Archers

This entry describes common archers; units such as longbowmen, crossbowmen and horse archers will be detailed in other entries. and hAll the information below is taken from Chainmail, except where noted:


ARCHERS

Type: Normal Person (Human)

Size: Medium

Morale: 4 (and check for instability due to excess casualties at only 1/4 losses)

Move: 9” (Charge 12") 

Attacks: 

- in large-scale combat, does ranged attacks using the large-scale Missile Fire table (range 15", check the Traits section below) and melees as Light Foot on the large-scale Melee table;

- in individual combat, does ranged attacks using the individual Missile Fire table (short bow) and melees according to the weapon used on the individual Melee table (but check the Traits section below).

Defense: 

- in large-scale combat, defends from melee attacks as Light Foot on the large-scale Melee table and from ranged attacks as Unarmored on the large-scale Missile Fire table; If attacked in melee, Archers interspersed with other Infantry in a defensive line may "refuse" combat by moving back 3" out of melee range. However, if the supporting footmen are killed or driven away, the missile troops must fight if the attacker is able to continue the charge move against them.

- in individual combat, defends according to the armor worn (usually none or leather armor, but possibly chainmail) on the individual Melee table (from melee attacks) or the individual Missile Fire table (from ranged attacks).

 Traits:

Arc of Fire: Archers on foot may fire up to 45 degrees to the left or right.

Rate of Fire and Firing Opportunities. There are two moments in a Combat Turn when an Archer can shoot:

- During  the "half-move" portion of the turn, Stationary Archers (ones that have not moved this turn and are not in Melee) may fire at any enemy unit within range;

- At the end of the turn, he amount of times an archer can fire depends on what else the archer has done that turn:

  • Stationary Archers (ones that have not moved this turn and are not in Melee) may fire twice; 
  • Archers that moved up to ½ of their normal move (no charge) and are not in melee may fire once; 
  • Archers that moved over ½ of their normal move (no charge) and are not in melee, they may fire once but only if they beat their opponent's die roll (it can be assumed both attacker and defender roll a d6);
  • Otherwise (for example, if the Archers charged or if they are in melee), they may not fire.

NOTE: While this is not explicitly stated in Chainmail, it is possible that shots fired during  the "half-move" portion of the turn should be counted against the number of shots they can take at the end of the turn. 

Indirect fire. Archers can deliver high, arcing volleys, allowing them to fire over intervening troops (friend or foe) that are more than 3" away. Indirect fire reduces the weapon's effective range by one-third and automatically classifies the target in the next higher armor category (e.g., Unarmored becomes ½ Armor; Fully Armored becomes "arrow proof").

Number of Ranks Permitted to Fire: If the first rank in a formation consists of ranged infantry, a second rank of Archers may also fire. Additional ranks on significantly higher ground may fire as if they were the second rank. Projectile range in these cases is always measured from the first rank.

Point Cost (army creation): 4


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