Archers

"'Archers provide excellent support but are weak in melee combat'"

Summary
Archers are the only ranged troops. Archers are unlocked at the first chapter and it's the second unit unlocked.

The Good:


 * Archers deal damage from range, keeping them from clustering with allies too closely.
 * These troops have the second highest potential squad size (maximum of 7), allowing them to deal a heavy amount of damage to enemies not prepared for it.

The Bad:


 * The ranged damage is low end, making them not very effective against troops with higher Armor stats.
 * Requires a supporting melee squad to guard them from opposing forces, or a natural barrier between them and the enemy to prevent them from being forced into melee combat.
 * Once in melee combat, these troops have lower damage output than Serfs.
 * Archers have no Armor stat.

Strategy & Synergies
Archers provide fire from a range, allowing them to deal damage from behind barriers or allies alike. Positioned properly, they can break an enemy force before the real battle even starts. They are especially effective when positioned in a way that will have them fire on enemy troops trying to run around a key obstacle, forcing them to take damage to continue to a crystal. While poor against high Armor troops such as Soldiers, Knights, or Brutes, they can quickly chip away Serfs or Sentries before they get to your own team. They also deal full damage to enemy Archers, as they have no Armor.

Favored Heroes:
Baba: Baba provides a damage boost specifically to Archers, allowing a significant damage increase. Additionally, her ability to hide the fragile squad until the enemy has approached too closely, typically into a well-placed ambush.