Vipers are out. Let’s look at how all 4 factions stack up compared to each other.
Max Damage (6 trays):
Crossbows (76, Fire Rune, BaronZ): Attacks at I5 for average around 9 and 4. Peaks at 18 and 16. This requires stuns inflicted on your blockers. Can add piercing strike for a one off mortal or armor busting. A significantly cheaper build can cause close to as much damage in the late game using Forged in Battle
Reanimate Archers(55, Fire Rune, RSB): Attacks at I4, averages 5.25 and 2. Peaks at 9 and 8. Can add CI to inflict an average .75 blights if rolling only for damage or keep options open to blight out deathstars.
Deepwoods (63, Maegan, Fire Rune, Hunter’s Guile): Shoot at I5, averages about 7.25 and 3.5 with guile. Peaks at 12 and 11. Maegan is particularly hard to quantify.
Vipers (59, Cacophony, Fire Rune): Attacks at I5. Against enemy without a bane, averages 6.2 and 3.7. Peaks at 10 and 11. Against enemy with a bane, averages 7.2 and 3.8. Peaks at 11 and 11.
So, no surprise. Crossbows are the most reliable big damage archers. Deepwoods and Vipers are surprisingly right on top of each other. Reanimate Archers lag behind. An interesting note is that crossbows get additional damage by adding more dice, rolling 5 total instead of 3. This gives a much higher potential damage even if the averages aren’t a lot higher. Deepwoods and Vipers gain damage by adding lethal. Deepwoods through green runes and Vipers through morale icons. The lack of any form of lethal or added dice for ranged attacks for Reanimates keeps the overall damage down.
Well, how about Damage per point (DPP). Biggest swing is nice but players want efficiency. Let’s see how the top two configurations of each stack up for DPP.
DPP Rankings:
.250 - 2 Tray Deepwoods with Tempered
.243 - 3 Tray crossbows with Tempered and Rank
.227 - 2 Tray Vipers with Rank (target has bane)
.225 - 2 Tray Deepwoods with Fire Rune
.220 - 2 Tray Reanimates with Tempered and Rank
.209 - 6 tray Crossbows with Forged and Tempered
.208 - 4 Tray Vipers with Cacophony and Fire Rune (target has bane)
.183 - 4 Tray Vipers with Cacophony and Fire Rune (target has no bane)
.182 - 2 Tray Vipers with Rank (target without bane)
.158 - 2 Tray Reanimates with Rank
Ok.... well, Deepwoods are awesome cheap units. The 3x1 Crossbows places well, but surprisingly isn’t top. Points not captured in that list that I found:
1)A 2x1 Viper Legion shooting at a target with a bane has almost exactly the same points efficiency for damage as a 2 tray with Rank. The additional 1 damage Rank adds is almost exactly offset by the 4 points.
2) I did not include Rune manipulation in my numbers. The 2 tray Deepwoods with Fire Rune actually claims the top spot if Malcorne’s is on the table.
3) The top Reanimate build requires Ardus.
4) The Reanimates with Rank might be the lowest ranked in the list, but they are the only build reliably inflicting a bane and does so without sacrificing damage. 50% of the time they will inflict at least one blight.
Speaking of banes (ignoring corruption Rune as everyone gets it).
-Deepwoods can inflict Immbolize (2pta), Stun(6pts), and blight(7pts). None naturally, though they can inflict 2 in an activation. Either 2 blights, or Immobilize and blight/stun. Though to do immobilize and stun also takes simultaneous orders.
Reanimates inflict blight naturally. They are the only ranged unit to reliably inflict a bane. With no upgrades, they average 0.5/turn. With Combat ingenuity, average 1.5 per turn and possibly up to 4. They could theoretically also inflict an additional blight with Vilexium Bearer but I’d not rely on it.
Crossbows don’t inflict banes. They just punch you in the face.
Vipers can inflict a panic naturally on 50% of turns. They also can swap a bane (2pts), or kill some of their own for a bane of their choice (3pts). Both mechanics are excellent but require self harm or other units to help apply banes. Ritual Venom is also a very finite number of banes applied.
Given my experience, Vipers can inflict banes, but Reanimates are the only ones to simply inflict them and keep doing so without additional cost.
Last, mobility. Each has its own special niche for maneuvering.
Crossbows - Marching Cornicen allows bank marches after shooting. Hooray for the mentality of keeping eyes on target. Special mention that they can reform and then Wind Rune at I3. This gives a chance to dodge long charges.
Reanimates - They get no real movement shenanigans save for Wind Rune. But they can reform and Wind Rune at I2. This beats virtually everything non-hero and even a lot of units with Raven Tabards. That I2 compared to Crossbows I3 is non-trivial.
Deepwoods - Double Surge to move, support scion, lay of the land, Wind Rune. Yeah, they are kind of the kings of short shifting. Around terrain they are particularly irritating with their ability to hug right next to a terrain piece better than most.
Vipers - simultaneously the best and worst for maneuvering. Shoot-reform is excellent for keeping eyes on target. They have Warsprinter, but not the ability to reform and trigger where Berserkers shine. They can take SimulOrders, Wind Rune, and Warsprinter to shift, reform, and march after shooting. Meaning they can be kings of movement if you sink impractical amounts of points into them for just that.
So, this is meant as a sort of base guide to archers and a starting point for players to comment with their take on how they’ve been liking/disliking their archers
Some numbers I used for reference. These aren’t exact:
Blue die damage: .5 first roll, .75 second, .875 third roll
Red/White die damage: .75 for first roll, 1 for additional
Average green runes: 1.5
Average morale icons: 1.7
Edited by Church14