The NQRcher – Parrhesia Makes This About Himself
So this was inspired by the Class Design Effortpost project. Like probably a lot of people, I hoped to roll into Archer, in my case because that’s probably the class design I thought most about and have made most distinctive from vanilla (with the possible exception of DoR mages, but that’s still in early stages. Nobody’s used Clovis yet). I didn’t, but that’s not gonna stop me yapping.
The Class Fantasy
“In battle his bow sang like a lyre… by the time his first arrow was tearing through the heart of his enemy he had already loosed two more. Many a ghol has sworn a blood oath on his name.”
I have always loved archers in fiction and in games, which may be hereditary given my father’s penchant for booting up AoE2, creating a black forest deathmatch and building mass longbowmen. Often with Team Colour 8. An Irish Republican refugee going with orange Britons on the power fantasy map… something a psychologist could take a look at, probably.
Either way, it made its way to me. Rereading the first four Ranger’s Apprentice* books because those were the only ones I had? Crossing my legs tightly when Haldir’s archers volley-fire at Helm’s Deep? Coping about Lelldorin and the Asturians? Been there. Done that.
So when I started playing video games, I tended to gravitate to archers where viable. I spent a lot of my youth trying to play enough Neverwinter Nights to actually get to the point where you could prestige-class into Arcane Archer, and not ever actually getting there. Because the first two Neverwinter Nights campaigns kind of completely suck ass. Archers were cool in all the Warcrafts. And good in 1. I’d put Nords down the archer path in M&B. That’s basically a joke option, but they looked cool. But it was Myth II that did it best.
Myth II (and Myth I, but II had better-feeling archers and was the better game) is basically a slow-paced, no-base RTS where the emphasis is on methodical unit placement. Your three key units are dwarves (slow, vulnerable, throw molotov cocktails), bowmen (slow, vulnerable, fire… bows) and melee, and melee is basically the crumple zone. In an ideal engagement, the melee sit around doing nothing like the Triarii of old. But your archers snipe their ranged units and skirmishers, offering cover fire so the dwarves can break down their heavy infantry. I’m simplifying, but that’s the gist of it.
Exhibit A: Pure Fucking Kino
It wasn’t that bowmen were super-human; indeed, they were explicitly just rural militia, rubbing shoulders with demihumans and hulking berserkers and sorcerers. They inflicted relatively low damage (though they countered fragile enemies), moved slowly (ascribed, hilariously, to ‘poor discipline’ compared to your melee infantry), and until they got more experience, they weren’t exactly pinpoint-accurate, either. Still, these guys in tunics bending those large compound bows…
Plock!
Chef-kiss.
Why Vanilla Didn’t Scratch the Itch
This is going to utterly shatter your fucking mind: whether through the attributes of the class itself or through its representatives, the archer class did not do so hot between FE4 and 9.
It’s not that I never used archers in FE. Indeed, many of my favourite characters in the series are snipers from these games; Shinon is my absolute favourite character in the series, Jamke is still my first answer to ‘who is Joe Zieja best-known for voicing in the series’, while Innes, Igrene, Klein, and, yes, even fucking Wil are up there.
But it was all kinda cope, right? Their stats weren’t good, the strengths weren’t valuable, the weaknesses were crippling. Worst of all, there just wasn’t anything they could do that was unique to them. A whole weapon type of bad javelins. In some of these games, the nicest thing you could say about bows is that you probably weren’t using them often so one unit could hoard them all. In others, archery was valuable, but your actual archers sure weren’t. Jamke’s the most tragic case of all, able to kill any enemy in his half of the game effortlessly. If he can get to them. One at a time.
Ultimately, I just got the sense that IS… didn’t really like the class? Like, take myrmidons. IS, Collectively, are clearly very behind that power fantasy. Myrmidon isn’t a very good actual class to actually be, but the team were committed to pump the fuck out of Rutger and the like to make up for it. I just don’t think they particularly gave a shit about Wolt. There wasn’t a selling point, there wasn’t much appeal.
It is deeply uncontroversial to suggest that something was rotten in the state of Denmarksman, and it was well-known back in the early 2010s, too. Sometimes you’ll hear newer fans saying that this was still the era of growth units being overhyped, but they’re wrong. That was a 2006-08 thing, and by the turn of the decade, it was all about knowing Marcus was good and Nino was bad and, more importantly, being seen to know. It was the era of saying PEMN (Personal Experience Means Nothing) to the person genuinely arguing that Marisa was good and to the person who just liked Marisa, indiscriminately. And being unnecessarily aggro about it, because that was the vibe of the era.
There is a lot about today’s internet that sucks unbelievable garbage, but not all the culture shift was bad.
1-2 Goofus and 2-3 Gallant
So 2012 obviously predated FEBuilder. But Nightmare? Nightmare was workable. It was a crazy time for really shitty rebalances nobody wanted and nobody played, and while the actual barrier to entry was generally higher than peoples’ enthusiasm – the novelty wore off fast – it did foster new ideas.
The obviously Really Stupid Idea was to just give bows a hand axe of their own. Hey, the Short Bow was right there, right? And it sucked ass, yeah? Staple melee capability on that motherfucker and you’re good to go! Well, as you’ve guessed, all this did was make the class more homogenous.
The obviously Way Better Idea was to just give bows 2-3 range. This gives bows something they can do, leaning into our idea of what they should be good at. Obviously this was my preferred solution. But within the context of a rebalance of FE7, does it work? No, not really! 1, enemies are still hordes of weak, shitty garbage. 2, a lot of enemies are archers. Suddenly you’ve made a really oppressive enemy environment for yourself, in which poor bloody Wil is still only killing one guy every turn. To really do something about archers, you’d have to get into the guts of the thing, which none of us were ready to do.
The other thing was statspreads. GBAFE takes the bold stance that male archers should combine mediocre strength and durability with bad speed, and female archers should switch things up by combining bad strength and durability with mediocre speed. Wolt, non-binary icon, splits the difference by simply being bad at everything (which is a pity, because that aside, Being An Archer In FE6 would not have been a bad thing!).
How to address this basically comes down to your vision of the class fantasy. There’s not really a right or wrong answer, though I have my clear preference. Do you see The Archer as a light skirmisher class, snapping off shots quickly like Legolas surfing down the stairwell at Helm’s Deep? I’ll admit this fits the animation better, and FE’s (and seemingly Japanese media broadly?) tendency to give bows to plucky kids and elegant ladies. But you know what my inspiration was; in the timeless words of some guy on SomethingAwful in a 2014 World Cup thread that have lived with me for all eternity, this was the energy of hench archers launching sick bodkins through the mists of time**. I was very annoying about it at the time – ‘longbows require a lot of strength ackshually’ is one of those low-grade trivia everyone knows but people assume not everyone knows, like ‘Henry VIII was ackshually very athletic for much of his life’ – but still, I’ve obviously committed to it.
I never did go through with a rebalance, though I know I considered it and did download Nightmare. But working on Do5 as a wee Parrhesia opened my eyes to the world of Romhacking. Now there was a primordial soup in which I could dunk my undercooked takes! Behold: pancake-face original Radu!
Don’t let the ‘longbow’ fool you, there are elm (iron-equivalent) bows around that are also 2-3. I think Longbows were just equivalent to Iron Blades, basically. Which means old mate is horribly unreliable, but, hey…
You see the Statspread here, you see a bulkier vision of the class. You see 6 move (‘6 move standard, no move on promotion’, it turns out, is another tenet going back that far). You see a rejection of the weight mechanic… well, that wouldn’t stick around. The execution was bad, because I was seventeen, and because we were all kind of fumbling in the dark. The numbers are too close together, because I lacked boldness and conviction (this is true of the other early joiners). But hey. I’d take this guy over Rebecca.
However, 2012!DoW was reliant on the goodwill of … multiple other people (not least ‘the guy who used FEditor’), in a request-oriented day and age, and I had nothing to offer them in turn. To absolutely nobody’s surprise, it didn’t get past the second chapter. And those two chapters are not good***.
So I sat on my ideas for How Archers Should Work and bided my time, never expecting to actually prove my point.
Drums of War – Proof of Concept
For reasons I shan’t go into, 2022 was the worst year of my life. So I’m on SFcord, and for whatever reason, class statspreads go up. Like I usually do, I post way too hard about my own takes. Skl > Str >> Spd = Def on archers, and so on. I wind up completing the thought in my own time, filling out an Evernote document with a full set of classes and their statspreads as I envision them.
Then I start thinking about romhacking again.
I’ve still got the old Drums of War mugs around, won in an age where you could basically just shamelessly request the labour of artists and the cultural expectation was that You Did This and populated your campaign accordingly****. I always felt bad that that never came to anything, that I never honoured that work by producing… anything of work. So I go to check if FEXNA’s released yet.
Yes, you’re reading that right.
So FEXNA has released, sort-of, not really on the terms of its creators (who are understandably tired of their shit getting stolen and leaked) and it’s neat, but it’s still very much The FE7x Engine Built To Produce FE7x. I insert a few things and mess around with it a little, but it’s about when I notice there’s seemingly no Fog of War option that I start to look around. Hey, FEBuilder exists. Okay, let’s look at FEBuilder.
Oh.
ohhhhhhh
So FEBuilder is basically just a full on Scenario Editor for FE8, and that’s properly speaking my language. And I have a whole lot of time and a whole lot of reason to throw myself into something in order to distract myself from everything, and so I make Drums of War in like a year.
Bam! Proof of concept. Radu has low movement and low speed, but does extremely high and reliable damage, starting with a decent level so he doesn’t need to get kills where it’s situationally awkward. DoW has tougher and stronger enemies than vanilla (though still more on the horde-side than many custom campaigns), and it hits a balance where avoiding those counters is valuable and the damage is high. His defence is good, mostly for vibes, but also it makes him very good against enemy archers. This is going to shock you: the archer I built for me feels great to me.
Kirsten rolls in soon afterwards, with a technically better speed/res growth than strength/def but numbers that will never quite catch up. Pivotally, she’s fast enough that she probably will wind up doubling and one-rounding most enemies, and she’s obviously a fantastic mage counter. Connacht arrives in midgame – he’s a little undertuned, honestly, and The Final DoW Patch will buff him a little – as ol’ reliable, probably the most replacement-unit-coded unit in the game. You want an archer in DoW. I want all the archers in DoW (Radu/Kirsten support! It’s canon!), but you want at least one. They bring something unique to the table, and even though their weaknesses are emphasised, they’re more than worthwhile.
And did enemy archers become oppressive? No, not really. Sure, they have 2-3 range… but 5-move in a 6-move standard environment, so the actual range shadow is identical to what it would otherwise have been. Cavalry archers don’t get longbows. And in situations where an Archer with 2-range was appropriate, there were recurves to hand out. 2-3 range works. You just have to place them carefully.
Dream of Five – Pacetakers
And I was immediately put in a position where I couldn’t just repeat the trick.
Hey, if I’ve been sitting around fretting about unfinished business when it comes to the two-chapter hack with twelve mugs, what about the one which actually gets remembered, which probably would have been complete if not for the route split? So I started talking about rebooting Do5, initially as the kind of joke which, like, it was meant as a joke, but it was also kind of soft-launching the idea of doing it seriously.
People wanted me to do it seriously. I wanted to do it seriously. Oh, well, too bad I’m out of contact with Astra*****, nothing can be done-- oh Lumi (or was it Cam?) has his Twitter and it’s actually super easy to get his blessing and also a giant folder with literally all of the files in it. So rebooting Do5 was GOING to happen. And I could not put DoW archers in it.
The reason was Garath.
Garath was submitted to the community hack in 2011 by some guy called ‘Furetchen’, initially as a sniper (with a speed lean! How things change!) but quickly changed to a bow-focussed warrior, because that was a far better and more versatile class for him to be. His Prf was the Greatbow, initially a high-damage, highly inaccurate one-tap weapon with 2-3 range. Garath actually wound up starting a cute little ROMhack archetype of his own; by the time I’d returned to finish Do5, Garath had already begat Shale COTA, Joe 7S, Angelo AVT.
And while upon picking up Do5 I went to a lot of work installing and adapting my own ideas… I couldn’t very well take longbows off warriors. Okay, I could, theoretically, and then leave The Greatbow, Specifically, as Garath’s thing. But that felt wrong. So I felt as though I needed to boost archer movement up to 6 to match, and then have baseline bows be 2-range, and bring in a line of three longbows that were easily accessible and only locked-off to cavalry archers.
So here comes Crowe. There was another unit I’d submitted to Do5 (if you’re curious, my initial spread was Garath/Kolbane/Saskia, to which I later added Crowe, and then upon a reshuffle of earlygame units (after the community hack aspect had kind of ceased) I contributed Driscoll too), but within the 2012!Do5 environment he was pretty bad, only able to kill one unit a turn at most in a game with tough, numerous enemies, with terrible accuracy issues. He wasn’t Wil-bad, but he wasn’t pulling his weight. Which was fine, because he was also the most obnoxious character in the game from a writing perspective. So I did what I do, nerfed his speed a bit and then brought up his other stats, turned him into an offensive powerhouse. You’ll see from his statspread he’s basically 6-move Kirsten with 15% extra strength growth, and in terms of raw offensive potential Crowe might have the most killing power in the game when he hits his stride.
Your sluggish Skl/Def archer comes next, and depending on route can either be Franseza (lower level, Seren support) or Brill (slightly overlevelled for her bases, but I do think she’s underrated). Now, these are proper Do5 units. They lack Crowe’s raw killing power, but if he didn’t make it out of the earlygame deployment squeeze, they’ll absolutely pick up where he left off… and if he did, well, the idea of hitting Do5’s large, tough enemies from multiple angles makes 3-range even more appealing. And they won’t fall behind. And there’s two S-rank bows to go around.
Brill is also the only archer across all NQR campaigns to appear in the credits. You’d think it’d be Corentin. But no. Brill.
Odette is about what you’d expect her to be. She’s a perfectly solid endgame unit, but a trained earlier marksman will probably pan out better; her strength and speed are fine enough, but she gets her Feel Points through having… well, Rozelle’s close (but uses a less accurate weapon type), but Odette probably has the highest accuracy in the game through sky-high skill and luck. You want an archer in Do5, and if the early Act 3 deployment squeeze winds up squeezing out all the rest, Odette’s the one who can pick up the slack.
Now, I make this point a fair bit. What asset does Marksman have that Warrior does not? None. Warrior is just Marksman With Axes. There aren’t even ballistae to clamber into! But these four units all, to my eye and to fairly consistent feedback, Hit Right. Even Brill, who I think is underrated, undeniably offers a useful and accurate power-spike; Franseza, who is probably the weakest unit of the four, ramps up quickly and is memorable through her Seren support and availability in missions where you’re split up. They wouldn’t complain if you gave them axes, sure, but they aren’t suffering for their absence.
And while I’ve already talked about the enemy bulk and quality playing in their favour, part of it is also that they wind up being good no matter what route you go on. Against the Musai, they can outrange most magic (and by lategame, Thunder’s nothing to be afraid of) and maybe even one-shot; against Ondurites, their advantage over shamans (who they’ll always double) is even more pronounced, while their high accuracy is invaluable against the notorious late swordmasters in particular, and they generally have the durability to weather a swordsman that slips through the lines. So despite this being the environment in which they are arguably least special, they are probably, here, the most valuable. Just goes to show the question isn’t about making archers good. That’ll usually happen by mistake anyway.
Homecoming – A High-Speed Low-Drag World
DoW wasn’t even done yet by the time I wanted to do a sequel. I even sorted out a SkillSys Custom Install for it. But then, Do5:DE’s siren call took over. When it was close to done, I started poking at a DoW2 sequel. Made a new class set, rebuilt a sandbox from scratch. But I was starting to think about another idea, a real back-to-basics one where I could just have my take on earlier, Classic gameplay concepts. So, because establishing foundations is annoying and tedious, I just split off the DoW2 ROM into a separate Homecoming.gba… and then threw myself into that, instead.
HC’s sandbox has a noticeably lower time to kill than Do5. 2RKOs are still probably baseline, but ORKOs and indeed OHKOs are within reach, while your own forces will generally not survive three rounds unless they are a solid counter to the given class. The WT is massive and maps generally go relatively quickly, with a 6-8 turn baseline for most of them. You also have a solid mounted core from the very beginning… but also a lot of mages, armours and, indeed, archers which all move at 5 tiles.
While the emphasis on longbows is more like DoW, there’s a lot more viable shortbow options (and an unpromoted shortbow class, in the mounted Skirmisher) this time around. So while in DoW, having shortbow access basically just meant a steel, killer and silver, which wasn’t nothing but did very much make it a sidearm, bows-but-not-longbows are much more of a core weapon than a garnish here, and options like the Cranequin bust out of the usual profile. Also, the first really good bow you get is a shortbow, a silver-equivalent, though you’ll probably hand it to one of these two first…
You start with these two. HC has a lot of units coming in Pairs and I tried to switch it up rather than just going the Str/Def vs Skill/Spd route for all of them. Caradoc gets leads in the first half of the statsheet, Maewen in the second; an untrained Caradoc is better at the job of launching a single arrow at someone, but Maewen tends to reward training more, finding her way to decent durability and enough speed to double.
Corentin arrives with an S-rank longbow, Augustine, that is very heavy but overwhelmingly accurate; that and his high strength score (and a lot of fragile magi and drake knights on the next map) mean he finds a lot of one-shots early on. He’s very Connacht-like in statspread – okay, he doesn’t have the huge HP – and is somewhat more prominent in the party, so I wanted to push him a little. In practice, he basically splits the difference between a trained Caradoc and Maewen, and does so effectively. Still, it’s pretty rare to see people using multiple marksmen in HC, from what I’ve seen.
I wanted to round the bases with two marksmen of each sex – and the skeleton archer Rattler makes it five longbowmen all out – but Ceridwen was a hard one to pin down. She kind of has that Odette statspread of balance, but grows a lot more into strength… but there’s not much game left by the time she arrives, and her level’s pretty high. When a unit struggles to find a statistical niche, that’s a good time to examine Prfs. Hers has huge stats, hits resistance… and uses resistance instead of power. Half the joke is that she’s not well-equipped for it. Ceridwen is an interlude unit and a pretty rare pick there, so it’s hard to know how good she is, but she seems to be functional.
Homecoming Archers have a lot of merit but they’re probably at their weakest here. Maewen and Corentin are quite good, but their weaknesses are conspicuous and relevant. Caradoc and Ceridwen are pretty mediocre, but they can pull their weight and have a lot to offer. Wow, the vaunted ‘balance’ has been attained at last.
Boring!
Day of Reckoning – Synthesis
I do think HC has the best gameplay of the original trilogy, and I obviously wasn’t about to throw the baby out with the bathwater. But I did want to slow down the time-to-kill. Let HC be the rocket tag emblem. Let’s get some of the Do5 bulk back, but with hard counters and distinctive match-ups in, keeping HC’s triangle, and making OHKOs still viable with the right match-ups.
Ulrike arrives three turns into the game as your only longbowman until, potentially, Chapter 8. Mine is blessed. She has maybe been my best unit outside of the protagonist, who I really, really, really need to nerf. Maybe I’ll do that now.
Okay. There we go. What’s up? Right. So Ulrike is now the best unit in the game, maybe. Why’s that?
Because the environment is very friendly to her. Physical enemies often one-tap our mages; mages do huge damage to most of our physical units. Maps are dense, and units aren’t going to be flying through at max move, which means that our 5-move huntress isn’t going to be left in the dust.
Why does she have 21 crit? Oh, that’s crit boost. Actually that’s going to be 31% when fully implemented. Wait, but you can’t have crit boost on promoted archers!
That’s fine. There’s another class waiting in the wings to take over; hit bonus instead of crit, which basically makes it worse for the player but, hey, again, that doesn’t matter. A hypothetical Alenka-the-Marksman can be better than Alenka-the-Elite-Archer, so long as Alenka-the-Elite-Archer is competitive in an environment with Ulrike and Ansett the Marksmen.
Moreso than other campaigns, hunters and elite archers are fragile, undone by terrible defence and speed respectively, but there are chances to one-shot here. DoR is first and foremost a game of classes and counters. Enemy archers are a serious threat to units like Matzi in particular, our anti-mage mage. So again, the lower movement helps keep them in check, so they aren’t just zoning out certain specialists. And a cavalier with nine attack range can run down the guy, even without taking into account infantry swap, or dance, or tools like your refreshing ranged petrify.
I’m choosing odd screenshots to try and prove this is less and not more rocket taggish, but bear with me.
It’s hard to know how all this is going to bear out, of course, but fourteen chapters in? I’m happy with where we’re at. DoR is an odd beast, but all these campaigns felt like odd beasts at some point. What makes them feel less odd is further playtesting, and maps that aren’t just pure function and no form, and layers of polish being applied.
The most realistic reason for Ulrike to get nerfed will be if the Meta Strat winds up being keeping all of your early growth units, which runs counter to the mission statement of encouraging boss recruits down the line… recruits like Szalai and Ansett, other longbowmen. Alenka, too, comes with a cost of a sort. Of course, people generally recruit more of these guys than they need anyway. Y’all soft.
You’ve Come A Long Way, Bowby
So I’ve had the same idea of how Archers In Fire Emblem Should Look since I was roughly sixteen, and that core idea has been remarkably resilient. At least in the kinds of campaign I build. Would it have been a good fit for an FE7 rebalance? No. Would it be a good fit for your campaign? Maybe, but honestly, very possibly not!
But it was important to me to see this vision through. Call it what you will (‘neurosis’ might be a good start) but giving 5-move, 2-3 range archers a landing place was genuinely a very high priority in my design. If I’d had other, contradictory ideas, maybe I couldn’t have reconciled them. I’d have to make a call. You’re probably going to have to make big calls yourself, in your campaigns. And you’re going to have to think about how your concepts fit in your sandbox, and what’s going to have to shift to make way for other considerations.
Besides that… ehh, I don’t know. Fuck it. I’m happy. Ship it!
*OK, but seriously, if you’ve read Magician it is insane the degree to which the first Ranger’s Apprentice is ripping it off almost scene for scene. There’s only so many ways to do a ‘the shy kid (that’s you, The Reader!) actually is good at things that are underappreciated’, but they don’t always involve being a castle ward in Basically Explicitly England, your friend being a warrior, you wind up unselected except by the final guy who never picks up an apprentice, you go live in the woods, you kill a troll / orc thing … I’m not sure how you got away with that one, Ranger’s Apprentice Guy.
**England would proceed to lose to Uruguay and Italy before a scoreless draw in a dead rubber against Costa Rica, who had been widely tipped to be the whipping boy in a Group of Death but wound up being a shootout short of the semifinals.
***This extends to the writing. The honest appraisal of my early 2010s writing was that my style was developing and I had a neat turn of phrase but lacked sensitivity, restraint and an understanding of tone. A large part of what made FE7!Do5 badly-written was the lack of creative unified vision and being stuck with a plot outline written on the back of a napkin and the nation design of an Austrian nymphomaniac, and the early 2010 edginess that was hardly unique to it. But it was also just badly written, by me, at the time, and proto-DoW is edgier in a way that is genuinely agonising.
****Needless to say, this was a worse culture than today. Why did various incomplete FE7 hacks look gorgeous? Because artists did a bunch of unpaid labour for projects that wouldn’t ever reach fruition.
*****Super chill dude in the big '26. We are all unrecognisable today to who we were as teenagers. Thank fuck.