Slvynn
Duke Vector fon Pixel
- Joined
- Apr 3, 2005
- Messages
- 2,073
I think there is no thread that discussing archery units still so i am creating one.
1st of all they are very cool units in FfH, but using them is good only for particular races.
Lets share knowledge and oppinions in this thread.
From my experience i used them well as Sidar. Yeah sidar are really great by using them.
The idea that Sidar are adept loving guys, and like to build alot of them. At early game (esp if it epic or marathon) its very important which mana you have from your palace.. cause to get exact one sometimes is problem, esp. if you want mages and elementalism (because elementalism is prequisite for sumonning, so it wont help getting sorcery asap)
So you always better rely 1st of all on your starting mana types and get much you can from them.
The strat is using 2 types of units:
1. for attacking when you sure you will win to not lose precisious xp unit
2. defenders (for type 1 stack or cities)
1 type units = are mages with body 2 combat 5 and some enchantment 2 combat 5
2nd type = archers early , longbowmans later.
such staks will be haveing movement 2 (always) due haste spell, hi regeneration and healing while moving due regeneration spell, and hi (6) defence , with improved city/hills percentages (when movement = 2 its easier to pick tile where stack ending every turn, pick hills).
Ah , also, if i play sidar i play RoK.
RoK is best religion for them due industrialism and defenciness (Guerilla II baby)
So now imagine such armies also have guerilla 2 hasted archery units .
The strategy that archery/defencive units are must for sidar due their playing style + you dont want to lose 24 xp points mage, believe me.
And while you in need of defence-only units , they are even better with sidar, as race that starts with enchantment mana, that allow on lvl 2 cast spell Flaming Arrows , which is permanent archery units +1 strenght boost!!!!
That means YOU BY DEFAULT, have 4/6 archers instead 3/5.
1st node you should build should be enchantment.
It gives you +1
in all cities and also your adepts will start with enchant blade that means +20% strenght to your warriors for free and permanent, and when you have your 1st mage you will have easy 4/6 units, relatively early in game. (in case you need not to chop alot of forest you even should learn archery b4 bronzeworking), and then beeline to sorcery, while your adepts cooking.
Also their defencive trait giving 50% building time discount for Archery range , making it aviabkle to build even in not big and strong cities relatively fast to spawn best defence.
Ammurites:
Fire bows talk for themselves
Fire 2 and sorcery casting archery units is enough to get your bowyers asap.,
Also think that if you get 1-2 enchantment nodes they will have permanent +1 strenght boost.
Illians.
Enchantment mana from palace and UU is enough to use them widely.
Race is not finished though.
1st of all they are very cool units in FfH, but using them is good only for particular races.
Lets share knowledge and oppinions in this thread.
From my experience i used them well as Sidar. Yeah sidar are really great by using them.
The idea that Sidar are adept loving guys, and like to build alot of them. At early game (esp if it epic or marathon) its very important which mana you have from your palace.. cause to get exact one sometimes is problem, esp. if you want mages and elementalism (because elementalism is prequisite for sumonning, so it wont help getting sorcery asap)
So you always better rely 1st of all on your starting mana types and get much you can from them.
The strat is using 2 types of units:
1. for attacking when you sure you will win to not lose precisious xp unit
2. defenders (for type 1 stack or cities)
1 type units = are mages with body 2 combat 5 and some enchantment 2 combat 5
2nd type = archers early , longbowmans later.
such staks will be haveing movement 2 (always) due haste spell, hi regeneration and healing while moving due regeneration spell, and hi (6) defence , with improved city/hills percentages (when movement = 2 its easier to pick tile where stack ending every turn, pick hills).
Ah , also, if i play sidar i play RoK.
RoK is best religion for them due industrialism and defenciness (Guerilla II baby)
So now imagine such armies also have guerilla 2 hasted archery units .
The strategy that archery/defencive units are must for sidar due their playing style + you dont want to lose 24 xp points mage, believe me.
And while you in need of defence-only units , they are even better with sidar, as race that starts with enchantment mana, that allow on lvl 2 cast spell Flaming Arrows , which is permanent archery units +1 strenght boost!!!!
That means YOU BY DEFAULT, have 4/6 archers instead 3/5.
1st node you should build should be enchantment.
It gives you +1

Also their defencive trait giving 50% building time discount for Archery range , making it aviabkle to build even in not big and strong cities relatively fast to spawn best defence.
Ammurites:
Fire bows talk for themselves
Fire 2 and sorcery casting archery units is enough to get your bowyers asap.,
Also think that if you get 1-2 enchantment nodes they will have permanent +1 strenght boost.
Illians.
Enchantment mana from palace and UU is enough to use them widely.
Race is not finished though.