UNIT · ARCHERY RANGE
Archer
A low-cost ranged unit that can attack over walls and pressure exposed forces.


Overview
A low-cost ranged unit that can attack over walls and pressure exposed forces.
Availability and investment
Archer becomes available in Feudal Age. Its listed production context is Archery Range. The listed cost is 25 Wood, 45 Gold and the training time is 35 seconds. This tells you when it can first join an army and which resources must be reserved alongside Villager production, upgrades, and other military lines.
- Upgrade path: Archer → Crossbowman → Arbalester
Combat profile
The available combat values are included here so the numbers can be read as a profile rather than an isolated list. Hit points and armor describe how long the unit can remain exposed; attack and any bonus damage describe what it threatens; range, reload, accuracy, and movement describe how reliably it can engage or disengage. A value shown for a whole upgrade line applies to the listed stages as recorded, so compare the stage names instead of treating the line as one base unit.
- Ranged attack: 4
- Hit points: 30
- Melee armor: 0
- Pierce armor: 0
- Ranged attack: 4
- Range: 4
- Line of sight: 6
- Reload time: 2 seconds
- Movement speed: 0.96
- Accuracy: 80%
Field use
Preserve space between this unit and melee attackers so it can keep firing. Pair it with a screen, focus fire on reachable targets, and avoid letting a faster force surround it.
Armor classes and counters
Armor-class bonuses are separate from base attack and the target’s melee or pierce armor. The class list below shows the unit’s documented combat categories and bonus-damage relationships; use it to judge matchups instead of relying on the unit label alone.
- Armor class: Archer
- Archer deals +3 bonus damage to units in the Spearman class
Related unit plan: Archer Feudal raid formation
Archer: Archers can disrupt a Feudal economy by picking off exposed Villagers and infantry before they reach melee range. They gain strength in a group, but are poor at attacking buildings and vulnerable to cavalry or Skirmishers Create a compact group, add relevant ranged upgrades when the timing allows, and target a woodline or gold camp with an escape route. Use a small screen against Scout Cavalry and move to a new resource when the defender walls the first one Do not attack a completed wall or sit under Town Center fire. Scout for Skirmishers and cavalry, and stop producing Archers if the opponent has already closed the route
Battlefield role and use
A low-cost ranged unit that can attack over walls and pressure exposed forces. Available in the Feudal Age. Training cost: 25 Wood, 45 Gold. Training time: 35 seconds. Its upgrade path is Archer → Crossbowman → Arbalester. Its ranged role lets it contribute before melee units connect, but the army needs a screen and enough space to keep firing while it withdraws.
Base unit statistics
- Age
- Feudal Age
- Training time
- 35 seconds
- Ranged attack
- 4
- Range
- 4
- Reload time
- 2 seconds
- Movement speed
- 0.96
- Accuracy
- 80%
Base values before civilization bonuses or researched technologies.
- Also known as
- Archer (Age of Empires II)
- Focus
- Foot archer
- Signature / category
- Archery Range
- Release / context
- Core roster
- Region
- Archery Range
- Classification
- Units
upgrade Line: Archer → Crossbowman → Arbalester