Woodmen Hunters
Archer · 12 SOLDIERS

Woodmen Hunters

Strong vs. Infantry and Structures Can stealth near trees The hunters amongst the Woodmen are veteran warriors, having long needed to wield their great bows in defense of their holdfasts against the hordes of Dol Guldur.

Compare this unit ⇄
Cost350
Health / soldier375
Health / full battalion4,500
Attack range320
Movement speed50
Command points60

Base statistics · Build time: 30s · 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

WoodmenBow · WoodmenMarksmen

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
PIERCE380Without Upgrade_MirkwoodSilverthornArrows
PIERCE650Requires Upgrade_MirkwoodSilverthornArrows
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:79985

WoodmenBow

Base equipment

TERTIARY

WoodmenBowBombard · WoodmenMarksmen

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
PIERCE380Without Upgrade_MirkwoodSilverthornArrows
PIERCE650Requires Upgrade_MirkwoodSilverthornArrows
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:80025

WoodmenBowBombard

close range weaponset toggle 1

PRIMARY

WoodmenAxe · WoodmenMarksmen

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
11.5
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
SIEGE120Without Upgrade_MirkwoodForgedBlades
SLASH450Without Upgrade_MirkwoodForgedBlades
SIEGE240Requires Upgrade_MirkwoodForgedBlades
SLASH900Requires Upgrade_MirkwoodForgedBlades
Weapon timing, targeting & source
PropertyGame valueResolved value
LeechRangeWeaponYes—
AttackRangeSTANDARD_MELEE_ATTACK_RANGE11.5
MeleeWeaponYes—
FireFXFX_GondorSwordHit—
FireFlankFXFX_Flanking—
DelayBetweenShots10001,000
PreAttackDelay500500
PreAttackTypePER_SHOT—
FiringDuration10001,000
Source definitiondata/ini/weapon.ini:79850

WoodmenAxe

weaponset toggle 1

PRIMARY

WoodmenAxe · WoodmenMarksmen

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
11.5
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
SIEGE120Without Upgrade_MirkwoodForgedBlades
SLASH450Without Upgrade_MirkwoodForgedBlades
SIEGE240Requires Upgrade_MirkwoodForgedBlades
SLASH900Requires Upgrade_MirkwoodForgedBlades
Weapon timing, targeting & source
PropertyGame valueResolved value
LeechRangeWeaponYes—
AttackRangeSTANDARD_MELEE_ATTACK_RANGE11.5
MeleeWeaponYes—
FireFXFX_GondorSwordHit—
FireFlankFXFX_Flanking—
DelayBetweenShots10001,000
PreAttackDelay500500
PreAttackTypePER_SHOT—
FiringDuration10001,000
Source definitiondata/ini/weapon.ini:79850

WoodmenAxe

close range contesting building

PRIMARY

GondorArcherBow · WoodmenMarksmen

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_GondorFireArrows
FLAME10Requires Upgrade_GondorFireArrows
FLAME200Requires Upgrade_GondorFireArrows
PIERCE450Requires Upgrade_GondorFireArrows
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:13854

GondorArcherBow

close range contesting building

SECONDARY

GondorArcherBowMelee · WoodmenMarksmen

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

GondorArcherBowBombard · WoodmenMarksmen

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_GondorFireArrows
FLAME10Requires Upgrade_GondorFireArrows
FLAME450Requires Upgrade_GondorFireArrows
PIERCE400Requires Upgrade_GondorFireArrows
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:14387

GondorArcherBowBombard

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

WoodmanArmor · WoodmenMarksmen

Damage typeReceived
DEFAULT85%
SLASH75%
PIERCE75%
SPECIALIST30%
CRUSH220%
CAVALRY175%
SIEGE100%
FLAME100%
FROST100%
MAGIC100%
HERO200%
HERO_RANGED200%
STRUCTURAL50%
UNDEFINED1%
Source definitiondata/ini/armor.ini:7767

WoodmanArmor

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

Switch Weapon (W)

Left click to switch weapons Bows strong vs. normal infantry and monsters Axes strong vs. buildings

Effect values & implementation
Source definitiondata/ini/commandbutton.ini:53231

Command_ToggleWoodmenWeapon

active

Mark of Béma (R)

Target unit or hero is marked by the Woodmen Hunters Marked units lose -10% armour for 20 seconds Left click then left click on target

Cooldown 100s
Effect values & implementation
PropertyGame valueResolved value
EnumSPECIAL_AT_VISIBLE_GROUNDED_OBJECT—
ReloadTime100000100,000
FlagsNEEDS_OBJECT_FILTER—
ObjectFilterANY +INFANTRY +CAVALRY +MONSTER +HERO +GIANT_BIRD -INERT -STRUCTURE—

UnpauseSpecialPowerUpgrade ModuleTag_SkilledHuntersEnabler

PropertyGame valueResolved value
SpecialPowerTemplateSpecialAbilityGreyCompanyHunt—
TriggeredByUpgrade_ObjectLevel1—

SpecialPowerModule ModuleTag_SkilledHuntersStarter

PropertyGame valueResolved value
SpecialPowerTemplateSpecialAbilityGreyCompanyHunt—
StartsPausedYes—
UpdateModuleStartsAttackYes—
InitiateSoundWoodmenVoiceMarkofBema—

WeaponFireSpecialAbilityUpdate ModuleTag_GondorSpamLeggo

PropertyGame valueResolved value
SpecialPowerTemplateSpecialAbilityGreyCompanyHunt—
TriggerSoundWoodmenVoiceMarkofBema—
StartAbilityRange200200
SpecialWeaponWoodmenBemaWeapon—
Source definitiondata/ini/commandbutton.ini:53895

Command_MarkofBema

upgrade / mode

Purchase Loyal Companions (T)

Causes the battalion to be defended by hunting dogs

Effect values & implementation
Source definitiondata/ini/commandbutton.ini:53332

Command_PurchaseUpgradeLoyalCompanions

upgrade / mode

Purchase Druid-made Fletching (C)

Upgrades this battalion with Druid-made Fletching Significantly increases the damage done by arrows

Requires: Upgrade_TechnologyMirkwoodSilverthornArrows

Effect values & implementation
Source definitiondata/ini/commandbutton.ini:52235

Command_PurchaseUpgradeMirkwoodSilverthornArrowsWoodmen

upgrade / mode

Purchase Woodman Captain (V)

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

Requires: Upgrade_TechnologyMirkwoodBasicTraining

Effect values & implementation
Source definitiondata/ini/commandbutton.ini:52075

Command_PurchaseUpgradeMirkwoodBasicTrainingWoodmen

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_MirkwoodSilverthornArrows

Effect values & implementation

SubObjectsUpgrade ModuleTag_FireArrowSwapUpgrade

PropertyGame valueResolved value
TriggeredByUpgrade_MirkwoodSilverthornArrows—
ShowSubObjectsFireArowTip ArrowNockU QARROWU—
HideSubObjectsArrowNock QARROW—
Source definitiondata/ini/object/goodfaction/units/mirkwood/woodmenmarksmen.ini:1158

SubObjectsUpgrade ModuleTag_FireArrowSwapUpgrade

passive / conditional

Sub Objects Upgrade

Requires: Upgrade_MiniHordeLvl3

Effect values & implementation

SubObjectsUpgrade ModuleTag_Armor

PropertyGame valueResolved value
TriggeredByUpgrade_MiniHordeLvl3—
ShowSubObjectsARMOR—
Source definitiondata/ini/object/goodfaction/units/mirkwood/woodmenmarksmen.ini:1164

SubObjectsUpgrade ModuleTag_Armor

passive / conditional

Sub Objects Upgrade

Requires: Upgrade_MirkwoodForgedBlades

Effect values & implementation

SubObjectsUpgrade ForgedBlades_Upgrade

PropertyGame valueResolved value
TriggeredByUpgrade_MirkwoodForgedBlades—
ShowSubObjectsForged_Blade1 Forged_Blade2—
Source definitiondata/ini/object/goodfaction/units/mirkwood/woodmenmarksmen.ini:1176

SubObjectsUpgrade ForgedBlades_Upgrade

passive / conditional

Weapon Set Upgrade

Requires: Upgrade_MirkwoodSilverthornArrows

Effect values & implementation

WeaponSetUpgrade ModuleTag_FireArrowParticlesAndLegalityUpgrade

PropertyGame valueResolved value
TriggeredByUpgrade_MirkwoodSilverthornArrows—
Source definitiondata/ini/object/goodfaction/units/mirkwood/woodmenmarksmen.ini:1187

WeaponSetUpgrade ModuleTag_FireArrowParticlesAndLegalityUpgrade

Battalion composition & progression

Member templateCountHealth each
WoodmenMarksmen12375
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
Woodland RealmBeorning LodgeNo additional upgrade gate recorded
Trace

Starting builder → DummyBuilder replacement → MirkwoodPorter → MirkwoodBeorningCabin → MirkwoodBeorningCabinCommandSet_FS → Command_ConstructWoodmenMarksmen

Source definitiondata/ini/commandbutton.ini:10981

Command_ConstructWoodmenMarksmen

Woodland RealmBeorning LodgeUpgrade_ArnorArcheryRangeLevel2
Trace

Starting builder → DummyBuilder replacement → MirkwoodPorter → MirkwoodBeorningCabin → MirkwoodBeorningCabinCommandSetLevel2_FS → Command_ConstructWoodmenMarksmen

Source definitiondata/ini/commandbutton.ini:10981

Command_ConstructWoodmenMarksmen

Woodland RealmBeorning LodgeUpgrade_BeorningLodgeSkirmishLevel3
Trace

Starting builder → DummyBuilder replacement → MirkwoodPorter → MirkwoodBeorningCabin → MirkwoodBeorningCabinCommandSetLevel3_FS → Command_ConstructWoodmenMarksmen

Source definitiondata/ini/commandbutton.ini:10981

Command_ConstructWoodmenMarksmen

Woodland RealmBeorning LodgeUpgrade_BeorningBeekeeping, Upgrade_BeorningLodgeSkirmishLevel3
Trace

Starting builder → DummyBuilder replacement → MirkwoodPorter → MirkwoodBeorningCabin → MirkwoodBeorningCabinCommandSetLevel3_Beekeeping_FS → Command_ConstructWoodmenMarksmen

Source definitiondata/ini/commandbutton.ini:10981

Command_ConstructWoodmenMarksmen

Woodland RealmBeorning LodgeUpgrade_Arkenstone
Trace

Starting fortress → MirkwoodFortress → MirkwoodPorter → MirkwoodBeorningCabin → MirkwoodBeorningCabinCommandSet_FS → Command_ConstructWoodmenMarksmen

Source definitiondata/ini/commandbutton.ini:10981

Command_ConstructWoodmenMarksmen

Woodland RealmBeorning LodgeUpgrade_Arkenstone, Upgrade_ArnorArcheryRangeLevel2
Trace

Starting fortress → MirkwoodFortress → MirkwoodPorter → MirkwoodBeorningCabin → MirkwoodBeorningCabinCommandSetLevel2_FS → Command_ConstructWoodmenMarksmen

Source definitiondata/ini/commandbutton.ini:10981

Command_ConstructWoodmenMarksmen

Woodland RealmBeorning LodgeUpgrade_Arkenstone, Upgrade_BeorningLodgeSkirmishLevel3
Trace

Starting fortress → MirkwoodFortress → MirkwoodPorter → MirkwoodBeorningCabin → MirkwoodBeorningCabinCommandSetLevel3_FS → Command_ConstructWoodmenMarksmen

Source definitiondata/ini/commandbutton.ini:10981

Command_ConstructWoodmenMarksmen

Woodland RealmBeorning LodgeUpgrade_Arkenstone, Upgrade_BeorningBeekeeping, Upgrade_BeorningLodgeSkirmishLevel3
Trace

Starting fortress → MirkwoodFortress → MirkwoodPorter → MirkwoodBeorningCabin → MirkwoodBeorningCabinCommandSetLevel3_Beekeeping_FS → Command_ConstructWoodmenMarksmen

Source definitiondata/ini/commandbutton.ini:10981

Command_ConstructWoodmenMarksmen

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/mirkwood/woodmenmarksmen.ini:1

WoodmenMarksmenHorde