I started this archer thing I think, lol. Anyways, archers are best for:
-clearing small unit armies that your opponent is using to block for extra turns with cats
-with timing, archers can hit cats first. 5 archers equals the same attack as one catapult and even has the same crop usage with multiplied by 5. Cat armies tend to go attack and archers will need some attack and if combined with a cav army, you'll need some defense.
-archers are the only unit that have the potential to hit decent level turrets on turn 1. Meaning instead of sending cats at high level turrets, send the cav and archers, cav with higher defense and health to take more hits before losing prestige plus they're worth less.
-with a 1350 field range, archers move 343+720 range (these numbers are with maxed speed and range) so their movement provides for a total threat range of 1063. If the field range is 1350, then the highest range on the field with range tech, is 1050, which is only obtainable through turrets which are spread out. Notice that high level turrets will hit cats as soon as they leave the back row... means the front row of turrets is at about 300 into the field. This all means on first move, archers can hit turrets. Though for some reason sometimes I can't hit level 10 turrets on move one sometimes. Though I did experiment with 64 speed once bc that's the max speed my archers can have with maxed equips and techs, but still be under 300 movement. (this setup negated several advantages of archers) Even then they still hit cav first whereas if they have 3 rows of turrets, it's likely that the cav will clear two rows of turrets with an attack if that's all they have and the archers will finish, meaning less damage.
-they have higher speed than cats. This doesn't mean they will always hit cats first. You MUST time the attack. to hit them on turn one, you must wait for the opponent to be within your one move potential threat range (determined by movement per turn plus your range with range tech)
-for those of you wanting archer/cats, a cav can't hit a retreating cat. keep 1 of every unit in each city for when someone sends a cav army at you, recall your cats and have them move as far forward as possible. Right before they hit, you move backwards. The cav will chase you until they hit you after your cats can no longer move backwards. The archers will be awaiting for their cats to reach within their threat range, but while waiting for this, the archers and cats will be beasting on the cav.
-You can lower speed so that your archers can't be hit by cats after moving once, but then turrets gain an advantage and it slows down your attack, hurting two advantages to using archers.
-when I drop someone with a cav/archer/inf army, the opponent generally has about 12 seconds to figure out which city i'm attacking and put those troops on hunt. This is considering that they are not surrouning themselves by oasis's, alts, friends, neighbors, forts, and other people so that enemy attacks take several minutes to hit no matter what.
Archers will slow down your cavs travel speed, but will lessen the damage your cavs take by quite a lot if used properly and won't slow down your travel speed NEARLY as much as cats do. Using only 50k archers and about 15k cav, I was able to gain about 700k within about a weeks time. I scouted returned hunts, farmed inactives, plotted my neighbors crop loss per hour, etc.
Hope this helps and sorry the post is so long.
