i think that the most logical situation is the units pulling out some type of sword or dagger.
I'm in favour of them backing off and trying to shoot again, if feasible... Obviously the act of stopping and shooting means they are unlikely to be able to do it indefinitely but if they can get a extra shot a two out then it should be the default behaviour, only when they have no choice but to fight hand-to-hand should they pull out their sword/dagger/whatever. This behaviour should be over-rideable though, through attack preferences somehow...
I think that if glest maps were to ever be able to be bigger an archer would have a range of...
This is definitely on the cards, probably a few months away though. It also raises the problem of changing stats to suit map size, even when I get big maps working well.. there initially at least wont be many available, people are going to want to play on existing small maps, and we don't want a duplicate tech tree with different stats for ranged units.
And, if we did, we'd have to rebalance it...
Of course, we need a whole new map format in any case... so maybe we can organise to integrate of bunch of 'big' stuff at once, break compatibility, but just once