Fire Archer

Overview
A debatably better Bowman, as it loses some of its range in favor of effectively a 2 damage attack. With no upgrades on evolution to base stats, and a reduction in range, it should be considered instead of automatically upgrading. The extra damage, however, is not to be understated. Especially as Fire is something that many units are weak to, the Fire Archer can easily deal 3 damage a turn for a price tag of only 450 gold.

Game Description
Veteran Bowmen of the King's Army may undergo the rigorous training required to become Fire Archers. While capable of truly devastating effects over medium distances, their fire-enhanced arrows will burn out before reaching distant targets.

Starting Abilities
Long Ranged Attack

Weak Melee Attack

Fire Damage

Upgrades

 * Regular, 200exp
 * Veteran, 300exp
 * Elite, 500exp
 * Steal, 100exp
 * Fire Resistance, Regular and 100exp
 * Liquid Fire, Veteran and 200exp
 * Crusader, Elite and 500exp
 * Enhanced Weapon, Regular and 25 gold and 50exp
 * Magical Weapon, Veteran and 50 gold and 100exp
 * Special Weapon, Elite and Crusader and 100 gold and 200exp
 * Enhanced Armor, Regular and 25 gold and 50exp
 * Magical Armor, Veteran and 50 gold and 100exp
 * Special Armor, Elite and Crusader and 100 gold and 200exp

Opinions and Thoughts
Personally, I always keep a long range unit in my army as often as I can. But I also love not having my units dying, and that requires a high damage output. As such, I think of Fire Archers a really good unit that will turn the tides of battle regularly when they are useful. When they are not useful, their 450 gold price tag means that keeping them in reserve does not unnecessarily increase battle difficulty. Overall, I would definitely view these units as an upgrade, and a wonderful ace in the hole that can turn a battle against, say, Ents from a attrition heavy slog into a clear victory.