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Evaluating archers.

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#308
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Ment
And the Elves. Regarding the experience for ranged attacks – it's better to take experience for melee attacks and keep the archers in reserve. ;)
Actually, I didn't used to think that way, but this opinion formed after playing H5, where the archers have completely different stats. The Elves there deal tremendous damage, there are quite a few archers with high damage output, although some are relatively weak in this regard, but they are "tough." After that, the archers in H3, who are neither tough nor deadly, seem insignificant: it turns out they'll make one shot, not really hurt anyone, and then they'll be taken out? Or even better: protect them with melee units, who, instead of engaging in such a useless activity, could be more mobile and use all their opportunities to attack, while the archers slowly shoot at the enemy over many turns.
Of course, snipers with their damage output and high-level titans stand out from the general picture, and that's it.
I haven't played H5 seriously, so I won't comment on it, but believe me, in H3, archers also play a fairly important role. High Elves of level 3 deal more damage than half of the level 4 creatures. They are very deadly. The castle's crossbowmen also deal excellent damage, even better than their own griffons, for example. Storms and Ice Archers, under a mass blessing, deal a huge amount of damage. And the entire game is built around Goblins building towers. So they are not insignificant at all.