No archers get AP in RC2.0. No missile weapons do except the pistols of Pistoliers in the 1500's, which is largely to overcome gameplay limitations that have to do with skirmishing mechanics. AP is not appropriate for relatively low-velocity medieval weapons. The attack value represents the amount of joules of energy delivered to a point by the projectile. There is extensive research behind this including documentary evidence of the effect of such weapons on various armors of different type and quality, including their design and armor angling to optimize projectile deflection. I have also consulted with one of the foremost academic and practical medieval weaponry experts in the world to try and get these aspects right. In fact I have put many, many more hours into RC than I ever did to my Masters thesis in computer science

, but have applied my formal scientific training to developing RC.
The main problem is that M2TW has a too-flat attack value vs armor curve, ie lower attack weapons have too much effect vs any particular armor, and high attack weapons have too little. Unfortunately this is hardcoded but I have done as much as possible to work around and with this; RC2.0 takes this further.
Janissary Archers are Elite and have composite bows, which will give them a missile attack of 7 (4 composite bow + 2 elite composite +1 elite weapon quality), whereas Yeoman Archers are Superior and have attack 6 (4 longbow + 1 superior longbow +1 weapon quality). Both have +1 weapon quality as Late Pro's of superior quality or above. Note that in comparison to Yeoman Archers, Retinue Longbowmen are elite. The composite bow is a weapon that is overall superior to the longbow giving a slightly higher attack value to better quality shooters due to its superior ability to convert the potential energy of the draw into the kinetic energy of the arrow, though it is more expensive and complex to manufacture and is not suitable for wet conditions. Attack stats are only one aspect of missile shots, which also factor in rate of shooting animations, range and accuracy (eg longbow is slightly more accurate than composite bow due to arrow length/weight and how that affects the temporary dynamic flexing of the arrow upon leaving the bow) and whether the unit is a Skirmisher or Missile type, as well as whether the target is in direct shooting range vs 'hail fire' range (which significantly affects the target area 'footprint' and how that affects multi-rank targets). The stats you see on the surface are only a part of quite a lot more factors being considered by the engine in the background. This applies to many aspects of the mod. Actually the M2TW developers did quite an amazing job, given that the game was released in 2006, of giving us the tools to allow these factors to be represented. And here we are almost 8 years later
