Unit | Old version(s) | Quotes | Gallery | Changelog |
“ | Guns? Too modern to my taste. | ” |
—Archer |
The Archer is the basic anti-armor and anti-air infantry of the Epsilon Army. While their weapons – compound bows – are rather archaic in this modern age, the ARO projectiles they fire are very effective against vehicles and aircraft.
Official description[]
Epsilon Archers are genetically modified humans with drastically increased muscle mass in their arms and increased cognitive perception, allowing them to wield high-tech bows firing reactive projectiles known as Armor Rupturing Objects with deadly speed and incredible precision. Despite its primitive appearance, the Archer has proven to be more than a match for enemy vehicles and aircraft, to the surprise of their foes.[1]
Overview[]
Archers form the basic ranks of Epsilon's standard anti-armor and anti-aircraft infantry divisions. Despite the anachronistic nature of their issued weapons, they are nonetheless an important component of any infantry force since they are Epsilon's only infantry unit that can respond to air threats, aside from PsiCorps' hero unit.
These troops form a middle ground between its other equivalents (the Flak Trooper, Guardian GI, and Lancer) - the Archer has more firepower than the Flak Trooper but is overall weaker when compared to the Guardian GI. While it is inferior to the Lancer in almost every aspect, it does retain an advantage by being able to attack aircraft.
In order to circumvent their fragility, they can garrison civilian structures. Do note they cannot fire on aircraft while doing so.
Archers should stay far away from units with anti-personnel weapons (anti-infantry specialists in particular), as massive casualties will be the likely outcome. Their weapons are not effective against infantry either.
AI behavior[]
Archers controlled by the AI have the following attack patterns:
All difficulties[]
- 2x targeting anything, accompanied by 4 Duneriders and 6 Brutes
- The AI may use Rage, Kinetic Barrier and Regen/Wonder Drugs on this task force
- 3x guarding Inferno Towers, Tank Bunkers and Gatling Cannons, accompanied by 1 Spook and 3 Initiates
- This task force will only be constructed if a Pandora Hub is not present
- 3x guarding Radar Spire, accompanied by 3 Epsilon Adepts/Elites, 3 Initiates and 2 Brutes
- 3x guarding friendly base, accompanied by 2 Spooks and 3 Initiates
- This task force will only be constructed if a Pandora Hub is not present
- 3x guarding Epsilon Barracks, accompanied by 2 Epsilon Adepts/Elites and 5 Initiates
- 4x guarding Gatling Cannons, Inferno Towers and Radar Spires, accompanied by 2 Oxidizers and 2 Gatling Tanks
- 5x garrisoning structures, accompanied by 5 Initiates
- 5x targeting vehicles
- This task force will only be constructed if a Pandora Hub is not present
- 6x targeting vehicles
- This task force will only be constructed if a Pandora Hub is not present
Medium/Hard[]
- 4x targeting anything, accompanied by 2 Spooks and 4 Brutes
- This task force will only be constructed if a Synthesis Vault is built
- The AI will use Rage, Kinetic Barrier and Regen/Wonder Drugs first
Appearances[]
“ | Archers can launch precise and explosive projectiles against vehicles and aircraft alike. | ” |
—Epsilon intel during Operation: The Conqueror |
Act Two[]
- Archers first appear in The Conqueror. They are trainable from the new Epsilon Barracks, and the Scorpion Cell ally can train them from their Soviet Barracks.
Special Ops[]
- Chronologically, like most basic Epsilon weaponry, the Archer first appears in the Foehn Special Ops mission Time Capsule.
Assessment[]
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