A Case for Changing Yumi Archers in AoE4

A Case for Changing Yumi Archers in AoE4

After spending hundreds of hours playing Japan, I’ve come to the conclusion that Yumi Archers are not effective in their current state. Ideally, they should be adjusted to function more like standard archers.

I’ve tried repeatedly to make Yumi Archers work, but they fall short in 90% of games—especially in Castle and Imperial Ages. The recent patches have only amplified their weaknesses. While I was initially a fan of Yumi Archers when they were introduced, their performance has become increasingly underwhelming. They struggle against key units like Camel Archers, English Longbows, Mangudai, Cavalry Archers, and even base-line archers in late-game scenarios.

Here’s why I believe Yumi Archers need a rework:

Key Issues with Yumi Archers

  1. Limited Mobility Advantage
    Their slightly faster movement speed is negligible when paired with other units in mixed-army compositions.
  2. Reduced Bonus Damage
    Lower bonus damage to light melee infantry and decreased base damage feel punishing to Japanese players.
  3. Inefficient Cost vs. Performance
    Despite their lower cost, you often need more Yumis to match the performance of other archers, leading to inefficiency as they die more easily.
  4. Struggles in Archer Fights
    Even before the last patch, Japan already struggled in archer-versus-archer matchups.
  5. Siege Composition Nerfs
    Mangonel changes have made it harder to combine Barracks units with Mangonels, previously a strong compensatory strategy for Japan’s weak late-game archers.
  6. Buffs to Mounted Archers
    Camel Archers and Mangudai buffs have further worsened the matchup for Yumis.
  7. Late-Game Population Constraints
    In late-game scenarios with 100+ villagers, frontline units, and siege equipment, achieving a critical mass of Yumis is nearly impossible. Even 30 Yumis are insufficient to handle mounted archers effectively.
  8. Inferior Anti-Siege Options
    Archers are now integral to countering siege, yet Yumis’ lower damage makes Japan one of the weakest civilizations in this role.

The Camel Archer Matchup: A Prime Example

Camel Archers are an especially difficult matchup for Japan, with no good counters. Here’s how the options break down:

Mounted Samurai

While these units may seem viable, Camel Archers can kite them with superior speed. Each Mounted Samurai costs 140 food and 110 gold, making every loss devastating. Even if Japan wins the fight, it’s a pyrrhic victory given Abbasid’s superior economy.
Verdict: Too costly and impractical; success relies on luck to trap Camel Archers.

Onna-Musha

Onna-Musha perform better but are still hindered by Camel Archers’ 20% cavalry damage debuff. While they can out-range the Camels slightly, they are a Castle Age unit countering a Feudal Age threat. Moreover, they rely on the Uma Bannermen for buffs, making them vulnerable to sniping.
Verdict: The best of bad options, but highly situational and resource-intensive.

Horsemen

Horsemen face similar issues, as their movement speed isn’t helpful when paired with the Bannermen. They lack the durability of Mounted Samurai and have slower attack speeds. Abbasid’s dedicated anti-cavalry units further exacerbate the problem.
Verdict: A cost-effective but unreliable choice, often reduced to throwing away units to stall the Camel Archers.

Yumi Archers

Yumis may seem like the logical counter since they’re unaffected by the Camel debuff. However, their low base damage and health make them ineffective against Camel Archers’ high HP (200 in Castle, 250 in Imperial). Ranged armor further reduces their damage, especially if the Bannermen are sniped. In late-game, Japan’s population limit prevents massing enough Yumis to make a difference.
Verdict: In theory, 100 Yumis might work, but in practice, Japan’s population economy makes this impossible. Crossbows are almost always a better choice.

Broader Frustrations

The rise of mounted archers and recent siege changes have rendered the Yumi concept obsolete. Japan’s Onna-Musha already perform the role of archers more effectively in most scenarios. If Yumis are outclassed 99% of the time, what’s the point of having them?

Proposed Solution

Simply replace Yumi Archers with standard archers while retaining the Bannermen as a unique mechanic. The current design is no longer viable given recent game changes. This adjustment would restore balance and make Japan more competitive in late-game scenarios.

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I understand your point, but I have to be honest. I’m 99.999999999999999999999% sure there is no chance that devs will replace Yumi Archers for standard archers.
It would be even easier to make them cheaper and with a lowest production time (idk, maybe 10s), so you can mass them faster than your enemy.
I don’t think they will buff them with +1 damage, maybe they become stronger than other archers considering the speed they have, but I’m sure no dev would remove an unique unit.

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The devs are racist or whoever is responsible for their creation, this is why Asian civs have weaker version of units.
Do u know any western civ’s weak unit? Nope…
This kind of racist practices only happen to Asian and African civs only.
For example, Mongols have weakest lancer, Mali has weakest lancer type, Japan has weakest infantry like unit Ona and archer Umi.

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