ARCHERY RANGE:
DARK AGE: N/A
FEUDAL AGE: A BARRACKS BUILDING IS REQUIRED BEFORE YOU CAN BUILD AN ARCHERY RANGE. THE ARCHERY RANGE PRODUCES ONLY RANGE UNITS. THE ARCHER UNIT IS USED PRIMARIALY IN THE FLUSH. THEY ARE STRONG VS INFANTRY UNITS AND VILLIES, BUT VILLIES CAN STILL KILL THEM WITH NOT TOO MUCH EFFORT. MOST TIMES, THESE ALONG WITH A TOWER RUSH IS A FLUSH TECHNIQUE. ARCHERS ARE WEAK VS HORSE UNITS ( INCLUDING SCOUT CALVARY ). SKIRMISHERS DO NOT REQUIRE GOLD TO CREATE BUT HAVE LESS ATTACK THAN AN ARCHER AND ALSO WEAK VS HORSES.
CASTLE AGE: IN THIS AGE YOU MAY UPGRADE ARCHERS TO CROSSBOWMAN AND SKIRMISHERS TO ELITE SKIRMISHERS. WITH CASTLE AGE RESEARCHED, YOU MAY CREATE CALVARY ARCHERS, WHICH ARE MUCH QUICKER MOVING AND FIREING UNITS. CALVARY ARCHERS ARE WEAK VS HORSES, ARCHERS, SKIRMISHERS AND SIEGE UNITS. THEY ARE STRONG VS SLOWER MOVING UNITS LIKE TEUTONIC KNIGHTS, WAR ELEPHANTS, MONKS, AND GOLD COSTING INFANTRY UNITS. ALL OF THESE RANGE UNITS CAN BE STRENGTHENED BY RESEARCHING THUMB RING. THUMB RING TECHNOLOGY INCREASES RATE OF FIRE AND ACCURACY. OH YEAH, UNLIKE INFANTRY UNITS, IF AN ENEMY CASTLE IS BUILT, STAY OUT OF ITS RANGE. MURDER HOLES OR NOT, YOU ARE GOING TO LOSE THOSE RANGE UNITS VS CASTLES, TOWN CENTERS, AND TOWERS. RANGE UNITS WITH RANGE GREATER THAN 6 CAN DESTROY A TOWN CENTER. THE BEST WAY TO RUSH/FLUSH WITH ARCHERY RANGE UNITS IS TO STAY ON THE MOVE PICKING OFF VILLIES AND INFANTRY UNITS. THESE RANGE UNITS ALONG WITH PIKEMAN CAN BE VERY AFFECTIVE FOR A CASTLE RUSH, UNLESS YOUR OPPONENT STARTS BREAKING OUT THE SIEGE UNITS ON YOU. THEN IT IS TIME TO BACK OFF.
IMPERIAL AGE: AHHHH YEAH!! FINALLY MADE IT TO IMPERIAL AGE!! LET'S HOPE THAT YOU BEAT YOUR ENEMY THERE, IF SO, YOU CAN TURN THE TIDE OF THE WAR AND GAME QUICKLY NOW. BY NOW YOU SHOULD BE 75% FINISHED WITH YOUR BOOM AND ANY ARCHERY RANGE UNITS CAN NOW BE UPGRADED TO ARBALEST AND HEAVY CALVARY ARCHER IF AVAILABLE TO YOUR CIV. IF THESE UNITS ARE NOT AVAILABLE, YOU WILL BE FIGHTING IN IMPERIAL AGE WITH CASTLE AGE UNITS. TIME TO SWITCH STRATAGIES. ARBALEST AND HEAVY CALVARY ARCHERS CAN MOW DOWN INFANTRY UNITS LIKE A 52" CRAFTSMAN RIDING LAWNMOWER. VERY EFFECTIVE AGAINST AZTEC AND MAYAN CIVS WHICH CAN'T USE HORSES. CELTS ARE A SIEGE CIV WITH +50% SIEGE FIRING SPEED AND WILL MOST LIKELY KILL YOU. SAME RULE APPLIES ABOUT THE STANDARD 8 RANGE CASTLE WITH THIS EXCEPTION OF THE BRITIONS CIV WHICH CAN POST-IMP THE ARBALEST TO 11 RANGE. ON SOME CIVS, WITH THE RESEARCH OF CHEMISTRY, HAND CANNONEERS MAY BE CREATED. THIS UNIT IS GOOD VS ALL INFANTRY UNITS BUT IS WEAK VS SIEGE, ALL MOUNTED UNITS, AND MOST ALL RANGE UNITS.
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