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Archers

-Archer
-Bowman
-Crossbowman
-Fire Archer
-Longbowman

Archers are your run of the mill long distance units, they generally have few abilities. All archers have 2 action points and a minimum range of 3. Due to the low health and armor that archers have, it is best to keep them out of the thick of battle; their strength lies in being able to inflict damage out of your opponents striking range.

Archer
Archer

Cost: 150

The Archer is an awesome unit because its attacks are not linear; you can attack anywhere within 4, as opposed to the standard 8 directions most ranged units can attack in. However like most other units in its class the archers damage is below average, and it also has low health and no armor.

Bowman
Bowman

Cost: 50

Less costly than the Archer, in fact as cheap as they come, its drop in price is reflected by its drop in range and inability to attack anywhere within 3. The Bowman's 1 armor makes it marginally hardier than most other units in it's class, but it is still relatively frail. The Bowman's "Attack approaching enemies" ability is great for defending against low health and armor units such as riders, who are attempting to rapidly close distance and strike at your more expensive units. On the other hand, be wary of using the said skill; when the Bowman attacks an enemy it uses an action point, so units such as dodge who force your Bowman to shoot at them and subsequently miss can effectively make him unusable your next turn due to him having no action points.

Crossbowman
Crossbowman

Cost: 100

The Crossbowman is a fairly straightforward unit. It has the highest life and power out of all of the archers but it is still relatively vulnerable. Its long range, decent power and 2 action points make it useful for sniping, but having to reload after each shot limits its options after its initial attack.

Fire Archer
Fire Archer

Cost: 200

While the Crossbowman has the highest power out of all the archers, the Fire Archer has the potential to deal the most damage out in 1 turn. Since it has an explosive attack, the Fire Archer deals 3 damage to the unit on the targeted square and also deals 3 damage to all units on the squares surrounding the targeted square. The Fire Archer's spell does not have to target units, if your opponents units are clumped around a square with no unit on it, you can attack that square and deal damage to the units surrounding that square. For this same reason, the Fire Archer's effective range is actually 4; since you can target an unoccupied square anywhere within 3, the explosive damage will hit any units surrounding that square, making the archer able to reach that 4th square away from it. . Since the Fire Archer does not have a power value and its attack is technically a spell, it does not receive damage upgrades from friendly units spells or abilities.

Longbowman
Longbowman

Cost: 200

The Longbowman differs in 1 huge way from all the other units in the archer class; it cannot attack a unit on its own power. The archer needs to select a unit as a spotter and have that unit attack for it, when its spotter attacks a unit the longbowmen then attacks along with it. As long as the Longbowman has a spotter, its attacks can be triggered from any range and its attacks also do not cost any action points. A Longbowman can select a spotter, attack with that spotter, then select another spotter and attack with that one, allowing the Longbowman to attack as many times as its spotters can attack.

 
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