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Vanguard Archers portrait

← Units · Ranged

Vanguard Archers

By Amya · Updated 2026-08-04

CT3 · MasteryRangedArcher

WIPBlob, Flank, Skirmish and Duelling ratings coming soon.

155Base Leadership
Leadership Doctrine
Standard-16% leadership130
Premium-10% leadership139

Veterancy Line what to spend your points on. Nodes unlock as the unit levels.

Recommended veterancyJust go the DMG line (standard archers have only the one real line: more damage)

Hover or focus a node for detail.
When moving and firing, reduces target's movement speed by 15%Max level 1
Each level increases piercing damage by 2%Max level 3
Each level increases ammo by 10%Max level 2
Each level increases armour penetration by 5%Max level 3
When moving and firing, reduces target's movement speed by 5%Max level 1
Increases firing accuracy by 20%Max level 1
Each level increases ammo by 10%Max level 2
Increases rate of fire by 12%Max level 1
Increases firing accuracy by 20%Max level 1
When moving and firing, increases the unit's movement speed by 10%Max level 1
Each level increases health by 3%Max level 2
Increases ammo by 10%Max level 1
When moving and firing, increases the unit's movement speed by 10%Max level 1
Each level increases health by 3%Max level 1
Increases health by 3%Max level 1

Skills & Formations

Attack AreaAttack AreaOrder your unit to shoot ranged weapons at the designated spot. Move and FireMove and Fire [On]: When ordering the unit into formation, the unit can shoot while moving, but the damage of [Move and Fire] attacks is reduced by 18%. [Off]: The unit will prioritize movement and will not shoot while moving.
DispersedDispersedA loose formation that reduces unit vulnerability to ranged weapons. WingsWingsThe unit splits into two echelons to enhance combat strength.

Playstyle

  1. Game pace doesn’t suit standard ranged anymore. Leadership changes and offensive doctrines drive fast, high-pressure engagements. Teams push quickly, engage fast, rotate aggressively. There’s no safe window for traditional ranged to set up and contribute
  2. Ranged DMG numbers are not impact. Even if your archers show high damage, it doesn’t translate to value. Most damage is chip, healed off, or spread across tanks. Meanwhile your team was short a frontline or cav unit that could have actually broken a phalanx, won a skirmish, or secured a flank. In almost every real scenario, a T4 melee or cav would have done more than a T4 archer
  3. No unique role. In higher lobbies, ranked, TW, or tournaments, non-exotic ranged are either not picked or directly avoided. Seen as a handicap, not a contribution. If the enemy sees your team running regular archers, it signals an easy push or opening
  4. Appealing trap for new players. Archers seem simple: no micro, no need to understand matchups, feels “safe” and familiar. But that safety is deceptive. By skipping micro and avoiding positioning, timing, and unit interaction, you’re skipping the real learning curve. You fall behind in skill development and map awareness
  5. Bait effect on teammates. Low-impact ranged forces teammates to play differently: peeling for your low-damage backline or pushing without needed frontline support. You become bait without knowing it, dragging attention and space away from actual win conditions

If you like range, learn the exotic units (Zykalian Militia, Shenji Grenadiers, Flamers, Lionroar Crew). Use them as tools, not a crutch. Still learn rotation, map pressure, and unit interaction. Watch top-tier play to see how impactful range is actually used (rare, specific, intentional).

Final thought: archers might feel easy, but they teach you nothing and contribute even less. If you’re serious about improving or contributing to wins, step into melee, cav, or exotic range and start learning the real game.

Tips & Tricks

  • Some archers with Arrow Rain in their veterancy can’t equip the Arrow Rain doctrine: if that’s your case, just equip more piercing instead

Attributes

Lvl 1 & 18

Basic

Health
1,552
Strength
30
Speed
6
Labour
4.2

Attack

Piercing damage
1,692
Piercing armour pen.
1,375

Defence

Piercing defence
314
Slashing defence
278
Blunt defence
124

WIPMax level stats are not in yet. Switch back to Lvl 1 for the unit's current attributes.

Balance history Official balance changes for this unit, newest first. Each entry's Source opens the real patch notes.

9 changes
  1. Source ↗
    • Increased basic leadership from 150 to 170.
    • [Move and Fire] is modified as: [On]: When ordering the unit into formation, the unit can shoot while moving, but the damage of [Move and Fire] attacks is reduced by 18%. [Off]: The unit will prioritize movement and will not shoot while moving.
    • Movement fire rate under [Move and Fire] is reduced by 15%.
    • Mastery Node 1: Increased piercing damage by 70.
    • Mastery Node 2: Increased piercing armor penetration by 70.
    • Mastery Node 3: Increased piercing armor penetration by 70.
    • Mastery Node 4: Increased health by 420.
    • Mastery Node 5 (modified): Gain [Howl of Bowstrings]: In [Move and Fire], hitting enemy infantry units when moving will trigger the [Panic Arrow] effect, with a 20% chance to make the enemy fear for 0.5s.
    • Mastery Node 6: The movement shooting damage on units under [Move and Fire] will not be reduced.
    • Mastery Node 7: Increase damage versus polearm unit by 300.
    • Mastery Node 8 (modified): Gain [Rain of Arrows]: In [Move and Fire], there is a 30% chance to shoot two arrows when moving.
  2. Source ↗
    • The node of "Decrease Unit Losses in the World, Unit Resupply Cost" changed to "Increase Ammo, Increase Health".
  3. Source ↗
    • Piercing Armor Penetration 1186 → 1376.
    • Leadership 160 → 150.
  4. Source ↗
    • Slashing defense increased by 20.
  5. Source ↗
    • Piercing Armour Penetration 984 → 1186
    • Piercing Damage 1670 → 1692
  6. Source ↗
    • Increased damage, armour penetration, rate of fire and accuracy by 7%.
  7. Source ↗
    • Basic Piercing Damage is reduced by 18.
    • Basic Armour Penetration is reduced by 27.
    • Health increase per level has been decreased by 6.1.
  8. Source ↗
    • Veterancy point "Open Ground": "increases damage during field battles by 100 points" was adjusted to "during 'move and fire', the move speed will be increased by 10% each shoot"
    • Veterancy point "Move as One": "increases move speed by 5%" was adjusted to "during 'move and fire', slowing the targets by 15% for 6s."
  9. Source ↗
    • Fixed a bug where the first two levels of "Marching Drill" of Vanguard Archers were inoperative.

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