Archers
In the Empire, the bow is the classic weapon of the yeomen,
and these troops are normally organised into small groups of skirmishers
who support the regimented units in battle. Trappers and hunters from
the northern provinces, such as Ostland, are often called to serve in
special units calles Huntsmen, which are employed to scout ahead of
the main army.
ARCHERS |
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Points |
Archer
|
4
|
3
|
3
|
3
|
3
|
1
|
3
|
1
|
7
|
8
|
Marksman
|
4
|
4
|
3
|
3
|
3
|
1
|
3
|
1
|
7
|
+5
|
Unit Size: 10-20
Weapons & Armour: Bow & hand weapon.
Options:
- Promote one Archer to a Marksman (+5 pts).
Special Rules:
- Militia.
- Skirmishers. Archers always fight in skirmish formation.
- Huntsmen. One unit of Archers in the army may be upgraded
into Huntsmen at the cost +2 pts per model (see below).
0-1 HUNTSMEN
The Huntsmen unit does not count towards minimum number of Core Units required in the army.
0-1
HUNTSMEN |
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Points |
Huntsman
|
4
|
3
|
3
|
3
|
3
|
1
|
3
|
1
|
7
|
10
|
Marksman
|
4
|
4
|
3
|
3
|
3
|
1
|
3
|
1
|
7
|
+6
|
Unit Size: 5-10
Weapons & Armour: Longbow & hand weapon.
Options:
- Promote one Huntsman to a Marksman (+6 pts).
Special Rules:
- Militia.
- Skirmishers. Huntsmen always fight in skirmish formation.
- Scouts. Huntsmen are scouts (see pafe 112 of the Warhammer
rulebook).
|