Watch me do it again!

I chose the number more for gameplay reasons. Else it’d be less, off course.
I feel like limiting their arrows to 25 or so wouldnt fix the issue. Like i like gunners, they spawn rev up their gun and start shooting, you have a time to break line of sight, range them etc. But thats 1 special, has a wind up time, makes a clear sound, kills enemies who he is shooting trough etc. archers dont have that, they spawn in packs, can shoot trough enemies, stagger you, can’t dodge their arrows reliably, not clear if they are targetting you unless they miss and you see an arrow flying past you.
Enemies blocking their arrows would help as well, I think.
I remember when WoM first started, enemy FF was supposed to be a thing with archers, but that’s never happened. Has anyone ever been able to get that achievement where archers kill a Minotaur at the tree in Against the Grain?
Those are two separate challenges, and yes. Kill minotaur under oak tree in Against the grain and have Ungor archer friendly fire kill a minotaur. I ha e never seen them damage or kill anything else though, unlike gas rats, ratlings and bosses.
I feel like ungor archers doing decent FF against regular enemies would present enough of a tactical decision when fighting them. I just have major issues with arrows not colliding with enemy mass.
The spearmen left me with a similar feeling with their long range and dodging, while hiding inside their buddies.
Arrows are in fact blocked by sufficient mass, though they do tend to shoot over or between units, and they do deal FF to enemy units. Evidence
Very cool, thanks for that!
The damage is pretty small and it doesn’t cause stagger to the enemy and like pershing said, they don’t hit their friends often because of the arrows’ arc. Even when they are lined up, they kind of ignore friendly fire when they are close to one another for some reason when they still have their bows out, only when I made them pull out their spear did they start hurting each other. I do think the block angle is pretty generous being that of your weapons block angle and the stamina cost is minimal. Let them shred their friends like warpfire throwers and ratling gunners do and the stagger wouldn’t bother me anymore.
I like the archers. Now the ranged have something to shoot at, so they dont kill my melee dudes 
But sometimes they can be a pain… running after the team for ages! (I rather see the ratling get a nerf doh)
Less/no stun, limited arrows, poisioned arrows, friendly fire, facing their target all sound great 
Great video.
After watching this video one can see when one of the beastman falls over dead, there is a very concentrated cluster of arrows sticking out of his rear and when all the life beastman get removed a concentrated line of piled up dead beastman can be seen. All slain by archers.
I’m pretty certain this concluded AI line of sight isn’t blocked by there own kin and beastman archer don’t care about doing harm to there own kin and continue to fire and aim center mass at players.
It’s those stray arrows that slip through that have me scratching my head with regards to hit boxes drawn around the enemy units and if for performance reasons, the enemy might have a simplified (smaller) hit box to deal with.
To be honest, I’m not all that bothered by Beastman Archers and along with Specials, they are high up on my priority list to remote early from the battlefield.
That being said, I can perfectly understand how one of those stray arrows, that can’t been seen, might result in a fatal blow and end in a team wipe.
Likely the AI behavior might require some polish and tweaking, but one also has to wonder why they ignore line of sight, deal damage to there own kin to begin with and i would not look surprised if this is tied to ‘for performance reasons’