Also not to be a bearer of bad news but enemy infantry is much smarter in 1.8. and with the arrows indirectly nerfed infantry is more relevant than it ever was.
Unsure how relevant but more relevant for sure.
Arrow damage to armour (pierce) barely changed at all, at most an increase of 1htk above T4 and 2htk at T6.
Blunt melee damage to armour reduced significantly and infantry also are more intelligent at blocking.
So infantry will take longer to kill other infantry, but archers still take almost the same time. Cav are slightly stronger now due to knockdown.
What this means cumulatively is that archers are actually slightly
more powerful than before, not weaker.
I just did a series of tests on battle_terrain_z, where I used 50 men in different compositions, against an enemy force of 25% T5 infantry, 25% T5 archers, 25% T5 cavaly and 25% T5 horse archers. I turned delegate command on and didn't participate in the fight. Here are the results for different army compositions.
* 25% T5 inf, 25% T5 arch, 25% T5 cav and 25% T5 HA. Result:
Defeat, inflicting 19 losses.
* 100% T5 infantry. Result:
Defeat, inflicting 25 losses.
* 50% T5 infantry, 50% T5 cavalry. Result:
Defeat, inflicting 30 losses.
* 100% T5 cavalry. Result:
Defeat, inflicting 36 losses.
* 100% T5 horse archers. Result:
Victory, inflicting 42 losses (remainder routed).
* 100% T5 Fian archers. Result: Victory, inflicting 42 losses (remainder routed).
* 100% T5 Kheshig horse archers. Result: Victory, inflicting 43 losses (remainder routed) with just 7 casualties!!
Feel free to test yourself. What I have found is that infantry are the least useful unit type, only being useful in small quantities to serve as a distraction that drops the enemy's shields for your archers to freely shoot at them. And that you can completely ignore archers, infantry and cavalry and ONLY use horse archers and do VERY well.