BUILDING · STRUCTURE
Archery Range
Trains archer and skirmisher units and supports their upgrades.

Overview
Trains archer and skirmisher units and supports their upgrades.
Function and access
Trains archer and skirmisher units and supports their upgrades This determines what the structure contributes to the settlement: economic buildings support resource flow, production buildings add access to an army line, and defensive buildings protect space or routes.
- Available: Feudal Age
- Cost: 175 Wood
- Construction time: 50 seconds
Units produced here
The catalog associates this structure with the following units. This list is useful for tracing where reinforcements come from and which production line the building represents.
Research available here
These technology entries are associated with this structure. Their Age, cost, and effect determine whether the building is being used for a combat upgrade, an economic improvement, or progression to a later roster option.
Practical role and placement
The Archery Range is the main production point for foot archers and skirmishers, with additional ranged or specialist lines depending on the civilization. Its units can pressure from behind a screen, but rely on upgrades and safe firing space; scout the opponent before investing heavily into a line that faces a direct counter.
Durability and battlefield role
The structural values describe what this building can protect, garrison, or attack. Use them to decide whether it is a safe production point, a defensive anchor, or a structure that needs support; scenario and campaign buildings may have rules that differ from standard matches.
- Hit points by Age: Feudal Age: 1,500 · Castle Age: 1,800 · Imperial Age: 2,100
- Melee armor by Age: Feudal Age: 1 · Castle Age: 2 · Imperial Age: 3
- Pierce armor by Age: Feudal Age: 8 · Castle Age: 9 · Imperial Age: 10
- Garrison capacity: 10
- Line of sight: 6
Function and availability
Trains archer and skirmisher units and supports their upgrades. Available from: Feudal Age; Construction cost: 175 Wood; Build time: 50 seconds; Garrison capacity: 10; Line of sight: 6. The Archery Range produces ranged units whose strength depends on firing space and protection from melee attackers.
Building statistics
- Age
- Feudal Age
- Cost
- 175 Wood
- Construction time
- 50 seconds
- Garrison capacity
- 10
- Hit points by Age
- Feudal Age: 1,500 · Castle Age: 1,800 · Imperial Age: 2,100
- Melee armor by Age
- Feudal Age: 1 · Castle Age: 2 · Imperial Age: 3
- Pierce armor by Age
- Feudal Age: 8 · Castle Age: 9 · Imperial Age: 10
Building values can vary by edition or scenario.
- Also known as
- Archery Range (Age of Empires II)
- Focus
- Military · ranged
- Signature / category
- Construction & function
- Release / context
- Core roster
- Region
- Structure
- Classification
- Buildings