Archers in Total War: Arena Total War Arena Guide & Walkthrough
Last update: 28 February 2018
Factions: Greece, Barbarians, Rome (Premium only)
Archers are one of the most vulnerable units in the game. Mainly sent against unarmored opponents, they deal the most damage when firing at the opponents back (where armor is scarce). Their main advantage is high mobility and an extended range of fire. Their biggest enemies are any type of cavalry and slingers that can have a larger range than archers.
The range of your units increases if you are standing on an elevation - always assume the high ground, as this enables you to see additional opponents and potential dangers. When facing small units of swordsmen, try to assume a "run and gun" strategy - moreover, divide the units for them to run in the opposite directions.
- You can place your units next to rocks and walls, protecting you from cavalry charges - the horses will hit the object/edge, killing themselves in progress.
- Try to place our units next to stairs and inclines - your units will fire in a straight line instead of a parabolic volleys.
- When it comes to items, most of them are arrows. A unit fires 60 arrows during a single volley.
- It is recommended to have a single cavalry unit (to increase your field of vision) or pikemen/swordsmen unit to keep the engaging infantry at bay.
- When the enemy is close, divide your units and run to different sides. If an opponent follows a single group, the second one can fire at his back.
Greece
Many players begin their adventure with archers by leading Greece's archers (led by the default leader - Kynane). It is often a mistake - Barbarian archers are superior to Greece's ones.
- Abilities and Attributes
Focused Fire
This attack enables you to fire a volley of arrows to a chosen location. The attack is faster, stronger, and more accurate, enabling you to hit the melee opponents without hitting your allies. Cooldown Period: 25s.
Strain (Level 4)
If you are not planning to leave your current post, use this ability often. Decreases the reload time for 8 seconds, then reload time is lowered by 50% for the next 8 seconds. Cooldown Period: 35s.
- Consumables
Archimedes' Council
Increases the effective range of bows. A very useful item, enabling you to gain an advantage over enemy bowmen. 20% more range throughout the course of the match.
Bodkin Arrows
These arrows penetrate armor at the cost of overall damage. Useful when playing as supporting units, when your opponents (pikemen, swordsmen) are standing in front of you.
Broadhead Arrows
These arrows deal more damage at the cost of lower armor penetration. Useful for surprise attacks and for elimination of light units (bowmen, spearmen).
Flaming Arrows
Fire arrows. Deal increased damage to both armored and light units. Their downside is that they can only be utilized on stationary targets. If an enemy moves fast, the fire won't touch him, and your shots won't be very effective. The fire arrows come into play when an opponent is in an area where he receives penalties to movement speed (e.g forest).
Trilobate Arrows
Arrows with increased range. You can use them to attack other archers or units that cannot see you in the distance. The range is increased by 50%.
Hero of Athens' Council (Level 6)
Increases the ranged damage permanently.
Caltrops (level 10)
Caltrops are deployed instantly in a chosen location next to the unit. Enables the players to stop the attacking unit in place.
Barbarians
Barbarians' archers are incredibly strong and fast. They have better armor than Greek units, but they are still unusable in melee combat. This faction does not have a dedicated leader for ranged units, but you may use any commander you like. Consider forming a mixed team (archers and spearmen).
- Abilities and Attributes
Focused Fire
The ability allows you to fire a volley of arrows at the chosen target. The attack is faster, more powerful and more accurate, enabling you to hit the opponent without firing at your allies. Cooldown Period: 25s.
Dash (Level 4)
Increases your speed for 5 seconds. Use to relocate, reach an enemy, or to escape. Cooldown Period: 35s.
- Consumables
Bodkin Arrows
These arrows are good at penetrating targets but the damage dealt is lowered. Useful when playing as supporting units and in situations where opponents (pikemen, swordsmen) are standing in front of you.
Broadhead Arrows
These arrows deal more damage at the cost of lower armor penetration. Useful when attempting a surprise attack at the enemy's back and to eliminate light units (archers, spearmen).
Flaming Arrows
Fire arrows. Deal increased damage to both armored and light units. Their downside is that they can only be utilized on stationary targets. If an enemy moves fast, the fire won't touch him, and your shots won't be very effective. The fire arrows come into play when an opponent is in an area where he receives penalties to movement speed (e.g forest).
Trilobate Arrows
Arrows with increased range. You can use them to attack other archers or units that cannot see you in the distance. The range is increased by 50%.
Hunt
A great passive bonus - increase the movement speed and the effective range of your units permanently.
Sacrifice Animals (Level 6)
Increases your ranged damage and the speed of the unit.