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Lizards are also a useful unit. They can be used as bait when capturing Dwarf Mines and Dungeons. Since the unit is a ranged attacker, albeit a weak one, the AI will try to either attack it or at least block it if it can't attack.
Liches are the only ranged unit in Necropolis. If a Necromancer adds living ranged units to their army, it's not a given that they will actually shoot. Plus, there's the Amulet of the Lich King... So, for a Necromancer, there's really only one choice. :)
Humans have two ranged units. Archers are weak, and Fanatics are also weak, but only for their level. However, together they can take down Grand Elves and Royal Cyclops. Also, the Monastery is built in the first week.
I rarely play as the Lords, but their archers are not bad. Fighting against them is not the most pleasant experience. And with Harpies and Witches added to the mix... The Triad is decent, but individually they aren't very strong. Harpies don't count.
For the Barbarians, Royal Cyclops appear too late – that's their only drawback. Although they are good. Orcs are also ranged attackers. :D
In the Fortress, there is only one ranged unit, but it's available throughout the game. Grand Elves are always useful, but they require strong protection from Pegasi and Unicorns. :D
Storm and Ice Elementals are very good, but they are not affected by Resurrection, just like other elementals.
Master Gremlins are poor ranged attackers in every way, but in the early game, the choice is limited, and you have to fight with what you have. Archmages are very good, but they take time to build... Titans are beyond comparison.
Titans are in a league of their own. Except perhaps for Mythical Dragons... :D
1) Grand Elves
2) Liches
3) Cyclops
When discussing castle ranged units, everyone completely forgot about the Ballista, but sometimes it's more useful than most ranged units, especially with the right skills.