Here's my impression of the longbow as represented by the rules of Battlelore: Longbow units get to roll two dice and it hits on the opponent's unit color or sword on shield. Not too bad, but here's some obstacles I have when using longbow units. The range on this is 5, so usually you can fire at units the first round of the game (if your longbow units are at least three rows from their side and if some opponents are at least three rows from there side...give or take, I don't currently have a gameboard in front of me). Anyway, the longbow units get a bonus, in my opinion, if they can get to a wooded terrain hex. The can still attack from the hex with their full dice, but they gain a benefit from the cover the woods provide. However, many units (especially mounted and goblin) can charge up to longbow units and get within striking distance on the first or second turn of the battle. My understanding is this is somewhat realistic, in that Medieval cavalry were often used to rush up to archers, darting underneath their arrows on their swift steeds, to inflict mayhem (thus the benefit of archer's stakes). However, this would leave a mounted unit exposed on its flanks if another mounted unit could sweep in on it, or if the archer unit was protected by infantry (as was often the case), then the infantry could move in on the enemy cavalry and do some damage.
Here's where I have an idea to portray some of the longbow abilities a bit more realistically. Often, archers would be deployed behind infantry so they could fire their arrows over the infantry, and the infantry would have a wall of spears (or halberds or swords as it may be) to thwart a mounted charge. In Battlelore, other units block line of sight, so archers cannot fire over infantry. I think archer units should be allowed to fire over other units. However, suppose archers fire over one of their own units that is in melee with an enemy unit. Just like in real life, if an archer is lobbing an arrow, like a hail-Mary pass, as opposed to firing straight-on into an enemy, their shot will be less accurate and there will be a chance they will strike their allies. To reflect this, I would propose a house rule where archers can fire over units normally. However, since all combat is resolved after movement, if they fire into an enemy that is in any kind of melee with one of the archer's ally units (including battle backs, etc.), then the archers not only roll to see how much damage they inflict on the enemy unit, but they must roll again to see if they hit any of their own guys.
Also, I think the archers should get some sort of benefit from firing from atop a hill hex. The English dominated many of the early battles of the Hundred Years War, and credit for many of these victories is given to the English longbow. At battles such as Crecy and Agincourt, the English had the high ground and they decimated overwhelming French forces by raining arrows down on them. The credit for some of these victories can't be given solely to the longbow, however, for the French employed some terrible tactics that also contributed to their defeat. However, the element of the English archers utilizing high ground as a platform of fire is a brilliant and common war strategy that I think should translate into Battlelore. I think archers shooting from a hilltop should not only be able to fire over allied units, but should also get some type of bonus for being on high ground...maybe if they are shooting directly down onto an adjacent enemy they get to roll one extra dice if the roll a lore symbol or something along these lines. Any thoughts?
Hail and kill!
Also, I believe I understand what is being suggested, and they make for fine and interesting house rules (and who knows what else FFG has up their sleeves - perhaps they will be official at some point