Unofficial fan reference · game data patch 9.0 (Sep 24, 2026)
Archers unit card

Archers

Missile infantry· Missile Infantry· Tier 1· 90 models at Ultra size

Health

63 per model

5,670

bottom 28% of class

Armour

15

bottom 6% of class

Leadership

60

bottom 44% of class

Speed

36

bottom 49% of class

Melee attack

16

bottom 14% of class

Melee defence

14

bottom 6% of class

Weapon strength

19 base + 5 armour-piercing

24

bottom 15% of class

Charge bonus

4

bottom 15% of class

Ranged

Range

180 m

top 18% of class

Ammunition

24

top 22% of class

Missile damage

16 base + 3 AP

19

bottom 35% of class

Reload time

11 s

bottom 44% of class

Damage per 10 s

17

bottom 16% of class

Attributes

  • Hide (forest)

    This unit can hide in forests until enemy units get too close.

Abilities

  • Martial ProwessAugment · +2 Melee Attack, +12 Melee Defencepassive

Every version of Archers

2 units share this name across races (mounts, race versions, renown or faction variants). Differences from the first row are highlighted.

VersionHPModelsArmourLead.SpeedMAMDWSChargeCostUpkeepUnit key
High ElvesMissile Infantry5,670901560361614244475119wh2_main_hef_inf_archers_0
The EmpireMissile Infantry6,21090205033141724435088wh2_dlc13_emp_inf_archers_0

Who can field it

  • Lothern
  • Reikland

Where these numbers come from

Read from the game's database tables for patch 9.0 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 8a4f7e64). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.