
Archers
Missile infantry· Missile Infantry· Tier 1· 90 models at Ultra size
Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Archers are High Elves and Empire missile infantry: 5,670 HP across 90 models, armour 15, melee attack 16, melee defence 14, weapon strength 24, range 180 m, missile damage 1,555 per 10 s for the whole unit. It costs 475 in the campaign and 450 in multiplayer. Unit key wh2_main_hef_inf_archers_0. Patch 9.0.4, from the game's data tables.
Health
63 per model
5,670
Armour
15
Leadership
60
Speed
36
Melee attack
16
Melee defence
14
Weapon strength
19 base + 5 armour-piercing
24
Charge bonus
4
Ranged
Range
180 m
Ammunition
24
Missile damage
16 base + 3 AP
19
Reload time
11 s
Damage per 10 s
17
Attributes
- Hide (forest)
This unit can hide in forests until enemy units get too close.
Abilities
- Martial ProwessAugment · +2 Melee Attack, +12 Melee DefencepassiveMartial ProwessAugment+2 Melee Attack+12 Melee DefencePassiveHigh Elves excel as warriors, having trained in martial disciplines for the equivalent of many men's lifetimes.
Counters
Good against
- Lightly armoured units without shields — 1,555 missile damage per 10 s (whole unit)e.g. Curs'd Ettin, Exalted Plaguebearers of Nurgle, Zombies · High Elves: Sea Elemental, Oceanids
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · High Elves: Lion Chariots of Chrace, Ithilmar Chariots
- Missile fire — armour 15, no shielde.g. Ratling Guns, Stormfiends (Ratling Cannons), Chameleon Stalkers · High Elves: Sisters of Avelorn, Shadow Warriors
- Heavy large units — infantry-sized, mass 100e.g. Dread Maw, Thunderbarge, Steam Tank · High Elves: Merwyrm, Sea Elemental
Computed from base unit-card values (no skills, items or abilities), one rule per line; examples are units with the most of that trait. How counters are worked out · Try it in the combat calculator
Gold for gold
Match-ups people search for: Archers vs Lothern Sea Guard · Archers vs Sisters of Avelorn
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.
| Version | HP | Models | Armour | Lead. | Speed | MA | MD | WS | Charge | Cost | Upkeep | Unit key |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| High ElvesMissile Infantry | 5,670 | 90 | 15 | 60 | 36 | 16 | 14 | 24 | 4 | 475 | 119 | wh2_main_hef_inf_archers_0 |
| The EmpireMissile Infantry | 6,210 | 90 | 20 | 50 | 33 | 14 | 17 | 24 | 4 | 350 | 88 | wh2_dlc13_emp_inf_archers_0 |
Who can field it
- High Elves · Lothern
- The Empire · Reikland
Custom Battle lists factions under each race; every faction of a race fields that race's units (units_custom_battle_permissions rows of any of its factions). The name after the race is the faction the army builder uses.
Where these numbers come from
Read from the game's database tables for patch 9.0.4 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 099796e8). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.