Language:
Royal Military Academy
Home / Third Age 1.4 / Gondor / Archer Militia
Third Age 1.4
Gondor Gondor
Units List
Previous unitFountain Guard Blackroot Vale ArchersNext unit
Archer Militia
Archer Militia
Rate: 13 ratings
Good unit
Views: 4082
Unit Description
Google Search Yahoo! Search bing Search Wikipedia Search Picasa Search Google Images Search Yahoo! Search bing Search Google Images Search Yahoo! Search
Archer Militia Consisting of volunteers who wish to do their part in Gondor's defense, these militiamen are pretty well motivated and equipped, which somewhat compensates for their rudimentary training. As is they are excellent for police duties and deterring small groups of raiders, but a good commander may be able to use them in more serious engagements as well, for they can prove to be quite effective in a defending position with their well-timed volleys.

Armour upgrade
Class and category missile infantry
Soldier militia_archers, 60, 0, 1
Mount , elephant +3
Engine and Ship
Attributes sea_faring, hide_forest, can_withdraw, free_upkeep_unit
Formation 1.2, 1.2, 2.4, 2.4, 4, square
Hit points 1, 3
Primary weapon 6, 2, arrow, 150, 30, missile, missile_mechanical, piercing, none, 0, 1, no
Secondary weapon 4, 2, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1, no
Primary armour 4, 3, 0, metal
Secondary armour 0, 0, flesh
Heat and ground effect 4, 0, -1, 0, -2
Mental 8, normal, trained
Cost 1, 380, 170, 75, 75, 380, 4, 100
Facebook Comments
Ownership factions
Require buildings
No. Card Name Initial quantity Replenish rate Maximum quantity Experience Requires condition
1 Bowyer 1 0.25 2 0 and region_religion numenorian 15
A Bowyer allows for the recruitment of basic missile units.
2 Practice Range 1 0.34 3 1 and region_religion numenorian 15
A Practice Range allows for the recruitment of missile units.
3 Archery Range 1 0.25 2 1 and region_religion numenorian 15
An Archery Range allows for the recruitment of well trained missile units.
4 Marksman's Range 1 0.25 2 1 and region_religion numenorian 15
A Marksman's Range allows for the recruitment of elite missile units.
5 Bowyer 1 0.25 2 0 and region_religion numenorian 15
A Bowyer allows for the recruitment of basic missile units.
6 Practice Range 1 0.34 3 0 and region_religion numenorian 15
A Practice Range allows for the recruitment of missile units.
7 Archery Range 1 0.25 2 0 and region_religion numenorian 15
An Archery Range allows for the recruitment of well trained missile units.
8 Marksman's Range 1 0.25 2 0 and region_religion numenorian 15
A Marksman's Range allows for the recruitment of elite missile units.
Royal Military Academy - Sitemaps
Total War: Rome II
Factions
Units
Units in Custom Battle
Buildings

Total War: Shogun 2
Factions
Units

Shogun 2: Rise of the Samurai
Shogun 2: Fall of the Samurai
Total War: Napoleon
Factions
Units

Total War: Empire
Factions
Units
Total War: Medieval II
Factions
Units
Army
Buildings
Mercenaries
Retinue
Traits
Regions
Ranking

Medieval II - Americas
Medieval II - Britannia
Medieval II - Crusades
Medieval II - Tutonic
Total War: Medieval II - MODs
Broken Crescent 1.05
Broken Crescent 2.02
Stainless Steel 5.1b
Stainless Steel 6.1
Deus Lo Vult 5.7
Deus Lo Vult 6.0
HTF: Eagle of the Elbe 05
The Long Road 2.0
Lands to Conquer Gold
DarthMod 1.4D: The Last Episode
Das Heilige Romische Reich 06
Third Age 1.3
Third Age 1.4
Third Age 2.1
Third Age 3.1
Copyright © 2008 - 2013, www.honga.net