYes—
Source definitiondata/ini/weapon.ini:15506

GondorRangerBow

close range contesting building

SECONDARY

GondorRangerSword · GondorRanger

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
24
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
700 ms
Shot delay
ⓘConfigured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate.
800 ms
Clip
ⓘAttacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons.
Not specified
Damage typeDamage / hitSplash radiusConditions
SLASH850No upgrade gate specified
Weapon timing, targeting & source
PropertyGame valueResolved value
LeechRangeWeaponYes—
AttackRange2424
MeleeWeaponYes—
DelayBetweenShots800800
PreAttackDelay700700
PreAttackTypePER_SHOT—
FireFXFX_GondorSwordHit—
FireFlankFXFX_Flanking—
FiringDuration800800
OverrideVoiceAttackSoundRangerVoiceAttackSword—
OverrideVoiceEnterStateAttackSoundRangerVoiceEnterStateAttackSword—
Source definitiondata/ini/weapon.ini:24892

GondorRangerSword

close range contesting building

TERTIARY

GondorRangerBowBombard · GondorRanger

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
460
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
1,000 ms
Shot delay
ⓘConfigured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate.
0 ms
Clip
ⓘAttacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons.
1
Damage typeDamage / hitSplash radiusConditions
PIERCE850Without Upgrade_GondorBodkinArrows
PIERCE850Requires Upgrade_GondorBodkinArrows
Weapon timing, targeting & source
PropertyGame valueResolved value
AttackRangeGONDOR_RANGER_BOMBARD_MAXRANGE460
MinimumAttackRange#SUBTRACT( GONDOR_RANGER_BOMBARD_MINRANGE 75 )75
RangeBonusMinHeight3030
RangeBonus11
RangeBonusPerFoot#MULTIPLY( GONDOR_RANGER_BOMBARD_MAXRANGE .003 )1.38
LeechRangeWeaponYes—
WeaponSpeed321321
MinWeaponSpeed241241
MaxWeaponSpeed481481
FireFXFX_RohanArcherBowWeapon—
PlayFXWhenStealthedYes—
ScaleWeaponSpeedYes—
HitPercentage00
ScatterRadius6060
AcceptableAimDelta2020
DelayBetweenShots00
PreAttackDelayGONDOR_RANGER_BOW_PREATTACKDELAY1,000
PreAttackTypePER_POSITION—
PreAttackRandomAmount200200
FiringDuration00
ClipSize11
AutoReloadsClipYes—
AutoReloadWhenIdle00
ClipReloadTimeMin:GONDOR_RANGER_BOW_RELOADTIME_MIN Max:GONDOR_RANGER_BOW_RELOADTIME_MAX—
ContinuousFireOne00
ContinuousFireCoastGONDOR_RANGER_BOW_RELOADTIME_MAX2,000
AntiAirborneVehicleYes—
AntiAirborneMonsterYes—
HitPassengerPercentage20%20
CanBeDodgedYes—
NoVictimNeededYes—
BombardTypeYes—
Source definitiondata/ini/weapon.ini:15547

GondorRangerBowBombard

close range contesting building

QUINARY

MenLongShotFakeWeapon · GondorRanger

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
1,000
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
2,000 ms
Shot delay
ⓘConfigured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate.
Unknown
Clip
ⓘAttacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons.
Not specified
Damage typeDamage / hitSplash radiusConditions

No direct damage nugget resolved. This may be a rangefinder, special effect or unresolved weapon.

Weapon timing, targeting & source
PropertyGame valueResolved value
RadiusDamageAffectsENEMIES NEUTRALS—
PreAttackDelay20002,000
FiringDuration20002,000
AttackRangeGONDOR_RANGER_LONGSHOT_RANGE1,000
Source definitiondata/ini/weapon.ini:51364

MenLongShotFakeWeapon

weaponset toggle 1

PRIMARY

GondorRangerSword · GondorRanger

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
24
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
700 ms
Shot delay
ⓘConfigured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate.
800 ms
Clip
ⓘAttacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons.
Not specified
Damage typeDamage / hitSplash radiusConditions
SLASH850No upgrade gate specified
Weapon timing, targeting & source
PropertyGame valueResolved value
LeechRangeWeaponYes—
AttackRange2424
MeleeWeaponYes—
DelayBetweenShots800800
PreAttackDelay700700
PreAttackTypePER_SHOT—
FireFXFX_GondorSwordHit—
FireFlankFXFX_Flanking—
FiringDuration800800
OverrideVoiceAttackSoundRangerVoiceAttackSword—
OverrideVoiceEnterStateAttackSoundRangerVoiceEnterStateAttackSword—
Source definitiondata/ini/weapon.ini:24892

GondorRangerSword

weaponset toggle 1

TERTIARY

GondorRangerBowBombard · GondorRanger

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
460
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
1,000 ms
Shot delay
ⓘConfigured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate.
0 ms
Clip
ⓘAttacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons.
1
Damage typeDamage / hitSplash radiusConditions
PIERCE850Without Upgrade_GondorBodkinArrows
PIERCE850Requires Upgrade_GondorBodkinArrows
Weapon timing, targeting & source
PropertyGame valueResolved value
AttackRangeGONDOR_RANGER_BOMBARD_MAXRANGE460
MinimumAttackRange#SUBTRACT( GONDOR_RANGER_BOMBARD_MINRANGE 75 )75
RangeBonusMinHeight3030
RangeBonus11
RangeBonusPerFoot#MULTIPLY( GONDOR_RANGER_BOMBARD_MAXRANGE .003 )1.38
LeechRangeWeaponYes—
WeaponSpeed321321
MinWeaponSpeed241241
MaxWeaponSpeed481481
FireFXFX_RohanArcherBowWeapon—
PlayFXWhenStealthedYes—
ScaleWeaponSpeedYes—
HitPercentage00
ScatterRadius6060
AcceptableAimDelta2020
DelayBetweenShots00
PreAttackDelayGONDOR_RANGER_BOW_PREATTACKDELAY1,000
PreAttackTypePER_POSITION—
PreAttackRandomAmount200200
FiringDuration00
ClipSize11
AutoReloadsClipYes—
AutoReloadWhenIdle00
ClipReloadTimeMin:GONDOR_RANGER_BOW_RELOADTIME_MIN Max:GONDOR_RANGER_BOW_RELOADTIME_MAX—
ContinuousFireOne00
ContinuousFireCoastGONDOR_RANGER_BOW_RELOADTIME_MAX2,000
AntiAirborneVehicleYes—
AntiAirborneMonsterYes—
HitPassengerPercentage20%20
CanBeDodgedYes—
NoVictimNeededYes—
BombardTypeYes—
Source definitiondata/ini/weapon.ini:15547

GondorRangerBowBombard

weaponset toggle 1

QUINARY

MenLongShotFakeWeapon · GondorRanger

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
1,000
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
2,000 ms
Shot delay
ⓘConfigured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate.
Unknown
Clip
ⓘAttacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons.
Not specified
Damage typeDamage / hitSplash radiusConditions

No direct damage nugget resolved. This may be a rangefinder, special effect or unresolved weapon.

Weapon timing, targeting & source
PropertyGame valueResolved value
RadiusDamageAffectsENEMIES NEUTRALS—
PreAttackDelay20002,000
FiringDuration20002,000
AttackRangeGONDOR_RANGER_LONGSHOT_RANGE1,000
Source definitiondata/ini/weapon.ini:51364

MenLongShotFakeWeapon

DEFENSE

Armor profiles

These percentages are damage received: 50% takes half damage; 200% takes double damage. Unlisted types use DEFAULT. Abilities and temporary modifiers can change the result.

Base equipment

IthilienRangerArmor · GondorRanger

Damage typeReceived
DEFAULT90%
SLASH115%
PIERCE62%
SPECIALIST100%
CAVALRY110%
CRUSH190%
SIEGE100%
FLAME100%
FROST100%
MAGIC100%
HERO200%
HERO_RANGED200%
STRUCTURAL40%
UNDEFINED1%
Source definitiondata/ini/armor.ini:2048

IthilienRangerArmor

TOOLS OF THE BATTLEFIELD

Abilities & passive effects

Descriptions come from game tooltips and may lag behind balance edits. Expand implementation details to inspect the current effects and conditions.

upgrade / mode

Toggle Weapon (R)

Allows Rangers to switch between bow and sword Grants +50% armour when using swords Left click to toggle

Effect values & implementation
Source definitiondata/ini/commandbutton.ini:35866

Command_ToggleIthilienWeapon

active

Longshot (T)

Cooldown 120s

Requires: Upgrade_ObjectLevel3

Effect values & implementation
PropertyGame valueResolved value
EnumSPECIAL_SPELL_BOOK_ARROW_VOLLEY_GOOD—
RadiusCursorRadiusGONDOR_RANGER_LONGSHOT_CURSOR_RADIUS80
ReloadTimeGONDOR_RANGER_LONGSHOT_RELOAD_TIME120,000
FlagsLIMIT_DISTANCE—
MaxCastRangeGONDOR_RANGER_LONGSHOT_RANGE1,000

UnpauseSpecialPowerUpgrade ModuleTag_LongshotEnabler

PropertyGame valueResolved value
SpecialPowerTemplateSpecialAbilityMenLongShot—
TriggeredByUpgrade_ObjectLevel3—

OCLSpecialPower ModuleTag_ArrowVolleyEvil

PropertyGame valueResolved value
SpecialPowerTemplateSpecialAbilityMenLongShot—
OCLOCL_LongShotAbility—
CreateLocationCREATE_AT_LOCATION—
UpdateModuleStartsAttackNo—
StartsPausedYes—
SetModelConditionModelConditionState:USER_1—
SetModelConditionTime5.05
DisableDuringAnimDurationYes—

WeaponFireSpecialAbilityUpdate ModuleTag_FireballUpdate

PropertyGame valueResolved value
SpecialPowerTemplateSpecialAbilityMenLongShot—
PackTime50005,000
MustFinishAbilityYes—
SpecialWeaponMenLongShotWeapon—
NeedLivingTargetsNo—
TriggerSoundRangerVoiceLongShot—
ApproachRequiresLOSNo—
Source definitiondata/ini/commandbutton.ini:35788

Command_MenLongShotAbility

upgrade / mode

Bodkin Arrows (C)

Upgrades this battalion with Bodkin Arrows Reduces enemy armour against pierce by 25% when hit Does not stack

Requires: Upgrade_TechnologyGondorFireArrows

Effect values & implementation
Source definitiondata/ini/commandbutton.ini:24075

Command_PurchaseUpgradeGondorBodkinArrows

upgrade / mode

Purchase Banners of the White Tree (V)

Increases this battalion to Level 2 Can only be equipped at Level 1

Requires: Upgrade_TechnologyGondorBasicTraining

Effect values & implementation
Source definitiondata/ini/commandbutton.ini:23965

Command_PurchaseUpgradeGondorBasicTraining

active

Capture Building

Take control of targeted structure

Cooldown 0s
Effect values & implementation
PropertyGame valueResolved value
EnumSPECIAL_INFANTRY_CAPTURE_BUILDING—
ReloadTime00
UnitSpecificSoundToUseAsInitiateIntendToDoVoiceVoiceInitiateCaptureBuilding—
UnitSpecificSoundToUseAsEnterStateInitiateIntendToDoVoiceVoiceEnterStateInitiateCaptureBuilding—
EvaEventToPlayOnSuccessBuildingCaptured—

SpecialPowerModule ModuleTag_CaptureBuilding

PropertyGame valueResolved value
SpecialPowerTemplateSpecialAbilityCaptureBuilding—
UpdateModuleStartsAttackYes—
StartsPausedNo—

SpecialAbilityUpdate ModuleTag_CaptureBuildingUpdate

PropertyGame valueResolved value
SpecialPowerTemplateSpecialAbilityCaptureBuilding—
StartAbilityRange15.015
UnpackTime11
PreparationTime1500015,000
PackTime11
DoCaptureFXYes—
LoseStealthOnTriggerYes—
Source definitiondata/ini/commandbutton.ini:29432

Command_CaptureBuilding

passive / conditional

Weapon Set Upgrade

Requires: Upgrade_GondorBodkinArrows

Effect values & implementation

WeaponSetUpgrade ModuleTag_WeaponSetUpgradeTag

PropertyGame valueResolved value
TriggeredByUpgrade_GondorBodkinArrows—
Source definitiondata/ini/object/goodfaction/units/men/gondorranger.ini:1020

WeaponSetUpgrade ModuleTag_WeaponSetUpgradeTag

passive / conditional

Sub Objects Upgrade

Requires: Upgrade_GondorFireArrows

Effect values & implementation

SubObjectsUpgrade FireArrows_Upgrade

PropertyGame valueResolved value
TriggeredByUpgrade_GondorFireArrows—
ShowSubObjectsFireArowTip ArrowNock—
HideSubObjectsarrow—
Source definitiondata/ini/object/goodfaction/units/men/gondorranger.ini:1023

SubObjectsUpgrade FireArrows_Upgrade

Battalion composition & progression

Member templateCountHealth each
GondorRanger12250
Experience and level upgrades (5)
Level definitionXP requirementUpgrades / modifiers
GoodEliteLevel11Upgrade_ObjectLevel1
GoodEliteLevel270Upgrade_ObjectLevel2 GoodEliteBonusRank2
GoodEliteLevel3140Upgrade_ObjectLevel3 GoodEliteBonusRank3
GoodEliteLevel4210Upgrade_ObjectLevel4 GoodEliteBonusRank4
GoodEliteLevel5280Upgrade_ObjectLevel5 GoodEliteBonusRank5
JOINING THE ARMY

Where to recruit

FactionBuildingUnlock requirementsPath
GondorArchery RangeUpgrade_AmrothKnights, Upgrade_GondorArcheryRangeLevel3
Trace

Starting builder → MenPorter_FS → GondorArcherRange → GondorArcheryCommandSet → Command_ConstructGondorRangerHorde

Source definitiondata/ini/commandbutton.ini:14351

Command_ConstructGondorRangerHorde

GondorArchery RangeUpgrade_AmrothKnights, Upgrade_GondorArcheryRangeLevel2, Upgrade_GondorArcheryRangeLevel3
Trace

Starting builder → MenPorter_FS → GondorArcherRange → GondorArcheryCommandSetLevel2 → Command_ConstructGondorRangerHorde

Source definitiondata/ini/commandbutton.ini:14351

Command_ConstructGondorRangerHorde

GondorArchery RangeUpgrade_AmrothKnights, Upgrade_GondorArcheryRangeLevel3
Trace

Starting builder → MenPorter_FS → GondorArcherRange → GondorArcheryCommandSetLevel3 → Command_ConstructGondorRangerHorde

Source definitiondata/ini/commandbutton.ini:14351

Command_ConstructGondorRangerHorde

GondorArchery RangeUpgrade_AmrothKnights, Upgrade_GondorArcheryRangeLevel3, Upgrade_WhiteTreeOfGondor
Trace

Starting fortress → Fortress_Men → MenFortressCitadel → MenPorter_FS → GondorArcherRange → GondorArcheryCommandSet → Command_ConstructGondorRangerHorde

Source definitiondata/ini/commandbutton.ini:14351

Command_ConstructGondorRangerHorde

GondorArchery RangeUpgrade_AmrothKnights, Upgrade_GondorArcheryRangeLevel2, Upgrade_GondorArcheryRangeLevel3, Upgrade_WhiteTreeOfGondor
Trace

Starting fortress → Fortress_Men → MenFortressCitadel → MenPorter_FS → GondorArcherRange → GondorArcheryCommandSetLevel2 → Command_ConstructGondorRangerHorde

Source definitiondata/ini/commandbutton.ini:14351

Command_ConstructGondorRangerHorde

GondorArchery RangeUpgrade_AmrothKnights, Upgrade_GondorArcheryRangeLevel3, Upgrade_WhiteTreeOfGondor
Trace

Starting fortress → Fortress_Men → MenFortressCitadel → MenPorter_FS → GondorArcherRange → GondorArcheryCommandSetLevel3 → Command_ConstructGondorRangerHorde

Source definitiondata/ini/commandbutton.ini:14351

Command_ConstructGondorRangerHorde

GondorArchery RangeUpgrade_AmrothKnights, Upgrade_GondorArcheryRangeLevel3, Upgrade_RingHeroesIsOn
Trace

Starting fortress → Fortress_Men → MenFortressCitadel → MenPorter_FS → GondorArcherRange → GondorArcheryCommandSet → Command_ConstructGondorRangerHorde

Source definitiondata/ini/commandbutton.ini:14351

Command_ConstructGondorRangerHorde

GondorArchery RangeUpgrade_AmrothKnights, Upgrade_GondorArcheryRangeLevel2, Upgrade_GondorArcheryRangeLevel3, Upgrade_RingHeroesIsOn
Trace

Starting fortress → Fortress_Men → MenFortressCitadel → MenPorter_FS → GondorArcherRange → GondorArcheryCommandSetLevel2 → Command_ConstructGondorRangerHorde

Source definitiondata/ini/commandbutton.ini:14351

Command_ConstructGondorRangerHorde

GondorArchery RangeUpgrade_AmrothKnights, Upgrade_GondorArcheryRangeLevel3, Upgrade_RingHeroesIsOn
Trace

Starting fortress → Fortress_Men → MenFortressCitadel → MenPorter_FS → GondorArcherRange → GondorArcheryCommandSetLevel3 → Command_ConstructGondorRangerHorde

Source definitiondata/ini/commandbutton.ini:14351

Command_ConstructGondorRangerHorde

GondorArchery RangeUpgrade_AmrothKnights, Upgrade_GondorArcheryRangeLevel3, Upgrade_RingHeroesIsOn, Upgrade_WhiteTreeOfGondor
Trace

Starting fortress → Fortress_Men → MenFortressCitadel → MenPorter_FS → GondorArcherRange → GondorArcheryCommandSet → Command_ConstructGondorRangerHorde

Source definitiondata/ini/commandbutton.ini:14351

Command_ConstructGondorRangerHorde

GondorArchery RangeUpgrade_AmrothKnights, Upgrade_GondorArcheryRangeLevel2, Upgrade_GondorArcheryRangeLevel3, Upgrade_RingHeroesIsOn, Upgrade_WhiteTreeOfGondor
Trace

Starting fortress → Fortress_Men → MenFortressCitadel → MenPorter_FS → GondorArcherRange → GondorArcheryCommandSetLevel2 → Command_ConstructGondorRangerHorde

Source definitiondata/ini/commandbutton.ini:14351

Command_ConstructGondorRangerHorde

GondorArchery RangeUpgrade_AmrothKnights, Upgrade_GondorArcheryRangeLevel3, Upgrade_RingHeroesIsOn, Upgrade_WhiteTreeOfGondor
Trace

Starting fortress → Fortress_Men → MenFortressCitadel → MenPorter_FS → GondorArcherRange → GondorArcheryCommandSetLevel3 → Command_ConstructGondorRangerHorde

Source definitiondata/ini/commandbutton.ini:14351

Command_ConstructGondorRangerHorde

The ShireArchery RangeUpgrade_AmrothKnights, Upgrade_CanTaunt, Upgrade_GondorArcheryRangeLevel3
Trace

Starting builder → ShirePorter → GondorArcherRange → GondorArcheryCommandSet → Command_ConstructGondorRangerHorde

Source definitiondata/ini/commandbutton.ini:14351

Command_ConstructGondorRangerHorde

The ShireArchery RangeUpgrade_AmrothKnights, Upgrade_CanTaunt, Upgrade_GondorArcheryRangeLevel2, Upgrade_GondorArcheryRangeLevel3
Trace

Starting builder → ShirePorter → GondorArcherRange → GondorArcheryCommandSetLevel2 → Command_ConstructGondorRangerHorde

Source definitiondata/ini/commandbutton.ini:14351

Command_ConstructGondorRangerHorde

The ShireArchery RangeUpgrade_AmrothKnights, Upgrade_CanTaunt, Upgrade_GondorArcheryRangeLevel3
Trace

Starting builder → ShirePorter → GondorArcherRange → GondorArcheryCommandSetLevel3 → Command_ConstructGondorRangerHorde

Source definitiondata/ini/commandbutton.ini:14351

Command_ConstructGondorRangerHorde

The ShireArchery RangeUpgrade_AmrothKnights, Upgrade_GondorArcheryRangeLevel3, Upgrade_HorseDiscipline
Trace

Starting builder → ShirePorter → GondorArcherRange → GondorArcheryCommandSet → Command_ConstructGondorRangerHorde

Source definitiondata/ini/commandbutton.ini:14351

Command_ConstructGondorRangerHorde

The ShireArchery RangeUpgrade_AmrothKnights, Upgrade_GondorArcheryRangeLevel2, Upgrade_GondorArcheryRangeLevel3, Upgrade_HorseDiscipline
Trace

Starting builder → ShirePorter → GondorArcherRange → GondorArcheryCommandSetLevel2 → Command_ConstructGondorRangerHorde

Source definitiondata/ini/commandbutton.ini:14351

Command_ConstructGondorRangerHorde

The ShireArchery RangeUpgrade_AmrothKnights, Upgrade_GondorArcheryRangeLevel3, Upgrade_HorseDiscipline
Trace

Starting builder → ShirePorter → GondorArcherRange → GondorArcheryCommandSetLevel3 → Command_ConstructGondorRangerHorde

Source definitiondata/ini/commandbutton.ini:14351

Command_ConstructGondorRangerHorde

FIELD NOTES

Strategy

Strategy notes have not been written for this unit yet. Use its range, armor profiles and recruitment requirements to inform comparisons; the stat sheet alone does not establish a winning matchup.

Source definitiondata/ini/object/goodfaction/hordes/men/gondorrangers.ini:3

GondorRangerHorde