Archers are arguably the worst unit in Myth but that doesn't mean you don't have to know how to use them. Generally in FFA's archers aren't where your points are best spent. 4-8 archers just can't do much damage to enemies before they get within range to BC them down. If you don't get archers you will have the definite advantage on the ground plus you will have points for puss (two puss ghols can take out 4-8 archers easily). If you have 4 big puss ghols then you can use two on the archers and the other two on some infantry (this will more then make up for the damage caused by the archers on the way in). The one thing archers do well in a FFA is keep your opponent at bay and away from you. Generally the goal in a FFA is to avoid combat as much as possible in the opening minutes so you will be healthy for a big push towards the end. If you have no archers then the enemy can push you around at his will with archer fire and force you to engage eventually. Even if you totally slaughter him (ie you have 80% left he has 30%) you have marked yourself a target and people will come after you. This has happened to me plenty of times on Carnage where some one has thrown their army at me and I have slaughtered them (usually around 80% to nothing because of wights) only to be immediatly attack by another army. Puss ghols can be used to take out the guys archers (two puss ghols can kill off 6 archers even with an 8 warrior guard) and then he will be the target because with his archers gone it will show he only has a 60-70% army left. I'm not saying archers aren't effective on FFA's I'm just saying I don't like to use them. In big team games is where archers real value comes into play. Large groups of archers can severly damage an opponent if he is tenative to attack and stays in the archers line of fire for any length of time. That is why if you are going to charge archers and ground troops make sure you are ready to do it right away and don't stand back and take damage from the archers. I find it best to shift click with archers because clicking on one unit is rather stupid. That has all your archers concentrate on one point and given the inaccuracy of archers they will probably miss. Shift clicking fires arrows all around and into the group of warriors and usually leads to more hits. Not only that but it causes damage to many of the warriors in the group giving your warriors a slight advantage in any of 27 fights they may be engaged in. I have even been expiriment with ground clicking and it appears more effective then shift clicking. However this requires your constant attention because archers don't continue ground clicking until you tell them to stop and the ground click must be aimed manually. The most important thing to remember with archers is once you ground troops are engaged with their's STOP FIRING. Most likely you will be behind your own guys and instead of damaging the enemy you will be hitting your own troops in the back. What you should do is try and shift around the side and have an impact on the fight. Look for single enemy warriors you can concentrate on take them one at a time. I have seen well managed archers taking out targets the present themselves during a melee engagement turn the tide of a fight many times.