Yeomen Archers
Archer · 15 SOLDIERS

Yeomen Archers

Strong vs. Infantry Able to switch formation for improved offensive capabilities In times of war, men of Rohan wealthy enough to own a plot of land would organize themselves into regiments and take up arms to defend their homes.

Compare this unit ⇄
Cost250
Health / soldier200
Health / full battalion3,000
Attack range320
Movement speed60
Command points60

Base statistics · Build time: 25s · 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

RohanArcherBowNew · RohanArcherNew

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
320
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
PIERCE400Without Upgrade_RohanFireArrows
FLAME10Requires Upgrade_RohanFireArrows
FLAME200Requires Upgrade_RohanFireArrows
PIERCE450Requires Upgrade_RohanFireArrows
Weapon timing, targeting & source
PropertyGame valueResolved value
AttackRange320320
RangeBonusMinHeight3030
RangeBonus11
RangeBonusPerFoot#MULTIPLY( 300 .003 )0.9
LeechRangeWeaponYes—
WeaponSpeed321321
MinWeaponSpeed241241
MaxWeaponSpeed481481
FireFXFX_RohanArcherBowWeapon—
ScaleWeaponSpeedYes—
HitPercentage7070
ScatterRadius16.016
AcceptableAimDelta2020
DelayBetweenShots00
PreAttackDelayGONDOR_ARCHER_BOW_PREATTACKDELAY1,000
PreAttackRandomAmount200200
PreAttackTypePER_POSITION—
FiringDuration00
ClipSize11
AutoReloadsClipYes—
AutoReloadWhenIdle11
ClipReloadTimeMin:GONDOR_ARCHER_BOW_RELOADTIME_MIN Max:GONDOR_ARCHER_BOW_RELOADTIME_MAX—
ContinuousFireOne00
ContinuousFireCoastGONDOR_ARCHER_BOW_RELOADTIME_MAX2,000
AntiAirborneVehicleYes—
AntiAirborneMonsterYes—
HitPassengerPercentage20%20
CanBeDodgedYes—
Source definitiondata/ini/weapon.ini:4768

RohanArcherBowNew

Base equipment

TERTIARY

RohanArcherBowNewBombard · RohanArcherNew

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
345
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
PIERCE400Without Upgrade_RohanFireArrows
FLAME10Requires Upgrade_RohanFireArrows
FLAME450Requires Upgrade_RohanFireArrows
PIERCE400Requires Upgrade_RohanFireArrows
Weapon timing, targeting & source
PropertyGame valueResolved value
AttackRange345345
MinimumAttackRange#SUBTRACT( GONDOR_ARCHER_BOMBARD_MINRANGE 75 )75
RangeBonusMinHeight3030
RangeBonus11
RangeBonusPerFoot#MULTIPLY( 345 .003 )1.03
LeechRangeWeaponYes—
WeaponSpeed321321
MinWeaponSpeed241241
MaxWeaponSpeed481481
FireFXFX_RohanArcherBowWeapon—
ScaleWeaponSpeedYes—
HitPercentage00
ScatterRadius6060
AcceptableAimDelta2020
DelayBetweenShots00
PreAttackDelayGONDOR_ARCHER_BOW_PREATTACKDELAY1,000
PreAttackRandomAmount200200
PreAttackTypePER_POSITION—
FiringDuration00
ClipSize11
AutoReloadsClipYes—
AutoReloadWhenIdle00
ClipReloadTimeMin:GONDOR_ARCHER_BOW_RELOADTIME_MIN Max:GONDOR_ARCHER_BOW_RELOADTIME_MAX—
ContinuousFireOne00
ContinuousFireCoastGONDOR_ARCHER_BOW_RELOADTIME_MAX2,000
AntiAirborneVehicleYes—
AntiAirborneMonsterYes—
HitPassengerPercentage20%20
CanBeDodgedYes—
NoVictimNeededYes—
BombardTypeYes—
Source definitiondata/ini/weapon.ini:4907

RohanArcherBowNewBombard

weaponset toggle 1

PRIMARY

RohanArcherBowPiercingVolley · RohanArcherNew

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
300
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
PIERCE400Without Upgrade_RohanFireArrows
FLAME10Requires Upgrade_RohanFireArrows
FLAME200Requires Upgrade_RohanFireArrows
PIERCE450Requires Upgrade_RohanFireArrows
Weapon timing, targeting & source
PropertyGame valueResolved value
AttackRange300300
RangeBonusMinHeight3030
RangeBonus11
RangeBonusPerFoot#MULTIPLY( 300 .003 )0.9
LeechRangeWeaponYes—
WeaponSpeed321321
MinWeaponSpeed241241
MaxWeaponSpeed481481
FireFXFX_RohanArcherBowWeapon—
ScaleWeaponSpeedYes—
HitPercentage7070
ScatterRadius16.016
AcceptableAimDelta2020
DelayBetweenShots00
PreAttackDelayGONDOR_ARCHER_BOW_PREATTACKDELAY1,000
PreAttackRandomAmount200200
PreAttackTypePER_POSITION—
FiringDuration00
ClipSize11
AutoReloadsClipYes—
AutoReloadWhenIdle11
ClipReloadTimeMin:GONDOR_ARCHER_BOW_RELOADTIME_MIN Max:GONDOR_ARCHER_BOW_RELOADTIME_MAX—
ContinuousFireOne00
ContinuousFireCoastGONDOR_ARCHER_BOW_RELOADTIME_MAX2,000
AntiAirborneVehicleYes—
AntiAirborneMonsterYes—
HitPassengerPercentage20%20
CanBeDodgedYes—
Source definitiondata/ini/weapon.ini:4808

RohanArcherBowPiercingVolley

weaponset toggle 1

TERTIARY

RohanArcherBowNewBombard · RohanArcherNew

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
345
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
PIERCE400Without Upgrade_RohanFireArrows
FLAME10Requires Upgrade_RohanFireArrows
FLAME450Requires Upgrade_RohanFireArrows
PIERCE400Requires Upgrade_RohanFireArrows
Weapon timing, targeting & source
PropertyGame valueResolved value
AttackRange345345
MinimumAttackRange#SUBTRACT( GONDOR_ARCHER_BOMBARD_MINRANGE 75 )75
RangeBonusMinHeight3030
RangeBonus11
RangeBonusPerFoot#MULTIPLY( 345 .003 )1.03
LeechRangeWeaponYes—
WeaponSpeed321321
MinWeaponSpeed241241
MaxWeaponSpeed481481
FireFXFX_RohanArcherBowWeapon—
ScaleWeaponSpeedYes—
HitPercentage00
ScatterRadius6060
AcceptableAimDelta2020
DelayBetweenShots00
PreAttackDelayGONDOR_ARCHER_BOW_PREATTACKDELAY1,000
PreAttackRandomAmount200200
PreAttackTypePER_POSITION—
FiringDuration00
ClipSize11
AutoReloadsClipYes—
AutoReloadWhenIdle00
ClipReloadTimeMin:GONDOR_ARCHER_BOW_RELOADTIME_MIN Max:GONDOR_ARCHER_BOW_RELOADTIME_MAX—
ContinuousFireOne00
ContinuousFireCoastGONDOR_ARCHER_BOW_RELOADTIME_MAX2,000
AntiAirborneVehicleYes—
AntiAirborneMonsterYes—
HitPassengerPercentage20%20
CanBeDodgedYes—
NoVictimNeededYes—
BombardTypeYes—
Source definitiondata/ini/weapon.ini:4907

RohanArcherBowNewBombard

close range contesting building

PRIMARY

RohanArcherBowNew · RohanArcherNew

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
320
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
PIERCE400Without Upgrade_RohanFireArrows
FLAME10Requires Upgrade_RohanFireArrows
FLAME200Requires Upgrade_RohanFireArrows
PIERCE450Requires Upgrade_RohanFireArrows
Weapon timing, targeting & source
PropertyGame valueResolved value
AttackRange320320
RangeBonusMinHeight3030
RangeBonus11
RangeBonusPerFoot#MULTIPLY( 300 .003 )0.9
LeechRangeWeaponYes—
WeaponSpeed321321
MinWeaponSpeed241241
MaxWeaponSpeed481481
FireFXFX_RohanArcherBowWeapon—
ScaleWeaponSpeedYes—
HitPercentage7070
ScatterRadius16.016
AcceptableAimDelta2020
DelayBetweenShots00
PreAttackDelayGONDOR_ARCHER_BOW_PREATTACKDELAY1,000
PreAttackRandomAmount200200
PreAttackTypePER_POSITION—
FiringDuration00
ClipSize11
AutoReloadsClipYes—
AutoReloadWhenIdle11
ClipReloadTimeMin:GONDOR_ARCHER_BOW_RELOADTIME_MIN Max:GONDOR_ARCHER_BOW_RELOADTIME_MAX—
ContinuousFireOne00
ContinuousFireCoastGONDOR_ARCHER_BOW_RELOADTIME_MAX2,000
AntiAirborneVehicleYes—
AntiAirborneMonsterYes—
HitPassengerPercentage20%20
CanBeDodgedYes—
Source definitiondata/ini/weapon.ini:4768

RohanArcherBowNew

close range contesting building

SECONDARY

GondorArcherBowMelee · RohanArcherNew

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
22
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
500 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.
1,000 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
SLASH400No upgrade gate specified
Weapon timing, targeting & source
PropertyGame valueResolved value
LeechRangeWeaponYes—
AttackRange2222
MeleeWeaponYes—
FireFXFX_GondorSwordHit—
DelayBetweenShotsGONDOR_KNIGHT_DELAYBETWEENSHOTS1,000
PreAttackDelayGONDOR_KNIGHT_PREATTACKDELAY500
PreAttackTypePER_SHOT—
FiringDurationGONDOR_KNIGHT_FIRINGDURATION1,000
Source definitiondata/ini/weapon.ini:17669

GondorArcherBowMelee

close range contesting building

TERTIARY

RohanArcherBowNewBombard · RohanArcherNew

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
345
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
PIERCE400Without Upgrade_RohanFireArrows
FLAME10Requires Upgrade_RohanFireArrows
FLAME450Requires Upgrade_RohanFireArrows
PIERCE400Requires Upgrade_RohanFireArrows
Weapon timing, targeting & source
PropertyGame valueResolved value
AttackRange345345
MinimumAttackRange#SUBTRACT( GONDOR_ARCHER_BOMBARD_MINRANGE 75 )75
RangeBonusMinHeight3030
RangeBonus11
RangeBonusPerFoot#MULTIPLY( 345 .003 )1.03
LeechRangeWeaponYes—
WeaponSpeed321321
MinWeaponSpeed241241
MaxWeaponSpeed481481
FireFXFX_RohanArcherBowWeapon—
ScaleWeaponSpeedYes—
HitPercentage00
ScatterRadius6060
AcceptableAimDelta2020
DelayBetweenShots00
PreAttackDelayGONDOR_ARCHER_BOW_PREATTACKDELAY1,000
PreAttackRandomAmount200200
PreAttackTypePER_POSITION—
FiringDuration00
ClipSize11
AutoReloadsClipYes—
AutoReloadWhenIdle00
ClipReloadTimeMin:GONDOR_ARCHER_BOW_RELOADTIME_MIN Max:GONDOR_ARCHER_BOW_RELOADTIME_MAX—
ContinuousFireOne00
ContinuousFireCoastGONDOR_ARCHER_BOW_RELOADTIME_MAX2,000
AntiAirborneVehicleYes—
AntiAirborneMonsterYes—
HitPassengerPercentage20%20
CanBeDodgedYes—
NoVictimNeededYes—
BombardTypeYes—
Source definitiondata/ini/weapon.ini:4907

RohanArcherBowNewBombard

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

ArcherArmor · RohanArcherNew

Damage typeReceived
DEFAULT85%
SLASH135%
PIERCE60%
SPECIALIST135%
CAVALRY185%
CRUSH220%
SIEGE100%
FLAME100%
FROST100%
MAGIC100%
HERO200%
HERO_RANGED200%
STRUCTURAL40%
UNDEFINED1%
Source definitiondata/ini/armor.ini:1926

ArcherArmor

player upgrade

ArcherHeavyArmor · RohanArcherNew

Damage typeReceived
DEFAULT40%
SLASH85%
PIERCE30%
SPECIALIST85%
CAVALRY100%
CRUSH100%
SIEGE50%
FLAME50%
FROST75%
MAGIC50%
HERO100%
HERO_RANGED100%
STRUCTURAL20%
UNDEFINED1%
Source definitiondata/ini/armor.ini:1979

ArcherHeavyArmor

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

Mundburg Steel Armour (T)

Upgrades this battalion with Mundburg Steel Armour Significantly reduces the amount of damage taken

Requires: Upgrade_TechnologyRohanHeavyArmor

Effect values & implementation
Source definitiondata/ini/commandbutton.ini:24681

Command_PurchaseUpgradeRohanHeavyArmor

upgrade / mode

Fire Arrows (C)

Upgrades this battalion with Fire Arrows Significantly increases the damage done by arrows

Requires: Upgrade_TechnologyRohanFireArrows

Effect values & implementation
Source definitiondata/ini/commandbutton.ini:24530

Command_PurchaseUpgradeRohanFireArrows

upgrade / mode

Purchase Heraldry of the Riddermark (V)

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

Requires: Upgrade_TechnologyRohanBasicTraining

Effect values & implementation
Source definitiondata/ini/commandbutton.ini:24582

Command_PurchaseUpgradeRohanBasicTraining

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

Sub Objects Upgrade

Requires: Upgrade_RohanFireArrows

Effect values & implementation

SubObjectsUpgrade ModuleTag_FireArrowSwapUpgrade

PropertyGame valueResolved value
TriggeredByUpgrade_RohanFireArrows—
ShowSubObjectsFireArowTip—
Source definitiondata/ini/object/goodfaction/units/rohan/yeomenarcher.ini:760

SubObjectsUpgrade ModuleTag_FireArrowSwapUpgrade

passive / conditional

Armor Upgrade

Requires: Upgrade_RohanHeavyArmor

Effect values & implementation

ArmorUpgrade ModuleTag_ArmorUpgrade

PropertyGame valueResolved value
TriggeredByUpgrade_RohanHeavyArmor—
ArmorSetFlagPLAYER_UPGRADE—
Source definitiondata/ini/object/goodfaction/units/rohan/yeomenarcher.ini:782

ArmorUpgrade ModuleTag_ArmorUpgrade

passive / conditional

Sub Objects Upgrade

Requires: Upgrade_RohanHeavyArmor

Effect values & implementation

SubObjectsUpgrade Armor_Upgrade

PropertyGame valueResolved value
TriggeredByUpgrade_RohanHeavyArmor—
UpgradeTexturerugenericrohan01.tga 0 rugenericrohan01HA.tga—
ShowSubObjectsARMOR—
RecolorHouseYes—
ExcludeSubobjectsFireArowTip—
Source definitiondata/ini/object/goodfaction/units/rohan/yeomenarcher.ini:787

SubObjectsUpgrade Armor_Upgrade

passive / conditional

Sub Objects Upgrade

Requires: Upgrade_RohanFireArrows

Effect values & implementation

SubObjectsUpgrade FireArrows_Upgrade

PropertyGame valueResolved value
TriggeredByUpgrade_RohanFireArrows—
ShowSubObjectsFireArowTip ArrowNock—
HideSubObjectsarrow—
Source definitiondata/ini/object/goodfaction/units/rohan/yeomenarcher.ini:795

SubObjectsUpgrade FireArrows_Upgrade

passive / conditional

Weapon Set Upgrade

Requires: Upgrade_RohanFireArrows

Effect values & implementation

WeaponSetUpgrade ModuleTag_FireArrowParticlesAndLegalityUpgrade

PropertyGame valueResolved value
TriggeredByUpgrade_RohanFireArrows—
Source definitiondata/ini/object/goodfaction/units/rohan/yeomenarcher.ini:802

WeaponSetUpgrade ModuleTag_FireArrowParticlesAndLegalityUpgrade

Battalion composition & progression

Member templateCountHealth each
RohanArcherNew15200
Experience and level upgrades (5)
Level definitionXP requirementUpgrades / modifiers
GoodLevel11Upgrade_ObjectLevel1
GoodLevel250Upgrade_ObjectLevel2 GoodTroopBonusRank2
GoodLevel3100Upgrade_ObjectLevel3 Upgrade_MiniHordeLvl3 GoodTroopBonusRank3
GoodLevel4150Upgrade_ObjectLevel4 Upgrade_MiniHordeLvl4 GoodTroopBonusRank4
GoodLevel5200Upgrade_ObjectLevel5 GoodTroopBonusRank5
JOINING THE ARMY

Where to recruit

FactionBuildingUnlock requirementsPath
EdorasRohanArcherRangeNo additional upgrade gate recorded
Trace

Starting builder → RohanPorter → RohanArcherRange → RohanArcherRangeCommandSet → Command_ConstructRohanArcherHorde

Source definitiondata/ini/commandbutton.ini:14997

Command_ConstructRohanArcherHorde

EdorasRohanArcherRangeUpgrade_MordorTavernLevel2
Trace

Starting builder → RohanPorter → RohanArcherRange → RohanArcherRangeCommandSetLevel2 → Command_ConstructRohanArcherHorde

Source definitiondata/ini/commandbutton.ini:14997

Command_ConstructRohanArcherHorde

EdorasRohanArcherRangeUpgrade_GondorBarracksLevel3
Trace

Starting builder → RohanPorter → RohanArcherRange → RohanArcherRangeCommandSetLevel3 → Command_ConstructRohanArcherHorde

Source definitiondata/ini/commandbutton.ini:14997

Command_ConstructRohanArcherHorde

EdorasRohanArcherRangeUpgrade_Evilboyos
Trace

Starting fortress → fortress_rohan → RohanFortressCitadel → RohanPorter → RohanArcherRange → RohanArcherRangeCommandSet → Command_ConstructRohanArcherHorde

Source definitiondata/ini/commandbutton.ini:14997

Command_ConstructRohanArcherHorde

EdorasRohanArcherRangeUpgrade_Evilboyos, Upgrade_MordorTavernLevel2
Trace

Starting fortress → fortress_rohan → RohanFortressCitadel → RohanPorter → RohanArcherRange → RohanArcherRangeCommandSetLevel2 → Command_ConstructRohanArcherHorde

Source definitiondata/ini/commandbutton.ini:14997

Command_ConstructRohanArcherHorde

EdorasRohanArcherRangeUpgrade_Evilboyos, Upgrade_GondorBarracksLevel3
Trace

Starting fortress → fortress_rohan → RohanFortressCitadel → RohanPorter → RohanArcherRange → RohanArcherRangeCommandSetLevel3 → Command_ConstructRohanArcherHorde

Source definitiondata/ini/commandbutton.ini:14997

Command_ConstructRohanArcherHorde

HornburgRohanArcherRangeNo additional upgrade gate recorded
Trace

Starting builder → RohanPorter → RohanArcherRange → RohanArcherRangeCommandSet → Command_ConstructRohanArcherHorde

Source definitiondata/ini/commandbutton.ini:14997

Command_ConstructRohanArcherHorde

HornburgRohanArcherRangeUpgrade_MordorTavernLevel2
Trace

Starting builder → RohanPorter → RohanArcherRange → RohanArcherRangeCommandSetLevel2 → Command_ConstructRohanArcherHorde

Source definitiondata/ini/commandbutton.ini:14997

Command_ConstructRohanArcherHorde

HornburgRohanArcherRangeUpgrade_GondorBarracksLevel3
Trace

Starting builder → RohanPorter → RohanArcherRange → RohanArcherRangeCommandSetLevel3 → Command_ConstructRohanArcherHorde

Source definitiondata/ini/commandbutton.ini:14997

Command_ConstructRohanArcherHorde

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/rohan/yeomenarcher.ini:2

RohanArcherNewHorde