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Home / Third Age 1.4 / Gondor / Gondor Archers
Third Age 1.4
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Gondor Archers
Gondor Archers
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Unit Description
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Gondor Archers Although these archers are not as skilled as Elves, nor do they wield the fabled hollow steel bow of the Numenoreans, they should still be a force to reckon with. The strength and stature of these archers means they can shoot a Longbow with ease, even if they’re clad in full plate armour. The armour means they need a longer time to reload their great bows and are slow to move, but they will stand their ground in melee combat. Armed with a sword and trained as Gondorian Infantry, they fear few enemies and are expected to fend off most attacking infantry.

Armour upgrade
Class and category missile infantry
Soldier gondor_archers, 60, 0, 1.2
Mount , elephant +3
Engine and Ship
Attributes sea_faring, hide_forest, can_withdraw, cannot_skirmish, stakes, stakes, free_upkeep_unit
Formation 1.2, 1.2, 2.4, 2.4, 4, square
Hit points 1, 3
Primary weapon 7, 2, arrow, 180, 35, missile, missile_mechanical, piercing, none, 0, 1, no
Secondary weapon 6, 2, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1, no
Primary armour 8, 4, 0, metal
Secondary armour 0, 0, flesh
Heat and ground effect 6, 0, -1, 0, -2
Mental 10, disciplined, trained
Cost 1, 580, 240, 85, 85, 580, 4, 100
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Ownership factions
Require buildings
No. Card Name Initial quantity Replenish rate Maximum quantity Experience Requires condition
1 Archery Range 1 0.25 2 1 and region_religion numenorian 60
An Archery Range allows for the recruitment of well trained missile units.
2 Marksman's Range 1 0.25 2 1 and region_religion numenorian 60
A Marksman's Range allows for the recruitment of elite missile units.
3 Archery Range 1 0.25 2 0 and region_religion numenorian 60
An Archery Range allows for the recruitment of well trained missile units.
4 Marksman's Range 1 0.25 2 0 and region_religion numenorian 60
A Marksman's Range allows for the recruitment of elite missile units.
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