Archers

 All the information below is taken from Chainmail, except where noted:


ARCHERS

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

Move 9”, Charge 12", Missile Range 15"

Attacks: 

- in large-scale combat, does ranged attacks using the Missile Fire table and melees as Light Foot;

- in individual combat, according to the weapon used (usually a short bow).

Defense: 

- in large-scale combat, as Light Foot;

- in individual combat, according to the armor worn (usually none or leather armor).

 Traits:

Indirect fire. Archers can deliver high, arcing volleys, allowing them to aim above the front ranks and target enemies behind them.

Rate of Fire. The amount of times an archer can fire per turn depends on what else the archer has done that turn:

• If an archer does not move and are not in melee at the end of a turn, they may fire twice.

• If they moved up to ½ normal movement (no charge) and are not in melee, they may fire once.

• If they moved over ½ normal movement (no charge) and are not in melee, they may fire once but only if they beat their opponent's die roll (it is assumed both attacker and defender roll a d6).

• Otherwise (for example, if they charged or if they are in melee), they may not fire.

Point Cost (army creation): 4

NOTE: In my own games, I slightly simplify the Rate of Fire rule, so that if a unit of archers moved over ½ normal movement (no charge) and are not in melee, they roll a d6 and may fire once only if the result is 4 or higher.

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